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League Rules Empty League Rules

Post by brza37 Sat Nov 12, 2011 11:22 pm

The league sliders will be uploaded on Madden Share under the titles:
SMLEUROPEPLYR
SMLEUROPECPU

The sliders and settings as of Season 1 Week 1 are listed below:
Difficulty: All-Pro (with custom sliders)
Quarter Length: 9 min
Clock Rundown: 14 seconds
Injuries: On
Advance Schedule: Mornings every 72 hours

Sliders Player/CPU
Player Skill

QB Accuracy: 45/45
Pass Blocking: 50/50
WR Catching: 50/50
Run Blocking: 50/70
Fumbles: 50/50
Pass Defence Reaction Time: 60/60
Interceptions: 50/50
Pass Coverage: 60/60
Tackling: 45/45

Special Teams

FG Power: 50
FG Accuracy: 50
Punt Power: 50
Punt Accuracy: 50
Kickoff Power: 50

Game Options

Injuries: 40
Fatigue: 50
Min Player Speed Threshold: 50

Penalties

Offside: 50
False Start: 50
Holding: 50
Defensive Holding: 50
Face Mask: 50
Defensive Pass Interference: 50
Offensive Pass Interference: On
Kick Catch Interference: On
Illegal Block in the Back: 50
Intentional Grounding: On
Roughing the Passer: 50
Roughing the Kicker: On
Running Into the Kicker: On
Co-Commissioners: brza37, LTownS7ers, Bishbosh1985, Mattanite, Bartell


This is a sim league, so play realistically. That means do not try to cheat the game's AI as a strategy, and if you don't see NFL teams making those types of playcalls, moves or tactics every week then you shouldn't be using them here either.

GENERAL RULES:

G1. Show respect for your opponents and fellow leaguemates

G2. Play realistic football


G3. Game Scheduling:
Games can be scheduled through Telegram, the forum, PSN or whatever. If you do not have proof that you contacted your opponent by the end of the 1st day after advance we will not place anyone on autopilot.

G4. Good Sportsmanship:
Good Sportsmanship is a MUST! Show respect for your opponent. That means it is not acceptable to run up the score (this is detailed further in rule O8). It also means that you should not quit or forfeit during a game. Possible rule violations should be handled in private messages with your opponent or the commish team, not in public accusations and rants in the open chat. Winning graciously and losing the same way promotes a healthy league.

G5. Uniforms:
Home Team wears Dark colors Away team wears white. And please no all red uniforms in User-User games. Some people are red-green colorblind so thats the ultimate camoflauge. So just try to be considerate and if you have red jerseys wear the white pants with them. Also all-white uniforms should be avoided in possible snow games, cold weather stadiums late in the season.

G6. Audibles:
When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.

G7. Mixing up the Playcalling:
Varying your playcalling on both offense and defense is a requirement of sim play. On offense, be sure to show your opponent different formations and different plays out of each.
It is understandable (and acceptable) for a team that is down by a lot to become one dimensional, needing to throw the ball. By the same token, a team that is up by a lot is permitted to become one dimensional running the ball to keep the clock running. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling. This means that no game should end with a run/pass ratio of 75/25 or vice versa.

On defense, be sure to mix up coverages, blitzes, and the like. Showing blitz should be used sparingly, but can be an option to mix it up. Sitting in Cover 3 or DE Contain all game, for example, is prohibited. In addition to making games more sim, mixing up your playcalling makes you a more lethal weapon as a coach. The more versatile you are on either side of the ball, the more you will be able to play mind games and set up plays against your opponent.

When making adjustments on the field pre-snap, be sure that you are not making the exact same adjustments on every play. Constant press coverage, base aligning, constant line stunts, shifting the DL and linebackers in the same manner every play and the like falls under the category of not mixing up play calling. In addition, moving anyone other than the player you will control at the snap is prohibited.

G8. Special Formations
- Goal line offensive formations may be used inside either 10 yard line.
- Outside the 10 yard lines, you may not use goaline for anything other than short yardage situations on 3rd and 4th down. It must be no more than 3 yards.
- Goal line defense may only be used as follows: defending goal line offense, defensive situations inside your own 10 yard line, and on 3rd or 4th and less than 4.
- Hail Mary formations are to be used for instances requiring a hail mary e.g. limited time on the clock, needing a score to win, tie or to put yourself in position to have a better chance at winning at the end of either half.
- Punt Block and Punt Return are to block punts and return them, respectively. Under no circumstances should these plays be ran other than for those purposes. The same applies to FG defenses

G9. Position Changes -
All Position Changes including simple left to right or vice versa will be subject to Mandatory Trade Committee Review. These changes must be posted in the subforum Position Changes.


