Monday, March 30, 2020

Determining the Fastbreak Offense (Advanced Game)

Determining the Fastbreak Offense 
Give each team a Fastbreak Rating based on its Fastbreak tendency from the roster sheet, as follows: 
* = Fastbreak Rating of 2. 
No asterisks = Fastbreak Rating of 4.
** = Fastbreak Rating of 5.  
Roll an extra colored six-sided die, in addition to the special black die and white dice, on all shot attempt rolls. Whenever a Fastbreak situation occurs in the game, refer to the PREVIOUS result on the colored die and compare it to the offensive team's Fastbreak Rating. If the result on the colored die is less than or equal to the team's Fastbreak Rating, the team will run a Fastbreak offense on that possession. If a Steal result occurs from a player's Defense column, the player making the steal may still attempt to score off the steal, regardless of whether or not a Fastbreak offense is indicated. 
Disregard the result on the colored die if a Fastbreak shot is called for from the Fastbreak CONTROL section of the final action card of a quarter or overtime period; the rebounding team can always run the Fastbreak in this this situation (a team with the lead will always dribble out the clock when this occurs on the last action card of the game).
Of all the game play options that I've instituted in my play over the years, this one is probably my favorite. It relieves you of the burden of having to decide whether or not to run the Fastbreak for each team throughout the game, and in doing so, also ensures that each team will run the Fastbreak offense the same percentage of the time they actually did (or at least at the same percentage that Strat-O-Matic has rated each team to).

Saturday, March 28, 2020

Determining Three-Point Shot Attempts

Determining Three-Point Shot Attempts 
Give each player a 3-Pt. Shot Rating by multiplying the percentage of three-point shots the player attempted by 20, and rounding to the nearest whole. Example: 0.604 percent of field goals attempted by Stephen Curry in 2019 where three-point attempts, so you would give Stephen Curry a 3-Pt. Shot Rating of 12 (0.604 x 20 = 12.08, rounded to 12). 
Roll a twenty-sided die, in addition to the special black die and two white dice, on all shot attempts. Before ALL shot attempts (including Fastbreak shot attempts), refer to result on the twenty-sided die from the PREVIOUS die role. If the result on the 20-sided die is equal to or less than the shooter's 3-Pt. Rating, then the player MUST attempt a three-point shot, UNLESS the player is in a switch situation, in which case the player may attempt any type of shot. If the result on the 20-sided die is outside the player's 3-Pt. Shot Rating then the player may NOT attempt a three-point shot, UNLESS the player is in a switch situation, OR there are less than 2:00 minutes remaining in the game. With less than 2:00 minutes remaining, you may have a player "force" a three-point shot attempt when the result on the twenty-sided dies falls outside of a player's 3-Pt. Shot Rating. When a player forces a three-point shot, a result of D on the black die results in an automatic miss. Also, if using Shooting Rule Adjustment 14.3, disregard Replay or F(2) results on the player's Outside shooting column on "forced" three-point attempts; apply all results from the white dice to the player's 3-Pt. Shooting rating. 
When using this rule, ignore Dazzler results from a passer's Passing column when a three-point shot is called for by the twenty-sided die.

Using this rule, in conjunction with Shooting Rule Adjustment 14.3, will give you accurate three-point shot attempts in your Advanced games. Especially for teams that run the Fastbreak at every opportunity, but also attempted a lot of threes.

I also found that this rule does two other things; it results in more accurate assist totals in the game, and more accurate fastbreak points totals as well.

Monday, March 23, 2020

Shooting Rule Adjustment (Advanced Game)

14.0 SHOOTING 
14.3 Basic game procedure applies to a three-point shot attempt with one exception: If the black die reads X, the shot is automatically not good.
 I've found that there are two problems with the three-point shot rules in the Advanced game; one is that players who attempted a low number of shots per 48 minutes (and have a lot of Replay results in their shooting columns to reflect this), but were proficient three-point shooters, have the ability to get WAY too many shot attempts per game by only attempting three-point shots.

2019 P.J. Tucker is a prime example. Tucker played 34 minutes per game, attempting only 9.0 FGA per 48 minutes, but 74% of his shot attempts where three-point shots, with a three-point shooting percentage of 0.377. Tucker has 26 Replay chances in his shooting columns, but also a 3-Pt. Shooting rating of 2-5, 11-12 and a 3-Pt. Replay on 10. So, a player who attempts 9 shots per 48 minutes, nearly 7 of which are three-point attempts, has just a 4% chance of getting a Replay result when attempting a three-point shot, but a 36% chance of a Replay result when attempting a two-point shot. Say what?!?! Yeah, that's right. Under the current three-point shooting rules, P.J. Tucker and other players like him can jack up 12 threes per 34 minutes played, conveniently ignoring all of those Replay chances in their regular shot columns, that are supposed to limit a players field goal attempts.

