Tactical Football
Behappy

Game Overview

Tactical Football is an online multiplayer-management-game. As manager, you will choose players from your club for matches, create tactics by changing formations, players and player orders. You will also have to rebuild and refit your club with transfers, and by investing in your future by scouting new players. You will need to get the best out of your players by setting player-specific training and monitoring their form and encouraging or stabilising player to get the best performance for your club.

The decisions you make may affect thousands(hopefully) of other online managers and you'll be up against them to make a name for yourself. May the best manager win!

Playing the game is easy. You use your browser to log in and issue orders for your club and get access to all information you need to make your managerial decisions. These decisions include for example what players and tactics to use for your next match and what skills each player should train. Perusing the transfer list and your scouted players is also recommended.

Log on any time to check out what has happened and what is coming up. There is no visible “highest bidder” on transfers, giving everyone an equal chance

When you invest more time and enthusiasm in the game you will find that it will pay off in better results for your team and more fun for you and your opponents. The community is growing at an increasing rate. The forums are active with feedback and discussions to help improve the game even further.

Set default lineups, long term training and youth development plans so you don not have to continuously log on.

Tactical Football offers an active developing team, who are working on the game daily, and they work with managers to help the game grow to its potential. When you delve into the depths of your club, you'll find the flexibility in your team, through players, tactics, lineups, and strategies. Your players will vary from excelling in one position, to being useful in many, though you'll soon realize that no one player can carry your team. There are no guaranteed victories either. Your tactical development of the club can help you thwart even the strongest teams.

Getting started
Simply sign up and your new club will be created. If there is room you will be immediately placed in a league, taking over the position of a system club. If there is no room left in the current season you will be placed in a Newcomers league. This will allow your club to play and earn income however the league will be cancelled at the end of the season when you will be entered in the main TF leagues.

Philosophy

The aim of this game to create an exciting football management game rewards managers for both strategic and tactical decisions they make.

Have fun reading those nail biting match reports!

To make the game exciting the match engine is deliberately designed to be volatile on individual actions on the pitch but stable with regards to the match result. The effect of this is that although the interaction of the players skills and their orders are the major determining factor of a match a outcome there is a large amount of luck involved in any given player interactions on the pitch. This means that a great forward will usually score when given a good shooting opportunity but will occasionally fluff his shot which could lose the match, similarly those great defenders will occasionally let a forward though.

This wouldn't be football if there weren't talking points.

The match reports give feedback to the manager on on the performance of his players and tactics. To improve his tactics a manager needs to get the most information possible from a match report. In order to do this the match report needs to be read as a whole rather than concentrating on any particular individual action on the pitch. For example if a teams midfielders are usually 'close' and unable to make the tackle it means, roughly, that either the opposing teams midfielders had much better OP than the defenders DP, or that the opposing teams PA was much better than the defending teams pass defence or some combination of the two, with experience and team experience added in as well.

Don't miss the wood for the trees

Given this situation should an attacking team midfielder be occasionally caught and tackled it doesn't mean that the defending midfielder was insanely unlucky in that one challenge. It means that overall defence was good enough to occasionally break up the play. If the match engine is given 100 1 in a hundred chances then one of them will occur, which means if the attackers have a 90% chance of getting through they will be caught sometimes.

It is extremely hard to completely shut down any part of the field.

This creates a varied and exciting match report in which the final result reflects the skills and orders of the players involved. This is not intended to be a game in which play can simply be optimised by using a spreadsheet.

Competitions

There are 3 main types of Competitions in TacticalFootball

  • Tactical Football Leagues

    These are the primary competitions for clubs and their main source of income. The Leagues are organised in Associations, each Association being of equal rank and containing a Premiership, two 1st Divisions, four 2nd Divisions and eight 3rd Divisions. Each division consists of 12 teams and each team faces each other team twice in a season once at home and once away. League matches are played on Wednesdays and Sundays

    The top team of each division is promoted at the end of the season and the bottom two teams relegated. In addition the 2nd & 3rd teams play a promotion play-off against teams finishing 7th,8th,9th and 10th in the division above. In order to maintain rough parity of quality across divisions and Associations the relegations and playoffs are seeded such that the strongest team from the higher division is pair with the weakest team from the lower division regardless of which Association the divisions belong to. The top 3 teams in each Association's Premiership play against each other at the end of the season to determine the top Association for the season. There is no demotion from from the 3rd division. Instead the 'relegating' clubs in the 3rd divisions from all TF Associations are seeded and have a play off match to determine their league and Association for the following season. This equalises the strength across the division 3's in all Associations. Information on each division can me viewed by selecting the Competition from the top menu and then Details from the left hand menu.

  • Tactical Football Cups

    The International Cup is a knock-out cup involving all clubs in the Tactical Football Leagues and is a secondary source of income for clubs. Teams knocked out out in the first round of the International Cup are entered in the Shadow Cup. Cup matches are played on Saturdays and are a secondary source of income for clubs, with the International Cup paying substantially more than the Shadow Cup.

  • Friendly Competitions

    Starting in Season 2 VIP managers will be able to organise their own competitions, initially just cups but later leagues will be added. These competitions can have various joining criteria such as nationality, rating, player ages or may be invitation only. Playing in these competitions costs 1 VIP day per match and may also involve a donation of VIP days to the prize pool depending on the organiser.

Club Ratings

Every football club in TacticalFootball has 3 rating to measure its competitiveness. These ratings are changed only for matches which generate income. This means League, International Cup and Shadow Cup matches affect a clubs ratings whereas Friendly and Random matches do not.

  • Strength Rating

    This is a measure of the strength of players in the club. A club needs some depth consequently 18 players rather than just the top 11 are used to calculated a clubs strength rating. The clubs strength ratings is calculated as the average of:

    • The top 2 Goalkeepers
    • The top 4 Center backs
    • The top 8 Midfielders
    • The top 4 Forwards

    If a club has insufficient players than to meet these requirements than a rating of 'good'(50) is used for the missing players

  • Tactical Rating

    This is a measure of how well the players perform compared to their expectations. It can be viewed as how well the players work together as a team or how well the manager uses the players on the field. The tactical rating is a 10 match moving average, for each match played the rating change is:

    • Win: The strength rating of the clubs opponent minus this clubs strength rating, with a minimum addition of +2
    • Loss: The strength rating of the clubs opponent minus this clubs strength rating, with a minimum addition of -2
    • Draw: Zero unless there is more than 10 strength point difference between the clubs strength ratings, in which case change is (opponent clubs strength - this clubs strength)/4
  • Combined Rating

    This combines the clubs Strength and Tactical ratings and is is average of the two.

Lineup Editor

A lineup defines which players from your club will play at what positions in a given match. Conditional Orders , Player Orders and Set Piece Orders are also set in a lineup.

You can set a default lineup or a lineup for a particular match. If you do not set a lineup for a match then your default lineup will be used. If you have no default line then he last team you played will be used. If neither of these exist your assistant will make a lineup for you but it may not be the best possible. If your lineup is invalid then your assistant will attempt to correct it, if he cannot for some reason then you will forfeit the match.

To access the lineup either click the Default lineup link on your Club page, or go to your Fixtures page and click the Lineup button next to the match you want to set the lineup for.

  • To access your Club page click your Teams name link in the top navigation bar.
  • To access your Fixtures page click the Fixtures link in the left menu on your Club page.

Once in the lineup editor drag and drop players from the roster at the bottom of the page onto the pitch. Actions possible in the lineup editor are

  • drag and drop players from the roster at the bottom of the page onto the pitch. (drag the text of the player name)
  • drag players between positions on the pitch.(drag the text of the player name)
  • Drop a player on the lists underneath the pitch to remove him from the lineup
  • Drop a player onto an occupied position will replace the player already in that position
  • The buttons above the pitch navigate to the conditional orders editor or remove all players from the pitch.
  • The buttons below the pitch determine what players are shown in the roster list beneath the pitch .
  • 'Right Click' or 'Tap' a position on the pitch to bring up a list of possible players for that position. 'Click' or 'Tap' a players name in the list to place him in the position.
  • 'Right Click' or 'Tap' a players name on the pitch to bring up a list of possible orders for the player. 'Click' or 'Tap' an order in the list to give the payer the order.
  • 'Drag' from the position circle in a position occupied by a player to create movement for that player.
  • Right click on the players name in the roster to open that playes page in a new browser tab.

Click the Set Pieces button to set the instructions to be followed when taking set pieces

Click the Conditional Orders button set conditional orders to be followed by your team and players during a match. Conditional Orders are not available on the default lineup.

Conditional Orders

You can set orders for your team that will come into effect when the conditions you specified become true. This is the best way to simulate the interaction of a coach in an online game without forcing managers to sit by their computers during the match. When a condition is true, the orders in that conditional order will be executed. The order will not be undone when the condition is no longer true, to do this you must make another conditional order.

Conditions that can be specified

  • if not Drawing
  • if / if not Leading by x goals
  • if / if not Trailing by x goals
  • if minute > x
  • if minute < x
  • if half time
  • if Our player/ Opponent player is on the pitch anywhere
  • if Our player/ Opponent player is not on the pitch
  • if Our player/ Opponent player playing at position x

Orders that can be specified

  • Move a player already on the pitch from one position to another
  • Substitute a player for another
  • Change the target of Isolate or Mark
  • Change a players orders
  • Change a players movement
  • Change the players involved in set pieces
  • Change set players taking set piece kicks

You can tie any amount of orders to a condition (or group of conditions). If you tie more than one order to a condition, all orders will come in effect at the same time and is an invalid team formation results they will all fail to execute.

Substitutions Each side is allowed three substitutions of outfielders and two substitutions of goalkeepers. This is more than in real life, but we feel that the game benefits of allowing extra keeper substitutions outweighs the drawback of not copying real life. The players will substitute based on separate conditional orders set by the manager. A player is only eligible to come in as a substitute if he has been on the bench since the start of the match.

Reacting. When a condition order results in another conditional order become true in takes 3 to 6 minutes to communicate with the team and react. For example if your opponents Player A comes onto the pitch as a result of a conditional order and you have a conditional order to make a substition if Player A is playing then your order will not execute for 3 to 6 minutes after player A starts playing.

