Autumn
Wind
2005
League Charter
Philosophy
Foundation
Infrastructure
League Structure
Franchise Ownership
Rosters
Drafting
Trading
Autumn Wind Game Rules
Strat-O-Matic Game Rules
What is the OCFL?
The OCFL, OOPS Computer Football League, is two separate (“Autumn Wind” and “Spring Fever”) keeper football leagues played over a wide-area network. Members in good standing may participate in either or both leagues contingent upon team availability. Information for each league is kept separately at the website www.oopscfl.org. The administration of each league is handled by separate governing bodies. The information contained herein applies to the Autumn Wind League only.
The OCFL shall continue from season-to-season, year-to-year providing it’s members with a constantly improving “fraternal” computer football environment.
The establishment and maintenance of a superior website as a public relations tool will display the superior level of enjoyment attained in our league. The website will be the centerpiece for information and execution of nearly all league functions such as: league membership, league and game rules, expansion and rookie drafts, team rosters and transactions, and posting stats and correspondence.
Additionally the league will use a message board for the purpose of posting important league, draft, and team information. League members are responsible for reading and knowing the content of both the website and the message board.
An annual meeting will serve as a bonding component to the league allowing members to meet face-to-face and enjoy their association in the league. The annual meeting is not an administrative meeting; it is a fraternity of computer football brethren, a recognition of achievement, and a time for celebration.
The goal of the OCFL is to provide an enjoyable computer football league experience for it’s members through the use of experienced administration and advanced technology. This goal is to be achieved through:
The greater league, referred to as the OCFL, consists of two sub-leagues: one played in the autumn, Autumn Wind, and one played in the spring, Spring Fever. Each sub-league has it’s own administrative group but adheres to the common tenets of the OCFL philosophy mentioned above.
Membership in Autumn Wind is a privilege, not a right. There is no tenure. There is no upper class. All members are equal, but organization, direction, and authority rest with those best-suited to do it. At no time will league membership exceed thirty. Membership in the league automatically renews if there are no outstanding conduct or financial issues pending. However, events that constitute issues of questionable conduct are purely the decision and discretion of the board. The membership privilege is revocable at any time. Members are responsible for making their intention to play in the upcoming year known by June 1 prior to the season in question.
Members may name their team any name used by the following leagues: NFL (1960-Present), CFL, USFL, WFL, WLAF/NFLEL, XFL, or Arena Football. NFL names are preferred but team names chosen from the other leagues are acceptable. Once a member has chosen a team name he automatically retains that team name, if he so chooses, from year-to-year as long as he remains in good standing. Team names may be requested as soon as a member submits his membership application. Team names are assured once a member’s league fees are paid (re: when the check clears). All team name requests must be submitted to the CEO via email for approval. Coaches who desire a team name currently owned by another franchise should send a request for team name seniority to the CEO. Once a team name is abandoned, new ownership of a team name will be based on seniority of request.
Participation in Autumn Wind requires adherence to league and game rules and the purchase of certain game components and technology services.
Autumn Wind league rules are defined later in this document. Strict adherence to all league rules and any published addendum is mandatory. It is each member’s responsibility to know and abide by all league rules.
Autumn Wind is played using the most recent version of the Strat-O-Matic computer football game. Currently we are using version 4.02b. To find out which version you are running: start the game, click on Help on the menu bar, then click on About. You must download the latest game patches. They can be found in the Patches section on the Strat-O-Matic game site at http://www.strat-o-matic.com/patch.html.
Each league member must own their own licensed copy of the game. It is strongly recommended that each member purchase the card image option in addition to the computer game. The game and card image can be purchased at http://www.strat-o-matic.com/entrypge.htm. If you do not own the Strat-O-Matic game, we recommend buying product “F2003DNEWCI”. If you do own a previous version of the game we recommend purchasing product “F2003DUPGCI”
In addition to owning the game, each member must also have the following technology services at their disposal:
· Internet access with certain gaming ports available,
· a PC meeting the requirements necessary to play the latest version of the Strat-O-Matic game, and
· an AOL (America On-Line) Instant Messenger Account.
Conduct
At no time will poor conduct be tolerated. Poor conduct includes, but is not limited to, swearing, threatening, unethical trading, intentionally slow play, or illegal player changes during a game. Conduct issues will be dealt with swiftly and harshly. We have people waiting to play in this league, we’re not going to tolerate any crap from anyone. Participation in Autumn Wind is a privilege not a right. Don’t abuse your privilege.
