Monday, February 15, 2021

Optional Injury System

I've added an optional injury system to the Resources section of the website. The new chart, which is consulted on a roll of D-12 (as opposed to the X-12 roll used with the standard system), adds technical foul and flagrant foul results to the game, as well as minor injuries, where a player may only be out for the remainder of a quarter, half, or next 12 minutes of a game.

Sunday, February 7, 2021

1965-66 C&D, or Why I Stopped Worrying and Learned to Love the Fast Break

Hey guys, welcome to another edition of ‘Stache Talk! I am replaying the entire 1965-66 season with cards and dice. I created the cards using a template from the old somhoops site and data from the card image view for the computer game. I believe the card image view has the exact same data SOM would use if they created real cards for the season, as I compared cards with the card image view for a few players from a recent season, and they were the same.

Making the cards is a very tedious process. There is always a mistake, a comma where it doesn’t belong, an extra space, an incorrect number; it takes multiple edits to get it just right. It is painstaking but worthwhile in the end. 

I chose the 1965-66 season to replay for two reasons: (1) it features some of the all-time greats, Wilt, Russell, Oscar, the Logo, etc, and (2) with only 9 teams, and an 80 game season, it is doable to complete the entire season. Sure, it will take a me a few years to play 360 games (80 games  per team x 9 teams divided by ½), but it will get done. The other day, I played Game 72, getting me through 20% of the season. I am playing the games in the order of the schedule, so teams haven’t played the exact number of games (Baltimore has played the most, 19, and St. Louis the least, 13). Here are the current standings:

EAST

Cincinnati 11-4

Philadelphia 10-4

Boston 9-6

New York 5-12

 

WEST

Los Angeles 13-4

Baltimore 10-9

St. Louis 5-8

San Francisco 5-12

Detroit 4-14

 

In real life, the Sixers were 55-25, one game better than the Celtics, who were 9 games better than the Royals and Lakers. The Pistons were easily the worst team with the Knicks the next worst. So the replay is kinda playing out like that, though the Royals and Lakers are overachieving and the Celtics underachieving.

I do play with injuries, but I use my own system where real life injuries that occurred at the beginning or end of the season are replicated AND I roll before each game for additional injuries, and that roll is based on how many games a player missed in real life. That is a long way of explaining that the Celtics were short-handed and without key bench players early on. I think they will recover. Let me just point out how AWESOME the Celtics Defense is. I only use the Normal defense, and I don’t double-team. The Outside shooting column is all blanks except for 2 (T), 4 (X) and 12 (X, 1-19). Inside 8 and 10 are blanks. On the FB 4, 6, 7 and 8 are misses. Good luck scoring on the Cs!

Wilt Chamberlain is the top scorer, averaging 37 points per game. Jerry West is right behind him with 36 ppg. Each had a 55-point game. Oscar Robertson is averaging 34.2 ppg. Next are Sam Jones (29.4), Rick Barry (29.1), Eddie Miles ( 28.1), Dick Barnett (27.8) and Walt Bellamy (26). They are all averaging a few more points than in real life but that is basically the order for the real life scoring leaders, except for Eddie Miles, who was 12th on the list in reality.

Rebounding was something I was concerned about before beginning the replay. I didn’t think that the top guys would be able to achieve their numbers. In the 1990’s SOM had to implement the Rodman Rule to get Dennis his share of boards. How could I do that when 3 players average 20+ and another averaged 18 rebounds per game? Russell is leading the league with 23.9 rpg, about 1 more than real life. Nate Thurmond is 2nd with 21.1, 3 more than real life. Wilt is 3rd with “only” 20.8, almost 4 less than he did in actuality. Jerry Lucas grabbed 21 rbs per game in reality but only 17.1 for me. We shall see how this plays out over the course of an entire season.

Two teams I want to focus on are the Detroit Pistons and the Cincinnati Royals. Detroit was bad in real life and they are worse here. Do you know who coached them that season? I will give you a hint, and if you know the answer, you either were alive and remember or you are a real historian. They had a player-coach. It was NOT a grizzled veteran with a ton of experience. It was 25-year old Dave DeBusschere! I am not sure whether it was the NBA in its entirety or just the Pistons, but to appoint a 25 year old coach, someone was not taking this game seriously!

For our purposes, the problem with Detroit is that they don’t have a single Dazzler on the entire team; not in the half court and not on the break. A related problem is the lack of a point guard. They have 4 possibilities, varying from a 4-11 Open position shot passer in the half court to 4-15 Open, and 10-20 to 12-20 FB shot on the break. Three of the four are right at or below 40% shooters in real life, and the one that isn’t, Donnie Butcher, misses the final ¾ of the season (and will have played his last NBA game very soon in my replay). They have a center, Joe Strawder, who doesn’t score (8.8 ppg), a small forward and his backup, DeBusschere and Don Kojis, who shot around 40% in real life, and a second leading scorer, power forward Ray Scott, who is shooting 41% from the floor. Eddie Miles (who had the James Bond-like nickname, the Man with the Golden Arm) has been carrying the team scoring 28.1 ppg on 47%.

