CFBHC Coaching Course

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The CFBHC Coaching Course will help prospective users become familiarized and understand how this football simulation is run along with the proper protocols every coach must follow to ensure a favorable experience for everyone participating. The most important part about this game is that everyone has fun, finds it challenging, and worth coming back to - so please try to keep it that way for everyone. We ask that all posts relevant to the simulation be somewhat role-played to the degree you find fun. This means different things for different people, however we've found it most fun if you get behind your selected team and engage in historic rivalries, trash talk, etc., even if the team you select isn't your real life alma mater.

Basic Rules

Keep in mind several basic rules as you engage yourself in the community:

  • Keep personal trash talk to a minimum; it's one thing to bash a fictional football team online, but it's another to bash a live, breathing human. We got feelings on the other side of this screen bro.
  • You may only have one account, and one position in each simulation (CFBHC, NFLHC, SHC, etc.). Seriously. Don't try. We'll know.
  • Keep chatbox conversations somewhat civil. Don't spam, harass others, or be a burden, this should be a societal standard for everyday life, right? Also this ain't middle school y'all, keep your back-handed comments and gossip to a minimum.
  • Any abuse of the website, shoutbox, or the staff is subject to whatever punishment the staff sees fit. If you don't care to be tarred and feathered, I'd be on your best manners.
  • If you have any concerns, comments, or complaints, please don't bitch about them 24/7 and expect the staff to hear/care. Do Soluna a favour and calmly approach the staff about it in the Town Hall forum or by messaging one of the staff.

Punishment for abuse will vary but base-level abuse might have consequences for your football team and can result in loss of scholarships, suspensions, and bowl-appearance bans while more serious abuse to lead to banning you from participating in the simulation.

Current Staff

Admin

Founder of the website.

Conference Commissioners

These users are each responsible for running one of the conferences in the CFBHC simulation and also serve as moderators.

  Tip: If you need immediate help these are the people you are looking for. Their usernames are gold or black and in bold.

Helpful Community Members

These exceptionally active community members are all willing to answer questions you may have in the absence of official staff members.

The Simulation

The simulation is fairly straight forward. The games will be simulated using BowlBound College Football, a CFB simulation game that runs off of the same metrics as the players and gameplans we use here. Each week coaches will make the appropriate changes to their rosters and gameplans to prepare for their upcoming opponent and Soluna will note the changes before he simulates your game. Once a slate of games is simulated, Soluna will post the scores and stats on the forums under CFBHC > The Games > Games.

Coaching Responsibilities

As a coach you are in control of almost every facet of your team, therefore you're required to engage in several responsibilities if you want to succeed. If you are inactive on the website for two weeks, you'll be removed and your position will be open for others to snag.

General Game Information

Games will typically be played on Thursdays, Fridays, and Saturdays, with Saturdays holding the main bulk of the games for that week. Every Saturday/Sunday after all the games have been simulated the schedule for next week is posted. To make things easier for Soluna, Saturdays are split into four time slots; Saturday Morning, Afternoon, Evening, and Night with "better", more TV worthy games in the Evening slot. Depth charts and gameplans are now due by Sunday night before your games.

  Tip: Saturday and Sunday games are usually released at different time slots throughout the day--usually 12 PM, 3 PM, 6 PM, and 8 PM on Saturdays and 1 PM, 4 PM, and 8 PM on Sundays, but things can vary based on Soluna's schedule.

Failure to meet these deadlines will result in no changes to your depth chart and gameplan, ie. the simulation will run your previous week's plans.

We will discuss the details of the depth charts and gameplans below. Don't worry. Keep on reading.

Tactics

Gameplans

Before each game it'll be your responsibility to update your team's gameplan. The gameplan will determine what your focus is during the game and how your players will line up. Changing the scheme will incur a rather large penalty for one week (excluding bye weeks) while your team struggles to learn a new playbook; it is advised that you try and stick with your scheme as long as you can for this reason. Think of it like real football - if a coach runs a pro style offense one week and then tries to implement an entirely new playbook the next week, the players will likely struggle. This works for both offensive and defensive schemes. Also, the greater the change in schemes, the greater the penalty. For example, Pro Style to Vertical is less of a penalty than Smash Mouth to Pro Style.


CFBHC gameplans are currently handled on the interface (cfbhc.herokuapp.com). The NFLHC and CFBHC gameplans are now the same; the current (as of the 2024 season) version can be found here.

