For completed/abandoned Mish Mash Games.
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Post #0 (isolation #0 ) » Fri Sep 12, 2014 10:09 am
Post
by JerryArr » Fri Sep 12, 2014 10:09 am
04:50 2nd
ICE 7
2nd and 10 on the opponent's 22
(White text on black = that team has ball)
Please have plays in 72 hours after the go-ahead.
Last edited by JerryArr on Wed Nov 26, 2014 6:32 pm, edited 7 times in total.
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Post #2 (isolation #1 ) » Fri Sep 12, 2014 11:42 am
Post
by JerryArr » Fri Sep 12, 2014 11:42 am
SC has selected his defense. Please call a play within 72 hours, Feirei.
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Post #4 (isolation #2 ) » Fri Sep 12, 2014 1:17 pm
Post
by JerryArr » Fri Sep 12, 2014 1:17 pm
Feirei runs against the Cougars' short pass D, a small, one notch advantage to the offense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 2) = 8
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (1, 4, 5) = 10
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Post #5 (isolation #3 ) » Fri Sep 12, 2014 1:18 pm
Post
by JerryArr » Fri Sep 12, 2014 1:18 pm
Defense stands up well against the running back, a gain of only...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post #6 (isolation #4 ) » Fri Sep 12, 2014 1:19 pm
Post
by JerryArr » Fri Sep 12, 2014 1:19 pm
Just a 2 yard gain, setting up a third and very long as the first period is about to expire.
0:10 1st
CHA 0
3rd and 15 on their own 48
SC, your defense, please.
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Post #7 (isolation #5 ) » Fri Sep 12, 2014 2:39 pm
Post
by JerryArr » Fri Sep 12, 2014 2:39 pm
SC is in. Feirei, what's your play?
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Post #9 (isolation #6 ) » Fri Sep 12, 2014 3:24 pm
Post
by JerryArr » Fri Sep 12, 2014 3:24 pm
The Witches try a long pass against a Chaparral run blitz, a good two bar advantage for the Witches!
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 2) = 6
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (5, 6, 1) = 12
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Post #10 (isolation #7 ) » Fri Sep 12, 2014 3:26 pm
Post
by JerryArr » Fri Sep 12, 2014 3:26 pm
A defensive six brings the 12 (which would be 2 yards + 2 non-bonusable dice) to a 13, meaning three bonusable dice.
Original Roll String: 3d6
3 6-Sided Dice: (1, 5, 6) = 12
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Post #11 (isolation #8 ) » Fri Sep 12, 2014 3:27 pm
Post
by JerryArr » Fri Sep 12, 2014 3:27 pm
Ooh, 12 yards plus...
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #12 (isolation #9 ) » Fri Sep 12, 2014 3:28 pm
Post
by JerryArr » Fri Sep 12, 2014 3:28 pm
16 yard gain, just enough for the first down! The gun sounds, and that's the end of the first quarter.
Chaparral Cougars (StrangerCoug) vs. Ice Witches (Feirei)
15:00 2nd
CHA 0
1st and 10 on the opposing 36.
SC's turn to select defense.
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Post #13 (isolation #10 ) » Fri Sep 12, 2014 5:03 pm
Post
by JerryArr » Fri Sep 12, 2014 5:03 pm
The deed has been done. Feirei, what'll it be?
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Post #15 (isolation #11 ) » Fri Sep 12, 2014 5:13 pm
Post
by JerryArr » Fri Sep 12, 2014 5:13 pm
The Cougars try to blitz, but the Witches' QB will try to toss it over the rushers, max advantage to the offense!
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (1, 2) = 3
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (1, 3, 5) = 9
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Post #16 (isolation #12 ) » Fri Sep 12, 2014 5:14 pm
Post
by JerryArr » Fri Sep 12, 2014 5:14 pm
A pass that would have been incomplete, instead is caught for a modest gain of 1 plus...
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #17 (isolation #13 ) » Fri Sep 12, 2014 5:16 pm
Post
by JerryArr » Fri Sep 12, 2014 5:16 pm
(3 defense roll there was +2 btw)
Tackled by the linebacker, but not before the receiver picked up 5.
14:20 2nd
CHA 0
2nd and 5 on the opposing 31
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Post #18 (isolation #14 ) » Fri Sep 12, 2014 5:17 pm
Post
by JerryArr » Fri Sep 12, 2014 5:17 pm
SC's time to send a defense.
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Post #20 (isolation #15 ) » Sat Sep 13, 2014 9:02 am
Post
by JerryArr » Sat Sep 13, 2014 9:02 am
Got it, feel better.
Feirei, your turn to play an offense.