Detroit does have some players who can score on the break. All four of the aforementioned point guards plus Miles, DeBusschere and Kojis are all capable fast break finishers. I had not been running the break at all with them, mainly because of the poor passing and lack of possible Dazzlers. I recently looked up the team FB ratings in the computer game. SOM gives teams a ranking of 3, 2 or 1 in the computer game, which is equivalent to the 2 asterisks (**), no asterisks ( ) and single asterisk (*), respectively, that are on the card and dice rosters. Why SOM didn’t make it **, * and blank, in that order, I don’t know. The teams rated 3 or ** should FB as much as possible, the teams rated 2 or blank 2/3rds of the time, and the teams rated 1 or * 1/3rd of the time. Detroit has a 1 rating.

Five of the nine teams are rated 3, Boston, San Francisco, Baltimore, Los Angeles and Philadelphia. I was only breaking often with the Celtics and Warriors, breaking sometimes with the Bullets and Sixers, and wasn’t breaking at all with the Lakers. Cincinnati was the only team rated 2, and I wasn’t breaking with them. St. Louis, New York and Detroit were rated 1 and I wasn’t breaking at all with them. I am not including when a player steals the ball off his defensive card and breaks in the above (if a good FB players steals the ball off his card, then I have him take a FB shot generally).

Cincinnati is very interesting. Oscar is a beast on the FB, a 5-20 Dazzler, and his FB column has baskets or fouls on all but 2, 3, 6 AND 12. He will score some points ¾ of the time you roll his card for a FB shot. The problem is EVERYONE ELSE. Adrian Smith is the starting shooting guard, playing 37 minutes per game in reality, and his FB column has blanks on rolls of 3, 5, 7, 8, 9, and 12. He scores on about 38% of rolls on his FB column. I have been starting Tom Hawkins at RF. He played 27 mins per game in reality, the most of any of the options. He is a replay guy, a rebounder and defender. His FB column is poor, with blanks on 3, 4 5, 7, 8, 9, and 11. Other wing players such as Happy Hairston, Jon McGlocklin and Jack Twyman are no better. Tom Thacker is a little better, scoring on 39% of chances, but not much, and he has been hurt. Like I said, I haven’t been breaking at all with the Royals, but in real life they did break a good amount.

The factors I usually consider when deciding whether to break are the RG passing column, the RG, LG and RF FB shooting columns, and how good the team is in the half court. But perhaps with a RG as lethal as Oscar, that should be enough. If you examine the Action Cards, the RG has 20 Dazzler opportunities in the FB column. And there are 9 readings of “FB shot for RG.” That is almost half the deck. When you throw in the completed passes to RG from RF and LG, that may tip it in favor of running the break, especially if the team is struggling in the half court.

I like a combination of playing how I think a team should play and playing how they played in real life. I think I was doing too much of the former. Chris has a post regarding the system he uses. I like it a lot. But it takes the break entirely out of your hands, and I like to have some control. So what I decided to do in Game 72 was implement a system where you (1) choose whether you want the team to run the break as much as possible, or as little as possible, then (2) roll the 20-sided die for every fast break opportunity, and (3) consult the following chart.

If the team wants to fast break as much as possible, the break is on for

3 rating – a roll of 1-17

2 rating – a roll of 1-15

1 rating – a roll of 1-13

If the team wants to fast break minimally, the fast break is on for

3 rating – a roll of 1-9

2 rating – a roll of 1-7

1 rating – a roll of 1-5

This system makes teams perform a little more like real life. Detroit is going to have to break sometimes. A team that wants to break as often as possible like the Warriors or Celtics will be prevented on occasion (think Thurmond grabs the board, but the defenders block the outlet pass and Guy Rodgers has to come back for the ball). Just like in real life, some decisions are taken out of the coach’s hands. But the coach has some influence by deciding how often she wants the team to run. For a team like Cincinnati, when the Big O is out of the game, you are going to take the break off. But even then, sometimes the players do what the players want to do. It's like how in today's NBA coaches tell players not to take long 2-pt shots, but they still do it. 

I really enjoyed the game I played with this system. I will use it going forward not only with the 1965-66 season but any SOM season.