Superstar and X-Factor players cannot bave their positions edited unless they are a front 7 player (DE, DT, OLB, MLB) and you are changing from a 4-3 to 3-4 or vice versa. A change from 4-3 to 3-4 is only allowed once per coach, per season. These changes must also be posted and approved before editing. Any non-approved changes to Superstar or X-Factor players will result in an immediate 4 game ban for that player.

The following changes are generally allowed but must be submitted to the trade review committee for approval first:
4-3OLB - MLB
3-4DE - 4-3DT
4-3DE - 3-4 OLB
FS-SS

The following positions cannot be changed at all:
WR
CB
HB


Changes along the OL have the following height restrictions:
OT: Minimum Height 6‘4
OG: Max Height 6‘6
C: Max Height 6‘4
FB: Max Height 6‘3

Generally no position changes will be allowed that would put the player in the top 5 at any position specific or athletic rating for the new position, if he wasn‘t already that high in his current position. A player cannot be changed multiple times by one coach.

You can use any pre-set personnel packages except RB Swap. Dual HB may be used in Shotgun and Split back formations (Pro, Near).

G10. Run Commit
Using the Run Commit feature on defense is not allowed.

G11. Streaming / Twitch Rules
All HOME TEAMS should stream and archive their games. If the home team is having technical difficulties attempting to stream and it is impacting game quality either the away team can try or the game can go on without being streamed. If the game cannot be streamed then you must save video of the game in case there are any rule disputes that need to be reviewed afterwards.

All games against the CPU must be streamed on Twitch and they must be archived. Failure to follow this rule will lead to game suspensions.

If you are having troubles streaming these issues must be documented and you must provide this info to the admins.



G13. Playbooks
Custom playbooks are not allowed. Only Team Playbooks are allowed. Scheme playbooks like 'Pistol' or 'Air Raid' are not allowed.
You must show your opponent your playbook in the team selection screen.

The home team should start the stream before selecting ready in the pre-game lobby so that both playbooks are also displayed on the archived stream. The away team should also display their playbook until the home team selects ready. That way we can be sure its caught on the broadcast.


G15. In-Game Infractions
An in-game infraction (for example PA on 3rd and more than 5 yards) should be immediately PM'd to your opponent.
If the infraction resulted in a first down then the offender should punt the ball away immediately. You are not allowed to pin your opponent inside the 20 in this case.
If a TD was scored on the play in question the offender should allow his opponent to score as soon as possible. After the score is allowed the offender must also punt the ball away on first down, after the ensuing kick-off.
If no yards were gained and it was the first infraction then the offender may play on as he wishes.
Any subsequent infraction should result in a punt regardless if there was success.

OFFENSE:


O1) Playing out 4th Down:
We encourage straight play in this league, however, we do not want to limit players to the point where they cannot play aggressively.

Anytime:
- Whenever you are past the 50 yard line with 1 yard or less to go, you are permitted to go for it on 4th down.

Winning:
- Less than 14 point lead or losing:
Whenever you are past your own 40 with 3 yards or less to go, you are permitted to go for it on 4th down.

- If you are up by 5 or fewer points and inside your opponent's half in the 4th quarter, you are permitted to go for it on 4th down. This allows teams the option to try and seal the game by converting a 4th down instead of going for a long FG in possibly poor wind conditions.

- If you are inside your opponents' 5 yard line you can go for it if you are not leading by 14 or more points.

Losing:
- Whenever you are past your own 40 with 3 yards or less to go, you are permitted to go for it on 4th down.
- If you are behind by 14 or more in the second half, you can go for it whenever you like.
- If you are the losing team in the 4th quarter, you can go for it whenever you like.
- If you are losing by 29 or more in the 4th quarter you cannot go for it if you are within your own 35

O2) Motioning:
Motioning by backs and receivers is allowed. However manually motioning your WRs before the snap should be kept to a realistic minimum. Snapping the ball when a motioned WR is inside the tackle box is not allowed unless the playart calls for it.

O3) Hurry Up Offense:
- All teams are allowed to run the "hurry up" offense in both two minute drill situations.
- Any team losing by 14 or more points in the 3rd quarter can run no huddle.
- Any team losing in the 4th quarter by 28 or less is permitted to hurry up as often as they like.