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Post #22 (isolation #16 ) » Sat Sep 13, 2014 9:07 am
Post
by JerryArr » Sat Sep 13, 2014 9:07 am
Both are thinking pass. The D thinks it'll be a short one, but Feirei goes long! No advantage either way.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (1, 1) = 2
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (2, 6, 2) = 10
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Post #23 (isolation #17 ) » Sat Sep 13, 2014 9:09 am
Post
by JerryArr » Sat Sep 13, 2014 9:09 am
Defense is caught off guard, bringing the 10 to an 11, but it's just off the fingers of the receiver, incomplete.
14:10 2nd
CHA 0
3nd and 5 on the opposing 31
Crucial third down... you're up, SC.
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Post #25 (isolation #18 ) » Sun Sep 14, 2014 9:05 am
Post
by JerryArr » Sun Sep 14, 2014 9:05 am
Excellent.
Feirei, what will the Ice Witches try?
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Post #27 (isolation #19 ) » Sun Sep 14, 2014 9:58 am
Post
by JerryArr » Sun Sep 14, 2014 9:58 am
Witches run at a QB Blitz, a good 2 bar advantage for the offense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 6) = 12
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (6, 2, 3) = 11
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Post #28 (isolation #20 ) » Sun Sep 14, 2014 10:00 am
Post
by JerryArr » Sun Sep 14, 2014 10:00 am
The defensive end was in good position, the 11 becomes a 10, and 1-6 yards becomes 1-3.
(1-2 = 1 yd, 3-4 = 2 yds, 5-6 = 3 yds)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post #29 (isolation #21 ) » Sun Sep 14, 2014 10:02 am
Post
by JerryArr » Sun Sep 14, 2014 10:02 am
Gain of 2 brings up a 4th and 3... Field goal or go for it, Feirei?
13:30 2nd
CHA 0
4th and 3 on the opposing 29
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Post #31 (isolation #22 ) » Sun Sep 14, 2014 10:08 am
Post
by JerryArr » Sun Sep 14, 2014 10:08 am
Crowd cheers as the offense comes back onto the field. SC, what'll you do to try and quiet them?
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Post #32 (isolation #23 ) » Sun Sep 14, 2014 10:11 am
Post
by JerryArr » Sun Sep 14, 2014 10:11 am
Feirei, your play, please.
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Post #34 (isolation #24 ) » Sun Sep 14, 2014 10:25 am
Post
by JerryArr » Sun Sep 14, 2014 10:25 am
The Witches wisely audible to a screen pass, as a run blitz was coming. No advantage to either side.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (5, 3) = 8
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (1, 3, 3) = 7
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Post #36 (isolation #25 ) » Sun Sep 14, 2014 10:31 am
Post
by JerryArr » Sun Sep 14, 2014 10:31 am
Whoops... thank you for that.
That is a max advantage to the offense, but the only effect with the 8 is that dice are bonusable.
Either way, the pass falls incomplete, and the Cougars take possession.
13:20 2nd
ICE 7
1st and 10 on their own 29
Feirei, you are up to play D.
(Also, please specify in the future the full name of the play you wish to use if there can be ambiguity.)
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Post #37 (isolation #26 ) » Tue Sep 16, 2014 7:50 am
Post
by JerryArr » Tue Sep 16, 2014 7:50 am
Feirei has defended. SC?
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Post #39 (isolation #27 ) » Tue Sep 16, 2014 11:05 am
Post
by JerryArr » Tue Sep 16, 2014 11:05 am
SC fakes the run and is looking to throw a play action pass. The Witches were prepared for a short pass. No advantage either way.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 3) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (2, 4, 5) = 11
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Post #40 (isolation #28 ) » Tue Sep 16, 2014 11:07 am
Post
by JerryArr » Tue Sep 16, 2014 11:07 am
A 7 means no effect from the defense. The receiver makes a jumping catch, but lands out of bounds, incomplete.
13:10 2nd
ICE 7
2nd and 10 on their own 29
Feirei?
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Post #41 (isolation #29 ) » Fri Sep 19, 2014 7:15 am
Post
by JerryArr » Fri Sep 19, 2014 7:15 am
SC?
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Post #43 (isolation #30 ) » Fri Sep 19, 2014 9:25 am
Post
by JerryArr » Fri Sep 19, 2014 9:25 am
Coug's draw play will try to penetrate the Witches' run defense, a medium two bar defensive advantage.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (4, 4, 5) = 13
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Post #44 (isolation #31 ) » Fri Sep 19, 2014 9:26 am
Post
by JerryArr » Fri Sep 19, 2014 9:26 am
A defensive 7 means the dice won't be bonusable, an offensive 13 means it's a two die gain.
Original Roll String: 2d6
2 6-Sided Dice: (6, 3) = 9
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Post #45 (isolation #32 ) » Fri Sep 19, 2014 9:27 am
Post
by JerryArr » Fri Sep 19, 2014 9:27 am
The back breaks through the line, and gets near the first down line, being tackled just short of the needed yard line.
