Battle For the South Description & Rules League Commissioner: Shino45 League Description: Battle for the South is a TF League consisting of 6 teams in each the SEC and ACC. College Football is king in the South and this League is a battle to be the best in the South and go on to win Championships. The Battles not only take place on the field, but off the field recruiting. In addition the SEC has been considered the Top Conference of the South, but now the ACC will do battle with the SEC for that right. Each Season users from each conference will do battle against each other. So who's going to be King of the South? League Rules: Sliders & Settings Game Difficulty: All-American with modified Sliders Recruiting Difficulty: All-American Quarters: 7 mins Sliders Column 1 User CPU QB Accuracy 50 50 Pass Blocking 45 50 WR Catching 50 55 RB Ability 50 55 Run Blocking 40 65 Pass Coverage 40 60 Pass Rush 50 50 Interceptions 25 30 Rush Defense 40 60 Tackling 45 45 FG Power 45 50 FG Accuracy 40 50 Punt Power 45 50 Punt Accuracy 40 50 Kickoff Power 50 50 Week Advances We will follow an advance policy of 72 hours. If there are a few games remaining and there has been effort (ie - communication on the board and with the commish) in scheduling a user game in the scheduling thread then the deadline may be extended, at the discretion of the commissioners. The goal is to keep the dynasty moving swiftly and not have any long lags in between weeks. The league will generally not wait on a player to just do their recruiting or to play a CPU game. If you have a bye, spend 5-10 minutes and get your recruiting in, because if everyone else has had time to play their games and we are waiting on individuals with only recruiting to do, we will advance. If you will be out of town, set the CPU to assist your recruiting, but not assist with your recruiting board and you should be fine. If you are the remaining CPU game and all other games are done after 2 days your game is subject to being simmed. USER vs USER games - There will be a scheduling thread for each season, which all are expected to use for the purpose of getting games played in a reasonable timeframe. Should a game not be able to be scheduled in a timely fashion, one player will be set to auto-pilot or the game will be simmed, at the discretion of the commissioner. Offseason advancing - We will try and schedule a night to do the offseason. If that can't be done, we will work out a hard and fast schedule that will not be altered. Position Changes Column 1 Pos Notes QB: THP > 70 RB: No Restrictions FB: Restricted Weight restriction > 230 lbs Speed restriction < 86 WR: No restrictions TE: Restricted Weight restriction > 230 lbs Speed restriction < 84 OL: No restrictions DT: Restricted Weight restriction > 265 lbs Speed Restriction < 75 DE: Restricted Weight restriction > 240 lbs Speed Restriction < 82 OLB: Restricted Weight restriction > 220 lbs Speed Restriction < 86 MLB: Restricted Weight restriction > 225 lbs Speed restriction < 84 DB: No restrictions Depth Chart/Redshirting Please be realistic when setting your depth chart. This means not putting a 66 OVR player in the game over a 80 just because he is faster, or redshirting an 85 rated sophomore to play a 75 rated senior. The commissioners will be monitoring this area, but with the group in place I do not expect there to be any issues. Players leaving A player will not be allowed to attempt to sway a player from the pro draft if he: is > 95 OVR is a JR that has won the Heisman is a JR and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 90 OVR Kickers and punters can be swayed from pro draft regardless of OVR and class. Scholarships The amount of scholarships that can be offered at any given time will be dictated by the following formula: A = number of seniors on your team that will graduate B = 70 - current amount of players currently on roster C = 3 Player Scholarship Cushion A + B + 3 = total number of available scholarships. Note: Committed players count against your scholarship limit. GAMEPLAN ADJUSTMENTS All settings are allowed, including run and pass commit, so long as they are used in a sim fashion. In other words, use them based upon the game situation, DO NOT turn on the aggressive settings and leave them on for the entire game. OFFENSE 4th Down: * If you are behind by more than two touchdowns in the second half, you can go on 4th down anywhere outside your own 30 yard line. * If you are the losing team in the 4th quarter, you can go on 4th down whenever you like. * 4th and less than 1 inside the 50 yard line can be attempted at any point in the game, regardless of score. * Use your best judgement on what is 'sim' in this regard. If there is any question, pause the game and discuss the situation with your opponent BEFORE going on 4th. Motioning: Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete. Auto-motion plays are allowed and are exempt from this rule. Hurry Up Offense: This is allowed, however you must allow your opponent a reasonable amount of time to call a play on defense. Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters; not 15 like the NCAA. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the end of the half. Chew Clock can be used with 2 min remaining in each half or if you are in a blowout game and both users agree to the use of the feature. Playcalling, Mixing It Up: Owners are expected to mix up plays on both offense AND defense. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense with your passing game. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling. QB Scrambling: Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include option plays, designed QB runs or broken/pressured play situations. Examples of unrealistic QB scrambling include: Sprinting backwards and/or to the sidelines off the play action fake. Rolling out with the QB is allowed, however this should be done without sprinting. Faulty AI on the defense causes defenders to break coverage nearly as soon as a QB leaves the pocket while sprinting and as we all know, QBâ€™s throw on the run far more effectively in this game then they should. Sprinting backwards during a normal dropback is prohibited. Sprinting to the sidelines on a normal pass play that is not designed to be a rollout pass should only occur if there is pressure from the defense or you have waited 2-3 seconds in the pocket and no receivers are open. On a designed rollout pass , a normal rollout should be performed using the non-sprint QB running. If a QB sprints from the pocket, you should run the ball, not sprint out to throw the ball. Calling a normal pass play and then immediately running with the QB should be very rare. Using a 1-2 read system with an athletic quarterback and then running is considered sim as long as it is done within reason (i.e., not every single play). Quarterbacks that consistently average over 15 carries per game should