When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause offsides penalties, mis-alignments or taking advantage of defensive AI is not allowed.

O4) Playclock:
Keep in mind we play 9 minute quarters here; not 15 like the NFL. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 4 minutes remaining in the 4th quarter. Or if you're trying to prevent another possession before the half.

O5) Play Action:
Keep in mind it is unrealistic to call a PA Pass when it is 3rd down and more than 5 therefore Playaction plays are not allowed in those situations at all, even if you cancel the Playaction fake by blocking/hot-routing the HB.
Playaction should not be "over utilized" when you have not established the running game. Plain drop backs or shotgun formations should be the main passing formation for throwing the ball. Playaction is used to catch a defense off guard when you've been successful at pounding the rock during the drive or game. Be prudent in its use.

O6) QB Scrambling:
Unrealistic QB scrambling/sprinting straight out towards the sideline on pass plays is not allowed. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include designed QB runs or broken/pressured play situations. That stuff works in Madden but is impossible in real life.

O7) QB Dropback:
Purposefully dropping back 10 yards or more in the pocket during regular passing plays is not allowed. You are NEVER allowed to sprint straight back or out after the snap.

O8) Running Up the Score:
Good sportsmanship is mandatory in this league, so running up the score on opponents will not be tolerated. This includes both User and CPU games. Please use good judgment when leading by a large margin.

If you are up by 28 or more you should not pin your opponent inside their 20. Just punt the ball out of the endzone.
 
We enforce a 35 point margin cap. If you go up by more than 35 points at any time in the 2nd half the individual players involved on the scoring play will be suspended the following 2 games. If the players are not starters the last starter(s) to score before that will be suspended. If you violate this rule a second time you will be placed on autopilot for 1 game as well as the INJ of the players involved on any scoring play above 35 points will be lowered to 20 for 2 games.

There are things you should do when on the positive end of a blow out. Removing your starters, punting, running the ball and chewing the clock should be staples of your gameplan. Starters should not be scoring when up by three scores in the 4th quarter.

Anyone who scores a TD in the final 1:30 of any game when already leading by 14 or more will have the scoring player suspended for their next game. If there is only 1:30 left in the game it means you can run out the clock even if they have 2 TOs. So there's absolutely no reason to keep putting points on the board. If you have a breakaway just run out of bounds.

If we receive complaints of running up the score against humans or if something seems suspect in the stats of games against CPU that could be regarded as running up the score then you may also be suspended.


O9) Spreading the Ball Around:
WRs should be the main target for passing plays. HBs should be checkdown receivers and not primary targets. HB receptions should not get out of hand or be a primary aspect of an offensive gameplan.
In terms of spreading the ball around, make sure you are involving multiple players in your offense. No player should have 35% or more of the total receptions or 50% of the yards.

O10) Excessive offensive audibles and hot routes:
You should not be audibling and hot-routing more than 50% of your plays.

In addition, calling an audible to change the formation that would play a player out of position circumvents personnel rules (I.E. WR at TE, WR at FB, HB at FB), and is not allowed

DEFENSE:

D1) Moving Players:

On defense, shifting linebackers, defensive backs and the defensive line is permitted. However, if you move an individual defensive player manually before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment.
You are NOT allowed to move a DL or LBer far outside the tackle box for blitzing purposes.

Constantly spreading or pinching your DL or LBs, showing blitz or calling base-align falls under the rules for mixing up your playcalling.

D2) Blitzing:
While blitzing is certainly a part of the game, please be realistic when doing so, and do not use it excessively. Any attempt to confuse the AI when blitzing is prohibited (ie. nano-blitzes).

D3) Defensive Playcalling:
Please call realistic defensive plays for the proper situation.
Using the 3-3-5 or 1-5-5 as your base defense, however effective it may be in Madden, is not allowed.
You must rush at least 3 players each play.

SPECIAL TEAMS:

S1) Fake Punts and FGs:

Teams are allowed one fake punt or FG at any point during a game, if you are not leading by 14 or more

S2) Onside Kicks:
Onside kicks are permitted at any time by the losing team in the 4th quarter only.

S3) Punt & Kickoff Returns:
On Kickoff returns you are only allowed to move the Returner.
On Punt returns you can rush the punter but are not allowed to move a player other than the returner backwards.

