Dealing with deflections and dice draws

The Football Strategy Board Game Forums Questions about the rules Dealing with deflections and dice draws

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  • #2821 Reply
    Colin Webster
    Keymaster

    Prompted by a couple of things, I’ve been thinking about making a change to the rules regarding dice draws and deflected shots. By a ‘dice draw’, I mean that moment when, in a tackle, shot or header, you and your opponent both get the same combined score. In the current scenario, you both re-roll.

    I’m keen to hear your thoughts on this alternative – a deflection system. It requires this deflection graphic, which could be printed on future versions of the pitch to settle any disputes about which way up it goes:
    Deflection diagram

    In the event of a dice draw or a deflected shot, roll the dice. This roll determines which direction the ball will travel in. Then roll again to determine the distance the ball will travel (i.e. it will travel between 1 and 6 hexes). The ball cannot travel through players: it is instantly controlled by a player in the path of the ball and possession switches to that player’s team. If the ball does not go direct to the feet of a player and you are in the middle of a movement phase, continue the movement phase,. Or, if you were not in a movement phase, resume play with a movement phase, attacking team moves first.

    In the example below, White 5 attempts a tackle on Red 9. After a dice draw, the player rolled a 3 for direction and a 5 for distance.
    A deflection example

    IMPLICATIONS:
    1. There will be throw ins
    2. It makes more sense than ever to have players in support (it is sometimes pointless to support an attack if you know your player in possession will soon take a shot)
    3. Dice draws in a shooting scenario (or heading scenario if near goal) will often end up as goals
    4. The somewhat-clumsy existing deflection system is scrapped

    Regarding point 4, the new system might reduce the possibility of a deflected shot enduing up as a goal or corner kick because the distance result might be low. Perhaps the distance a deflected shot will travel should be determined by starting score of 4+dice roll.

    I’m keen to hear your thoughts!

    Colin

    #2825 Reply
    Colin Webster
    Keymaster

    Come to think of it, the same system could be used to determine the outcome of an inaccurate high pass, because that rule is currently imperfect.

    #2829 Reply
    Mike Parnaby
    Guest

    I like this because it does simplify some rules and makes some others more realistic.

    #2870 Reply
    Frankie
    Guest

    Like it

    #2876 Reply
    koripl
    Guest

    Looks good, but only if the ball can move 1-2 hexes, else would be so random and for my point of view not particularly realistic.

    #2890 Reply
    Phil
    Guest

    I agree with Koripl, I would set an upper limit on the distance maybe 3 hexes?

    #2908 Reply
    Frankie
    Guest

    Should a goalkeeper have the chance to save a shot deflected towards goal then, should he be within a couple of hexes?

    Also, what attributes/rules would you use for throw-ins?

    #2910 Reply
    Colin Webster
    Keymaster

    In this sceanrio, Juventus try a shot at goal and the defender rolls a 5 or 6 for a successful deflection. The only deflection roll that could result in a goal here is a 2, as shown:

    deflection-goal

    The GK still gets an opportunity to save it, but I propose a save should be difficult – a dice roll of a 6, say, to make the save, given GKs are usually wrong-footed by a deflected shot.

    Now, in this scenario above, the distance roll would have to be 5 or 6 to stand a chance of scoring a goal. i don’t like those odds. A defelcted shot should surely travel further than a ball that breaks after a tackle or failed header. This is why I propose deflected shots start with a value of 3 or 4.

    I’m keen to hear your experience of trialling this rule. Let me know if you give it a go!

    #3061 Reply
    Frankie
    Guest

    We have applied this rule now to equal dice duels and like how it works.

    BUT Could this apply to goalkeepers vs attackers when saving and shooting roll the same? We discussed it today.

    It would mean a 2 in six chance the goalkeeper lets the ball squirm past/under him/or his mishandles into the net, or perhaps if the dice suggests the ball goes into the hexes behind the GK, you roll again to see if the ball drops in the net or hits the woodwork.

    This would add to a previous enquiry re: goalkeepers parrying back into play rather than just behind for a corner or holding (ie, if the goalkeeper won the duel v the striker, the two hexes behind him on a dice roll would mean the ball hitting the woodwork, then you roll for number of squares)

    #3070 Reply
    David Corbett
    Participant

    I like this idea!! It would be interesting to see how it would effect the actual pitch with the additional Numbers.

    I think it adds from more realism to the game with parried shots etc. I think it might work better tho for the deflected shots/passes over the tackle scenario. In a real game a tackle is not always won at the first attempt so re rolling in this case I don’t think is a flaw. Will give it a try during my next game

    #3076 Reply
    Colin Webster
    Keymaster

    I played a match yesterday using the deflection rule for tackles, shots, blocked shots and headers. It worked really well with every example. It was at its most useful when a player was preparing a shot. Without this rule, it was almost futile to support an attacker who was racing towards goal, unless you thought you would make a pass. Now, with a rebound possibility, supporting an attack (and, for the defenders, getting back into the box) is crucial.

    As for the ball breaking after a tackle, I feel this worked well, too. It changes the nature of the play when the ball breaks like this. It helped reorientate the play on almost every occasion, and that was a good thing.

    Still keen to hear more thoughts, though. Let me know if you playtest it!

    #3083 Reply
    koripl
    Guest

    Colin, you never run to support your attacker? I do it in case of corner.
    To the topic:
    – which length of deflection did you play with? Full, meaning score on a dice or any other?
    – for 6 of a deflected shot to be saved by keeper – ok, but only if it changed direction: i.e. shooting to the left of the goal, but after deflection it is on the right. Other way normally or 5-6 don’t have an idea right now.

    #3125 Reply
    Colin Webster
    Keymaster

    I half heartedly support attacks when I know I’m going to shoot…and I worry that others see it as semi-futile.

    We played with a 1-6 deflection distance.

    Yes, I understand your last point…but how should it be written up? In any case, a defected shot often causes goalkeepers triouble IRL, don’t you think, even if slight?

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