NFLed's 2002-2003 Strat-O-Matic

         Computer Football Web Page

 

                              Updated 3/16/2003

 

 

 Welcome and thank you for visiting my web page.  The purpose of this page is

  to post my computer managers for the great Strat-O-Matic (SOM) computer football

  game version 2 which can be purchased from http://www.strat-o-matic.com.

 

 Please check out http://www.somworld.com for great coverage on all SOM games

  including a very active forum.

 

 Upcoming:  possibly further update the BB Set standard offensive manager

 

 On 03/16/03 I updated my 4-3 standard defensive manager and included the enhancements

  in newly updated 3-4 standard and 4-3 and 3-4 “blitz” and “no blitz” defensive

  managers all 6 of which can now be downloaded in a single zip file below

 On 03/02/03 I updated my 4-3 standard defensive manager (now called standard #4)

 On 02/13/03 I updated my “BB Set” standard offensive manager (very tiny update)

 On 02/08/03 I added an updated “BB Set” standard offensive manager

 On 02/02/03 I updated my 2001 season offensive managers with huge changes for

  many teams, see below for a list of changes

 On 12/13/02 I updated my 4-3 and 3-4 “blitz” and “no blitz” defensive managers

 On 12/12/02 I added my updated 3-4 standard defensive manager

 On 12/10/02 I added my updated 4-3 standard defensive manager (now called standard #2)

 On 11/10/02 I added my recommendations for slider settings using v2.1’s strict

  board game adherence option

 On 10/14/02 I added 2001 season defensive managers (and further updated the

  readme file with NFC defensive slider recommentations) for all NFC teams

 On 09/21/02 I added 2001 season defensive managers (plus a readme file updated

  with additional information for these managers) for all AFC teams

 On 09/07/02 I added 4 additional defensive managers (“blitz” and “no blitz” 4-3

  and 3-4 defenses)

 On 09/06/02 I added 2001 season offensive managers for all teams

 

 

 

         Six Defensive Managers (all updated 03/16/2003)

 

 

 The following files are included in the zip file above which are meant for teams

  in 1981 through 2001:  a 4-3 standard defensive manager, a 3-4 standard defensive

  manager, a 4-3 “blitz” defensive manager, a 3-4 “blitz” defensive manager, a 4-3

  no blitz” defensive manager, and a 3-4 “no blitz” defensive manager.

 

 The standard managers replace the standard computer managers for 1981-2001 which

  came with v2.0 of the game; simply use these instead of the ones which came with

  the game.

Compared to the standard defensive managers which shipped with v2.0 (managers I

  created) the updated 4-3 manager makes smarter decisions when confronted by a 3

  or 4 WR offense (using a 4-2-5 defense against this offensive formation in neutral

  situations) and makes smarter and more detailed adjustments to the score in the

  third and fourth quarter.  I have also made minor adjustments/improvements to the

  playcalling of most every situation.

 The 4-2-5 used against 3 or 4 WR’s (in non-passing situations) uses only some

  doubleteaming and the flat and lookin zones are open about the same amount as

  each other and about the same amount as the 4-3 defense against a pro set.  In

  other words, don’t count on lookins to be open an inordinate amount even though

  the defense is 4-2-5.

 The updated 3-4 standard defensive manager contains most of the same enhancements

  (except for the 4-2-5 adjustment).

 For the 03/02/2003 update to the standard 4-3 manager:  I refined the process for

  making calls based upon the time remaining in the game; I slightly modified the

  use of LB doubleteam to more focus on a receiver being thrown short or long passes;

  I have set the defense to adjust in some situations for when the offense uses the

  BB formation for somewhat more keying but no more leaving of flat/long zones open;

  and I have slightly adjusted some playcalls in some circumstances.

 For the 03/16/2003 update I completed more refinements to the all of the 03/02

  updates and also basically completely reworked the calls in most passing situations

  to make more sense.  I also included all of the updates in the 3-4 manager.

