Tecmo Players Championship rules and other information.

2 Jan

Division 1.

1. No lurching with dl. A lurch is defined as a dive forward at the snap of the ball. It is also avoiding the offensive line to blitz in t the snap. Except when facing a shotgun. (Any delay of one second, any grapple with ol or initial movement that is straight up, straight down or any direction back makes all future actions as dl legal).

2. WR AND TE cannot run running plays. They can be positioned at rb 1 or rb 2 and have a running play during the game. But you can’t call the play unless it’s an rb. (Any violation of this is a 30 yard penalty and loss of down. Never seen this violated.)

3. Condition check once per quarter and overtime. You may do a fast sub anytime you want without looking at condition.

4. Schedule is determined by random. The field will be set to a round robin and then certain games will be declared a tie. This will occur Thursday or Friday night before the event.

5. Most tie breakers go to head to head. Next tie breaker is point diff. No cap on how much you beat someone by. It all counts.

6. Can only play in a matchup once. Once you play in a matchup you can’t play in it again the entire tournament. Doesn’t matter if you call it or your opponent.

7. Sea , be, ind, nyg, hou, buf and sf cannot be matched up against each other. You can matchup NE vs NO or BUF vs CHI for example. But any matchup like NE vs Sea or NYG vs BUF is banned.

8. Strict game schedule. We have a strict schedule to maintain and you must play games as soon as they are announced. A break is scheduled at 1. It’s not possible to do this many games without this rule.

9. Forfeit. If a player leaves the event early or arrives late the games he misses will be forfeited. 14-0. He will also lose matchups that I will randomly select from this list. Mia/Rams, wash/Minn, dal/Phx, den/Pitt, chi/KC, cin/det, jets/ATL, TB/SD, gb/ Cle, Rai/Phi, NO/ jets, Rai/Chi, SD/Minn, Dal/jets.
The games he plays will count unless he doesn’t come back or show up. Then all the games will be deleted and players will get matchups back.

10. Malfunctions equipment. Issues related to malfunctions will be handled by tournament directors. Ask Francis (Mort) Buennagel or designated assistants. If the reset happens in the first quarter restart the game. If any points are scored ad those to the final score. If after the 1st quarter play the time remaining. Round up or down. Gentlemen’s agreements between players are acceptable as long as they do not delay the event.

11. Keep in mind dmen tap several times has families with minors come in. Also minors are invited to play in this event. Keep this in mind throughout the day.

12. streaming. The retro sports gamer channel will run one stream on bar internet and one on the wifi. Anyone else wishing to stream will be able to do so as long as you provide your own internet connection. You must also ask permission of me.

Division 2.

Different rules are 4, 6, 7, 8, 9, 10

1. No lurching with dl. A lurch is defined as a dive forward at the snap of the ball. It is also avoiding the offensive line to blitz in t the snap. Except when facing a shotgun. (Any delay of one second, any grapple with ol or initial movement that is straight up, straight down or any direction back makes all future actions as dl legal).

2. WR AND TE cannot run running plays. They can be positioned at rb 1 or rb 2 and have a running play during the game. But you can’t call the play unless it’s an rb. (Any violation of this is a 30 yard penalty and loss of down. Never seen this violated.)

3. Condition check once per quarter and overtime. You may do a fast sub anytime you want without looking at condition.

4. Schedule will be determined by groups. 5 games will happen if we have 12 people. Two groups of 6 round robin.

5. Most tie breakers go to head to head. Next tie breaker is point diff. No cap on how much you beat someone by. It all counts.

6. You can only call a matchup once during the event. Unlike d1 you can call matchups that other people called on you.

7. Rule 7 did not apply. Sf vs hou, ne vs ind. It’s all on the table.

8. Strict game schedule. We have a strict schedule to maintain and you must play games by the time limit for the group. You will have more free time then the main bracket. Most likely 11-3 to play 5 games.

9. Forfeit, leaving and no show. Game time decision.

10. 10. Malfunctions equipment. Issues related to malfunctions will be handled by tournament directors. Ask Francis (Mort) Buennagel or designated assistants. If the reset happens in the first quarter restart the game. If any points are scored ad those to the final score. If after the 1st quarter play the time remaining. Gentlemen’s agreements not allowed. Come to me for all game malfunctions. I don’t know the people in this division as well and would like to make sure everything is done right.

11. Keep in mind dmen tap several times has families with minors come in. Also minors are invited to play in this event. Keep this in mind throughout the day.

12. streaming. The retro sports gamer channel will run one stream on bar internet and one on the wifi. Anyone else wishing to stream will be able to do so as long as you provide your own internet connection. You must also ask permission of me.

Advertising and Promoting.

Please do not list this event at the website tecmobowl.org in the forums for Tecmo tournaments.  Any questions regarding this policy please contact me at fbuennagel@gmail.com

Tecmo Players Championship III. April 18, 2020

21 Nov

For the third year in a row the Tecmo Players Championship is being held in Chicago, Illinois. The players championship comes with more games and competition due to its high entry fee. New this year will be a high stakes division 2 for those that feel they are not ready for the upper division.

(Check out the tournament prep series at the end of the article)

For the third year in a row the players championship will be held at dmen tap in Chicago.

Tecmo Players Championship (10 am)

Entry fee 100
Group play games 10
Single elimination bracket best of 3 series.

Matchups can only be played in once in the tournament. Does not matter if your opponent calls it. No lurching or wr/te with running play.

Max 30 players.