Conditional Order Editor

The conditional order editor is used to set conditional orders for a match and is accessed by the Conditional Order button on the Line Up Editor

You can set as many Conditional Orders as you wish. Each Conditional Order contains one or more Orders and one or more Condition Groups. Each Condition Group contains one or more Conditions.

The Orders in a Conditional Order are executed when any one of the Condition Groups becomes active. A Condition Group becomes active when all the Conditions in the group become true or false depending on the setting of the 'Trigger when all' dropdown. The default is to have a Condition Group become active when all the conditions become true.

This allows players to AND and OR conditions to specify when a Conditional Order is executed. For example: We could have a Condition Order consisting of 2 Condition Groups and an Order

  • Condition Group 1
    • minute > 30
    • leading by 1 goal
  • Condition Group 2
    • minute > 35
    • trailing by 1 goals
  • Order substitute player Fred Flinstone for Barney Rubble
In this case Barney Rubble would come on for Fred Flinstone if your team was leading by at least 1 goal and the match time was greater than minute 30 OR if match time was greater than minute 35 and you were trailing by at least 1 goal.

Using the Conditional Order Editor

  • To add a new conditional order click 'Add Condition Order'
  • To add a new order within a conditional order click 'Add Order'
  • To add a new conditional group within a conditional order click 'Add Condition Group'
  • To add a new conditional within a condition group 'Add Condition'

The Conditions and Orders are set using the various drop downs in the condition and orders that are displayed in the editor.

The background of a Conditional Order is displayed as either red or green.

  • Green indicates that the conditional order is saved, to enable editing of a saved Conditional Order click 'edit'
  • Red indicates that the Conditional Order is not saved, to save the order click 'Save' only saved Conditional Orders will be used in a match.

Denominations

Instead of having numbers for everything values are usually replaced with denominations to give a better feel of how good players are, how close challenges were or anywhere a number could be used to represent a game value. Numbers are in certain cases when more detail is required, when viewing your own players skills for example, sometimes these denominations are accompanied by a + or - sign to sub divide the range into a higher and lower part. Each denominations is displayed in a color to aid instant recognition, The denominations are their associated values and color codes are:

Name Short Low High
legendary 120
unbelievable 110 119
masterful 100 109
awesome awe 90 100
brilliant bri 80 89
superb sup 70 79
excellent exe 60 69
good good 50 59
decent dec 40 49
weak weak 30 39
poor poor 15 29
awful awf 0 14
dreadful -1

Player Overview

Every club must have football players. Players in Tactical Football have attributes called skills. The value of these skills compared to the values of the opposing players skills determines a players performance on the pitch and ultimately the result of the match.

The most important tool you have as a manager is the players of the club. These virtual football players put their body on the line each and every week as they strive for success and probably a bigger pay cheque.

In TacticalFootball there are two types of players, outfielders and goalkeepers.

  • Outfielders These players have eight skills and are right footed or left footed. They can play in any position except goalkeeper, but they will of course (just like in real life) be more effective when played in a position best utilises matches their skills.
  • Goalkeepers These players have just six skills and can only play as goalkeepers.
All players have have abilities which determine how effective they are at executing the different orders they can be given during a match.

As time passes players evolve. They gain experience as they play matches and their skills can be raised through training and deteriorate as they grow older. Each player also has a playing form level which changes daily.

Planning a players evolution and planning how to utilise them the best way possible to ensure a clubs success and is a real challenge.

Skills range in value from 0 to 100 and have both a current and potential level. The current level is the skill the player can use in a match, and the potential is a measure of his talent. Skills increase from their current value towards their potential through training. Once a skill reaches its potential training in can increase further by continued training, however the rate of increase is substantially less.

Only the manager that owns the player can see the value of the players skills. For all other managers, the skill value is shown only as a denomination. This gives opposing managers a pretty strong indication of how good a player is, without revealing his exact skills, keeping the game interesting.

Goalkeeper Skills

  • Reflexes (RE)

    The keeper will use his Reflexes as the primary method of stopping goal attempts. This skill, together with various penalties and bonuses, is compared to a shooters SC skill to determine whether the shot is saved. These penalties and bonuses include the goalkeepers positioning duel with the shooter, the centrebacks positioning duel with the shooter, a shooter that is totally free or a header from a player that is not seriously challenged. When facing longshots this skill is averaged with the goalkeepers interception skill
  • Goalkeeper Positioning (GP)

    This represents a mix of anticipation and the ability to cut down angles. With this skill the goalkeeper and can make the save attempt much easier. The ball control skill of the player who attempts to score is compared to the keepers positioning skill and the result influences the keepers chance to be in or out of position for the shot. Being in or out of position makes it significantly affects the save attempt as well as making easier or harder for the keeper to control the ball.
    • When facing high passes into the penalty box this skill is averaged with the goalkeepers interception skill
    • When facing longshots this skill is averaged with the goalkeepers interception skill
    • When facing lobs the goalkeepers IN skill is used instead of his GP skill to resolve the positioning battle
  • Interceptions (IN)

    This skill is used to pick down high passes into the box or close down free attackers. Having a very low interception skill might give away good or really good angles, as the midfielders then can put their high passes close to the goal without fear of the keeper picking them down. When facing a high pass a keeper with an Interception skill below two thirds of the Passing skill of the midfielder runs the risk of leaving good angles (+7 Scoring) to the receiver, if his IN is below half the PA he risks leaving very good angles (+14 Scoring). When intercepting high passes, the keeper IN skill plus 10% is compared to the quality of the Pass.
  • Control (CT)

    Used for controlling the ball when saving shots or headers, but also during interceptions. The Control skill affects whether the goalkeeper is able to catch the ball or just push it away and possibly generate a corner. A keeper with low Control can even fumble a ball into the net when saving, whilst a keeper with high control might get his fingertips on a ball that otherwise would find the net. Goalkeepers with a CT skill over 50 gives the keeper an extra chance to save shots that he would normally just fail to save. A goalkeeper that is out of position when trying to save shots makes it harder to control the ball.
  • Organisation (OR)

    This skill is used to defend against passes into the penalty box and during set pieces like corners and free kicks. The Pass Defence used for the assistance calculation is calculated from the goalkeepers OR skill, if pass is high then the OR skill is averaged with the goalkeepers interception skill prior to the assistance calculation.
  • Constitution (CO)

    General physique, health and fitness is important for a goalkeeper as well as outfielders. Goalkeepers do not tire in matches in the same manner as outfielders. Instead each time a goalkeeper makes a save he starts to get worn down and a goalkeeper with low CO will get worn down earlier than a goalkeeper with high CO. The effects of being worn down are described under Goal Attempt
    The effects of losing CO due to playing many matches are described under Fitness.

Outfielder Skills

  • Scoring (SC)

    This is a combination of power, accuracy, the right mental attitude, and even the ability to be in the right place at the right time. When a shot is made on goal this skill, together with various penalties and bonuses, is compared to a goalkeepers RE skill to determine whether the shot is saved. A player that is better at shooting from the ground instead of heading the ball will always take the ball down to get the best chance to score. A player that receives a high pass and has close to equal Scoring and Aerial will sometimes make volley shots which are harder to save.
  • Offensive Positioning (OP)

    This is a combination of speed and mental anticipation and is crucial when attacking. Players with high OP can shake off their opponents and so do not have to face tackles. In the penalty box a receiver that wins the positional challenge by a clear margin is deemed totally free and faces the keeper one on one.
  • Ball Control (BC)

    This is the ability to receive and keep the ball under control as well as dribble past opponents. This skill is used in tackles to determine the outcome of a challenge and when controlling the ball to shoot or pass where it affects the quality of the pass or shot.
  • Passing (PA)

    This is the combination of finding an opportunity for a great pass and the technique to actually execute it. A great pass gives the receiving player more room to shake off defenders and control the ball whereas an inaccurate pass gives the defence more time to catch the receiver and strip him of the ball. The passing skill also greatly affects the assistance levels in midfield and opportunities created through midfield domination.
  • Aerial (AE)

    This is a measure of a player's ability to jump, timing of the jump, strength to hold the position in the air and so on. Offensive Positioning, Defensive Positioning, Ball Control Tackling and Scoring all work in combination with Aerial when the ball is in the air.
  • Constitution (CO)

    The general physique, health and fitness of a player is important. Higher constitution levels will mean less fatigue in matches, and will make a player more resistant to injuries. Whereas players with lower constitution will tend to fade in a match, especially at the end of each half. In the match reports this is indicated by the player being pretty tired (80% effective) or very tired (70% effective) Playing matches takes a lot of energy and players need to be rested occasionally to recover. A player with higher CO will have his on pitch performance less severely affected by playing continuously. Also wingbacks create extra opportunities by having a high constitution and flank backs with high constitution make it harder for the opposing teams midfielders to achieve clear margins.
  • Tackling (TA)

    This is the ability to win challenges defensively, combining a mix of skill, strength and downright guts. Tackling is the primary attribute when making tackles when it is compared to the Ball Control skill of the attacking player, but is best used in combination with a strong Defensive Positioning skill. Also a decisive tackle might turn one of the opponents' opportunities into a counter attack.
  • Defensive Positioning (DP)

    This combination of speed and mental anticipation is crucial in defending, especially for the centrebacks. It is used in the positional step of a challenge to determine whether the player is close enough to attempt a tackle. Defensive Positioning works best when combined with a good Tackling skill.
  • Left or Right footed

    A left footed played in a position on the right side of the pitch or a right footed played on the left side of the pitch will receive a 10% reduction in all of their skills except CO. However a right footed played gets a 10% bonus when taking corners on the left and a left footed played gets a 10% bonus when taking corners on the right.

Player Positions

Attackers

Attackers attempt to score goals by shooting or heading the ball and Scoring(SC) is the main skill used by an attacker to do this. However before an attacker can get his shot away he must receive the ball and get past the defender. In order to do this he needs to be skillful in Offensive Positioning, Ball Control and (if the ball is in the air) Aerial. The more skilled the attacker is in these skills compared to the defenders Defensive Positioning(DP), Tackle(TA) and Aerial the better chance he has of getting his shot away. An attacker also requires Constitution(CO) to avoid getting tired or getting injured and Passing(PA) to help him in corners and on the few occasions he receives the ball in midfield.