12:30 2nd
ICE 7
3rd and 1 on their own 38
Feirei, defense time.
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Post #46 (isolation #33 ) » Mon Sep 22, 2014 9:44 am
Post
by JerryArr » Mon Sep 22, 2014 9:44 am
Feirei's defense is in. SC?
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Post #48 (isolation #34 ) » Mon Sep 22, 2014 3:44 pm
Post
by JerryArr » Mon Sep 22, 2014 3:44 pm
Witches believe something may be up, and go for a long pass defense. Nope, just a run, and a one bar offense advantage.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (5, 6) = 11
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (5, 5, 6) = 16
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Post #49 (isolation #35 ) » Mon Sep 22, 2014 3:45 pm
Post
by JerryArr » Mon Sep 22, 2014 3:45 pm
No change to the offense's massive 16, bringing the Cougars 5 yards and three bonusable dice!
Original Roll String: 3d6
3 6-Sided Dice: (5, 1, 5) = 11
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Post #50 (isolation #36 ) » Mon Sep 22, 2014 3:46 pm
Post
by JerryArr » Mon Sep 22, 2014 3:46 pm
The back rumbles to a 16 yard gain on third and one, moving the chains and getting into Witches territory!
12:30 2nd
ICE 7
1st and 10 on the opponent's 46
Feirei, you have a defense to call.
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Post #53 (isolation #37 ) » Tue Sep 23, 2014 9:08 am
Post
by JerryArr » Tue Sep 23, 2014 9:08 am
A screen play taking on the run blitzing Ice Witches: No advantage either way.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 4) = 6
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (5, 6, 1) = 12
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Post #54 (isolation #38 ) » Tue Sep 23, 2014 9:09 am
Post
by JerryArr » Tue Sep 23, 2014 9:09 am
A defensive 6 provides no change to the Cougars' 12, giving them two regular dice (and an assured first down).
Original Roll String: 2d6
2 6-Sided Dice: (1, 3) = 4
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Post #55 (isolation #39 ) » Tue Sep 23, 2014 9:11 am
Post
by JerryArr » Tue Sep 23, 2014 9:11 am
Pass sails over the oncoming defensive line to the receiver, who gets to midfield before being tackled by the corner. (Not a) first down for the Cougars.
11:50 2nd
ICE 7
2nd and 6 on the opponent's 42
Feirei's turn to defend again.
Last edited by JerryArr on Tue Sep 23, 2014 9:16 am, edited 1 time in total.
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Post #57 (isolation #40 ) » Tue Sep 23, 2014 9:16 am
Post
by JerryArr » Tue Sep 23, 2014 9:16 am
In post 56 , Feirei wrote: I'm going to object to the 1st down call because he only went 4 yards.
Those were British yards, they translate to 10.084 US yards.
That or I had it as 3rd and 1 still on my file. It is now corrected.
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Post #58 (isolation #41 ) » Tue Sep 23, 2014 9:18 am
Post
by JerryArr » Tue Sep 23, 2014 9:18 am
SC, please to select an offense.
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Post #60 (isolation #42 ) » Tue Sep 23, 2014 12:40 pm
Post
by JerryArr » Tue Sep 23, 2014 12:40 pm
Long long pass against a short short pass D means a neutral neutral defense roll.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 6) = 12
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (5, 2, 6) = 13
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Post #61 (isolation #43 ) » Tue Sep 23, 2014 12:42 pm
Post
by JerryArr » Tue Sep 23, 2014 12:42 pm
The defense shuts down the deep options (would have been three bonusable dice otherwise), the QB checks down to the tight end for a gain of 2 plus two regular dice.
Original Roll String: 2d6
2 6-Sided Dice: (6, 2) = 8
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Post #62 (isolation #44 ) » Tue Sep 23, 2014 12:44 pm
Post
by JerryArr » Tue Sep 23, 2014 12:44 pm
Busts through a corner's tackle, but is brought down by two other players for 10 yards, and, I think (
), a first down.
11:10 2nd
ICE 7
1st and 10 on the opponent's 32
Feirei's turn.
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Post #63 (isolation #45 ) » Wed Sep 24, 2014 2:01 pm
Post
by JerryArr » Wed Sep 24, 2014 2:01 pm
Coug, please pick an offense!
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Post #65 (isolation #46 ) » Wed Sep 24, 2014 2:32 pm
Post
by JerryArr » Wed Sep 24, 2014 2:32 pm
Goes for the longball again, Feirei installed another short pass defense, no advantage.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 4) = 10
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (4, 2, 5) = 11
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Post #66 (isolation #47 ) » Wed Sep 24, 2014 2:34 pm
Post
by JerryArr » Wed Sep 24, 2014 2:34 pm
The 10 removes the bonusability of the dice... however, the dice don't exist as the pass is just out of reach of the receiver. Incomplete.