be getting at least half of those carries via the option. QB Dropbacks: Purposefully dropping too far back in the pocket during regular passing plays is not allowed. Defensive AI doesn't take into account how far back in the pocket the QB is, allowing for wide open out routes and passes into the flats. This includes hitting a WR on said routes on screen plays. A normal QB dropback would be considered to be no more than 7-10 yards at most from the initial line of scrimmage, in the case of an under center passing play. From the shotgun, dropbacks should be limited to 3-5 additional yards from the line of scrimmage, since the concept of the shotgun is that it is intended to prevent the QB from doing any dropback on shorter routes and at most would only require 1-2 steps back for deeper routes to develop. Two QB Offenses: If you have one passing QB and one running QB, you should limit the rotation of them. Yes, it has happened "some" in real life, but it doesn't translate well to the game. Mainly due to the fact that the defense can't see who is jogging in and out of the huddle. For this reason, QB rotation should only be used on a possession by possession basis. A Two QB System will only be allowed when a program is moving from one type of offense to another (meaning that the current starter is incapable of running certain portions of the playbook). This transition period can only exist for a maximum of one year. Wildcat Personnel Groupings: This should operate similar to the QB rotation. For playbooks that are designed to use a wildcat personnel grouping, offensive playcalling should realistically reflect this change. If the wildcat package does not include a QB, the wildcat personnel should stay on the field for a grouping of at least 3 plays and not switched in and out for individual plays here and there. If the QB remains on the field for the wildcat package this rule does not apply. Options: Late pitches are not acceptable, if you succeed in a late pitch (even on accident) you should immediately run out of bounds for a loss or no gain. To clarify, a late pitch is one where your QB pitches the ball AFTER he has been hit by an opposing defender. A good pitch is where the pitch is made prior to contact with the QB. Violation of this rule will not be permitted, however any issues must include a video highlight for review by the commissioner. Running Up the Score: Good sportsmanship is a major part of Battle for the South, so running up the score on user opponents will not be tolerated. Please use good judgment when leading by a large margin, even when playing the CPU. There will be a hard 70 point cap on CPU games, you will have one warning should this be violated and then your game will be simmed with a loss for multiple offenses. If you are killing the CPU, put in your scrubs and run the clock. Stat mongering: Part of mixing things up is spreading the ball around in a realistic fashion. This doesn't mean you can't favor your playmakers, but there should be no instances of one receiver catching 95% of a teams passes, or QB's carrying the ball twice as often as the teams HB's, or padding stats intentionally in the 4th quarter of blowouts, there will be a discussion with the commissioner. DEFENSE Moving Players before snap: On defense you should not move your defenders pre snap except for special situations. Ex: Moving your safety up to stop the run on 3rd or 4th and short. Preplay player movement should beat a minimum in this league, so moving defenders off of the D-line before a punt will be a violation. Blitzing: While blitzing is certainly a part of the game, please be realistic when calling blitzes. Any attempt to confuse the AI when blitzing is prohibited (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling. 4-2-5/3-3-5 defenses: These defenses are allowed for use as a base defensive set. 1-5-5 defense: This personnel grouping may be used as a nickel/dime set in the appropriate circumstances. Defensive Line Play: Coaches controlling defensive lineman must first engage an offensive lineman on any pass rush or running play. Use of the 'Loop' is not permitted in any TF leagues (for those who are unaware, the 'Loop' refers to user controlling the DL and attempting to run yards around the OL, possibly with turbo involved). In general, when controlling a defensive lineman, you should always engage an opposing lineman and use rush moves to get clear. Mixing up Playcalls: Coaches should not use 2-3 plays all game and should attempt in most instances to match up their defensive packages with the offensive packages on the field. In other words, you should not run a 4-3 vs 4 and 5 wide sets all game and you should not run a 3-2-6 on first down vs a 2 TE set. History has shown that the NCAA games do not function realistically in these situations. SPECIAL TEAMS Fake Punts and FGâ€™s: Any fake punt or field goal must follow the same rule used when going for it on fourth down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt or field goal. Faking a FG or punt is part of the game and provides "the element of surprise," but please be realistic. These are utilized in NCAA but on a limited basis, so please keep that in mind. Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only. Squib Kicks: Squibs can only be used at the end of a half or game when your team is ahead. No exceptions. Participation/Board Activity All members to be active participants on the boards and the dynasty wire. You will be required to post game summaries, which can be brief and doesn't have to be an essay. Members will also be expected to engage in discussions about recruiting, awards, conference/BCS races and other dynasty events. Disputes In the event of a disputed game, finish the game, and submit your issues to the commish via pm, with highlights or pictures to illustrate your issue. Hopefully issues can be resolved via discussion with your opponent. If not, the commissioner will determine any penalties or need to throw out results of a game. Do not air dirtly laundry in the public forum. Disconnected Games In the event of a disconnect, and the parties cannot agree on how to move forward the following rules will apply: If one team is ahead by at least a TD and at least one quarter has been played, the game shall be restarted assuming that the score and time remaining is the same as if the disconnect had not happened. For example, Team A is ahead 7-0 at the end of Q1 when the disconnect occurs. The game should be restarted, and Team B is assumed to be behind by 7 points with 3 quarters to play. The winning team will finish the game vs the CPU by chewing clock as much as possible. If the teams are within 3 points or fewer with less than 2 quarters played, the game will be restarted from the beginning. If the teams are within 3 points or fewer with at least a half played, the game will be restarted in accordance with the first example.