There are two positions in a lineup for attackers on the the pitch forward (FW) and striker (ST).

  • FW: here can be up to three FWs played on the pitch. These players receive balls from midfield then attempt to get past the oposing center-backs and shoot at goal.
  • ST: There can only be one striker on the pitch and he performs teh same function as a FW. However a striker is more likely to receive a pass from midfield than a normal FW and midfielders can also be directed to pass only to the striker.

Midfielders

Midfield is where opportunities arise. Midfielders generated opportunities and try to then get the ball past the opposing midfielders and backs and into teh penalty box so that the attackers can score. Midfielders also defend when the opposing midfielders have the ball they try to stop then from passing it into the penalty box. The main skill required of midfielders is Passing (PA) this helps them create opportunities and deliver killer passes into the penalty box. However they have to both get past opposing midfielders and defend against opposing midfielders so they need to be proficient in all skills. Even Scoring(SC) useful a midfielder as he can use it to deliver SHrt PAsses and shoot dangerous longshots. An attacker also requires Constitution(CO) to avoid getting tired or getting injured and Passing(PA) to help him in corners and on the few occasions he receives the ball in midfield.

There are seven possible positions in a lineup for midfielders on the the pitch. Right Wing(RW), Right Midfield(RM), Left Wing(LW), Left Midfield(LM), Center Midfield(CM), Offensive Midfield(OM), Defensive Midfield(DM).

Restrictions on midfield positions

  • A lineup must have one RM or RW and cannot have both
  • A lineup must have one LM or LW and cannot have both
  • A lineup must have at least one midfielder who is either CM, OM or DM.
  • A lineup must have at least one midfielder who is either CM, OM or DM.
  • A lineup can have up to two OMs
  • A lineup can have up to two DMs
  • A lineup can have up to three CMs
  • The total number of CM, OMs and DMs cannot exceed six.

Abilities, advantages and disadvantages of each midfield position

  • RM (and LM):
    • receives balls mainly on the right(left) midfield
    • is the main challenger to opposing players on the right( left) midfield
    • roughly 15% of the time is also active in central midfield
  • RW (and LW): plays exactly the same as a RM(LM) with the following additions
    • is twice as likely as an RM(LM) to receive the ball from a midfield pass
    • can perform the midfielder order 'Cross'
    • gives the opposing team roughly one extra opportunity.
    • more easily achieves clear margins (clear margins are 2 points easier to achieve)
  • CM :
    • receives balls mainly on in central midfield
    • is the main challenger to opposing players in central midfield
    • roughly 15% of the time is also active on the flanks.
  • OM : plays exactly the same as a CM with the following additions
    • is twice as likely as a CM to receive the ball from a midfield pass
    • can perform the midfielder order 'ThroughBall'
    • gives the opposing team roughly one extra opportunity.
    • more easily achieves clear margins (clear margins are 2 points easier to achieve)
  • DM : plays exactly the same as a CM with the following additions
    • is twice as likely as a CM to be the selected challenger in central midfield
    • gives the opposing team roughly one extra opportunity.

Backs

Flank backs are defensive flank midfielders who use high constitution in order to reduce the risk of dangerous attacks on their flank. Wing backs are more balanced flank defenders who use high constitution to try and create extra opportunities.

Backs primary skill is Constitution(CO). However they need passing(PA) in order that their other skills are not limited by Midfield Adjustment. Flanks backs need Defensive Positioning(DP), Tackle(TA) and Aerial in order to make successful challenges and they need Offensive Positioning and Ball Control to provide support to their more offensively minded team mates. Wing backs also need Offensive Positioning, Ball Control and Passing(PA) in order to make use of the opportunities they generate.

There are four possible positions in a lineup for backs on the the pitch. Right Back(RB), Right Wingback (RWB), Left Back(LB), Left Wingback (LWB)

Restrictions on back positions

  • A lineup must have one RB or RB and cannot have both
  • A lineup must have one LB or LWB and cannot have both

Abilities, advantages and disadvantages of each midfield position

  • RB (and LB):
    • is the main challenger to opposing players in the right(left) midfield
    • A penalty is applied to opposing midfielders attempts to achieve a clear margin proportional to the RB(LB) CO skill - 45.
  • RWB (and LWB):
    • is the main challenger to opposing players in the right(left) midfield
    • generates opportunities for himself in proportion to his CO skill - 45.

Center-backs

Center-backs defend in the penalty box against opposing attackers and try to stop them getting a shot on goal. Center-backs primary skill is Defensive Positioning(DP) which allows them to catch opposing attackers, However without Tackle(TA) and Aerial they are not going to be able to do much to stopthe attacker even if they catch him. Constitution(CO) as always is required to avoid tiring, and Passing(PA) to accurate predict ball flight and defend against corners.

Restrictions on back positions

  • A lineup must have at least one CB
  • A lineup cannot have more than three CBs

Midfielders Adjustments

Passing is regarded as the skill that defines a players knowledge of midfield play. This means that if the passing skill of a player is much lower than his other skills, that player won't be able to use those skills to their full extent. Consequently Passing is used to restrict a midfield players other skills( this does not apply to forwards when then receive opportunities in midfield) and ensures an exciting and interesting midfield game.

Restrictions imposed on a midfielders skills

  • The level of OP usable in midfield is restricted to 100% of PA
  • The level of BC usable in midfield is restricted to 150% of PA
  • The level of TA plus DP usable in midfield is restricted to the higher of 250% of PA or 1.25*PA + 1.25*BC

Only 20% of the skill over this restriction cn be used.

Extreme midfielders will either be very skilled at getting through or very skilled at stopping the opponent. Such midfielders tend to be less effective outside their area of competence. To reflect this when calculating a players contribution towards offensive assistance, a midfielder cannot use more Tackling and Defensive Positioning than he has Ball Control and Offensive Positioning. Also when determinng where a clear margin is achieved a midfielder cannot use more Offensive Positioning and Ball Control than double his Tackling and Defensive Positioning.

Predictability

All players have a predictability rating which is in the range zero to 100%. A player's predictability rating represents the chance that the 'best' centreback is the one that makes the challenge when the player is a receiver in the penalty box. This rating is used in the penalty box and helps to determine which centreback an attacker will face.

A player's predictability rating is determined from his SC, OP, BC and AE skills. The more extreme any one of these skills is from the average of these skills the higher the predictability rating for the player. The exception is SC. A high extreme of SC is ignored in the calculation, however a low extreme of SC would be used and SC is always used to determine the average. A players predictability is shown on his players page.

When an attacker is passed the ball in the penalty box, or dribbles into the penalty box, he makes a die roll against his predictability If the FW fails this roll he will face the best defender, in this situation best means the centreback most likely to stop the attacker getting his shot away. However if the forward passes this roll then a centreback is chosen randomly from all the centrebacks on the field. (which includes the best one).

The best centreback can change due to CO tiring and both OP/DP and BC/TA aspects of the challenge are taken into consideration, as well AE for high balls.

Training and Ageing

Training and ageing are mechanisms by which a players skills change over time. There are 4 days in the week during which training sessions occur and skills can change. Currently these training days occur on Monday, Tuesday, Thursday and Friday. On each day there is a chance a players skills could increase or drop, the size of the increase or drop being dependant on the players age and luck.

Training is the mechanism by which a players skills improve from the current level to their potential or even beyond. Young players train more effectively than older players, especially when aged 21 or 22. Such players can see skill increases of up to 6 points due to training and rarely see increases below 1 point. The effectiveness of training decreases as players age and a 26 year old is unlikely to see a skill rise of over 4 The minimum skill increase also falls and can be 1 point or less (but still an increase just not noticeable on screen) in older players.

Ageing is the process by which a players skills drop as time passes. The chance of a skill dropping is small when the players are young but increases significantly as they get older. A players training only marginally exceeds his ageing at age 26 and a player should reach his peak around age 28. Once over 30 the rate of increases of skills dropping starts to increase significantly. Also skill drops are small, usually around 1 point, for young players but the size of the drop increases with age and can be as much as 5 skill points. Once a player reaches 30 years of age any skill that is around 15 (and certainly by 12) ages significantly slower and the players other skills will age slightly faster.

Very high skills levels are difficult to achieve and difficult to maintain. Consequently as skill values approach 90 the size of and skill increase due to training begins to drop and the chance of a skill drop due to ageing increases.

To access a players training visit the 'Player' page by clicking on the players name. A player can train one or more skills but the rate at which skills will change will vary falling off as the number of skills trained increases. The optimal number of skills to train to achieve maximum overall increase is two skills.

  • The 'Change' column shows the chance of a skill rise (drop if in red) at each training session, a rise only occur if the skill is being trained
  • Ageing averages at 2 skill points/season at age 22 rising to 40 skill points/season at age 40
  • Training rate is approx 20 skill points/season divided by the number of skills trained
  • Training 1 skill has a 10% penalty to this rate
  • Training 2 skills is the optimum and occurs no penalties
  • Training 3 skills has a 5% penalty to this rate
  • Training 4 or more skills has a 8% penalty to this rate
  • Only the two trained skills with the highest chance of an increase can receive an increase
  • Training above the potential occurs at one third speed.

A manager can specify one player in his club as his 'Favourite'. The favourite is the player the manager is aiming to get in the National Team and the player responds by training roughly 10% faster. The 'Favourite' is set on the Player Overview page which is accessed by clicking on a players name.

Playing Form

A players form gives a variable increase or decrease in a players skills and it can be decisive in the choice of players fielded for a specific match. The purpose of the form system is to simulate that football players have good and bad periods and that this leads to decisions that managers have to make.

Form varies from 0 to 100 and changes by between 0 and 3 each training day in the direction that the form arrow indicates. Form works in cycles in the sense that it will travel in the direction of the arrow for several week before possibly changing direction

Form effects the skill level a player will use in a match. The level of form above/below 50 is divided by 10 and added/subtracted to the players main skill and distributed across his secondary skills. Form can take a skill level above 100 but never below zero. For example when playing a FW in awe(100) form gets +5 added to his to SC and +5 distributed across his OP/BC/AE skills. Before being applied form is combined with experience to produce a final effect on a players skills, see the section on experience for more details.