League Fees
Each member must pay their respective league fees in
advance of each season to be eligible to participate. Members may pay by PayPal
on-line or by check mailed directly to the league. Currently the Autumn Wind league fees are $25 USD per season by check, or $26.06 by PayPal. To make special league fee arrangements,
contact the CFO. All such requests will
be treated with total confidentiality.
A certain John Facenda narration warns “the Autumn Wind is a pirate…”. Well here it is also an oligarchy, not a democracy. There is no league-wide voting. Members have no authority or power, only responsibility for their actions and commitment to finish what they started. Again, “membership is a privilege, not a right.” This league is administered by six very long-time Strat-O-Matic football gamers with over 100 years of combined experience. The positions they occupy are:
CEO
Chief Executive Officer. This is the position of ultimate
responsibility in the league. All
administrative decisions are approved here.
Developing marketing plans and their implementation are critical;
choosing the right avenues through which to get our story to the outside
world. Advertising, membership, and recruitment are ongoing
responsibilities of this position as well.
Research of references and membership application processing is handled
here. Developing the master schedule is
also performed by the CEO. Finally,
this position takes information and professional opinions from
the appropriate executive member, combines it with the opinions of other
executives and league members at large, and then presents the decision to
the entire league. Final
decision-making and responsibility rests here.
Currently this position is held by Larry
Davis
CFO Chief Financial Officer. This position handles all issues of finance
related to the league including but not limited to: membership dues,
league expenses, budgeting, and financial planning. The position takes on a
number of new responsibilities in this league
including: evaluation of NPO (Non-Profit Organization) status, planning
and execution of the Annual Awards meeting in Las Vegas, and evaluation of
financial hardship cases. Creative accounting and possibly even investing
to support the long-term needs of the organization will also be needs done
here.
Currently this position is held by Garry
Nagata
CIO Chief Information Officer. This position is responsible for all the
statistical duties associated with the league. All games, stats, rosters,
trades, records, league leaders, drafts, and other data is to be managed by
this position. Choosing an appropriate database solution and then
creating and maintaining it properly is required. Posting all this data
to the website and doing it in a professional manner so as to give the league a
"polished look" is expected.
Pertinent team data is also emailed to league members by the CIO. The CIO publishes game files on a quarterly
basis.
COO Chief Operations Officer. This is a position which will handle a
number of operational duties that always need constant observation. The
tracking and status of games played and to be played will be handled here. Games which slip into the second two weeks
of each respective schedule quarter without being played, will become subject
for review. The COO will wield a whip
in the form of email and/or telephone calls to keep coaches in communication
and get games played on schedule.
CSO Chief Security Officer. This position
investigates misbehavior of every form and reports it to the CEO along with
recommended action. The CSO works from
data obtained from coaches and game log files.
This task, while unpleasant requires an individual with a strict
disciplinary code of ethics and a desire to enforce the laws and rules of the
organization despite any friendship for the individuals involved.
CTO Chief Technology Officer. This is the position of image. Website design and presentation fall on the
shoulders of this position. Placing a professional touch on the
website becomes critical in the development of an image that is to lead the
computer football gaming market. The CTO will also work closely with
the CIO to create an easily understood method of posting statistics created by
the CIO. Creation and maintenance of
the website message board is a primary responsibility as well.
The league will optimally consist of 30 teams arranged in two conferences, with three divisions, of 5 teams each. League sizes of less than 30 will create various conference and divisional alignments.
Seeding for divisional and/or conference alignment is always based on previous year place of finish and record. The first seed is the last year’s champion; second seed is the runner-up (Championship game loser). Third seed and all remaining seeds are determined by winning percentage with ties broken by schedule difficulty and then luck. Refer to the Divisional Seeding Table at www.oopscfl.com to determine where a given team is seeded. First year divisional seeding was determined by luck.
The 16-game schedule will be divided into four quarters of four games each. The four quarters are referred to as: Q1, Q2, Q3, and Q4. The schedules for each combination of league structure (i.e. conferences, divisions, etc.) are preset. The schedule can be found on the website www.oopscfl.com. Each team must play all games of each quarter by the schedule deadline. Failure to do so may result in the coach being replaced by another coach.
The schedule will be structured to have divisional opponents play twice each season. To ensure complete schedule difficulty some teams may play non-divisional opponents twice.