One final point. Chris has already talked about when a fast break opportunity occurs. I agree with him. Basically, a team can break when it gathers a defensive rebound, other than a team rebound, after a missed field goal attempt, and when a player gets a steal from his defensive card, but not when the steal occurs from the opposition player’s passing column. So when Bill Russell grabs a defensive board of a Billy Cunningham missed jumper, I am rolling the 20-sided die to see whether the Celtics break, and if the coach has the break on, they will break on rolls of 1-17, and if the coach does not have the break on, then will break on rolls of 1-9. When a player does get a steal from his defensive column, if you want him to take a FB shot, no roll is necessary and he can automatically take it. If you don’t want him to take the shot, then I am rolling the 20-sided die to see if the team is fast breaking, and if they are you look to FB Control, and if not the Normal Control. 

I think that covers it. If you like controlling when a team breaks, then keep doing it. If you want to let the game control when to break and be more realistic, use Chris’s system. If you want to combine the two, use mine. Until next time, keep rolling the X +!

Monday, December 21, 2020

2020 3-Pt. Frequency Ratings are Now Available

 The 3-Pt. Frequency ratings for the new 2020 card set are now available in the X Files section. I also included a document explaining how to use the ratings in game play. Enjoy!

Friday, December 4, 2020

"Solitaire Game Play Options" Document is Now Available

 My "Strat-O-Matic Solitaire Game Play Options" document is finally available, in the Files section. It took me a lot longer than I anticipated to get this document completed. When you're the one who created them, and simply use them from memory, it all seems pretty easy. BUT, when you actually have to write them out, so that others may have a fighting chance of understanding, and implementing them, well, that was a whole lot harder than I had anticipated.

My next project is to create a YouTube channel, and then make a video, where I demonstrate how these solitaire game play options, as well as the rule adjustments from the "Strat-O-Matic Rule Clarifications and Adjustments" document, actually work during game play. I realized that this was a necessity, after reading through the five pages of rule adjustments and solitaire game play options in the above mentioned documents. If you read through those documents, and are trying to implement all of it into your games, you're probably thinking "WTF? This is WAY too complex! This dude is out of his mind!" But, if you see it applied in actual game play, you will find that these rule adjustments and solitaire game play options are not nearly as complex as they look on paper.

By the way, if you see like four weeks pass, without the afore mentioned video materializing, call me out on it; either via the contact link on the site, or via a message on the Strat-O-Matic Fan Forum. Sometimes I need a good kick in the butt to get me going!

Sunday, October 25, 2020

"Rule Updates and Clarifications" Document Update

I fixed a few typos in the "Rule Updates and Clarifications" document today. Specifically in section 14.3. If you downloaded that document prior to 10/25/20, you will want to go and download the updated version.

I am currently working on the "Solitaire Play Options" document, and hope to have that posted to the Files section in about a week or so.

Friday, August 28, 2020

Determining Shot Attempts in Solitaire Play (Advanced)

 I've spent the last several weeks perfecting an all encompassing rule to automatically determine, in most cases, what type of shot a player will attempt in my solitaire games. I really wanted to eliminate having to decide for myself the type of shot players will take in every situation, while still giving me the opportunity to make some of the shot type decisions during play. I also wanted to eliminate having to position players inside/outside on offense, as I like to eliminate as many tactical decisions in my solitaire games as possible. Like I always say, I don't like to try and coach against myself when playing the game solitaire (for some strange reason, I was never able outcoach myself when playing the game solitaire 😉). To that end, I have come up with the following rule, which I have found quite enjoyable to use in my games:

Determining Shot Attempts in Solitaire Play

Using these rules will necessitate rolling two extra dice, a 20-sided die and a colored six-sided die, in addition to the special black die and two white dice. Also, do not position players "inside" offensively (ignore rule 9.3 entirely).

Give each player a 3-pt. Frequency rating by multiplying the actual percent of the player's shot attempts that were three-point shots, by 20, and rounding to the nearest whole number (this information is available at https://www.basketball-reference.com). This will result in a rating between 0 - 20. Players who did not attempt a three-point shot attempt do not receive a 3-pt. Frequency Rating.

Whenever a player is going to attempt a shot (other than a steal shot), refer to the result on the 20-sided die, from the previous roll of the dice. If the number on the 20-sided die is less than or equal to the player's 3-pt. Frequency rating, then the player will attempt a three-point shot.

Players with a 0 3-pt. Frequency rating may only attempt a three-point shot in a switch situation or when receiving a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card. Players without a 3-pt. Frequency rating may NEVER attempt a three-point shot.

If the number on the 20-sided die is greater than the player's 3-pt. Frequency rating, then refer to the result on the colored six-sided die. If the number on the colored six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt a penetration shot. If the number on the colored six-sided die is greater than the player's Shooting Tendency rating, AND the player is rated to shoot from both outside and inside, then you may have the player attempt either an outside or inside shot, at your discretion. If the player is not rated to shoot inside, he will attempt an outside shot, and if the player is not rated to shoot outside, then the player will attempt an inside shot.