Basic Gameplan (REQUIRED)

Coaching and Blowouts Gameplan

Coaching:

  • Play-Calling: Aggressive or Neutral or Conservative
  • Physical Aggressiveness: Aggressive or Neutral or Conservative


Offensive Blowout (winning):

  • Pull QB in blowout: Yes or No
  • Pull RB in blowout: Yes or No


Defensive Blowout (losing):

  • Pull QB in blowout: Yes or No
  • Pull RB in blowout: Yes or No
  • Always go for 4th Down: Yes or No
  • Kick FGs: Yes or No


Offensive Gameplan

Primary Offensive Schemes: Primary offensive schemes are the base set of your offense. Changing these during regular season weeks will cause negative effects to the team.

  • Smash Mouth - Almost entirely run oriented - plays off of good TEs and FBs.
  • Smash Mouth 2RB
  • Wing T - Frequent run/ medium pass - requires a mix of run and pass blocking o-line.
  • Wing T 2RB
  • Wishbone - Frequent run/medium pass - requires a strong traditional full back and strong blocking tight ends. (Triple Option base formation)
  • Wishbone 2RB
  • Triple Option - Frequent run/medium pass - requires two running backs
  • Flexbone - Balanced run/pass - uses a second RB, prefers scrambling QBs, and is a more option oriented version of the Wishbone. (Triple Option base formation)
  • Flexbone 2RB
  • Option - Balanced run/pass - requires a high skill Scrambling QB and good offensive line
  • Option 2RB
  • Pistol - Balanced run/pass but focused on moving - works well with any RB and a scrambling QB
  • Pistol 2RB
  • Spread - Balanced run/pass with a large amount of misdirection plays - works best with good skill players and a not quite as good o-line
  • Spread Option - Balanced run/pass - Combination of above two playbooks - works well with scrambling QB and high skill WR
  • Pro Style - Frequent pass/ medium run - require a mix of pass and run blocking o-line
  • Trick Plays - Frequent pass/ medium run with a large amount of trick plays - can be played with most characteristics and is high risk/ high reward
  • Vertical Offense - Mostly pass/ some run - requires a power RB and a pocket passer
  • Air Raid - Mostly pass/ some run - shotgun based offense with 4 WR and 1 RB
  • West Coast - Mostly pass - plays off of good pocket QB and WR play
  • Empty Backfield/5 Wide - All pass, no running back in play. Required 5 depth at receiver.

Secondary Offensive Schemes: Secondary offensive schemes take the place of "more pass vs more run". This is the secondary base offense that your team will go into to play against the strengths of the opponent that you yourself have scouted. These can be changed weekly with no penalty. You may only choose a secondary offensive scheme that is up to three formations from your base primary offense in either direction in the above listing of formations. 2RB sets do not count in this.


Quarterback:

  • Tempo: Normal or Hurry Up
  • Huddle: Normal or None
  • Length of Passes: Short to Intermediate or Intermediate, Vertical, Deep
  • Position: Under Center or Pistol or Shotgun
  • Passing Risk: Quick Release or Balanced or Wait for Opening
  • Target: Linebackers or Cornerbacks or Safeties
  • Timing: Predetermined Location or Predetermined Break


Running Back(s):

  • Rushing: Predominantly Inside or Balanced or Predominantly Outside
  • Rushing Risk: Wait for Hole or Balanced or Follow Lead Blockers


Receivers:

  • Style: Route Tree or Group Assigned


Offensive Line:

  • Type: Man Blocking or Zone Blocking


Defensive Gameplan

Primary Defensive Schemes: Primary defensive schemes are the base set of your defense. Changing these during a regular season week will cause massive negative effects to the team.

  • 4-3
  • 3-4


Secondary Defensive Schemes: Secondary defensive schemes take the place of "play the pass vs play the run". This is the secondary base defense that your team will go into to play against the strengths of the opponent that you yourself have scouted. These can be changed weekly with no penalty.

  • Dime
  • Nickel
  • 2-5
  • 4-4
  • 5-2
  • 5-3
  • 6-2
  • Goal Line


Defensive Gameplan:

  • Nose Tackle: Use or None
  • Blitzing: Wide or Normal or Crash
  • Blitzing Balance: Predominantly Ends or Both or Predominantly Outside Linebackers
  • Pass Coverage Linebackers: Man Coverage or Split Coverage or Zone Coverage
  • Cornerbacks: Man Coverage or Press Coverage or Zone Coverage
  • Safeties: Man Coverage or Split Coverage or Zone Coverage


Expanded Gameplans (OPTIONAL)

In this section are certain options you may wish incorporate into your gameplan. The system will use them when appropriate (eventually you can define the conditions) as is listed in your gameplan.