The skills affected by form are:

Position Main Skill Secondary Skills
GK RE CP, IN, CT, OR
FW, ST SC BC, OP, AE
LB, RB, CB DP TA, PA, AE
WB & Midfielders PA BC, OP, DP, TA, AE

A manager has a limited ability to affect his teams form in that he may Encourage one player and Stabilise one player.

A player with form above 50 can be stabilised. Stabilising limits halves the rate at which form changes.

A player with form below 50 can be encouraged. Encouraging a player with an upward pointing arrow causes his form to increase at the maximum rate. Encouraging a player with an downward pointing arrow causes his form to decrease at the minimum rate and increases the chance the arrow will turn upwards.

A players age also affects his form. A young player form will on average be higher than that older players. However a young players form will tend to change more rapidly than an older players form.

Fitness

Players get tired playing matches and played week in week out their performance will fade unless given rest. This is simulated through a players Fitness rating.

Fitness is only used in Tactical Football Association League and Cup matches. Competitions designated as Friendly and Random matches do not use fitness. In matches that use Fitness then players use their fitness rating instead of their CO rating for all CO calculations during that match. After the match players lose fitness depending on how many minutes they played during that match.

A completely fit player will have his Fitness equal to his CO. When a player plays a competition match he will lose 1 fitness for every 10 minutes played (this is reduced for GKs but they incur extra fitness loss depending on how many saves they have to make) Players recover 4 fitness on each training day, up to a maximum of their CO rating.

In order to make management of players easier all fitness due to be recovered before the next match is recovered on the first training day.

An example.

  • On Sunday before his match a player has 40 CO and 40 fitness
  • On Sunday he plays 90 mins and is fitness is reduced to 31
  • The player has training days on Monday and Tuesday and a league match on Wednesday
  • On monday the player will recover 8 fitness to 39
  • On tuesday the player will recover no more fitness it stays at 39
  • On wednesday he can play his league match but during the match his CO will be 39 instead of 40.

The International Cup and Shadow Cup matches handle fitness slightly differently as there is no training day between the Cup match on Saturday and the next league match on Sunday. Players who play in these cup matches lose 0.02 fitness for each minute played. Note that although stored as a decimal number only the integer-part of the fitness is displayed.

The performance reduction for a continuously changes during the match. The level of the reduction for various times in the match is indicated by the table below.

CO Half time Full time
30 20% 40%
50 10% 20%
70 3% 5%

Goalkeepers do not tire during a match and instead have each of their skills reduced at the start of the match. This skill reduction is proportional to the amount of CO they have lost due to fitness as a fraction of their CO skill. Therefore a goalkeeper with 35 fitness and 45 CO will lose more skill points at the start of a match than one with 35 fitness and 40 CO. The skill reduction is not linear and approaches a maximum of 20% skill loss when 25% of a GKs CO is lost due to fitness.

Experience.

There are two types of experience Experience and Team Experience. Each player keeps a record of the experience and the team experience he has gained.

Experience:

This represents the players accumulated knowledge and practical wisdom from playing time spent on the pitch.

A player gains 1 experience minute for ever minute sent on the pitch in a professional game ( a game which uses fitness). If a player plays at least 10 minutes in a match then he will get at 45 minutes of experience or the actual number of minutes played whichever is the greater. These experience minutes are then converted into experience points in a manner such that experience rises quickly at first and more slowly as experience is gained. It should take about 60-70 matches to achieve 50 experience points.

When a match starts experience is added to Playing Form before playing skills are modified by Form. A player in Awesome form and with Awesome experience would received 10 points of his main skill and 10 on his secondary skills. A player in awful form with awful experience would lose 10 points of his main skill and 10 on his secondary skills.

The breakeven for the combined effect of form and experience is good and has more effect around good so that good to exe gains more than dec to weak loses. Experience and Form can take a skill level above 100 but never below zero.

Team Experience

This represents the player's accumulated knowledge and awareness of other players on his team. In football, as in many walks of life, one position requires knowledge and communication with other positions to operate effectively. Good team experience will ensure that a team plays more effectively than merely the sum of its players.

A player acquires team experience in exactly the same way that experience is described above, except that he gains it three times as fast, so 1 minute on the pitch is counted as three team experience minutes. Unlike experience though, team experience is reset to one quarter of the players normal experience when a player joins a new club.

An example.

  • A Player with 60 experience and 100 team experience joins a new club, his experience remains at 60 but his team experience is reset to 15.

Team experience is used on the pitch to affect the result of passes.

In defence the team experience used is the minimum team experience of all players providing assistance plus the challenger plus the goalkeeper if the pass is to the penalty box. This team experience provides a modifier to the pass defence of between 10 and -10 with high experience helping the defenders.

In offence the team experience used is the average of the team experience of the passer and the receiver. This team experience provides a modifier to the pass defence of between 10 and -10 with high experience helping the passer.

Team experience is reported in the match report commentary when it is very influential in the outcome of the pass

Scouting

  • Each club has a scouting pool of players interested in joining the club.
  • Each league also has a scouting pool of players whose agents are actively trying to place the player in a club of that division.

League scouting pool

The league pool is used as a source of players for clubs when their scouting pools are being regenerated. The league scouting pool is regenerated with random players at the start of each season. Thereafter whenever a player is rejected by a club he enters the division pool and after any player joins the the division pool it is reduced to the best rated 12 players.

Club scouting pool

The Club scouting pool is used as a source of players when a club scouts for a player.

The club scouting pool is regenerated whenever

  • A player is drafted from the scouting pool
  • The manager rejects the complete pool
  • On a scouting day and the pool does not contain any players
The club scouting pool is regenerated by choosing 1 player from the division pool and 4 random players. If the scouting pool is being regenerated because a player has been drafted then 1 extra player enters the pool and the player in the pool matching the clubs scouting preferences receives the associated scouting discount.

Scouted player

The clubs scouted player is a player that is eligible for drafting by a club. Each scouting day (Mondays and Thursdays) a player leaves the clubs scouting pool becomes eligible to be drafted. When a player is eligible to draft a manager may either:

  • Accept the player:
    The scouting fee is paid and the player joins the club. All the other players in the pool become disinterested and enter the division pool. The clubs scouting pool is regenerated.
  • Reject the player:
    The rejected player joins the division pool.
  • Reject the complete scouting pool:
    The rejected players join the division pool and the scouting pool is then regenerated. Currently this option has no cost but a variable cost may be introduced here to regulate scouting.
  • Do nothing.
    If the club has not have either rejected or accepted the scouted player before the next drafting day then the player remains eligible to be drafted. However one other player from the clubs scouting pool gets fed up waiting and leaves to join the division pool.

The number of each players of each skill level that can be expected to appear in a clubs drafting pool during a season is

Expectation (players entering club pool per season)
Rating draft 1 player every 2 weeks reset pool every scouting day
4 2.38 10.04
5 15.23 49.13
6 14.46 45.33
7 2.43 6.51
8 0.5 0.98

Match Overview

The TacticalFootball Match Engine takes a match of two teams of players and a referee and calculates the result of the match. The output is a description of the match in the form of commentary, lineup listings and match events which gives a feeling of realism to the game.

Although stars are important in an team they need the support of other players to achieve their best.

The match commentary is highly detailed and describes players actions on the pitch and their interactions with other players. The commentary includes information on the quality of the pass and details assistance provided by teammates to players attempting to receive a pass or challenge for the ball Managers therefore are given good feedback on the how well their players did in the various situations they encounter during the match so that they can try to arrange their lineups and players orders to achieve the best from their players.

The match engine offers managers a large range of tactical options and the result of every match is dependent on the relative strengths of the all the skills of all the players, the positions of the players on the pitch and the orders the players are given.

The aim of the match engine is to simulate the essence of football to enable the managers to make intuitive and football like decisions for their squad.

Before the match starts a manager can set conditional orders which come into effect when the conditions in the match match those specified by the manager. These conditional orders can be used to change a team by moving players/substituting players, changing orders and react to goals being scored or opponent formations and players.

Structure of the match.

A match is split into a number of opportunities and each opportunity usually consists of up to three phases. These phases are generally

  • a midfield challenge
  • a penalty box challenge
  • and a goal attempt
Some player orders and on pitch action can change this sequence.

Every minute of the match each side has a chance for an opportunity to start. The number of opportunities each side can expect is described under Opportunities. Opportunities generally start in midfield in the centre or on the flanks depending on the player allocated the opportunity.

Once an opportunity starts the general sequence of events is that play proceeds to the first phase of the opportunity the midfield challenge and progresses though the phases. The team with the opportunity must win the challenge in each phase in order to proceed to the next phase otherwise the opportunity ends. If the team with the opportunity is successful in its challenges the cumulation of the opportunity is a goal attempt and a chance to score a goal.

The midfield and penalty box challenges are similar and described in more detail under Challenges. The goal attempt is described under Goal Attempt

Opportunity Creation

Teams are given two types of opportunities, Personal opportunities and Team opportunities. Personal opportunities are provided by forwards and wingbacks whereas Team opportunities come from the midfield.

Each forward would expect 2 personal opportunities in the game. Wingbacks generate their personal opportunities by constantly running on the wings and so the number of personal opportunities they can expect is related to to their CO(constitution skill), a wingback with a CO of 40 would expect 1 opportunity rising to a wingback a CO of 100 who would expect 4 opportunities.

The midfield of each team can expect a number of opportunities dependent on their midfield domination score. The midfield domination is defined as

  • each midfielders PA(Passing) skill
  • the average of BC and OP for the two midfielders with the lowest sum of OP + BC skills
  • the average of TA and DP for the two midfielders with the lowest sum of TA + DP skills

the team with the lowest midfield domination score can expect 8 opportunities the team with the highest midfield domination score the can expect 8 opportunities plus 1 opportunity for every 20 difference in the midfield domination scores, up to a maximum of 12 opportunities.

In addition a team using OMs, Wingers or DMs or Isolating an opposing player in midfield tends to leave more space in midfield and can expect the opponent to have an extra opportunity for each such action.