S4) Pooch Punts:

Pooch punting, or intentionally punting the ball short, is only allowed in situations inside the 50 where you angle the kick towards the sidelines because a full powered punt would likely be a touchback.
Lowering the trajectory of your punt is NOT allowed under any circumstance. Lowering the arrow before a punt causes a glitch in Madden where the camera does not track the ball making it impossible for your opponent to field the punt.

WEEKLY GAMEPLAY:

WG1) Pausing:

Madden allows a limited number of pauses during the game, so please keep that in mind. If its ever necessary to pause the game, please provide a quick explanation to your opponent if you're not utilizing your headset at that time.
Repeatedly pausing the game to show poor sportsmanship will not be tolerated. Please do not start a game if you know something will interfere with your playing time.

If your opponent pauses do not hit resume game until he does. Give him time to message you if he needs more time.  

WG2) Disconnects:
Games will disconnect from time to time for various reasons (and usually have nothing to do with either users setup). Although it does not happen often, it is possible that you or your user opponent may be disconnected from the game or the internet entirely before your match is finished.

In the case that one team is clearly winning then they should receive a sim win. Below are the situations that can be defined as "clearly winning":

Clear Winner Situations:
DC in first half with one team is winning by 28 or more.

DC in 3rd Quarter with one team up by 21 or more.

DC in 4th Quarter with one team winning by 14 or more

DC with less than 5 minutes with one team up by 10 or more and ball possession

DC with less than 3 minutes and one team winning by 9 or more

DC with less than 2 minutes and one team winning by any margin and possession of the ball

If the clearly winning team does not get disconnected and the game matches one of these situations then he is allowed to finish the game against the CPU if possible as this is always better than a sim win in terms of stat realism and injuries. In any case please immediately notify your opponent so that he knows you are going to finish against the CPU.

1st Half DC and No Clear Winner:
If it is not a clear win matching one of the situations listed above and the DC occurred in the 1st half both teams should use the first possessions of the restarted game to get the lead back the way it was before the disconnect. So if one team is leading 17-7 before a DC then the first two series both users should work to allow the person who was winning before to gain a 10-0 lead.

Also this should be done as fast as possible, ie no running the clock down to gain more of an advantage. After the margin is back to where it was then both teams should go back to playing as normal. This should also be done without unnecessarily padding the stats of one or two players, use different players to move the ball and get the score back the way it was. On the losing end instead of trying to throw ints just punt it short on first.

2nd Half DC and No Clear Winner:

If it is not a clear win matching one of the situations listed above and the DC occurred in the 2nd half both teams should restart the game 0-0 giving possession to the team who had the ball at the time of the DC in relatively the same down, distance and field position. They should play for the same amount of time that was remaining in the disconnected game then message each other when time is up and close the app. Do not choose to quit or forfeit the game in Madden as that will skew stats.
The score at the end of the new game should be added to the score from the DC'ed game to determine a winner. The winning team should notify the admins with screenshots/links to twitch so that he can receive a simmed win.

In case of a tie after combining the scores, the team who was winning at the end of the 1st DC gets the sim win.

If the 1st game was a tie and the end of the 2nd game is a tie then play an additional quarter or until the tie is broken, whichever comes first. If its still a tie at the end of an additional quarter then it will be simmed unless both teams agree to play the game in full.

WG3) Quitting a Game:
Please do not start a game if theres a chance you will not be able to finish it. In the case of an emergency situation where you are forced to leave the game, an agreement should be made between both players as to whether the game will be replayed from the start, finished against the CPU or simulated in the opposing teams favor.

WG4) Scheduling:
We all have busy lives and missing games may be necessary at times. I simply ask that you make every effort to schedule and play your own games. You must contact your opponent by the end of the 1st day after advance otherwise we will not place anyone on autopilot. If one party attempts to schedule a game and his opponent doesnt respond then the opponent will be put on autopilot to allow a game versus the CPU. If it is the final day before advance and you haven't heard anything from your opponent then PM all the admins on Telegram with proof that you contacted your opponent early enough and had more prime time availability (Weekdays 7-10pm GMT) than your opponent. Don't wait until the last night to contact us otherwise it may result in a sim.

In the unfortunate event that you are unable to schedule a game, we ask that you do the following:
-- Notify your opponent via the forum as early in the week as possible.
-- Notify the commissioner that your opponent will need to play the CPU or that your CPU game will need to be simmed.