There is inherent risk to each and you might require more skilled personnel to properly execute some of them.

  • Run-Pass Option - Hand-off or Pass only
  • Run-Pass Option QB Keeper - Hand-off, Pass, or QB run
  • Use Defensive Tackle at Goal Line (Pass)
  • Use Defensive Tackle at Goal Line (Run) (Note: Both Defensive Tackle Goal Line options are intended to get the DT the ball.)
  • Rotate RB (Note: All rotation options will cause that position's players to substitute at a lower level of fatigue than usual, causing more rotation of players.)
  • Rotate WR
  • Rotate TE
  • Rotate OT
  • Rotate OG
  • Rotate DE
  • Rotate DT
  • Rotate ILB
  • Rotate OLB
  • Rotate CB
  • Rotate FS
  • Rotate SS
  • Fake Punt
  • Fake Field Goal
  • Jet Sweep
  • End-Around
  • Reverse
  • Play-Action Pass
  • Draw
  • Halfback Pass
  • Wide Receiver Pass
  • Flea Flicker
  • Reverse Flea Flicker
  • Fake Spike


Coaching Skills and Feats

Introduced here and here, coach skills and feats represent ways to personalize your coaching abilities.


Coaching Skills

All coaches have six skills:

  • Offense - Buff to skill value of players on your offense, can exceed potential skillcap of players.
  • Defense - Buff to skill value of players on your defense, can exceed potential skillcap of players.
  • Special Teams - Buff to skill value of players on special teams, can exceed potential skillcap of players.
  • Clock Management - Buff to how your team reacts in high-pressure situations.
  • Discipline - Buff to rigidity of units under stress (and likely reduction in penalties).
  • Youth Management - Buff to development of players in the off-season.

These skills will have values from 1 to 20 with higher numbers being better (all new coaches will start with each skill at 10).

NOTE: While these skills do have an effect on the team's performance it is not the defining factor. A 20 in Offense does not guarantee that the team will score 40 points every game, for example.

At the end of each fully coached season (defined as a coach coaching for at least 80% of the season), coaches can improve their skills by adding 4 points and removing 2 points for a +2 net gain. Point changes (positive and negative) can be distributed any way the coach wants EXCEPT that the same stat cannot have positive and negative points assigned to it in the same off-season.

However, if a coach falls into one of the following categories point penalties are applied for that off-season:

  • A coach switches to a job at a different school: -4 point penalty (Results in a net -2 after the +2 for the season is applied)
  • A coach leaves the site, then later returns: -6 point penalty (Results in a net -4 after the +2 for the season is applied)


Coaching Feats

In addition, for every four (4) fully coached seasons credited, coaches may choose one of the feats listed below which provide further advantages. A coach may have up to five feats in total; if they were somehow to gain a sixth one they can choose a feat to discard.

Feats that occur during/affect the game are automated.

Choose your feats carefully. Once chosen they may NOT be replaced unless described below or the coach hits their feat limit.

The current feats are listed below:

  • Adaptive Capabilities:
    • Flavor: Your strength lies in your ability to counter your opponent. You're always one step ahead and their legacy will not stand against your coaching.
    • Effect: Three opponents attributes are reduced by 2 for the duration of the game.
    • Conditions: Attributes cannot be reduced below 0. Attributes are selected by the AI at random prior to each game.
  • ______'s Rival:
    • Flavor: Certain schools increase your motivation and you impart that feeling onto your players.
    • Effect: Select another school. Each game played against that school your players receive a 10% skill boost for the duration of any game against them.
    • Conditions: You can select this feat multiple times and must declare a school each time you select it. Cannot change the school until a new version of this feat is taken but then can replace the old one if you wanted to remove it.
  • Focused Discipline:
    • Flavor: Structure and the right mentality underlie the ethos of a winning team and you're primary make is the establishment of this culture.
    • Effect: Gain +3 to discipline as long as you have this feat.
    • Conditions: Discipline cannot increase beyond 20.
  • Flexible Resistance
    • Flavor: A smart defensive game plan is the success to any championship and you make this your team-building creed.
    • Effect: Gain +3 to defense as long as you have this feat.
    • Conditions: Defense cannot increase beyond 20.
  • Local Connections
    • Flavor: You have a good level of influence with your local high school and the graduating players dream of signing on with you.
    • Effect: Prior to the first week of recruiting you gain a choice of two random players from one of your local high schools that isn't listed on the recruiting board. The other player not selected is then added to the board. Minimum potential for the randomly generated players is 3.5. No upper limit but percentage chance of generation is the same as regular recruits.
    • Conditions: None.
  • Miles and Miles to Victory:
    • Flavor: You don't worry about offense or defense in your game-winning plans, you know that if you can drill those 3 pointers from across half-field no one can stop you.
    • Effect: Gain +3 to special teams as you have this feat.
    • Conditions: Special teams cannot increase beyond 20.
  • Miracle Adjustments:
    • Flavor: You are adept at analyzing your opponents and your quick mind has the ability to rectify a horrendous first half.
    • Effect: When down by two or more touchdowns at the half all of your players get a 10% boost in skill for the remainder of the game.
  • Own the Youth, Gain the Future:
    • Flavor: From the beginning you realized how powerful tutoring the youngest was and you pride yourself on shared experience.
    • Effect: Gain +3 to youth management as long as you have this feat.
    • Conditions: Youth management cannot increase beyond 20.
  • Seeing Red:
    • Flavor: You have a good background understanding of refereeing and have the wit to make quick decisions when necessary.
    • Effect: Challenge flags thrown by you are 100% more likely to result in a successful challenge. (Challenge statistics will likely be posted as needed)
  • Strength in Growth:
    • Flavor: Players can become so much more than what we witness in high school. You know how to build up the ones that have shown flashes and they trust you for it.
    • Effect: Each year, prior to progressions, you may select one player to get to increase their potential skill 0.5 points permanently.
    • Conditions: Any player can only ever be selected once in his career for this feat.
  • Teacher of the Game:
    • Flavor: You have an exceptional understanding of the fundamentals and are skilled in passing it on to those you spend the most time with.
    • Effect: Each year, prior to progressions, you may select three players to get a guaranteed 1.5 skill progression.
    • Conditions: Does not affect potential skill, skill cannot increase beyond the potential skill.
  • Time is not wasted...:
    • Flavor: Your eyes are locked on the clock and your mind established in the moment. You are a master manipulator of the game.
    • Effect: Gain +3 to clock management as long as you have this feat.
    • Conditions: Clock management cannot increase beyond 20.
  • Unexpected Flexibility
    • Flavor: You've spent your years of coaching honing your ability to adapt on the fly and have the ability to instill new schemes to your players on even the shortest of timescales.
    • Effect: Your scheme change penalty is reduced by 50%.
    • Conditions: Cannot stack with any other scheme change penalty reductions. If this is active 50% is the lowest you can go.
  • Weathering the Storm:
    • Flavor: Rain, Snow, Sleet; none of them have ever bothered you. Your players observe your persistence through all manner of weather and the team is stronger for it.
    • Effect: Your players suffer a 50% reduced penalty for each type of weather compared to the default value for that weather.
  • We Will Bury Them:
    • Flavor: Your belief is that the best defense is a suffocating offense. How can you lose if you put out 70 points per game? What could go wrong?
    • Effect: Gain +3 to offense as long as you have this feat.
    • Conditions: Offense cannot increased beyond 20.


Depth Charts

Players and Interaction

To understand how player stats are read and how to interact with players we have to first look at a player's baseline. Let's look at this example player:

  • QB Dan Redmond 6-3 214 Sr Cardinal Spellman (Brockton, MA) 2.0 of 4.0 [Pocket]

Here's what this line of information means.

  • Position: Fairly self-explanatory, some positions are interchangeable but they will be clearly listed by their appropriate letter designation.
  • Name: Also self-explanatory, this is the name your player goes by and will be referred by in game-threads and awards.
  • Height and Weight: Gives a good indication of what position the player plays and how well he can handle a transition to another position.
  • Class Standing: Fr, So, Jr, Sr are the class standing of the player and, if, he's been redshirted the two letter designation will be marked with parentheses. A (Jr) for example is in his fourth year of eligibility.
  • High School: This will be relevant for recruiting purposes. High school players are more likely to go to local universities in the case of a recruiting tie.
  • Star Rating: The first number is the current skill level of the player while the second number is the highest potential skill the player can reach. Skill numbers increase in the offseason depending on the previous years statistics. Players are capable of playing above their current skill level up to their full potential, but how often that happens and by how much are unknown.
  • Attribute: Describes the athlete's defining playing style. A tackle with the Run Blocking attribute does NOT necessarily mean that he is terrible at pass protection (and vice versa for one with the Pass Blocking attribute), but rather that's the facet of the game that player is better at.