Challenge Evaluation

The midfield and penalty box challenges are similar and evaluated in two steps. The positional challenge and the tackle challenge. The quality of the pass and the assistance provided to the challenger and the receiver by other members of their teams affects both these steps. These are described more under Skills Assistance and Pass Assistance.

The positional challenge occurs first and represents how well the receiver is able to make space for himself and put himself in the right place to receive a pass compared to how well the challenger is able to read the play and can keep up with the receiver. In this step the OP(Offensive Positioning) skill of the receiver is compared to the DP(Defensive Positioning) skill of the challenger and combined with the assistance to determine the result. If the receiver wins this challenge he as managed to receive the ball without the defender being able to reach him, he wins the challenge completely and play moves to the next phase.

When the challenger wins the positional challenge it means he has managed to catch up with the receiver. The challenger is therefore able use his tackling skill to try and tackle the receiver and the tackle challenge occurs. In the tackle challenge step the BC(Ball Control) skill of the receiver is compared to the TA(Tackling) skill of the challenger and combined with the assistance to determine the result.

The maximum bonus or penalty a player can receive from assistance is 25. Where possible the receiver will attempt to use his assistance in the positional challenge to try and avoid the tackle challenge.

A challenger with much high Tackle skill than the receivers Ball Control skill can afford to make less preparation for the tackle in order to get there quickly and so receives a bonus to his Defensive Positioning skill.

  • In central midfield a challenger whose Tackling is greater than 1.5 times the receivers Ball Control receives a bonus to his Defensive Positioning skill positioning equal to his Tackling less 1.5 times the receivers Ball Control
  • On the flanks in midfield a challenger whose Tackling is greater than twice the receivers Ball Control receives a bonus to his Defensive Positioning skill positioning equal to his Tackling less twice the receivers Ball Control

A challenger with much high Defensive Positioning skill than the receivers Offensive Positioning skill can put himself in a good place to make the for the tackle and so receives a bonus to his Tackling skill.

  • In central midfield a challenger whose Defensive Positioning is greater than twice the receivers Offensive positioning receives a bonus to his Tackle skill positioning equal to his Defensive Positioning less twice the receivers Offensive Positioning.
  • On the flanks in midfield a challenger whose Defensive Positioning is greater than 1.5 times the receivers Offensive positioning receives a bonus to his Tackle skill positioning equal to his Defensive Positioning less 1.5 times the receivers Offensive Positioning.

When a player wins a challenge by 25 or more it is regarded as "clear margin". The calculation includes both the reception and the positioning duel, where the latter has lesser importance. In midfield flank backs (but not wingbacks) reduce the number of clear margins achieved. A flank backs ability to reduce clear margins is controlled by his CO and a higher CO means that the opposing teams midfielders will find it hard to achieve clear margins. Clear margin are required for certain player orders to activate and they can trigger extra bonuses.

Goal Attempt

When a receiver in the penalty box wins the penalty box challenge he has a shot on goal. This goal attempt is resolved between the goalkeeper and the receiver of the penalty box challenge who now becomes the shooter. The goal attempt again consists of two steps.

  • goalkeeper positioning
  • save attempt

Goalkeeper Positioning

In the goalkeeper positioning step the GP(Goalkeeper Position) skill of the goalkeeper is compared to the BC skill of the shooter to determine how well positioned the goalkeeper is to save the shot. The result of this step effects the save attempt and results in bonuses/penalties of up to /-25 to the goalkeeper for being in/out of position.

The goalkeeper receives a bonus to his GP when the defender makes it difficult for the attacker to get his shot away.

The goalkeeper receives a penalty to his GP when facing a volley. A volley occur when a player with roughly equal AE and SC receives a high pass.

Save Attempt

In the save attempt the SC(Scoring) skill of the shooter is compared to the RE(reflexes) skill of the goalkeeper plus any bonus/penalties to determine if he goalkeeper is able to make the save.

Bonus/penalties to the save attempt include

  • The goalkeeping being in or out of position
  • Good or bad angles from the shooter.
  • The forward being one on one with the goalkeeper

Good or bad angles can occur from player orders or as a result of pass quality and can produce penalties/bonuses or up to from +/-14. Angles are reported in the commentary as very good/bad for +/- 14 and Good/Bad if +/- 7 or greater.

The CB challenging the shooter can affect the shooters' shot if he can put himself in the right place. If the CB wins the positioning challenge the the shooter must win the tackle challenge by an equal or greater amount otherwise the shooter receives a penalty equal to the difference in the challenges plus 50%.

If the shooter wins his positioning duel with the centreback then he is totally free and one on one against the goalkeeper. A forward in this position receives a +25 bonus to his SC.

Wearing down the Goalkeeper

Shots that do not score take a toll on the goalkeeper and when facing a barrage of shots the goalkeeper will eventually become worn down. A worn down goalkeeper will occasionally make a mistake and under-perform, after conceding a goal he tends to tighten his game back up again. The number of shots required to wear down a goalkeeper depends on the shot quality and the goalkeepers CO. In general it takes roughly ten shots to wear down a goalkeeper.

Longshots

Longshots are shots fired from a midfielder rather than from a FW in the penalty box. Both the shooter and the goalkeeper require slightly different skills when a longshot is attempted. A longshot is evaluated in the same maner as a goal attempt except that

  • the long shooter uses the average of BC and PA as his BC to use in the goalkeeper positioning challenge
  • the long shooter uses the minimum of SC and PA as his SC to use in the goalkeeper save attempt
  • the goalkeeper uses the average of GP and IN as his GP to use in the goalkeeper positioning challenge
  • the goalkeeper uses the average of RE and IN as his RE to use in the goalkeeper save attempt

Supporting Skills Assistance.

TacticalFootball takes the individual skill of each player into consideration in the match simulation. In real life star players are very important as they can break through the defence all by themselves and score, or stop most attacks on their side of the pitch almost single-handedly. The same is true in Tactical Football but the game also recognises that football is a team sport and to simulate this whenever two players battle it out they will be influenced by an assistance value calculated from the capabilities of their team mates and their positions on the pitch.

The player with the ball is assisted by the Offensive Positioning and Ball Control skills of his team mates whereas the challenging player is assisted by the Defensive Positioning and Tackling skills of his team mates, Aerial skill is also used when the ball is in the air. There is a minimum level of skill required when providing assistance, players with low skill values are too concerned with there own play to provide assistance to others. Consequently all skill levels of below 40 are reduced when considering assistance provided. The reduction is small at first and but increases rapidly so that at a skill level of 20 only about 10 is usable for assistance.

In midfield a player doesn't get full support from all his midfield team mates due to its size. In central midfield the support primarily comes from the assisting centre midfielder (or DM/OM) with secondary support from the flank midfelders and backs or wingbacks. On the flanks the support primarily comes from the assisting flank/wing back on that flank with secondary support from the central midfielders. Also in midfield again due to its size and the possibility of counterattacks defence is an important part of team play, to simulate this defensive skills of midfielders (not backs or wingbacks) contribute offensively with their defensive skills which have roughly a quarter as much influence as their offensive skills

In the penalty box all forwards and centrebacks can support each other. In addition the four midfielders with the best offensive values will each support the penalty box receiver whilst the two flank/wing backs plus the two midfielders with the best defensive values will support the challenging centreback.

When only one forward or centreback is used he will be supported by an additional midfielder in the penalty box. When using more than two central midfielders, forwards or centrebacks the least valuable player will only assist half as much as he normally would.

A high constitution also allows players to run on the pitch more and provide extra assistance. A player contributes 1% extra supporting skills assistance for every two points his CO skill is above 50 (this does not apply flank backs or wing backs).

Pass Assistance.

The quality of a pass will greatly affect a receivers ability to take control of the ball. The positioning of defenders to be able to anticipate and counter the pass will also have a large influence on the reception. To simulate this the Passing Skill of the passer is compared to the pass defence of area of ths pitch to which the pass is directed. The result of this comparison contributes towards the assistance of the receiver.

The pass defence in the different areas of the field is

  • In the penalty box the Pass Defence is 1.5 * the Goalkeepers Organisational Skill.
  • In midfield the Pass Defence is 1.5 * average value of all the midfielders defensive skills.

Aerial balls

When the ball is in the air the skills a player needs to control the ball differ in many respects to those required when the ball is on the ground. Consequently a players BC, TA and SC skills are modified to evaluate challenges and goal attempts.

  • Forwards in the penalty box use the average of BC and AE when facing the centrebacks tackle in the air. This value is limited though and cannot be higher than the forwards AE skill level.
  • Forwards trying to score from a header use the average of SC and AE. In set pieces 50% is added to this value.
  • Defenders in the penalty box use there full AE value regardless of there TA skill when takling in the air.
  • In midfield the average of AE and BC or TA is used for aerial challenges.

When receiving a high pass a player needs to understand something about aerial play to be able to time his run optimally, a challenger with a better understanding of aerial play will get a bonus to his positioning, For each point over 15 that the challenger has over the receiver in Aerial skill the challenger the latter will get +1 Defensive Positioning bonus up to a maximum of +15.

Space

Creating and exploiting space is harder in a crowded midfield or penalty box and easier when there are few players in the area. To simulate this the clear margins are hard to achieve in crowded areas and easier to achieve when there is space.

The midfield is overcrowded if the total number of players from both teams is greater than eight and uncrowded if there the total number of players is less than this. The clear margin hurdle is adjusted by one for each player above or below eight. An overcrowded midfield also means that the passing team tactics is less effective.

The penalty box is overcrowded if the total number of players from both teams is greater than four and uncrowded if there the total number of players is less than this. The clear margin hurdle is adjusted by one for each player above or below four. The minimum number of forwards for this calculation is two, therefore a lone forward will not lead to an uncrowded bonus for the defence.

In addition in the penalty box the clear margin is adjusted if the centrebacks outnumber the forwards. The clear margin is adjusted by one point for each centreback over the number of forwards.

Counter Attacks

Counter Attacks occur when a defender easily wins the challenge, usually by a clear margin. Defenders and midfielders with high defensive skills are more likely to generate counter attacks whilst forwards and midfielders with low offensive skills are likely to give away counter attacks.