The first failure to follow these guidelines will result in a Warning.
After 2 failures without an excuse you could be booted permanently.

WG5) Restarts:

There will be NO restarts for user vs. cpu games. In the unlikely event that you experience a problem/emergency during your game, notify the commissioner immediately. Failure to instantly notify the commissioner will result in a sim. If restarts become a trend you will be dismissed from the franchise.

WG6) Preseason Playing Time:

Starters should play no longer than two quarters per game in the preseason unless its the Week 3 preseason game. Use the default pre-season subs from EA to be on the safe side.

Every pre-season some people try and abuse the system and get their starters on the field too much to bump up XP. Do not attempt this. Set your depth charts correctly and allow the back-ups to play.

If anyone is deemed to abuse the system in any way those players will receive an AUTOMATIC one game ban. (Reg season week 1)

Also, nobody who is not away for a prolonged time will be put on Autopilot for Pre-Season Games. No exceptions. Do not ask me to do it. Do not ask your opponent to do it. Injuries will be disabled so no stars will be lost in simmed Pre-Season Games.


ROSTER MANAGEMENT:

R1) Trade Rules:

CPU Trades are not allowed.

Each team is allowed a maximum of 4 trades per league year (After the Superbowl a new league year will start with FA and trades)

Each trade may involve up to 4 players/picks per side
The trade deadline is Week 8 during the season. Trades will then be allowed again after the Superbowl.
The trade committee must approve of a trade before it will be officially allowed
A trade needs 3 approvals in order to be finalized unless two members of the committee are involved. If two members are involved then 2  approvals are necessary.

- Teams are only allowed 1 trade involving their top 5 OVR players under 30 yrs old per season.
- Teams are limited to 3 1sts and 3 2nds per draft
- Original roster rookies and rookies drafted by the coach (non-autopilot or cpu draft) cannot be traded in their first year

Both coaches involved in a trade must actively play at least two games with their new players before the trade is completely finalized. For example: if the Raiders and I make a trade then the Raiders coach leaves the league the week after or goes on autopilot, the trade must be reversed after 2 weeks.

In order for a trade to be reviewed by the committee all team owners involved in the trade must post and accept the trade in the thread "Proposed Trades" under "Player Transaction Central".
The original post in a proposed trade must contain Daddy Leagues links for the players involved.

Trades during the draft must be submitted and approved by the trade committee either beforehand as a conditional trade or within the 1st 30 seconds of a pick. If its a straight pick swap without players it must roughly match the draft pick value chart.

No comments are allowed in the thread from other coaches not involved with the trade or non-committee members.

The Trade Committee members are:

brza37
LTownS7ers
Bishbosh
MeisterEder
Mattanite
Bartell

R2) Free Agency:

OFFSEASON Free Agency:
Offseason FA Bidding happens over 3 stages where you can bid on players you want. When a stage is advanced some players will decide to sign while others will wait for a better offer before deciding.
During offseason free agency you can offer any player up to 4 year contracts. If a player asks for more than 4 years you are allowed to match the contract length he requests. You need to take a screenshot before you offer though and send to the admins after he signs with you.

lPre-Season Free Agency:
We will have a FA Draft to start Madden 20. The rules are as follows:
Free Agency - 3 Round Free Agency Waiver Wire/Draft
All teams who want FAs should send @Mattanite a list of all possible FAs by a designated date. He will then assign FAs to teams based on team OVR rating lowest to highest and the order in which you list the FAs. You will get the top player on your list who was not taken before your pick. The selected players will be posted in the forum and other teams will not be allowed to sign them. If all the players on your list are taken by your pick then you won't get anyone, so make sure to send a long enough list.

The draft order will be determined by the reverse order of Team OVR with tiebreakers going to the coach who picked later in the team draft. The amount of draft picks is determined by a combination of M19 Team OVR and W/L% from M19.

No free agents should be signed before the draft results are posted. After the results are posted you can ONLY sign the players assigned to you in the draft. Any players that haven't been reserved by the time we advance to Preseason Week 2 can be signed on a first come first serve basis.

If you do not meet the minimum requirements before starting a preseason game the CPU will randomly sign players for you. In order to ensure that does not happen please sign players rated below 60 OVR with Normal DEV to meet the requirements.

Once we advance to Preseason week 42you can sign any additional players you want on a first come first serve basis. This period lasts throughout the season until the Super Bowl.