 The 03/02 and 03/16 updates combined are what I would consider a huge improvement

  over previous managers and since they are very simple to install (no slider

  adjustments are needed) and I highly recommend them if you play games against

  the computer opponent.

 

 Above are also four additional defensive computer managers for use by any 1981-2001

  team.  All four of these managers are exactly the same as the standard defensive

  managers except that two of them (one for a 4-3 base defense and the other for a

  3-4 base defense) have very little showing free safety blitz while the other two

  (one for a 4-3 and the other for a 3-4) use a huge amount of showing free safety

  blitz.

 Even for these four managers there are times when they show free safety blitz

  (for example, on most plays within their own 20 yard line) and when they don’t

  show free safety blitz (for example, on third down and short).

 Use of the manager which shows very little free safety blitz is recommended

  only for teams which have very poor defensive line pass rush ratings while

  use of the manager which shows a large amount of free safety blitz is

  recommended only for teams which have very good defensive line pass rush

  ratings.  Even for these extreme types of teams use of the managers which

  came with the game are fine, these four new managers are simply another

  option for those who are interested.

 

 

 

       Standard BB Set Offensive Manager (added 02/08/2003)

                                         (updated 02/13/2003)

 

 Above is an updated BB Set offensive computer manager for use by any team which

  normally uses this formation.  For any team already using this formation simply

  replace their computer manager with this one.

 This CM contains several enhancements mostly to accommodate for time-dependent

  situations including “hurry up set up field goal,” “hurry up at opponent’s 14-19

  yard line,” and so on.  In addition the hurry up situation has been completely

  revamped to be more realistic and I have separated these out into normal hurry

  up (which now includes some running, mostly end runs) and hurry up almost all

  passing situations which are used at the appropriate time.

 I will likely continue to work on this CM in the next few weeks, although I don’t

  believe that it will be modified much more until v3 is released.  My purpose for

  working on this and also an updated standard 4-3 defensive CM is to prepare for

  v3 to have a better base CM (one offensive and one defensive) to work with so I

  will likely not be updating all of the other CM’s with these enhancements until

  v3 is released (and I will then apply them to the 2002 CM’s).

 

 

 

 

    2001 Season Offensive Computer Managers (added 9/6/2002)

                                           (updated 2/2/2003)

 

   2001 Season AFC Defensive Computer Managers (added 9/21/2002)

 

    2001 Season NFC Defensive Computer Managers (added 10/14/2002)

 

 

 Above are 2001 season team specific offensive computer managers (CM’s).  These

  managers are designed to offer a realistic representation of each 2001 season

  team including rotating in backup players where appropriate, setting particular

  formations in different situations for each team, and taking into account the

  effectiveness of field goal attempts of various lengths.  If you play or autoplay

  an entire season using these CM’s then all 2001 season teams will have stats which

  approximate all players’ NFL frequency stats (rushing and receiving attempts).  Each

  of these three zip files is about a 600-700KB download.

 These offensive CM’s require some setup on your part to work, perhaps about 45 minutes

  total (a one-time setup).  If you choose to use these then not only would you need

  to import each team’s CM into its appropriate league team but also it is highly

  recommended that you modify the slider settings of a few players per team in order

  for those players to be used in a realistic manner.

 

 Above are also 2001 season team specific defensive CM’s for each AFC and NFC team.

  These managers are designed to offer a somewhat more challenging opponent as weak

  defenders are given more defensive help on flat/lookin passes (weak defenders

  leave their zone less often), short and long passes (weak man-to-man defenders

  are helped with more doubleteams), and runs (weak run defenders are helped with

  a bit more LB or DB run plugs).  Also, use of the show safety blitz formation is

  now dependent upon team as 2001 SEA (as an example) will now rarely show blitz.

  In addition, situational substitutions are made as appropriate for each team and

  each situation.  There is more detail in the readme file which comes with these CM’s.

