For those that remember the "glory years" of Ironman football - it often resembled a Rugby scrum, because you can only beat on and get beaten on so much before exhaustion sets it. The higher scoring games were lopsided blowouts where there was a distinct mismatch in talent level (i.e. Michigan 49 Stanford 0 in the first Rose Bowl). Teams like Yale, Harvard, Penn, Minnesota - when they played each other the games were 7-6, 6-0 slugfests. When they played lesser teams they were 40-0 or higher blowouts, evidence Michigan's "point a minute" teams under Fielding Yost at the turn of the 20th Century. Against Wisconsin they won 6-0, the rest they destroyed like an F5 tornado through an inner city.
http://bentley.umich.edu/athdept/football/fbteam/1902fbt.htm
http://bentley.umich.edu/athdept/football/fbteam/1903fbt.htm
http://bentley.umich.edu/athdept/football/fbteam/1904fbt.htm
The Stamina/Energy model is fine for rotating players in and out AND only having them play on one side of the ball. This same model will destroy two way players - at least to the point where the player plays at nowhere near what his stats say he should play at.
Guys with teams can test what I'm telling them once friendlies/scrimmages open up. Set your depth charts to have the test players play both ways and the energy settings to force the starters to play till exhaustion (which WILL be the case in Ironman) AND set them to come back in every other play for the rest of the game (i.e. something like 11/10). Don't forget to put them on BOTH Special Teams units too!!!! How soon the subs come on board will tell you all you will need to know, and what their actual skills look like when they are exhausted will be nowhere near what they are when they are fresh.
http://bentley.umich.edu/athdept/football/fbteam/1902fbt.htm
http://bentley.umich.edu/athdept/football/fbteam/1903fbt.htm
http://bentley.umich.edu/athdept/football/fbteam/1904fbt.htm
The Stamina/Energy model is fine for rotating players in and out AND only having them play on one side of the ball. This same model will destroy two way players - at least to the point where the player plays at nowhere near what his stats say he should play at.
Guys with teams can test what I'm telling them once friendlies/scrimmages open up. Set your depth charts to have the test players play both ways and the energy settings to force the starters to play till exhaustion (which WILL be the case in Ironman) AND set them to come back in every other play for the rest of the game (i.e. something like 11/10). Don't forget to put them on BOTH Special Teams units too!!!! How soon the subs come on board will tell you all you will need to know, and what their actual skills look like when they are exhausted will be nowhere near what they are when they are fresh.
Last edited Apr 11, 2009 12:24:51






