The second problem with the three-point shot rules in the Advanced game, since the proliferation of the three-point shot in the NBA, is the loss of fouls, and thus free throw attempts, in a game that has been producing low fouls and free throw attempts over the past 20-plus seasons. Even with the new Three-Point Foul Shot Attempts rule that was re-written by Strat-O-Matic just this year (located at the bottom of the 2018-19 roster sheet, on the Western Conference side), fouls and free throw attempts are still at unrealistically low levels.

So, in an attempt to rectify these short-comings in the Advanced game, I have re-written rule 14.3, as follows, in my game play:

14.3 Basic game procedure applies to a three-point shot attempt with two exceptions: if the black die reads blank, compare the result of the white dice to the shooters Outside shooting column; if the result is a Replay or an F(2) reading, then accept that result instead and no three-point shot is attempted. If any other result occurs, re-roll the two white dice and compare the result to the player's 3-Pt. Shooting section to determine if the three-point shot was made or missed (if the shooter has neither Replay nor F(2) results in their Outside shooting column, just accept the original result of the white dice for that player). If the black die reads X, the shot is automatically not good.
 Now, guys like P.J. Tucker, who only attempted 6 FGA per game in real life, can't fire away from three as if they were James Harden or Stephen Curry. In addition, players who have F(2) results in their Outside shooting columns won't be further diminishing fouls and free throw attempts in the game when shooting threes.

I've been using this revamped rule in my current 2019 NBA tournament play (http://www.stratfanforum.com/sffipb/topic/67317-2019-nba-tournament/) with very good results. I highly recommend giving this rule revision a spin in your games; I think you'll find that you like using it as much as I do.

Thursday, March 19, 2020

Rebounds Rule Adjustment (Advanced/Basic Game)

21.0 REBOUNDS 
21.2 As in the basic game, an offensive rebound always results in an open shot for the rebounder.
I never was a fan of this particular rule. Using this rule, as written, almost every offensive rebound results in an immediate put back shot. I say "almost" because a player who took few shots per 48 minutes could get a replay result, but still, most of the time an immediate shot result will occur. Well, what's wrong with that you may ask. Don't almost all offensive rebounds in the NBA result in an immediate put back shot attempt by the rebounding player? Well, maybe in 1981, when the current game rules were created (I'll have to watch some old games on YouTube and see). But in the modern game, once the three-point shot became prevalent, it seems that about half of all offensive rebounds result in the team resetting the offense and trying to get a three.

Then you also have the situation where a player takes an outside or three-point shot, and tracks down his own rebound off a long bounce. According to the rule as written, almost every offensive rebound tracked down by a shooter who missed an outside shot or a three, gets an open inside rebound shot. Not realistic at all, in my opinion.

 Therefore, I've totally rewritten rule 21.2 for my board game play as follows:

21.2 If a player rebounds his own missed shot on a three-point or outside shot attempt, the player may not attempt a rebound shot; instead, accept a replay result and reset the offense. In all other offensive rebound situations, if the missed shot result came from the shooter’s card, then the rebounder will automatically attempt an open rebound shot. If the missed shot result came from either the Team Defense card or a defender’s X-column, then no rebound shot occurs; the offense must accept a replay result and reset the offense.

So, in effect; if a player gets his own offensive rebound off a missed outside or three-point shot, it is an automatic reset of the offense. In all other offensive rebound situations their is a 50/50 chance of that an open inside rebound shot will occur, and a 50/50 chance that the offense will reset.

Not only does this rule make the game play more realistically, but it also reduces the number of field goal attempts slightly, in a game that produces a tad too many field goal attempts to begin with (more on that in a future post).

Wednesday, March 18, 2020

When Can a Fastbreak Occur (Advanced Game)

The rules concerning the Fastbreak offense in the Advanced game can be a little confusing. Specifically, in regard to exactly when the Fastbreak can occur when a team is playing a fastbreak offense.

There are four sections of the rules that we have to look at when it comes to when a fastbreak can occur:

17.0 FASTBREAK OFFENSE
17.1 A Fastbreak situation occurs after all missed field goals where the defensive team controls the rebound, except if the defensive team is credited with a team rebound.

Alright, that's crystal clear, nothing ambiguous there.

17.5 A Fastbreak may be used only after a missed field goal attempt. All other outcomes are followed by use of the Normal offensive mode.

Oops! If anybody was actually editing the 2014 edition of the rules booklet, they certainly didn't read the previous section of the rules.