Playing wingers opens up the field and increases the chance of counter attacks, playing two wingers increases the counter attacking chance more than just playing a single winger. Corners present good counter attacking chances due to the forward position of many players. Consequently counter attacks will occur more frequently from corners.

Counter attacks can be very dangerous and there is up to a +5 bonus to assistance for the attacker in all challenges in a counterattack.

When a counterattack occurs from a corner the original attackers find it hard to get back and defend. It is unlikely that any of the original attackers who went forward for the corner will be involved in the counterattack challenges. If they are there is a further +5 bonus in assistance to the counter attacking team. (Coming soon the ability to choose how many and which players to send forward for a corner)

Penalty box Isolation and Marking

Sometimes the opposing team has a player that is so dangerous he needs special attention in the penalty box. This can be achieved by Isolating or marking the player using a Conditional Order. When a team players just one forward he is much easier for the defenders to deal with and is always considered marked.

The effects of Isolating a player are

  • The Isolated player receives 50% fewer passes than normal.
  • The non Isolated players receive +10 Offensive assistance due to the defenders attention on the isolated player.
  • There is a high probability of leaving very good shooting angles for non isolated players.

The effects of Marking a player are

  • The Marked player is considered marked by the CB which would be most effective against him.
  • This CB faces the marked FW almost twice as often as would be expected.
  • The marking CB gets +5 DP and +5 TA (+5 AE if a high ball) when facing the marked player
  • The non marked players receive +5 Offensive assistance due to the of the defenders attention on the marked player
  • There is a high probability of leaving good shooting angles for non marked players.

Only 1 FW or ST can be isolated or marked at any one time. Isolating/marking a named player takes precedence over marking the Striker. Stopping isolation/marking cancels all isolation/mark orders.

Fouls

Only active in friendlies during Season 3

Fouls can occur in Friendly and Professional matches and can result in red or yellow cards being issued. Any red or yellow cards awarded in friendly matches are discarded after the end of the match.

A Red card or a second yellow card results in a one week(two club league matches plus a possible IC/SC cup match) ban. Yellow cards are carried over between matches so receiving one yellow card in two matches will result in suspension. International red and yellow cards are kept track of separately thus it is possible for a player to be suspended from international play but not from his club matches, and vice versa.

Fouls occur on any challenge anywhere on the pitch. The likelihood of a foul occurring is dependent on the relative skill of the players in the challenge and the support they receive from their team mates. The larger the relative skill between the players the more likely the least skilfull player is to committing a foul and the less likely the most skilfull player the most skilfull player is to committing a foul.

When a foul occurs a freekick is awarded and there is a chance the victim of the foul will be injured and a chance that the player who committed the foul be will given a red or yellow card. The chance of being given a card greatly increases if the foul resulted in an injury. All cards only come into effect at the end of the match. Players are never sent off during a match as this would create difficulties for managers who have to write their conditional orders before a match starts.

Freekicks awarded to the defending team occur to far back in the field to produce any attacking chances and result in the end of the opponents opportunity

Freekicks awarded to the attacking team result in an freekick.

Injuries

Only active in friendlies during Season 3

Injuries can occur in Friendly and Professional matches and can result in a player being unable to play in matches because he is injured and a loss in fitness. Any injuries received during friendly matches and healed the end of the match and have no effect. However injured players will not be available to play in friendly matches.

Injuries only come into effect at the end of the match. Injuries to players have no effect during a match as this would create difficulties for managers who have to write their conditional orders before a match starts.

Injured players cannot play in matches, be placed on the transfer list and only receive one half of their normal wages.

The chance of a player being injured in a match is determined by the number of challenges he makes, the length of time he is on the pitch and how far below his fitness is below his constitution. The time spent on the pitch is most important with 90 minutes of playing time being equal to about 20 challenges between roughly equal players. Challenges which are close ( how close the final skill difference of the defender and attacker plus modifiers is to zero) are more likely to result in injury than challenges which are easily won or lost. Both the positional and tackle battles of a challenge can cause injuries. A player who is the victim of a foul has a chance of being injured during the foul.

When an injured is received the date as which the player will be fit enough to play again is determined. This can be anything from 1 day for a minor injury to 4 weeks for a serious injury. Minor injuries are much more likely than serious injuries.The possible injuries and recovery days are: Also, depending on the severity of the injury, the players fitness will be anything from 80% to 100% of his constitution when he returns to play.

Injuries are new in Season 4 and injury recovery time is very unlikely to be over 6 days for this season.

Injuries in a match are limited to a maximum of 2 in a team and further limited

  • only 1 striker or forward
  • only 1 centreback or goalkeeper
  • only 1 right flank player
  • only 1 left flank player
  • only one central midfield player

Penalties

Penalties occur as a result of fouls(when implemented) and in penalty shoot outs to determine a winner in cup matches or friendlies. Penalty shoot outs consist of five penalties from each team. Should the score remain equal after these five rounds then sudden death penalties occur when each team takes one penalty until one team is in the lead.

Penalty takers can be specified in the Set Piece Editor or left up to the match engine to select. Only players on the pitch can be used as penalty takers and the editor allows up to six penalty takers to be specified. The match engine uses any specified players first and then selects more players as required. The match engine does a fair job of choosing the best players.

Much like a normal shot resolutions penalties are conducted in two phases, a positioning battle followed by a save.

In the positioning battle the goalkeeper has to gamble correctly as to whether the shot will be placed to his left, right or in the centre. To help him in the choice he uses his GP, IN skills and his experience with a bias on his experience. The penalty taker tries to fool the goalkeeper into going the wrong way. To do this he uses a combination of his SC, PA, OP skills and his experience.

If the goalkeeper goes the right way the he then has to save the shot. To do this he uses his RE and experience, CT also has a much larger influence than in normal shot saves. The penalty taker tries to beat the goalkeeper with a shot using his SC, BC skills and his experience with SC being the most important element, if the penalty taker is a GK he uses his OR and IN skills instead of SC and BC.

When the goalkeeper goes the wrong way the penalty taker just has to hit an open goal. Due to the pressure of the moment there is still a chance that he could miss. To try and score the penalty taker uses the same shooting skills as above with a much greater emphasis on experience.

A Goalkeeper needs to have his eye in to save penalties. During a penalty shoot out a goalkeeper who was subbed on after the start of extra time receives a negative modifier to his penalty saves. This modifier rises significantly if the goalkeeper has only played a few minutes and a goalkeeper subbed on at minute 120 would receive a modifier of -30% to his saves.

Corners

Corners occur when a goalkeeper is not able to control a shot or sometimes when a defender puts the ball out of play during a a tackle. A low CT skill on a goalkeeper will lead to more corners being given away and corners are more likely to be generated from a corner than from a normal pass into the penalty box. Close challenges are also more likely to generate corners than challenges won easily by the attacker or defender.

During corners a corner taker will send a high pass into the penalty box from the corner flag which will be challenged in thw normal manner. The result of the challenge determining whether the attacking team gets a header on goal. See Players in Set Pieces for an explanation of the players who will attack and defend a corner.

The skills used for the player taking the corner are primarily passing aided by scoring. The player who takes the corner can be specified using the Set Piece Editor. If no player is specified to take corners the players themselves will do a reasonable job of selecting the best man for the job. Skills considered for players going forward are PA, OP and BC whilst for those defending corners its PA, DP and TA.

The match engine then does a reasonable job of selecting the forwards plus the best aerial offensive midfielders to receive the corner and the centrebacks plus the best aerial defensive midfielders to defend the corner.

When receiving a corner the positional play is very different to open field play and to reflect this OP is averaged with PA to determine the skill level used for the positional challenge. Similarly DP is averaged with PA to determine the skill level used for the corners positional challenge.

The player assistance used in the evaluation of a corner comes just from the selected attackers and defenders. The assistance from the pass is determined using the goalkeepers OR skill averaged with his IN skill and the corner takers PA skill blended with his SC skill but heavily weighted to the PA skill.

The attackers and defenders closest to the ball are listed and these players provide additional assistance to the finally selected for the challenge.

All headers from corners receive a 50% bonus (with a minimum of +25) and can be very deadly. Free headers are achieved by a clear margin in the positional challenge and receive a +25 bonus to the final shot versus save challenge.

Freekicks

Freekicks occur as a result of a foul by the defending team. Fouls in the centre midfield or the penalty box will be direct freekicks otherwise they are indirect.

The player who takes the freekick can be specified using the Set Piece Editor. If no player is specified to take freekicks the players themselves will do a reasonable job of selecting the best man for the job.

A direct freekick taken by a player with the 'Long Shot' player order will result in a long shot on goal. Otherwise the freekick will be taken as an indirect freekick.

A indirect freekick will result in a high pass directly into the penalty box from the area of the field in which the foul was committed. The freekick taker uses his passing skill to take the freekick and the result of the challenge determining whether the attacking team gets a header on goal. The manual section Players in Set Pieces explains how the players in the challenge are determined.

The match engine then does a reasonable job of selecting the forwards plus the best aerial offensive midfielders to receive the freekick and the centrebacks plus the best aerial defensive midfielders to defend the freekick.

The positional play and assistance used in receiving an indirect freekick is the same as for a corner. All headers from freekicks receive a 50% bonus (with a minimum of +25) in the same manner as corners.

Players in Set Pieces

The number of players sent forward to attack a set piece or sent back to defend a set piece is specified in the Set Piece Editor. and defaults to six. Conditional Orders allow the number of players used in set pieces to change during the course of a match.

When more than seven or fewer than five players are sent to attack or defend a set piece this is indicated in the Match Commentary.

The players decide which of them will actually be involved in the set piece. However specific players can be assigned to attack or defend the set piece using the Set Piece Editor.

The advantage of including more players in a set piece is that player assistance for the challenge follow a set piece kick is calculated only from the players sent to attack or defend the set piece. Having more players in the set piece clearly give a bonus in assistance. For example given roughly average equal players then having seven players to your opponents six players will give roughly 3 points of assistance bonus. This is highly dependent on the players involved though.

