Post by graymar on Aug 27, 2010 13:34:17 GMT -4
Graymar Tag Team Rules
These rules have developed over a period of time. Many of the suggestions came from the COTG crowd out there. I wish I could remember where I got all the great ideas, but I don’t. So, thank you to those of you that came up with these ideas.
Development of the Tag Team:
One of the things I wanted to see in tag teams rules was the development of team. I figured that this development happens over a series of matches. Additionally, some workers are better conditioned to the tag team environment. This teamwork is typified on three areas – defensive tag, PIN saves & double team ability. These three areas will increase as the team spends time together. Also, some teams will not to start from ground zero until they develop. Let’s look at the chart.
Rating** Matches** Defensive Tag** PIN Saves** Double Team
D** 0 – 10** 4** 1** +2
C** 11 – 30** 5** 2** +1
B** 31 – 60** 6** 3** +0
A** 60+** 6** 3** -1
A tag team starts at level D. After ten matches, they gain the abilities of level C and so on. I said that some workers were more adaptable to the tag environment. So, the all (tag) on both workers cards are counted as matches. For ‘real’ tag teams, these are doubled.
Example:2087 Gladiators
Brute has 5 (tag) on his card while Massacre has 4 for a total of nine. They are a ‘real’ tag team, so they start out with ‘experience’ of 18 matches. After twelve matches, they rise to a B rating and gain those advantages.
This gives a great advantage to those members that have a lot of (tag) ratings. Ghengis Khan has 8 (tag). This gives him a great initial advantage when in a tag team. Alternatively, Massif has only 1 (tag). He needs a worker like Earthquake with 7 (tag) to balance him out.
Let’s say that Massif and Commander Sam start tagging. Massif has 1 (tag) and Commander Sam 2 (tag), but they are not a ‘real’ (named) tag team. Therefore they would start with 3 matches and a rating of “D”. Only after 7 matches would they rise to “C”.
Definitions:
Matches represent matches plus number of (tag) on the card. The more (tag) the quicker they will more up the ratings.
Defensive Tag is the tag number for a successful defensive tag.
PIN Saves is the number of PIN saves the team may attempt per match. I also use the PIN save chart to avoid disqualifications.
The Double Team number is used to add to (or subtract from) the results in the double team chart
Alternative Rules:
These rules can be used as additions to the previous rules.
Previous experience rules give you, the promoter, the ability to automatically add to the matches for certain teams. I would suggest adding 5 to 15 matches depending on your judgment. The LWF are ripe with these examples, I would add 15 matches to the Road Warriors or Midnight Express for example based upon their backgrounds and previous experience. I would add 10 to a team like the Iron Sheik & Nikolai Volkoff while adding 5 to the Valiant Brothers.
Another example was the previous ’87 Gladiators who I would assume come in with some experience. I would probably add 5 to 10 to their matches. For Dorado Sundown, I would definitely add 10.
Rules being tested:
These rules I am currently testing.
Face hot tag allows the face tag team to come in with vengeance once per match. The rule is as follows: once per match a face tag member gets a defensive tag and increases their effect on the opponent. The increase effect is a result of ADDING numbers to their offensive roll. The amount added is dependant upon the PIN fatigue tokens his partner received since the last tag and continues until the face losses control.
Let’s look at an example: The Glads versus the Greeks. Brute and Proteus go at it for a while then Actagon tags in. The Glads destroy Actagon racking up 2 Pin fatigues. Actagon makes the hot tag. Proteus comes in and all his offensive rolls are increased by 2. Therefore, a roll of 3 becomes a 5. No total can go above 6. Proteus continues this increase until the Glads regain control.
Heels are allowed to cheat for a devastating double team once a match. For this rule, the heel tag team makes use of a distracted referee to destroy the face. Under this scenario, the heel team tempts the face partner into the ring. The referee tries to get the face back into his corner. In the meantime, the heel team hits a double team on the face. This double team is at –2 to the double team number above. Also, the face partner, who has just left the ring doesn’t get a PIN save.
Considered Rules:
I’m still considering these rules.
Increase or decrease defensive tag number for Dazed and Down situations. This seems like a reasonable change. Take a B rated team that has a defensive tag number of 5. If a member tries to tag out while he’s Dazed, he has to roll a 6 instead of a 5. When he’s Down, he would have to roll a 4 instead of 5.
Allow resting partners to regain PIN fatigue. This is a nice idea. However, how do you differentiate a partner on the apron for several minutes as opposed to a quick tag out then in?
Rejected Ideas:
One promoter lamented that the tag matches took longer due to two (or more) wrestler being involved resulted in more PIN fatigues to end the match. When you look at the team, the workers are more often Pin 3 and 4. I think this counterbalances the advantage of being able to tag out as your tokens increase.