Each conference will have 6 of 15 teams qualify for the playoffs. Each division winner qualifies. The three non-division winning teams with the best regular season records qualify as wildcards. Divisional champion ties are broken by the following set of tiebreakers: Current season head-to-head record, divisional record, schedule difficulty (tougher schedule wins), coin toss. The wildcard tiebreakers are: head-to-head record, schedule difficulty (tougher schedule wins), coin toss.
Playoff seeding is based on the final season record of each of the six playoff teams. Only record determines playoff seeding. The same tiebreaker methods that are used to break playoff qualification ties are used to break playoff seeding ties.
The first playoff week, the first and second seeded teams have a bye while seed 6 plays at seed 3, and seed 5 plays at seed 4. Week two features the lowest remaining seeded team playing at seed 1 and the second lowest seeded team playing at seed 2. The conference championship game features the lowest rated remaining seed playing at the highest rated remaining seed. The conference champions play each other in the league championship game at a neutral site.
A variety of awards are given out for each season. These awards include the following: The Autumn Wind Championship Trophy, Championship rings for the Champion and runner-up. 1st, 2nd, and 3rd place (Gold, Silver, and Bronze) League Medallions. The league champion wins the gold, the league runner-up the silver, and the two conference championship losing teams take bronze. Awards are presented annually at the Awards Ceremony in Las Vegas in August if available in time.
Franchise Ownership
A
“tenured” coach is one who has completed the entire immediately previous season
(draft through final week of play).
Tenured coaches may trade but may not participate in the team lottery.
A
“legacy” coach is one who has completed an entire, but not the immediately
previous, season. Legacy coaches may
trade and will participate in the team lottery.
An
”interim” coach is one who took over a franchise mid-way through the
immediately previous season. Interim
coaches may trade and may voluntarily participate in the team lottery.
A
“rookie” coach is anyone who does not meet the criteria of the other three
coaching statuses. They may not trade
but will participate in the team lottery.
Autumn
Wind is a draft keeper league. All 30
franchises continue from season to season; ownership of those franchises may
not. Tenured coaches who wish to return
for the next season automatically return to their franchise. Interim coaches may return to the franchise
they coached in the immediately previous season, or they may voluntarily enter
the team lottery. Legacy and rookie
coaches automatically enter the team lottery.
Basically
the “team lottery” is the concept that all available teams will be thrown into
a random selection process. Coaches
participating in the team lottery will obtain a draft order ranking at random
prior to the lottery. Lottery numbers
are from 1-100. At the time of the
lottery, the coach with the lowest lottery number chooses first.
Coaches choose each available team
until all teams are chosen.
To
participate in the team lottery, each coach must have paid his entry fee for
the upcoming season.
Coaches
must submit their franchise name prior to each season’s lottery/draft. Coaches are free to change the name of their
franchise from season to season.
However, once the draft has started, franchise names for that season are
fixed. Interim coaches may not change
the name of the franchise they are assuming control of. The awarding of franchise names is subject
to the franchise naming conventions specified earlier (see Foundation – Team
Names). Coaches desiring a franchise
name that is already taken should send their request to the CEO. Once the franchise name becomes available,
the right to have it falls to the coach who made the earliest request for that
franchise name.
Team
rosters must consist of a minimum of 43 and a maximum of 53 players. Teams must also conform to individual
position and positional group minimum and maximum requirements. These requirements must be met by the
announced league final roster date, and be adhered to throughout the season
until completion of the championship game.
Off season trading in excess of positional limitations is allowed. However, to conduct an off-season trade requires payment of the next season’s league fees by both participating teams, and the necessary administrative review to complete the trade .
Non-rated
players do not count for, or against, the minimum or maximum positional
requirements, but do count against your 53 player team limit. All teams must conform to the following
minimum and maximum requirements of rated players by position:
|
Offense |
||
Pos
|
Min |
Max |
|
QB |
2 |
3 |
|
FB |
1 |
3 |
|
HB |
2 |
4 |
|
WR |
4 |
6 |
|
TE |
2 |
3 |
|
C |
2 |
4 |
|
OG |
3 |
5 |
|
OT |
3 |
5 |
|
Defense |
||
Pos |
Min |
Max |
|
DT |
4 |
6 |
|
DE |
4 |
6 |
|
MLB |
2 |
4 |
|
OLB |
4 |
6 |
|
CB |
4 |
6 |
|
SS |
2 |
3 |
|
FS |
2 |
3 |
|
Special Teams |
||
Pos |
Min |
Max |
|
LK |
0 |
2 |
|
KR |
0 |
4 |
|
LP |
0 |
2 |
|
PR |
0 |
4 |
|
K |
1 |
1 |
|
P |
1 |
1 |
Players may be counted against minimum/maximum requirements at any of the positions for which they are rated. The following conditions modify how players are rated for certain minimum/maximum requirements:
Understanding the requirements of the LK, LP, KR and PR is extremely important. A player rated as a SE/PR for example, counts against both your minimum and maximum WR and PR requirements. The same is true of players rated as KR. If you have questions, consult with the CIO for roster clarification before drafting or trading!