 These defensive CM’s require very little setup on your part to work, perhaps about

  10-15 minutes total.  I *highly* recommend them if you play any games against a

  computer-controlled 2001 season opponent.

 These defensive CM’s contain some of the 12/2002 enhancements of the standard CM’s

  (I was enhancing these as I created them) but do not include enhancements against

  multiple WR sets and do not include enhancements designed to make the CM react more

  realistically to the score of the game.

 

 These files above may be downloaded to any location on your hard drive.  They are

  zip files which means that you would need a utility to unzip the files.  WinZip

  is such a utility and may be downloaded from www.winzip.com.

 All 31 mgr files contained in the offensive zip file and all 31 mgr files in the

  defensive zip files above must be unzipped into the Managers directory on your hard

  drive in order for you to be able to import them.  Note that people reported having

  difficulty with the NO offense and GB defense CM’s, I have hopefully corrected those

  problems (on 10/15) in the current files.

 

 Included with these zip files is a Word document and a text file (both containing

  the same content) going into detail.  This file completely replaces the readme

  file for the 2001 season which came with the game so if you use these CM’s then

  you would not need to make the modifications recommended in the readme which

  came with the 2001 season.  All 2001 season downloads now contain the same Word

  and text document.

 

 02/02/2003 changes to 2001 offensive managers –- if you have been using the previous

  2001 team offensive CM’s from this site and have already made the recommended slider

  adjustments described in the readme file which comes with these CM’s then simply

  use these new CM’s instead of the old CM’s, there is no need to make any further

  slider adjustments.

 All of these computer managers have been enhanced with field goals taken when

  appropriate at the end of the half or game with 15 seconds left instead of just

  8 to avoid clock mismanagement at the end of halves; go for 2 point extra points

  much less often early in the game; go to the “hurry up” formation (3 or 4 WR’s

  with almost no running) later in the half or game (the previous managers were

  going into this mode too early); play conservatively deep in own territory near

  the end of the half; more QB Sneak on 3rd or 4th and 1; more realistic use of

  bench warming RB’s only in blowouts.  All of these except the last one will be

  included in all of next year’s CM’s (including non-team-specific CM’s).

 Teams which had their main HB go down with injury will use these HB’s the same parts

  of the game in which they played in the NFL so IND’s E.James will play the first 35%

  or so of the game and not play again.  Examples of this sort of team include IND,

  JAX, DEN, ATL, and STL.

 Many of the managers now rotate backup RB’s into the lineup near midfield in the middle

  of halves (i.e. not crucial situations).  Examples of these teams include NYJ, CIN,

  JAX, TEN, GB, and NO.

 Many of the managers rotate backup RB’s or use FB’s somewhat as the teams did in real

  life including KC, OAK, ARI, PHI, WAS, CHI, DET, TB, MIN, ATL, and SF often using

  short yardage HB’s and FB’s in the proper situations.  Only BUF, MIA, NE, BAL, CLE,

  DAL, NYG, and CAR had almost no changes to RB rotations.

 Many of the managers use 3 or 4 WR sets for a bit on first down.  A few of the managers

  use the BB formation more often and use a bit more variety in formations.

 The STL manager has been put through a major overhaul in terms of formations used with

  much more BB and Pro Set while still using plenty of 3 and 4 WR formations.

 

 

 

 Strict Board Game Adherence Comments (added 11/10/02)

 

 I have come up with my own recommendations for playing games against a computer

  controlled opponent with the board game adherence (real dice rolls) option on. My

  recommendations are for 2001 season teams using the computer managers (CM's) from

  this web site but they should also be applicable at least to 2001 using the default

  CM's, 1990, 1998, 1999, 2000, and perhaps 1981. I don't have any recommendations for

  seasons prior to this.