Whenever a player has a shot in a switch situation, or receives a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card, ignore the result of the 20-sided die and the colored six-sided die, as you may choose to have the player take ANY allowable shot (three-point, outside, penetration, or inside), regardless of the player's 3-pt. Frequency and Shooting Tendency ratings.

If a player has a shot from a reading of "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card, determine the shot type as follows: if the player is not rated to shoot from inside, then the player will attempt an outside shot, if the player is not rated to shoot from outside, then the player will attempt an inside shot. If the player is rated to shoot from both outside and inside, then refer to the result of the colored, six-sided die. If the number on the colored, six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt an outside shot. If the number on the colored, six-sided die is greater than the player's Shooting Tendency rating, then the player will attempt an inside shot.

Forced Threes: if a team is trailing, with 2:00 or fewer minutes remaining in the game, you may have players "force" three-point shot attempts. In this situation, when the 20-sided die does not indicate a three-point shot attempt for the player, you can still have the player "force" a three-point shot attempt. When a player "forces" a three-point shot attempt, any result of D from the special black die is an automatic miss.


Now, at first read, this rule seems super-complex, coming in at eight paragraphs, and nearly 700 words in length! You're probably thinking "WTF? I don't want my Strat-O-Matic basketball games to turn into Advanced Squad Leader, for crying out loud!" BUT, in practice, once you've played a few possessions using this rule, it really becomes quite easy to master, and won't add any additional playing time to your games.

A player has a position shot. You compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the colored 6-sided die. If a penetration shot isn't indicated, you determine for yourself what type of allowable shot the player will take (outside, and/or inside).

If an "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card occurs, again you compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the the colored 6-sided die to determine if the player takes an outside or inside shot.

Finally, if a "[Position] pass to any player..." reading occurs from the Normal CONTROL section of the action card, or a Switch reading occurs, you ignore all the extra dice, and you determine for yourself  what type of shot the player attempts.

Just like in today's NBA, when using this rule, players will first look for the three, then look to penetrate, and finally take an outside or inside shot, depending on their Shooting Tendency rating (or "work" their man in a switch).

Yeah, clear as mud; I know. So, I have decided that it is time for me to start creating some videos, demonstrating this rule, along with my other solitaire play rules, so you can see how these rules work in actual gameplay.

 If a picture is worth a thousand words, then videos must be worth even more! Stay tuned for upcoming video explanations of my various game play options.

Monday, August 10, 2020

How to Eliminate Extra Dice or Extra Die Rolls in Your Games

 I know that a lot of solitaire players either roll extra six-sided dice, or make extra die rolls, in order to determine things during play. A good example would be the Super-Advanced "Determining Outside / Penetration Shots" rule. The rule suggests that you "roll 1 die" and compare the result to the number of shooting stars in the shooters' Shooting Tendency rating, to determine if the player will shoot from outside or penetrate. Now, why in the world would I want to add an additional 220 die rolls to a game where you're already rolling the dice almost 250 times per game? I know I wouldn't.

So, the first thing that I, and probably others have done, have been to simply add an extra, different colored, die to your rolls, and use the result from that die, from the previous roll of the dice. Problem solved! No extra die rolls, and you're only rolling one extra die, four instead of three. But, what if you're one of those players that prefer not to roll an extra die during play? Maybe you have small hands, or are a purist, who resists adding an additional die to the special black die and two white dice, to your play. What is one to do? 

Well, I've found a little trick, that I've added to my solitaire game play, to eliminate extra die rolls, or adding an extra die to my play, when using rules or play options that require an extra die roll to determine an outcome. What I do, for what I like to call a "decision die," is to simply refer to the white die from the previous dice roll, that came to rest farthest to my left, to determine whatever result I'm trying to get. For example, if I'm using the afore mentioned "Determining Outside / Penetration Shots" rule, I just look at the white die that is left of the other white die to get the needed number, to compare to the shooter's Shooting Tendency rating. Or let's say you're using a rule to determine which 1+ rated shooter gets the pass from "Pass to any 1+ shooter for shot, using a die six result to make the determination (say 1-3 it goes to the 1+ shooter on your left, and 4-6 goes to the 1+ rated shooter that is placed right of the other 1+ rated shooter on the floor), in conjunction with the "Determining Outside / Penetration Shots" rule in conjunction with a rule. Now you need two die six results. No problem! Use the previous result of the white die that that came to rest on your left to determine which 1+ rated shooter gets the pass, and use the previous result of the white die that came to rest on the right to determine if the player will shoot from outside or penetrate.

No extra die rolls, and no extra dice added to your game, while still having the necessary die results to determine whatever action will occur in relation to whatever rules or game play options you happen to be using! Now, you're probably thinking, what to do in those rare circumstances where both white dice land directly above each other? Easy! Use the result from the top white die first, and if necessary, use the result on the bottom die for the second needed number.

Stop making extra die rolls. or rolling extra dice; let the dice you've already rolled do the work for you!