16.0 READINGS FOUND IN PLAYER'S DEFENSE COLUMN 
16.1 STEAL 
16.12 He may attempt to score off the steal. In this instance, he rolls three dice and refers to the F (Fastbreak) COLUMN of the stealer for shot results. He may also decide not to attempt a shot. In this instance, he refers to the last discarded advanced action deck card's CONTROL section. If his team is in a Normal offense, he refers to "Normal" CONTROL. If his team is in a Fastbreak offense, he refers to "Fastbbreak" CONTROL.

So, obviously, a Fastbreak may be used in a situation other than after a missed field goal attempt; after a steal result from a player's Defense column. Ah, but we're not out of Mirkwood yet.

12.0 READINGS OCCURRING IN PASSING COLUMN OF PLAYER'S CARD 
STOLEN - Ball is stolen from passer by opposing defensive player (except in Fastbreak situations to be discussed later). No shot is attempted as defense assumes offensive posture, and refers to CONTROL section of last discarded action deck card.

So here is were the rules inject some more ambiguity into the whole "when can a Fastbreak occur" question. The STOLEN section of rule 12.0 simply states that you refer to the CONTROL section of the last discarded action deck card after a Stolen result, but it fails to state which CONTROL section to refer to. Because of that omission, one could assume that it depends on whether your team is in a Normal offense or a Fastbreak offense.

But recall that rule 16.12, regarding a Steal result, unequivocally states that if a team is in a Normal offense then you refer to "Normal" CONTROL, and if in a Fastbreak offense then you refer to "Fastbreak" CONTROL after a Steal result from the Defense column (assuming the stealing player does not attempt to score off the steal). Because of that very clear distinction in rule 16.12, but nary a peep regarding the Fastbreak in the STOLEN section of rule 12.0 (nor any mention of a player being able to try to score directly from a Stolen result), I believe that the intention is that the Fastbreak cannot occur after a Stolen result from a player's passing column

I believe that the above referenced rules were actually intended as follows:

17.1 A Fastbreak situation occurs after all missed field goals where the defensive team controls the rebound, except if the defensive team is credited with a team rebound, and after a Steal result from a player's Defense column, if the player does not attempt to score off the steal. 
17.5 A Fastbreak may be used only after a missed field goal attempt or after a Steal result from a player's Defense column, if the player does not attempt to score off the steal. All other outcomes are followed by use of the Normal offensive mode. 
12.0 READINGS OCCURRING IN PASSING COLUMN OF PLAYER'S CARD
STOLEN - Ball is stolen from passer by opposing defensive player (except in Fastbreak situations to be discussed later). No shot is attempted as defense assumes offensive posture, and refers to the Normal CONTROL section of last discarded action deck card; no Fastbreak may occur.

 So, at this point, you may be asking "why would the rules allow the Fastbreak after a Steal result from the Defense column, but not after a Stolen result from the Passing column?" A very good question indeed! I actually have two theories on that; one, Strat-O-Matic believed (and rightly so) that there would be WAY too many Fastbreak shots occurring in the game if the Fastbreak (and direct Fastbreak shots) could occur after both Stolen and Steal results. Or two, they just wanted to differentiate between the two types of plays; A Steal being a takeaway giving the offense more of an advantage than a defender just grabbing an errant pass.

Monday, March 16, 2020

Inside Block Man Rule Adjustment (Advanced Game)

15.0 READINGS FOUND ONLY ON ADVANCED PLAYER CARDS AND DEFENSIVE CARDS 
15.4 Inside Man's Block Rating Applicable Against Other Positions. Inside Man's Block Rating  NOT Applicable against Own Man - Shot Missed.

Rule 15.4 makes sense when the offensive team is in its half-court offense, as the block man is giving his man open outside shots, while playing off him, so as to have the ability to come over and attempt to block shots by other players in the paint; this it the role of the inside block man. But I discovered two situations where the block man would not inherently be in position to attempt to block or disrupt an opponent's shot; on rebound shots resulting from missed fastbreak shots or missed free throw attempts. Ah, that's right, you had never considered that, had you? Fortunately, I'm just anal enough about making the game feel as close to the real thing as possible to have spotted this minor flaw in the rule.

You see, I figure that after a missed fastbreak shot that is rebounded by an offensive player, the block man is most likely still trying to get back down the court, and is in no position to block a put back attempt. And in the case of a missed free throw attempt, the designated block man is getting boxed out in the scrum for the rebound, and again is in no position to block a put back attempt after an offensive rebound in that situation either.

Therefore, I've adjusted sub-rule 15.41 in my games to read as follows:

15.41 If the defense does not have an inside block man, or the shot is a rebound shot resulting from a missed fastbreak shot or a missed free throw attempt, the shot is automatically good.

Now whenever D-7 is rolled on a put back after an offensive rebound from a missed fastbreak shot or free throw attempt, the inside block man is considered out of the play, as I feel should be the case.