 The goal of these recommendations is to maintain as challenging of a computer opponent

  as possible (now throwing fewer of those less successful short and long passes while

  calling run defense more) while aiming for as realistic of an experience as possible

  (fewer short and long passes also fits with this).

 To maintain statistical and strategic realism I recommend not using strict board game

  adherence; however, for those who want to use this option please see below.

 For every team I recommend adjusting the following sliders:

 1) Defensive team run/pass slider 50% more towards run; in other words, if a run/pass

    slider is at -6/+6 then move it to +44/-44;
 2) Offensive team run/pass slider 9% more towards run; in other words if a run/pass

    slider is at +3/-3 then move it to +12/-12;
 3) Offensive team flat pass slider 40% positive; in other words, if a flat pass slider

    is at -5% then move it to +35%;
 4) Offensive team long pass slider 10% negative; in other words, if a long pass slider

    is at -10% then move it to -20%.

 If you have moved sliders already based upon my recommendations from my web site or

  even from your own adjustments from before v2.1 then the adjustments above should be

  made after all previous adjustments. For example, if my previous recommendation on the

  web site was to move a defensive team run/pass slider to -5/+5 then do that and then

  apply my recommendation above to set it to +45/-45.

 A full autoplayed 2001 season using the CM's from my web site with board game adherence

  on and using my recommendations above will give you the following approximated stats

  (compared to the real NFL stats in parentheses): 52.6% completion (58.9), 5.75 yards/

  attempt passing (6.77), 777 sacks (1196), and 3.75 yards per rushing attempt (4.06).

  Basically, all offensive production will be lower although total points will be only

  very slightly lower which is why I recommend not using strict board game adherence.

 I could have recommended even more run defensive calls but 50% was the maximum I felt

  comfortable with and if rushing averages had become too low then it wouldn't be worth

  running the ball at all for many teams.

 In order to retain statistical accuracy you may want to keep board game adherence off (as

  is recommended by Strat) but these recommendations are for those who want that option on.

 

 

 

 If you have any questions or comments about these CM’s (or any other portions of

  this site) feel free to post on the forums at www.somworld.com.  For instructions

  on how to import computer managers into your game please click on the somfb2001

  link to the archived information below.

 

 I have archived all previous information which was on this web page to

  http://www.somiba.com/somfb2001.html.

 

 My 2000 season offensive CM’s should work fine still; however, I strongly recommend

  setting all team and player sliders to zero (this is a hassle, I know) if you use

  them.  My 2000 season defensive CM’s have not been updated with many needed

  enhancements, I do not recommend using them.

 

 

 Here is a summary of options for making your 2001 season replay as realistic as possible:

 

1) Play the game right out of the box and make only the depth chart suggestions listed in the readme files -- you will need to keep the default overusage of 110% for this if you want somewhat realistic stats at the end of the season;

 

2) Download the CM's from this web site and make the slider changes recommended in the readme file from the download -- you can turn off overusage with this and you will find that RB's will be rotated during every game so Bettis, E.James, etc. will never play a full game but will always share carries with others during the game; this should give you fairly realistic stats at the end of the season;

 

3) Same as #2 except if the rotating RB's in each game issue bothers you go into the offensive CM of each team for which you think this is an issue (IND, PIT, etc.) and make sure that the starter you want is in the game at all times; then before each game manually adjust the depth chart so that the RB's each play the correct # of games;

 

4) Choose any of #1, #2, or #3 but also make the recommended defensive run/pass slider changes before each game; for example, whenever any team is playing against NYJ move their slider 5% in the direction of calling more run defense.

 

 

 Since April 29, 2001 there have been the following number of visits to this page

  (web counter courtesy of http://www.digits.com):

 

     

 

 The count was at 1434 on September 6, 2002 which is when I began the 2002

  version of this web page.

 

 

 Here is a link to the SOM Internet Basketball Association which is a

  computer basketball league which has openings for next season which

  begins in about October of 2003:

 

             http://www.somiba.com