For completed/abandoned Mish Mash Games.
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Post #0 (ISO ) » Fri Sep 12, 2014 10:06 am
Post
by JerryArr » Fri Sep 12, 2014 10:06 am
7:30 4th
IND 17
1st and 10 on their own 25
(White text on black = that team has ball)
Please have plays in 72 hours after the go-ahead.
phok, please PM me your defensive playcall.
Last edited by JerryArr on Sat Mar 28, 2015 8:55 am, edited 9 times in total.
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Post #1 (ISO ) » Fri Sep 12, 2014 10:44 am
Post
by JerryArr » Fri Sep 12, 2014 10:44 am
phok is in, Red has 72 hours to call a play.
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Post #2 (ISO ) » Sun Sep 14, 2014 3:47 am
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by RedCoyote » Sun Sep 14, 2014 3:47 am
Run
I didn't know we had a new thread. Thanks for stepping in, Jerry.
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Post #3 (ISO ) » Sun Sep 14, 2014 9:09 am
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by JerryArr » Sun Sep 14, 2014 9:09 am
In post 2 , RedCoyote wrote: Run
I didn't know we had a new thread. Thanks for stepping in, Jerry.
I realized I should have PMed you about it or something. But no problem!
Coyotes will try to run it for a little more room, but the run blitz is on for the Interceptors, max advantage to the defense!
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 2) = 6
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (4, 6, 5) = 15
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Post #4 (ISO ) » Sun Sep 14, 2014 9:10 am
Post
by JerryArr » Sun Sep 14, 2014 9:10 am
A six from the D means the three dice the Coyotes will have, that were previously bonusable, will not be. The Coyotes RB does have a good run, powering through the line for...
Original Roll String: 3d6
3 6-Sided Dice: (5, 2, 5) = 12
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Post #5 (ISO ) » Sun Sep 14, 2014 9:12 am
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by JerryArr » Sun Sep 14, 2014 9:12 am
With a 12 yard gain and a first down, the Coyotes are no longer in the shadow of their goalposts.
Red's Coyotes (RedCoyote) v Indianapolis Interceptors (phokdapolees)
9:30 2nd
IND 7
1st and 10 on own 18
phok's turn to defend.
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Post #6 (ISO ) » Sun Sep 14, 2014 10:33 am
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by JerryArr » Sun Sep 14, 2014 10:33 am
And the defense is in. What'll it be, Red?
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Post #7 (ISO ) » Mon Sep 15, 2014 7:34 am
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by RedCoyote » Mon Sep 15, 2014 7:34 am
Wow, I lucked out on that one.
Draw
Jerry, can you put the play options in the OP? It would help me because I keep forgetting them, lol.
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Post #8 (ISO ) » Mon Sep 15, 2014 10:55 am
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by JerryArr » Mon Sep 15, 2014 10:55 am
In post 7 , RedCoyote wrote: Wow, I lucked out on that one.
Draw
Jerry, can you put the play options in the OP? It would help me because I keep forgetting them, lol.
It is done, both in this thread and in SC vs phok.
Anyway, a draw play called against run defense? That's two bars of advantage to the defense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 6) = 10
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (4, 2, 1) = 7
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Post #9 (ISO ) » Mon Sep 15, 2014 10:56 am
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by JerryArr » Mon Sep 15, 2014 10:56 am
A defensive ten means the 7 (loss of 0 or 1) becomes a 6 (loss of 1, 2, or 3), AND any dice that would have been bonusable are now not.
The rush finds its way into the backfield for a loss of...
(1 or 2 = 1 yd, 3 or 4 = 2 yds, 5 or 6 = 3 yds)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #10 (ISO ) » Mon Sep 15, 2014 10:57 am
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by JerryArr » Mon Sep 15, 2014 10:57 am
2 yards lost on the play, second down for the Coyotes.
08:50 2nd
IND 7
2nd and 12 on own 16
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Post #11 (ISO ) » Mon Sep 15, 2014 11:32 am
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by JerryArr » Mon Sep 15, 2014 11:32 am
Defense installed. Red?
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Post #12 (ISO ) » Mon Sep 15, 2014 11:33 am
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by JerryArr » Mon Sep 15, 2014 11:33 am
This should read "SC vs Feirei".
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Post #13 (ISO ) » Mon Sep 15, 2014 3:47 pm
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by RedCoyote » Mon Sep 15, 2014 3:47 pm
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Post #14 (ISO ) » Mon Sep 15, 2014 5:17 pm
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by JerryArr » Mon Sep 15, 2014 5:17 pm
The Coyotes stick with the run, good for them, as the Interceptors try to jump the route. One bar advantage to the offense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (3, 5, 4) = 12
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Post #15 (ISO ) » Mon Sep 15, 2014 5:19 pm
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by JerryArr » Mon Sep 15, 2014 5:19 pm
An 8 doesn't change the result, which is a gain of a yard plus one die.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post #16 (ISO ) » Mon Sep 15, 2014 5:36 pm
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by JerryArr » Mon Sep 15, 2014 5:36 pm
Decent 4 yard gain, but still a ways to go on the third down.
08:10 2nd
IND 7
3rd and 8 on own 20
phok?
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Post #17 (ISO ) » Tue Sep 16, 2014 7:49 am
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by JerryArr » Tue Sep 16, 2014 7:49 am
We have D. Red, your playcall?
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Post #18 (ISO ) » Tue Sep 16, 2014 8:34 am
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by RedCoyote » Tue Sep 16, 2014 8:34 am
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Post #19 (ISO ) » Tue Sep 16, 2014 8:39 am
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by JerryArr » Tue Sep 16, 2014 8:39 am
A draw play as the Indy defense drops back to anticipate a short pass. One bar to the offense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (6, 3) = 9
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (3, 1, 4) = 8
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Post #20 (ISO ) » Tue Sep 16, 2014 8:40 am
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by JerryArr » Tue Sep 16, 2014 8:40 am
No defensive effect, no gain for the running back, fourth down.
08:10 2nd
IND 7
4th and 8 on own 20
Go for it or punt, Red?
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Post #21 (ISO ) » Tue Sep 16, 2014 8:43 am
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by RedCoyote » Tue Sep 16, 2014 8:43 am
Can't try for it on my 20... let's
punt
.
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Post #22 (ISO ) » Tue Sep 16, 2014 11:09 am
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by JerryArr » Tue Sep 16, 2014 11:09 am
Thought so.
Punt distance roll:
Original Roll String: 2d6
2 6-Sided Dice: (3, 5) = 8
Return try roll:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post #23 (ISO ) » Tue Sep 16, 2014 11:10 am
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by JerryArr » Tue Sep 16, 2014 11:10 am
An 8 is 30 plus 3 bonusable dice, a 2 means the return will go for 3 bonusable dice. First the punt.
30+
Original Roll String: 3d6
3 6-Sided Dice: (5, 4, 5) = 14
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Post #24 (ISO ) » Tue Sep 16, 2014 11:11 am
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by JerryArr » Tue Sep 16, 2014 11:11 am
Punt goes 44 yards in the air to the Interceptors' 36. I'm assuming you want to return it, phok.
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