If a requirement is exceeded after the announced league final roster date, the offending team must adjust their roster immediately via trade or cut. Trades, involving players in excess of positional requirements, negotiated after the condition of excess are void. K (Kickers), P (Punters), LK (Lone Kick Returners), LP (Lone Punt Returners), KR (Kick Returners), or PR (Punt Returners), selected during the Draft may require an immediate release of a similarly positioned players to accommodate the draft pick.
Due to the lack of restrictions on maximum KR and PR
players, it is possible that some teams may not be able to field a KR or
PR. In such situations, if the
offending team does not trade for the necessary KR or PR, the worst available
KR or PR card from the previous year’s card set will be required to play the
necessary position. A quick look at the
previous year’s worst KR or PR will show that this condition is likely to be
painful.
Each coach is responsible for checking their own team in
the league manager file to verify positional assignments. If a coach has a player out of position in a
game, there is a penalty to be exercised immediately and without option:
If an opposing coach notices that you are playing a
player out of position, you are required to call a
timeout and reassign the player to his correct position. The timeout
requirement is not optional. If your opposing coach mentions the error, you must
take a timeout. This is not a situation where your opposing
coach has an option either. This is a league mandated rule. Your
opposing coach is not a "hard ass" for requiring the timeout.
He's not requiring it, the league office is. If you can't understand how
to read your own roster and position your players correctly, get help. If
you don't get help and then get caught with a guy out of position, well,
suck-it-up and call the timeout.
All teams
will be invited via AIM to join an AOL chat room on the morning of the
draft. The chat room will be a
broadcast source only, not a dialogue location. A separate chat room will be setup for inter-coach dialogue. Communication between members and the CEO
must occur in the secondary chat room, by AIM, or telephone in the event of an
AIM failure. Do not try to communicate
in the primary draft chat room! The
primary draft chat room is for the selection of players by team only – not for
dialogue. Confirmation of each pick is
not official until the CEO or Draft Coordinator announces “the next team on the
clock is…”.
Each pick must be made
within a one minute (that’s 1 minute!) time frame. If a team fails to make a selection within the allotted time (and
technology failure is not to blame), the CEO will announce “the next team on
the clock is…”, and at that point the next team may make a selection.
Trades may be executed during the draft, but only negotiated in the secondary chat room or separately. When a trade is announced, it may only be announced in a fashion like this: “Trade - The Green Bay Packers trade their 1st round choice to the Shreveport Steamer for …”. All trades made during the draft will are subject to immediate review and discussion by the Trade Advisory Board.
Each team must furnish a phone number they can be reached at during the draft.
If technical difficulties occur during a draft, all drafting may pause until the error is corrected or disconnected user is re-connected. Such a condition will be broadcast on the chat room screen.
Each team is responsible for making selections or trades in every draft round possible. Just ‘cause you think you don’t need the late round players, doesn’t mean you can pass on taking them.
We draft until all un-owned Strat-O-Matic rated players have been selected. This will most likely be an uneven number (Total number of rated players / 30) number of picks. We know that. But the draft order is in reverse order of how teams finished the season before, so only the poor can improve by the uneven number of players relative to the draft. We like it that way. Exception: Because of Positional Limitations, there will be 2 kickers, 2 punters, and possibly some special teams players not drafted at the conclusion of the draft.
The draft will always consist of thirty teams drafting. Team placement will be handled in reverse order of win-loss percentage from the previous year using all tie-breaker methods. The league champion and runner-up always draft last and next-to-last respectively in each round.
All trades must be between returning coaches only and be reported to the CEO by the teams involved in the trade. Each trade will be reviewed by the Trade Advisory Board (TAB) for recommendation, CEO and COO for ethical content, and the CIO for roster conformance if applicable. Only players and draft picks from the current and next scheduled seasons are negotiable instruments in a trade. To trade a draft pick from the next scheduled season, a coach must also pay that season’s entry fee.