Prizes based on 30

1st 1300
2nd 900
3rd 500
4th 300

Prizes based on 15

1st 1000
2nd 500

Register here for the division 1.

https://www.signupforms.com/registrations/21221

After filling out the form please prepay to confirm your spot. Prepaid entries are fully refundable if you can’t make the tournament.
PayPal.me/mort1237/100

Please note the default send might have been changed to paying for service. Please send as friends and family.

More info and rules.
https://tecmo101.wordpress.com/2020/01/02/tecmo-players-championship-rules-and-other-information/

Division 2 (11 am)

Entry fee 40
Group play games 5
Single elimination best of 3 series.
Matchup can be called once per tournament.
No lurching or wr/te with running play.

Max 20 players. Please note we will use past performance in this tournament and others to determine eligibility for division 2. One player in D2 will win a signed Iron Mike Dikta hologram and picture.

Prizes based on 20

1st 560
2nd 160
3rd 80

Prizes based on 12

1st 400
2nd 80

Register here for division 2.

https://www.signupforms.com/registrations/21222

Once you register I will confirm your registration and email you directions to prepay. You must prepay to secure a spot. If you cannot attend it is fully refundable.

More info and rules.
https://tecmo101.wordpress.com/2020/01/02/tecmo-players-championship-rules-and-other-information/

Players signed up. * Prepaid.

Main Tournament

DPS *. (Dan S.)
Mort * (Francis B)
G. Majik * (Joseph M.)
Hank Da Tank.* (Hank D.)
Gats (Joseph C.)
RSG (Tom C.)

Division 2

Sean C. (Slapshot)

Pete S.* (Pistol Pete)

 

Tournament prep series.

TPC matchups banned teams

TPC Prep: KC top Matchups

TPC Prep:Browns Matchups

TPC Prep: NO Matchups

QB Progression 2. R&S Pass 2

22 Oct

Second video for the QB Progression series. In this I show you what direction to scramble in. The basic rules of thumb is the opposite direction of the open short receiver.

So if wr 2 is open run down and of the tight end is open run up. If both are covered pick your best direction to scramble in.

As a bonus my brother TecmoLou helps to give you a real life example.

QB Progression Shotgun Red Gun

3 Oct

In QB Progression I am going to break down plays and just tell you where to go and what to look for.  I’m going to break it down so the pass game starts to make sense

Keep this in mind. In tecmo you are at an advantage outside the pocket and running towards the line of scrimmage.  Dropping back limits your visibility, increases the flight time of the ball and cuts down on extreme angles.  Only drop back if you plan to jj for the endzone.

Now in redgun focus on rb1.  Learn to throw to him and the entire play will open up.

Also take some time to practice the top to bottom throw I demonstrate.  It will be key in keeping the defender honest.

Remember.  Just like a db reading a qb’s eyes a good human defender knows your options. Due to the arrow he knows your likely throws.  However, time is not his ally.  The more time you take the more likely you can move even the best human defenders out of position.

Here is a short version of the the t video.

Below is the full video.

Hardcore Tecmo part 2

1 Aug

In part 2 of hardcore tecmo we take a look into the technique to lurch with the nose tackle and the technique to avoid.

The best lurch you run just slightly down and forward. Then tap B as you move forward. If done right you will have a very good chance of sacking the QB.

Of course the draw back is sometimes with that short move you get blocked.

Now in the video we see a 6 Ms QB gets lurched by anyone.

A 13 Ms QB you need good technique or a superior DL. Typically 38 ms nt will take down a 13 Ms QB.

A 19 Ms QB you need perfect technique with 38 Ms or more.

25 Ms QB you need perfect technique with 50 Ms nt or Bob Nelson.

A 31 MS QB you might get 1/10 times with Bob Nelson. At this point it’s not worth it.  Look at how close I come even with good technique.

The key thing is the technique as you can see in the video below.

Hardcore Tecmo Part 1

30 Jul

Hardcore Tecmo part one is a basic overview of the differences that happen when the game play rules are removed.  No nose tackle dive and we at rb.

In hardcore tecmo the nose tackle dive is a huge factor. Also know as the lurch.  38 Ms nt’s and higher are highly productive at the lurch.

Here is a list of NT’s by hardcore ability.

Gb Bob Nelson 38 Ms but 69 rp

50 Ms Pitt, NO

44 Ms Det, sd, dal, minn

38 Ms sf, ATL, phi, nyg, hou, Rams, wash, cin, phx, sea,

31 MS Rai, Cle, Mia, Buf, tb, den, jets

25 Ms kc, ind,NE

19 Ms chi

The best way to avoid this is a 19 Ms or 25 Ms QB.  Any QB at 25 or more Ms does not need to worry.  The second beat way is to use more shotgun plays.  The third way is to protect yourself with runs that are not suspectable to lurching.

The best plays for this are the r and S sweeps.  In general sweeps are immune to the lurch and up the middle is suspect.  Avoid the offset I playbook and the proform run up the middle.

Finally keep in mind some teams will get a tremendous running back upgrade.

Screenshot_20190729-183329

The most note worthy upgrades are Houston, Atlanta, Miami, Rams, Philly, Minnesota and NE with a 44 Ms Marv cook who is not pictured.  (Pic of Tecmogeek.com).

Keep in mind teams like SF give up a lot to plug in Rice at RB but the danger of a 44 RS 69 MS Rice is almost as good as Bo Jackson.

Below is my first video going over hardcore tecmo.

Here is a short version you might s well call lurching 101.

 

 

 

 

Defend Pro Form Sweeps

30 Jul

There are two proform sweeps and they are easy plays to defend.  Each run is highly susceptible to the lb1, lb2 and lb3 position.  It is really hard to use this play unless you are confident in your tapping.

Below is my video demonstrating the technique.

 

Here is the short version.