Depth Chart Format

To post your team's depth chart for a season log on to the forums and navigate to CFBHC > Coaching & Strategy > Depth Chart [20XX]. Similar to your gameplans, you will make a thread specifically tited [YEAR] TEAM MASCOT Depth Chart.

  • ex. [2015] Arizona State Sun Devils Depth Chart

With this first post you should include every player on your roster you wish to play, categorized first by position, then by string. The current depth chart guideline can be found here. You are required to fill out every position and specify left or right for the noted positions in that post. Your special teams squads (Kickoff, Hands, Punt Return) must all be specified as well. If you choose to make changes to your depth chart, just edit the original post (you don't need to reply to it).

A portion of an example depth chart may look like this:

Left Outside Linebacker
OLB Bronson Lindsey 5-11 217 So Liberty (Bakersfield CA) 3.0 of 3.0 [Coverage]
OLB Walter Andrew 5-11 215 So Loganville (Loganville GA) 2.0 of 3.0 [Coverage]
OLB Joaquin Dempsey 5-11 225 Fr DeLaSalle (Minneapolis MN) 1.0 of 2.5 [Blitz]

Inside Linebacker
ILB Nicholas Quinn 6-3 240 (Sr) Vermillion (Vermillion, SD) 4.5 of 4.5 [Mike]
ILB Dillon Hatcher 6-3 228 Jr Bayard (Bayard NE) 3.5 of 3.5 [Mike]
ILB Leonard Alves 6-2 256 So Don Bosco Prep (Ramsey NJ) 2.5 of 3.0 [Mike]
ILB Cristopher Valle 6-3 247 (Fr) Adel-DeSoto-Minburn (Adel IA) 2.5 of 3.0 [Mike]

Right Outside Linebacker
OLB Peter Amador Jr. 6-1 239 Fr Aurora (Aurora NE) 1.0 of 4.5 [Coverage]
OLB Walter Andrew 5-11 215 So Loganville (Loganville GA) 2.0 of 3.0 [Coverage]
OLB Joaquin Dempsey 5-11 225 Fr DeLaSalle (Minneapolis MN) 1.0 of 2.5 [Blitz]
OLB Danny Hoskins 6-0 226 Fr Bellevue (Bellevue MI) 1.0 of 2.0 [Coverage]

Cornerback
CB Marc Brice 6-0 197 So Flour Bluff (Corpus Christi TX) 3.5 of 3.5 [Man Coverage]
CB Albert Spangler 6-1 182 (Sr) Abilene (Abilene, KS) 3.5 of 3.5 [Man Coverage]
CB Kayden Gibbs 5-9 200 Jr Adams Central (Hastings NE) 3.0 of 3.0 [Man Coverage]
CB Curtis Boone 5-11 177 Sr Aurora (Aurora, NE) 2.5 of 2.5 [Man Coverage]
CB Dontarrious Aaron 6-0 177 Fr St. Thomas Aquinas ( FL) 1.0 of 3.0 [Man Coverage]


Redshirting

You may redshirt up to a maximum of ten players per season. Redshirts must be set before the first week of games. Like in real football, you may not redshirt players who have played in any games or that have been redshirted during any other previous season. You can tell players who have been redshirted by the parenthesis around their year stat in the player line, for example:

  • Not Redshirted: QB Aaron Devereaux 6-6 204 Jr St. Martin (Ocean SpringsMS) 5.0 of 5.0 [Pocket]
  • Redshirted: QB Aaron Devereaux 6-6 204 (Jr) St. Martin (Ocean SpringsMS) 5.0 of 5.0 [Pocket]

To set your redshirts for the season simply add the entire stat lines of the players you would like to redshirt under a "Redshirt" category in your depth chart. It's as easy as that.

Please note that if you join in the middle of the season at any point (e.g. after the first game of a season has been simulated) none of your players will be eligible to be redshirted due to the fact that all of them will have already played in a game. If the previous coach redshirted players for that season, you may keep their redshirts or play some or all of the redshirts, but you may not add any new redshirts.


Progressions/Player Growth

In the offseason players returning to school can have their current skill raised by one of the following increments, although they cannot exceed their potential:

  • +0.0
  • +0.5
  • +1.0
  • +1.5

The amount is determined by the sim, but can be affected slightly by the player's potential skill and their coach's Youth Management stat. The coach may also have perks which affect this.

Scheduling

Scheduling from the 2020 season onward will be based on real-life schedules. Conference championship games, bowl games, and playoff games will all happen in the postseason. Scheduling will be primarily handled by the conference commissioners along with other dedicated schedulers.