The disadvantage of sending many players forward to attack is that it leaves the team open to counter attacks. Each attacker in excess of the number of defenders increases the chances of a counterattack occurring. Furthermore these counterattacks become increasingly dangerous as more players are sent forward due to the extra space left and the lack of players to challenge the counterattacking players.

The disadvantage of sending many players back to defend is that reduces the opportunity for counter attacks to occur. When there are more defenders than attackers the chance of counter attacks is significantly reduced and these counterattacks are far less dangerous.

Set Piece Editor

This editor is part of the Lineup Editor and is used to set the various options available during set pieces. Thes options can all be modified during a match using Conditional Orders.

Options that can be specified

  • Players can be assigned to one or more of the following roles
    • To take set pieces on the left side of the pitch
    • To take set pieces on the right side of the pitch
    • To take set pieces in the center of the pitch
    • To take set pieces from which longshots are possible
    If no player is specified for a role then the players themselves will do a reasonable job of selecting the best player during the match
  • The number of players to attack a set piece.
  • The number of players to defend a set piece.
  • Players which should always attack set pieces
  • Players which should always defend set pieces

See Players in Set Pieces for an explanation of the effects of these settings.

Player Order Overview

Players can handle the match without the interference of the manager. However their performance can be improved by giving them the right orders to complement their team mates or neutralise opposing players. Orders can be for particular styles of player such as demanding more aerial calls or position such as pushing forward.

Adjusting your attacks to maximise the players chances against a defense can be match winning.

A player can be given just one order at a time although conditional orders can be used to change this order during a match. Generally orders give players advantages in certain situations which are balanced by disadvantages in other situations.

Players have a success rate for each type of order they can be given. When given an order the order activates according to this success rate. For example if the success rate for a given order is 80% then that player will activate the order 80% of the time he is in a situation to which the order is applicable.

Player Orders for Forwards

  • Demand High

    This order is used to force passes to the player with this order as High Passes. When this order activates the player will receive a high pass. This makes him a lot more predictable for the CBs who receive a bonus of 5 in assistance.
  • Demand Low

    This order is used to force passes to the player with this order as Low Passes. When this order activates the player will receive a low pass. This makes him a lot more predictable for the CBs who receive a bonus of 5 in assistance.
  • Feint

    A player with this order reduces his predictability by 30% when the order activates.
  • Power Shot

    When it activates this order makes the ball much harder to control for the goalkeeper and results in more fumbles and corners.
  • Lob

    When this order activates the player will attempt to beat the goalkeepers positioning by lobbing the ball over his head. The goalkeeper uses his IN skill instead of GP for the positioning dual and the lobbing player uses his PA skill instead of BC for the positioning duel.

Player Orders for Midfielders

  • Cross:

    This order is only available when a player is playing as a Winger The order activates when the player is making a pass into the penalty box and achieves a clear margin. The players effectiveness with the order is then used to determine if he makes a cross. If a cross is made the pass will be a high pass and 10% is added to the players PA, if a cross is not made then there is a -5 penalty to PA as it is assumed the player is looking for a high pass and has to make do with a less effective low pass.
  • Through Ball:

    This order is only available when a player is playing as an OM. The order activates when the player is making a pass into the penalty box and achieves a clear margin. The players effectiveness with the order is then used to determine if he makes a through ball. If a through ball is made the pass will be a low pass and 10% is added to the players PA, if a through ball is not made then there is a -5 penalty to PA as it is assumed the player is looking for a low pass and has to make do with a less effective high pass.
  • Target Striker

    The order activates when a clear margin in the midfield challenge is achieved and the player is making a pass into the penalty box. When activated the pass will be directed to the Striker. There is a small bias to Strikers so even without this order they should get more of the receptions.
  • Short Pass:

    The order activates when a clear margin in the midfield challenge is achieved and the player is making a pass into the penalty box. The players receives a bonus to his PA of his SC divided by 10 with a minimum of 3 and a maximum of 5.5
  • Long Shot:

    The order activates when a clear margin in the midfield challenge is achieved. Instead of passing to a Forward in the penalty box the midfielder will attempt a Long Shot.
  • Play wide

    This order is only available when a player is playing as a CM or DM A player with this order provides 50% more assistance to the flanks but only about 80% of his normal assistance to the central midfield. He also suffers a loss of 3 DP in his challenges. A central midfielder supplies different proportions of assistance to different parts of the field, depending on player skills and formations used expect to add about 3 points to flank assistance, and lose about 3 points to midfield assistance with this order.
  • Play central

    This order is only available when a player is playing as a LM. LB, LWB, RB, RWB, RM A player with this order provides double the assistance they normally would to central midfield but only about 50% of his normal assistance to the his flank in midfield. He also suffers a loss of 3 DP in his challenges. Flank midfielders supply different proportions of assistance to different parts of the field, depending on player skills and formations used expect to add about 3 points to central midfield assistance, and lose about 3 points to flank midfield assistance with this order.

Player Orders for Defenders

  • High Balls

    This order is used to give more defence to high passes into the penalty box. A defender with this order will force any headers by players who beat him to have a bad angle (at least -3 to the SC of the forward). A defender with this order is less able to help out his team mate as he is concentrating on high balls and other defenders will receive 5 points less assistance in the penalty box.
  • Low Balls

    This order is used to give more defence to low passes into the penalty box. A defender with this order will force any shots (but not headers) by players who beat him (regardless of whether the pass was high or low) to have a bad angle (at least -3 to the SC of the forward). A defender with this order is less able to help out his team mate as he is concentrating on low balls and other defenders will receive 5 points less assistance in the penalty box.

Player Movement

Movement

Players can be given orders to push forward, hang back move wide or move centrally. These orders are given in the lineup editor by dragging and dropping the players position to create a movement arrow as shown. The length of the arrow up or down the pitch instructs the player to move forward or backward. The length of the arrow towards the wings instructs the player to move wide and the length of the arrow towards the centre instructs the player to move centrally.

Movement has the following effects, all of which are proportional to the length of the arrow

Outfielders

Moving forward

  • OP is increased by up to 10%, and therefore offensive assistance is also increased . (Midfield adjustments applied to OP after it has been increased)
  • DP is decreased by the same percentage as OP increased, and therefore supplied defensive assistance is also decreased
  • FW's increase their chance of being offside, up to nearly 50%
  • CB's increase the chance of opposing FWs being offside by up to nearly 50% (the CB used to determine offside s the CB with the least FW movement or the most backward movement)

Moving backward

  • DP is increased by up to 10%, and therefore defensive assistance is also increased (Midfield adjustments applied to DP after it has been increased)
  • OP is decreased by the same percentage as DP increased, and therefore supplied offensive assistance is also decreased
  • FW's decrease their chance of being offside
  • CB's decrease the chance of opposing FWs being offside
  • CB's increase the chance of clear margins by opposing midfielders.

Moving centrally and to the wings

Midfielders

Moving midfielders laterally allows then to operate more effectively in the different midfield areas and can enable then to avoid/encounter opposing midfielders.

  • central midfielders normally receive/challenge 15% on the wings and 85% in the centre, moving laterally changes these values by up to 10%
  • flank/wing midfielders normally receive/challenge 85% on the wings and 15% in the centre, moving laterally changes these values by up to 10%
  • midfielders moving towards a flank will contribute more assistance to that flank and less to the centre
  • midfielders moving away from a flank will contribute less assistance to that flank and more to the centre

Forwards

Moving forwards laterally directs offensive play from midfield, changes the likelihood of a forward being chosen to receive the ball, and affects the forwards performance

  • A forwards moving towards a flank or the centre will be more likely to be the receiver of a ball from that area and less likely to be the receiver of a ball passed from other areas Note: this just shifts the likelihood of being a receiver so if both forwards move towards or away from the same flank/centre then this effect will cancel out in that area.
  • A forward moving towards the centre or a flank receive a small assistance bonus in challenges resulting in passes from that area, and a small assistance penalty when involved in challenges which do not come from that area,
  • Midfielders are more likely to pass the ball to where the forwards are moving. Thus moving the forwards allows you to direct play to the desired midfield areas. examples:
    • one forward moves to the left wing and one to the right wing will mean left and right midfield flanks are more likely to receive the ball from a midfield pass than central midfield
    • one forward moves to the left wing and one to the centre will mean left midfield flanks and central midfield are more likely to receive the ball from a midfield pass than the right flank.
    • both forward moves to the centre will mean left and right midfield flanks are less likely to receive the ball from a midfield pass than centre.

Center-backs

Moving center-backs laterally allows them to concentrate on midfield passes from the flanks or central midfield

  • A center-back moving towards the centre or a flank will more likely be the player used in the penalty box challenge resulting in a pass from that field area. This modifier is applied after predictability
  • A center-back moving towards the centre or a flank receive a small assistance bonus in challenges resulting in passes from that area, and a small assistance penalty when involved in challenges which do not come from that area,

Movement and clear margins.

Movement on the pitch is essential to create space for opportunities to develop, especially diagonal movement.
  • When a player has forward movement. The smaller value of his forward or lateral movement is used as a bonus to help him achieve a clear margin
  • When a player has backward movement. The smaller value of his backward or lateral movement is used as a penalty to stop his opponent achieving a clear margin

Goalkeepers

Moving forward

  • IN is increased by up to 10%,
  • GP is decreased by the same value as IN increased.
  • opposing FW's have a decreased chance of getting a clear margin to be one on one
  • lobs are more effective

Moving backward

  • GP is increased by up to 5%,
  • IN is decreased by the same value as GP increased.
  • lobs are less effective

Moving to the wings

Moving laterally allows the goalkeeper to concentrate more on one wing. OR is increased by up to 10% on passes coming from the wing the GK moves towards amd decreased by a similar amount on the opposite wing.

Team Tactics

A manager can set a teams tactics. These tactics have an effect on the way players on the pitch interact with each other. A team may play without setting tactics, this is consider Normal.

Some Current restrictions apply to Team Tactics.

  1. They can only be set through conditional orders and only in the new lineup editor
  2. They are only effective in friendly non national club matches.

Team Tactics can be made more effective or less effective by the position of players on the pitch and by players movement. Players need some time to adjust to new tactic and tactics become less effective every time they are changed. This loss of effectiveness is reset at half time and before extra time when the manager has a chance to talk to his players.

