Interesting, and timely, to see this come back up... as I've been wrestling (mightily) to get the metagaming aspect out of league play.... The Ladder was a (pardon the pun) "step up", but still suffered from "gaming the system".... As Sun Tzu and Von Clausewitz would readily agree, no competent general seeks a fair fight!
I have a sneaky suspicion that the challenge system in the rulebook is actually the way to go IF you have a regular meeting place/day that ALL coaches come to.... Not a chance for my league.... Real Life often intervenes....
So, variable schedules... perpetual teams... (human?) tendencies to seek advantages... all folks still want to have fun.... What to do...?
First, obviously (and the easiest), let them schedule their own games!
With many apologies to people who don't like formulas, I think we (those interested) have to dive into the design of the game, as expressed by former member(s) of the BBRC.... Similar to the rulebook's "collapse of the NAF", travelling teams, let's have each coach with a stable of teams.... The teams will each have a rating composed of their "average strength of schedule", "current TV", and "real rating"/(worth?).... This real rating (or whatever better name comes up) can be used on a composite ladder if the commish wishes....
The Assumptions and Formula!:
The TV that you have available for the pitch/field, should determine the outcome (coaching strength being an uncontrolled variable).... Intentionally dodging the interminable arguments of player/skill worth, LRB6 has values for each of these.... In short, the first number of importance is the Team Value (don't forget to add the value of all journeymen!).... Add to that, 1/3rd of any inducements
taken (this is the agreed upon, design value of inducements, per BBRC).... Divide your opponent's value by your value.... Now, multiply that quotient by the quotient of: your opponent's tier value, divided by your tier value....
Tier values, as expressed by Galakstarscaper, for LRB6.0
Tier 1 (45%-55%) All teams not rated below.
Tier 1.5 (40%-50%) Chaos Pact, Slann, Underworld
Tier 2 (35% - 45%) Vampire
Tier 3 (30%-35%) Halfling, Goblin, Ogre
The "Tier Value" is the average expected win % of each tier....
Tier 1 = 50%
Tier 1.5 = 45%
Tier 2 = 40%
Tier 3 = 32.5%
So it's:
(((opponent's TV)+(1/3 inducements taken))/((your TV)+(1/3 inducements you took))) times ((opponent's team's average expected win %)/(your team's average expected win %))
In the ExCel sheet, the formula is:
=((F3+(1/3*G3))/(D3+(1/3*E3)))/((IF(H3=1,0.5,(IF(H3=1.5,0.45,(IF(H3=2,0.4,0.325))))))/(IF(I3=1,0.5,(IF(I3=1.5,0.45,(IF(I3=2,0.4,0.325)))))))
D is Your TV
E is Your Inducements Taken
F is the Opponent's TV
G is the Opponent's Inducements taken
H is Your Tier
I is Your Opponent's Tier
In summary:
the only way I feel you can compare Goblins to Elves (Apples to Oranges) is to take a look at the strength of schedule they play... all quantitative design parameters compared.... This is comprised of Team Value, 1/3rd Inducements, and expected winning percentage, by design.... Without any more refined numbers, this should give you a truer worth of your team that can be compared to any other team....
Possible refinement:
(Especially in a league with a dominating coach/coaches), Substitute the coach's actual win percentage, for each individual team, as the Tier rating....
Hopefully the formulas meet/met the assumptions and, all math aside, this will prove useful to present and future leagues....
The basic spreadsheet is in the attachment....
TeamSheet Strength of Schedule.xls
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