The following list explains the breakdown of scheduling for each conference.

  • AAC: 5 divisional games, 3 cross-divisional games, 4 out-of-conference games
  • ACC: 6 divisional games, 1 "permanent rival" game, 1 cross-divisional games, 4 out-of-conference games
  • Big 12: 9 conference games, 3 out-of-conference games
  • Big 10: 6 divisional games, 3 cross-divisional games, 3 out-of-conference games (Purdue-Indiana is protected)
  • Conference USA: 6 divisional games, 2 cross-divisional games, 4 out-of-conference games
  • Independents: 12 scheduled games against opponents at the coach's discretion
  • MAC: 5 divisional games, 3 cross-divisional games, 4 out-of-conference games
  • MWC: 5 divisional games, 3 cross-divisional games, 4 out-of-conference games
  • PAC-12: 5 divisional games, 4 cross-divisional games, 3 out-of-conference games
  • SEC: 6 divisional games, 1 "permanent rival" game, 1 cross-divisional game, 4 out-of-conference games
  • Bowl Game: The number of bowl games will depend on the number of teams playing but will almost be 1/4 the number of total teams which means that half the teams will make a bowl game. To be bowl eligible you must have at least 6 wins.

Recruitment

Recruiting is done on the interface by allotting your team's recruiting points every week. Coaches can set up and change bids Monday through Saturday, and on Sunday all bids are processed and the interface is updated to show which schools are going after which players and any hard commits if applicable. Players can commit beginning on Week 4 if a school has a 50 points lead, with the required points lead decreasing by 5 points every week (45 point lead on Week 5, 40 point lead on Week 6, etc.) Players who have only one offer of 30 points or more for three consecutive weeks will commit to that school.

Each school has border states, which are specified here. In these border states, schools can gain a 12 point boost if an in-state school has offered the player at least 5 points. This bonus is increased to 25 points if the recruit is from your state. Initial points are doubled on instate recruits for free up to 20 points. (i.e. You put 20 points on someone from your state that you had not previously put points on it will count as 40. You put 50 points on someone from your state that you had not previously put points on it will count as 70 (50+20 cap).)

Before week 1, each school can set a pipeline state and a host camp state. Pipeline states must border the school's home state or be the school's home state. Pipeline states give a 25% bonus to recruiting points if used on a school's home state, and a 20% bonus to recruiting points if used on a school's border state. Host camp states give a 15% bonus on points spent, and must be a state where a team from their conference is from and it cannot be their home state. Every school can also select a "star recruit" which will receive an automatic amount of points per week outside of the school's allotted point pool. Every school can also select two team needs, where any point spent on players of those positions gain a 10% boost. All of these selections must be done before week 1!

Every school gets a base number of 21 scholarships. These scholarships give a flat 20 points to the player it is used on. If a player you have previously used a scholarship on commits to another school, you will be refunded a half-scholarship, worth 10 points on the player it is used on. Coaches visits and school visits can be used beginning Week 5. Each school has 10 coaches visits and 5 school visits which give variable points based on a Gaussian distribution.

For additional questions, please read the recruiting change log. If you still have questions, feel free to ask in the shoutbox.


Bowl Games, Playoffs, and Awards

Bowl Games

Bowl Games will be announced after the Conference Championship Games. In general, each conference will have 6 bowl slots, including an automatic bid to the playoffs. These slots will be ordered by team record. A team must be 6-6 or better to go to a bowl game, but there are no guarantees if a conference's bowl slots all fill up.

Rankings, Polls, and Playoffs

The CFBHC playoffs are an eight-team tournament. Starting in the 2023 season the following criteria will be used to determine the participants as shown here:

  • Coaches' Poll: Coach-driven, 30% of Playoff Rankings
  • AP Poll: Coach/media-driven, 30% of Playoff Rankings (Note: A user cannot be a member of both the Coaches' and AP Polls)
  • Computer Poll: Automated with weight criteria, 40% of Playoff Rankings

Playoff Rankings will be released weekly beginning Week 13 (i.e. The last four weeks of the season.). The criteria for selection will be announced prior to the next season.

Coaching/ Player Awards

Will be announced after the championship game.

Applying

Refer to this for instructions.

After two weeks of inactivity, counted from the last date the user logged into the site, their position will be considered vacant and available for a different coach. NOTE THAT LOGGING INTO THE INTERFACE IS NOT CONSIDERED TO BE LOGGING INTO THE SITE.