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Power Management

<b><font size="4">Basic Idea: Building a team where all players at 31+ spp have at least one Double or Stat Increase while at the top of their health. Players reaching that threshold with only normal skills are to be retired. All other rules that follows are nothing but suggestions and guidelines.</b></font>

Power Management is a team management concept in which coaches are to follow strict team building rules to ensure that the players end up with at least one Above Average Ability.

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Power Management Rules or:

A. Minimum Requirements
- All MR must be met prior to Power Management Rules.
- When one or more Min. Requirement is not met, it must be aimed for before any other goal.
- When all Min. Requirement are met, the team enters Power Management automatically. This is NOT an option.

Min. Requirements are as follows:
- Have an Apothecary.
- Have at least 12 players.
- Have at least 2 Rerolls.
- Follow the Always Rules (See Below).

Note: If all Min. Requirements are met with only 12 players, the team is subject to Power Management Rules, which may drop the team to 11 players. In other words, the Min. Requirements of 12 players is broken AFTER the player is retired, if applicable not before. See Below for Power Management Rules.


B. Always Rules
-Always Rules MUST always be followed, even if the Team does not currently meet Min. Requirements, or would drop it under the Min. Requirements (e.g: Drop the team under 12 players.

Always Rules regarding NIGGLING Injuries.
- Niggled players are to be retired, regardless of skills or Above Avg. Abilities.
- Exception: Players with 2+ Stat Increases with only 1 Niggle Injury can be kept, to the coach discretion.
- Players with 2 Niggles must ALWAYS be retired.

Always Rules regarding STAT Loss Injuries
- Players who gain a Stat Loss Inj. that has a Direct Impact Injuries on his role, is to be retired, regardless of skills or Above Avg. Abilities.
- Players who gain a STat Loss Inj. that has no Direct Impact on his role can be kept, to the coach discretion.
- Direct Impact: Must be decided for each roster position by the coach at team creation and CANNOT be changed afterward. (See Below for Human examples)
- Exception 1: Players with Above Avg. Abilities that gain -AV Injuries, can be kept, to the coach discretion, IF they have at least as many Above Avg. Abilties than -AV (1 Above Avg. Ability for 1 -AV, or 2 Above Avg. Ability for 2 -AV)
- Exception 2: Players with a Team Skill that receives a Stat Loss Inj. can be kept, to the coach discretion. If kept, the team drops under Min. Requirements. The next player of the same roster position that gains a normal skill MUST take the injured player's Team Skill, at which point the injured player IS retired.
- Team Skills: List of normal skills chosen for each roster position at team creation that are planned to be selected in a limited number (e.g: Kick, Dirty Player). (See below for Human examples)

Always Rules regarding MNG Injuries (or MNG).
- MNG will temporarily drop the team under Min. Requirements, if it drops the number of active players for the next game under 12.

Always Rules regarding Skill Rolls
- All Average Avg. Ability rolled must be taken, with no exception.
- When rolling for his first skill, if a normal skill is rolled, the player MUST take a Team Skill for his roster position, if any are left.
- As per Always Rules regarding Stat Loss Inj. above, if a player with a Team Skill currently suffers of a Stat Loss Inj., the next player of the same roster position MUST take the injuried player Team Skill if he rolls a normal skill, even if it is not his first skill (or is already an Above Avg. Ability player)
- Anytime an Above Avg. Ability is rolled, it must be taken. A result of (5,5) is left to the coach's discretion between Double or +MA.

C. Power Management Rules
- When all Min. Requirements are met, Power Management Rules takes effect. This IS NOT an option.
- Emerging Starts (31+ or more, 3 skills) that has no Above Avg. Abilities, must be retired.
- To be followed only when all Min. Requirements are met.
- Whenever Power Management would drop the team under the Min. Requirements, Power Management Rules are to be followed. Only after doing so does the team breaks Min. Requirements.
- If more than one player is subject to Power Management retirement, but retiring them all would break Min. Requirements, the order of retirement is left to the coach discretion.

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Human Example as used by my team, Power Management.

Team's Direct Impact Injuries
Blitzer: -ST, -MA
Thrower: -AG
Catcher: -AG, -MA
Lineman: -ST
Ogre: -ST


Team's Team Skills

Lineman:
1x Dirty Player
1x Kick

Other Positions: NONE