The
Trade Advisory Board (TAB) has been established to provide a completely
objective opinion from five experienced Autumn Wind/SOM coaches about a given
trade. The point of the board is not to
make any judgment about the motives or behavior of coaches participating in a
trade. Rather to provide an objective
opinion about the components of the trade and how the trade in question may
effect the participating teams. The TAB
does not perform an approval process.
That is done by the CEO after TAB review. After the opinions of the TAB are provided to both coaches, the
coaches may continue or stop a trade by their choice. A continued trade is then submitted to the CEO for final
approval.
The trading deadline is midnight the day before the generation of the Pre-Game files for Q2. The trading deadline will be posted on the website www.oopscfl.org.
Trades only effect a team’s roster beginning with the next league quarter. This means if a team makes a trade after the Draft but before the generation of the Pre-Game files for Q1, the players traded are available for their respective teams in Q1. If a team makes a trade after the start of Q1, the trade does not become effective until the start of Q2. All in-season trades must meet positional limitation requirements. Only off-season and in-draft trades are exempt from this requirement.
Trades may only be conducted for players and draft picks. No contingencies may be included in a trade (i.e. first round pick if a player is rated a “6” next year, 3rd round pick if the player is a “4”). No “players to be named later” may be included in a trade. No “future considerations” may be included in a trade.
Coaches in
their first year of Autumn Wind coaching may
not make trades.
Coaches
may trade entire teams with one and other.
Such a trade is contingent upon both coaches returning for the next
season and may not be made during a season in progress.
At the beginning of each season, teams must make certain declarations: Type of defense (3-4 or 4-3), and Left/Right Player options.
3-4 Defense
Teams may choose to run a 3-4 defense in Autumn Wind. To do this, the team must designate a NT (Nose Tackle), a LILB (Left Inside Linebacker), and a RILB (Right Inside Linebacker) during their defensive declarations at the beginning of the season. Teams choosing to use a player rated only as a LDT, RDT, or DT at NT (Nose Tackle), suffer a –1 reduction in the defense rating of the player playing NT. If the player is a natural “3” (called a 0 by Strat-O-Matic), the rating is reduced to a 2 for defense card qualification purposes.
Autumn Wind has adopted the use of multiple defense cards provided in version 4 of the SOM Computer Football Game.
There are two sets of defense cards; run and pass. Each set is divided into five card types: Excellent, Good, Average, Poor, and Very Poor. Teams "qualify" for a particular type of card based on the combined numeric
defense rating of certain players. Deciding which Run Card set type to use is based on the ratings of defensive lineman and linebackers. Pass Card set types are based on the ratings of defensive backs and linebackers. At the start of the season each team must declare their intention to use either a 3-4 or 4-3 defense (See Declarations). This declaration determines which players will be used all season for defense card type qualification. The following formulas are used to determine the run and pass ratings for a team:
4-3 Run Defense = Total the ratings of the four defensive linemen and add ½ the combined total of the three linebackers.
4-3 Pass Defense = Total the ratings of the four defensive backs and add ½ the combined total of the three linebackers.
3-4 Run Defense = Total the ratings of the three defensive linemen and add ¾ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.
3-4 Pass Defense = Total the ratings of the four defensive backs and add ¼ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.
Each of the different card types has a different value or threshold to achieve:
Excellent is a combined rating value of 29 or better. (>=29)
Good is a combined rating value of 26 or better but less than
29. (>=26)
Average is a combined rating value of 22 or better but less than
26. (>=22)
Poor is a combined rating value of 19 or better but less than
22. (>=19)
Very Poor is a combined rating value of less than 19. (<19)
These values are the same for run and pass card thresholds.
There is no rounding; all decimal values are truncated. If you have a 20.75 run rating, that’s a 20, not a 21.
Autumn Wind uses the Left/Right option provided in version 5 of the Strat-O-Matic game. This means that certain positions are interchangeable. However, these position changes may only be declared at the start of the season and remain permanent throughout the season. The positions that can use the Left/Right option in Autumn Wind are:
LG/RG, LT/RT, LDT/RDT, LDE/RDE, LILB/RILB, LOLB/ROLB, and LCB/RCB.
Though acceptable in the Strat-O-Matic game, the following Left/Right changes are not allowed in Autumn Wind: HB/FB, TE/BB, SE/FL and SS/FS.