Regular Season Free Agency:

During the regular season and playoffs you are allowed to sign whatever free agents you want on a first come first serve basis. This period lasts throughout the season until the Super Bowl.


R3) Roster Minimum 53:
In order to keep the salary cap fair for all, every team must have at 53 active players on their roster at all times during the regular season and playoffs. If a player is placed on IR you must account for this difference and increase your roster accordingly.
In addition to the 53 active player minimum you must ALWAYS meet the EA required roster minimums. This is enforced by EA before you are allowed to play a game so make sure you don't go under at any point during the season otherwise you will get an error when trying to play.
The EA minimums per position are as follows;

QB: 2
HB: 3
WR: 4
TE: 3
T: 3
G: 3
C: 1
DT: 2
DE: 3
OLB: 3
MLB: 2
CB: 4
S: 3
P: 1
K: 1


Take this into account when planning your roster construction in the offseason. Failure to comply will result in suspensions.

R4) Release and sign not allowed
If you release a player during the season you are not allowed to sign him again during the same season.

R5) Practice Squad Stealing is Allowed

You are allowed to sign players from other teams' practice squads to your active roster. Those players cannot be placed on your own practice squad during the same season.

R6) Practice Squad Hidden Extensions
You are not allowed to sign players to your practice squad in Week 17 or in the playoffs.

R7) Contract Extension / Re-signing Rules
There is no limit on the number of players you can resign.
Contract length can be up to 3 years for anyone during re-signing. If the player requests more than 3 years you can match but you must send a screenshot of the request to the admins.
Failure to follow the rules will result in contracts being edited to 3 years.

R8) Waiver Wire

If a player under 27 years old 70ovr or greater is cut, then they must pass through the SMLE waiver wire on Telegram. Players 75+ OVR of any age must also pass through waivers.
The player will not become an eligible free agent until after 24hrs or by 8pm GMT the following day, whichever comes last, (ie. a player released at 6pm will be on waivers for 26hrs). Any team can make a claim during this time on the waiver chat. Waiver order is previous seasons draft order until week 4 or beyond then it's current season w/l that defines waiver order. The player is then signed by the claimant to a 1 year deal. If the player reaches the waiver deadline unclaimed he becomes a free agent free to sign by anyone at any time.
We follow NFL waiver order rules which means teams do not move to the back of the order after making a claim.

Waiver Format is:
WAIVER: OVR - Position - Full Name

Claims should answer the corresponding waiver message in this format:                                                                
CLAIM: Team Name

Nothing else will be posted in the waiver wire telegram group except an admin awarding the player to a team by answering the appropriate claim message or announcing the player went unclaimed by answering the original waiver message.
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Last edited by brza37 on Wed Aug 14, 2019 7:19 pm; edited 18 times in total
brza37
brza37
Admin

Posts : 2832
Join date : 2011-11-10
Age : 43
Location : Germany

https://sml-europe.forumotion.com

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League Rules Empty Re: League Rules

Post by brza37 Sun Jan 19, 2014 1:31 pm

Added a 35 point victory margin cap.
brza37 wrote:In order to make things as clear as possible we are going to start enforcing a 35 point victory margin cap. If you beat your opponent by more than 35 the first time will be a warning and the second time will be a one game suspension. The reason this is so important is because the wider the win margin, the more often top players will max out XP gains against cpu and players who are not so good can only progress their players at a 'normal' rate. In other words - the top guys' players get even better and the average guys players drop further behind. We want a competitive league and not one where the gap between the top players and the rest grows uncontrollably due to the XP gained in blowouts.
brza37
brza37
Admin

Posts : 2832
Join date : 2011-11-10
Age : 43
Location : Germany

https://sml-europe.forumotion.com

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League Rules Empty Re: League Rules

Post by brza37 Wed Mar 19, 2014 11:08 am

Custom Playbooks and the Pistol Playbook are no longer allowed due to a bug that causes crashes/disconnects for some users when using a custom playbook. The following has been added to the rules:
brza37 wrote:G11. Playbooks EDIT:03-19-2014
Custom playbooks are not allowed. Also there are reported problems with the pistol playbook so that will be banned too. You can choose any playbook from any team or other playbooks like 'multiple defense' or 'air raid'. Just no customized playbooks or the pistol playbook. Pistol formation is allowed if its in a playbook like the 49ers or Redskins. Just the playbook named Pistol is not allowed.
brza37
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League Rules Empty Re: League Rules

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