11:00 2nd
ICE 7
2nd and 10 on the opponent's 32
Feirei, decision please.
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Post #67 (isolation #48 ) » Wed Sep 24, 2014 3:01 pm
Post
by JerryArr » Wed Sep 24, 2014 3:01 pm
Feirei's defense has been selected. What are you going to do about it, SC?
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Post #69 (isolation #49 ) » Wed Sep 24, 2014 6:32 pm
Post
by JerryArr » Wed Sep 24, 2014 6:32 pm
Would you believe Feirei called a punt block? Well, you'd be right, it was a short pass defense. One bar to the offense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 2) = 4
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (2, 2, 3) = 7
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Post #70 (isolation #50 ) » Wed Sep 24, 2014 6:35 pm
Post
by JerryArr » Wed Sep 24, 2014 6:35 pm
Defensive 4 makes the Cougars' 7 to an 8, and a loss of 0 or 1 into no gain at all. Stuffed on second and six, brings up third down.
10:20 2nd
ICE 7
3rd and 10 on the opponent's 32
Feirei?
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Post #71 (isolation #51 ) » Mon Sep 29, 2014 7:54 am
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by JerryArr » Mon Sep 29, 2014 7:54 am
Offense for SC, please.
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Post #73 (isolation #52 ) » Mon Sep 29, 2014 8:00 am
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by JerryArr » Mon Sep 29, 2014 8:00 am
A playaction call from the Cougars vs the Witches' Short Pass defense, no advantage to anyone.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (6, 1, 1) = 8
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Post #74 (isolation #53 ) » Mon Sep 29, 2014 8:04 am
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by JerryArr » Mon Sep 29, 2014 8:04 am
A 7 doesn't do anything, but an offensive 8 means it's QB Pressure time!
Code: Select all
2d6
2: Interception (Return of 20 + two bonusable dice)
3: Interception (Return of two bonusable dice)
4-6: Sack: Lose 2 + one bonusable die
7-8: Pass hurried, incomplete
9: QB Escape Run (Gain of two bonusable dice MINUS 4)
10: Complete (Gain of one bonusable die)
11: Complete (Gain of two bonusable dice)
12: Complete (Gain of three bonusable dice)
If intercepted, roll three bonusable dice for interception location.
Here we go!
Original Roll String: 2d6
2 6-Sided Dice: (1, 3) = 4
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Post #75 (isolation #54 ) » Mon Sep 29, 2014 8:05 am
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by JerryArr » Mon Sep 29, 2014 8:05 am
The D breaks through and takes down the QB, what's the damage?
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #76 (isolation #55 ) » Mon Sep 29, 2014 8:06 am
Post
by JerryArr » Mon Sep 29, 2014 8:06 am
A six yard loss brings up a fourth down from the Witches' 38.
09:40 2nd
ICE 7
4th and 16 on the opponent's 38
Field goal, punt, go for it, SC?
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Post #78 (isolation #56 ) » Mon Sep 29, 2014 11:25 am
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by JerryArr » Mon Sep 29, 2014 11:25 am
Alright, from the 38, it'll be a 55 yarder. This needs to be 13 to 18 to be good, with a 3 to 6 meaning it was blocked.
Original Roll String: 3d6
3 6-Sided Dice: (1, 6, 5) = 12
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Post #79 (isolation #57 ) » Mon Sep 29, 2014 11:28 am
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by JerryArr » Mon Sep 29, 2014 11:28 am
It's up, it's straight, but does it have the distance... no, falls just short! Don't blame you for trying, but the Ice Witches take possession at the 45.
09:30 2nd
CHA 0
1st and 10 on their own 45
Defense time, SC.
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Post #80 (isolation #58 ) » Mon Sep 29, 2014 3:57 pm
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by JerryArr » Mon Sep 29, 2014 3:57 pm
I call upon Feirei of the Ice Witches to determine which offense shall be played.
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Post #82 (isolation #59 ) » Mon Sep 29, 2014 5:45 pm
Post
by JerryArr » Mon Sep 29, 2014 5:45 pm
Witches go long, but the QB blitz is on! Max advantage for the defense!
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 1) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (3, 3, 5) = 11
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Post #83 (isolation #60 ) » Mon Sep 29, 2014 5:47 pm
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by JerryArr » Mon Sep 29, 2014 5:47 pm
The 7, in this case, turns the 11 into a 10, making an incomplete pass... well... even more incomplete.
09:20 2nd
CHA 0
2nd and 10 on their own 45
Play time, SC.
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