You can
draft any combination of players within the limits of a switch-able position.
This means if the League Charter limit on offensive tackles is 5, you can have
any combination of LTs, RTs, and OTs not exceeding a maximum of 5. This rule is
the same for all switch-able positions.
At the
beginning of the season you will select which of your switch-able players will
play each switch-able position. For example, you will select your starting
offensive LT and RT. They will remain in these positions for the entire season.
Switch-able
players may never be moved to another position during a game, or during the
season.
Wide
receivers work a little bit differently. By “wide receivers”, I mean SE, FL,
and WR. You may draft any combination of these players within the limits of the
League Charter. However, after the draft, your wide receivers will be dedicated
to the positions of starting SE, starting FL, 3rd WR, 4th WR, and 5th WR by the
league CIO (Paul Mankiewicz) based on the total number of reception
combinations on the receiver’s card. If a tie between receivers occurs, total
yardage on the card will break the tie.
This means that your best wide receiver will play SE, your second best will play FL, and so on. These players may never be moved to another position during a game or during the season.
It has been a long standing problem that Strat-O-Matic game mechanics allowed teams to use a seldom-played, Flat Pass-rich QB, on third down and short, and then return him to the bench in favor of a real NFL starter. With this issue in mind, we introduce the "QB Starter/Reliever Rule": Once your starting QB is relieved by another QB, he may not return to the game. If your first relief QB is relieved by another QB, he may not return to the game.
To
qualify as a starting or relieving QB a player must have thrown a minimum of
100 passes in the NFL
season that the current card set is based on.
Quarterbacks that had fewer than 100 pass attempts in the NFL season
that the card set is based on may not play in any game at any time.
At the conclusion of each game, both teams must separately mail their game (boxscore) file and log file to the administrative office mailbox (mailto:autumnwindceo@oopscfl.org). Failure to do so in a timely manner becomes a conduct matter for the league administration.
The log file can be found in the following path: C:\Program Files\Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUEx(2004 Autumn Wind)\Logs - where “x” is an incremental number assigned to each league as it is created. The log file name will be in the format: 2003visitor_AT_2003home.log – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. GBP is Green Bay Packers).
The game file can be found in the following path: C:\Program Files\ Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUEx(2004 Autumn Wind)\Week”x”\Reports – where “x” is the week of the schedule this game is due to be played. The game file name will be in the format: 2003visitor_AT_2003home.html – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. GBP is Green Bay Packers).
This game normally takes anywhere from 60 to 90 minutes to play – for novice coaches 120 minutes. 120 minutes is 2 hours. Once you know the game, if you can’t complete the game in 2 hours, you shouldn’t be playing in this league. Regular failure to play games in the expected time frame is a conduct issue.
Exception: During the Q1 and Q2 portions of each season new coaches will be given latitude to learn rules, ask questions, and generally get familiar with the game. This may cause some games to go over 2 hours. This is expected behavior. By Q3 all coaches are expected to be able to complete their games in 2 hours or less.
What Strat-O-Matic Game Rules
are Used?
Autumn Wind uses all regular game rules as defined in the Strat-O-Matic game rules with exceptions noted below. The rules can be found at http://www.strat-o-matic.com/sphere/fbrules.htm.
Autumn Wind does use the following SOM Game Rules:
Quarterback End Run Limits
Running Back Fatigue
Home Field Advantage
Linebacker Run Containment
Individualized Fumble Ratings
Do Not Allow Exceeding Longest Run
Do Not Allow Exceeding Longest Reception
Dump-off Rule
Updated Sack Rule
Emphasize 6-rated Linebackers
Looser Substitution Restrictions
Empty Flat Pass = Guessed Wrong
Autumn Wind does not use the following SOM Game Rules:
Injuries
Penalties
Player Overusage
Quarterback Overusage
Strat-O-Matic Game Rules are defined in each pre-game file and may not be changed by individual coaches. Consult the Strat-O-Matic Game Rules for details on how each rule works.
Certain Game Option variables need to be set to play the game optimally. Perform the following steps to ensure proper configuration:
You Must Play Strat-O-Matic Game Version 5.0
Choose Game from the Menu
Choose Options
The following options are mandatory and must be checked:
Auto Save After Each Play
Do Not Allow Play Animation Replay
Do Not Allow CM Subs for Human Players
No
Play Animation
Brief Play by Play
Show Board Game Details
Show “Other Highlites” On Boxscore