All bonuses and penalties are affected by the tactics effectiveness. There, for example, stalling with only 1 centreback who is pushing forward will mean that the bonus to penalty box defensive assistance will be less than the +8 stalling normally would give.

The tactics possible are (click on the link for more details)

Long Ball

The team tries to move the ball long distance down the field by playing the ball into open areas rather than to receivers feet.

Effects

  • The team receives no midfield domination opportunities
  • The team receives two extra base team opportunities
  • All the teams opportunities have a 50% chance of going directly to the penalty box.
  • The opponents penalty box pass defence is increased by 25% for passes which go directly to the penalty box
  • Passes which go directly to the penalty box are high passes 80% of the time

The long ball tactics effectiveness is altered by:

  • The difference between the total BC skill of Forwards,OMs and Wingers of the long ball team and the total TA skill of centerbacks and flankbacks of the opposing team, the longball team benefits with a higher total and loses with less.
  • The more lateral movement assigned to Forwards,OMs and Wingers of the long ball team the more effective the tactic.
  • The total forward/backward movement assigned to opposing midfield centerbacks and flankbacks, the more forward the less effective the tactic, the more backward the more effective the tactic.
  • The total forward/backward movement assigned to opposing midfielders(excluding flank backs) , the more forward the more effective the tactic, the more backward the less effective the tactic.
  • The more OM's and Wingers played by the opposing team the more effective the tactic
  • The more DM's played by the opposing team the less effective the tactic

Passing

The midfield players spread out to try and create space in order gain superiority through diagonal passing and runs in midfield. The downside is that this makes them vulnerable to counterattacks and gives less coverage in midfield defence.

Effects

  • Backs and Wingbacks from both teams are included in the midfield domination calculation.
  • Backs and Wingbacks can start opportunities
  • The team receives 1.5 times more opportunities from midfield domination
  • The opponents Penalty box pass defence is reduced by 25% when the pass comes from a clear margin
  • The teams midfield defensive assistance is reduced by 5
  • The team is more likely to give away clear margins

The passing tactics effectiveness is altered by

  • The difference in the total PA skill in midfield between the two teams, the passing team benefits with a higher total and loses with less.
  • The more lateral movement assigned to midfield players the more effective the tactic.
  • The total forward/backward movement assigned to opposing midfield players, the more forward the less effective the tactic, the more backward the more effective the tactic.
  • The more OM's and Wingers played by the passing team the more effective the tactic
  • The more OM's and Wingers played by the opposing team the more effective the tactic
  • Overcrowding in midfield(total of both teams players is greater than eight)

Pressing

The Team attempts to defend actively with the aim of winning the ball back Players attempt to play high up the pitch and crowd opposing players This requires a lot of energy from the players and can leave their penalty box without support

Effects

  • Wingbacks and back count as midfield players for both teams effects and effectiveness listed below
  • The teams midfielders add their half of their DP to the team midfield domination score
  • The opposing team midfielders add half their OP to their teams midfield domination
  • The team is more likely to make midfield counterattacks
  • If the team wins the Midfield Domination then midfield counterattacks are further increased in proportion to the difference between the two teams midfield domination scores.
  • Fitness used during the match is increased by is increased by 20%
  • Players on both teams have their CO reduced by 5 during the match
  • The teams penalty box defensive assistance is reduced by 5
  • DP counts as 10% higher when calculating the teams midfield domination score.

The pressing tactics effectiveness is altered by:

  • The difference in the total DP skill of midfielders of the pressing team and the total OP skill of midfielders of the opposing team, the pressing team benefits with a higher total and loses with less.
  • The total forward/backward movement assigned to midfielders of the pressing team, the more forward the more effective the tactic, the more backward the less effective the tactic.
  • The total forward/backward movement assigned to opposing midfield centerbacks and flankbacks, the more forward the less effective the tactic, the more backward the more effective the tactic.
  • The more OM's and Wingers played by the opposing team the less effective the tactic
  • The more DM's played by the opposing team the more effective the tactic
  • The more DM's played by the pressing team the less effective the tactic

Stalling

The team tries to delay and obstruct the ball rather than actively trying to win the game. The team tries to waste time and keep the ball resulting in less opportunities but a much stronger defence.

Effects

  • The team loses half of its midfield domination opportunities .
  • On average the opposing team will receive 2 extra opportunities
  • On average the team will receive 2 less opportunities
  • The teams midfielders add one quarter of the average of their TA/DP to their midfield domination score
  • The team receives a bonus of +5 to its midfield defensive assistance
  • The team receives a bonus of +10 to its penalty box defensive assistance.
  • The team receives a -5 penalty to its midfield and penalty box offence assistance
  • The team is less likely to make counterattacks

The stalling tactics effectiveness in midfield is altered by

  • The total forward/backward movement assigned to midfield players, the more backward the more effective the tactic, the more forward the less effective the tactic.
  • The difference in the number of midfield players between the two teams, the stalling team benefits with more players in midfield and loses with less.
  • The total forward/backward movement assigned to opposing midfield players, the more forward the less effective the tactic, the more backward the more effective the tactic.

The stalling tactics effectiveness in midfield is altered by

  • The difference in the number of centerbacks and backs compared to opposing FWs , Wingers and OMs, the stalling team benefits with more players and loses with less.
  • The total forward/backward movement assigned to centrebacks and backs, the more backward the more effective the tactic, the more forward the less effective the tactic.
  • The total forward/backward movement assigned to opposing Fws, Wingers and OMSs, the more forward the less effective the tactic, the more backward the more effective the tactic.

Transfer List

The transfer list is the only way in the the game by which senior players can be bought or sold. The transfer list is a series of auctions run every 4 hours at 2am, 6am, 10am, 14pm, 18pm, 22pm UST.

The transfer list auctions are blind auctions, the number of bids placed is shown but no bid values are shown. This means that leader of the auction will not be know until the deadline has passed. The estimated value of the player is shown as a price guide.

Because its a blind auction you don't need to be online for an auction deadline

The system operates the 'Rest of the World' as a buyer and seller of players to the market.. When there are not enough players in the market the 'Rest of the World' sells to the market by placing players on the transfer list. The 'Rest of the World' makes a bid on every player placed on the transfer list immediately the player is listed. This bid will be at least 70% of the players value and up to 110% of the players value. Over time the Rest of the World will increase or decrease the value of its bids depending on whether there have recently been a lot of purchases or sales of a particular player to or from the Rest of the World.

The 'Rest of the World' if effectively liquidity provider to the market and as such takes its profit by usually bidding a little low.
  • Selling Players

    To sell a player click on the players name go to his Player Page and click 'Sell'. There are restrictions on selling a player, a player cannot be sold when:

    • He is under 22 years of age.
    • He has been with the his current team for less than 1 month.
    • He is injured.
    • He is a goalkeeper and his club only has 1 goalkeeper.
    • He is an outfielder and his club only has 10 or less outfielders.
    If any of these restrictions apply the sell button will not be visible on his Player Page.

    Once sold the player will be placed on the transfer market in one of the auction time slots within the next 24 hours with a deadline 4 days from the initial listing.

    Buying Players

    To buy a player you must bid on him and hope your bid is larger than the bid placed by any other manager. To bid on a player click on the players name go to his Player Page, there you will see a section 'Transfer Listed' with the auction deadline. Enter your bid in the space provided and click 'Bid'. A bid can be increased or decreased as desired by simply following the same procedure.

    Once the auction deadline is reached you will receive Club News containing information as to who won the auction and the price paid.

    A club may not bid in excess of its bank balance. Once a bid is made the money bid is taken from a clubs bank balance and placed in a special frozen account. When then auction completes the frozen money is released and either returned to the club or used to purchase the player if the auction was won. If a bid is increased or decreased during the auction the frozen money is increased or decreased accordingly.

All Transfer a club has in progress are summarised in the clubs Transfers page. Only the owning manager can see bids made by a club. Click Transfers on the left menu,

Offers

Offers are bids made on players not current on the transfer list and are used to indicate to another manager that you would like to buy a player.

You can search for players not on the transfer list by navigating to the Transfer Market, clicking Show Filter to open the Search options and unchecking Only show transfer list players

When a offer is made it is a binding commitment to bid at least the offer value should the player be placed on the transfer list before the offer expires. Once a manager receives an offer he can do one of three actions:

  • Accept the offer

    The player is placed on the transfer list and the offer is converted into a bid in the auction. This bid value cannot be reduced (an exception to the normal auction process) but can be increased. However if it is increased it may not be reduced from its new value.

    Reject the offer

    The offer is cancelled.

    Do nothing

    The offer is cancelled once it reaches its expiry date.

Inactive or system will not accept any offers. This may change in Season 6

To make an offer on a player click on the players name go to his Player Page. If the player meets the selling restrictions detailed on the Transfer List page then there will be a button shown 'Make an Offer', click this to make an offer.

Once an offer is made the value of the offer is taken from a clubs bank account and frozen as detailed on the Transfer List page. The frozen cash is return when the offer is cancelled or used to make the bid of the payer if the offer is accepted.

Offers expiry after 7 days. An offer can be cancelled an any time before it is accepted. To cancel an offer click click on the players name go to his Player Page, click on the Offers tab and click the Cancel button.

All Offers a club has made or which have been made on a clubs players are summarised in the clubs Transfers page. Only the owning manager can see offers made by a club. Click Transfers on the left menu,
  • 14 Aug 2016 Season 9 updates Lone forwards

    30 May 2016 Season 8 updates

    Space

    Overcrowding penalties added.

    Advanced positions

    Wingers and OMs clear margin bonus.

    Longball tactic

    FWs have personal ops and bonus to pass defence reduced to 25%

    Passing tactic

    The tactics effectiveness reduced by overcrowding

    Stalling Tactic

    Penalty box bonus increased to 10

    Pressing Tactic

    Backs count for domination score and DP bonus when calculating domination

  • 14 May 2015 Goal Attempt

    The effect of the CB making a shot difficult is applied to positioning and not the save attempt.

  • 8 Nov 2015 Team Tactics

    The section on Team Tactics was added

  • 7 Jul 2015 Penalties

    A Goalkeeper needs to have his eye in to save penalties. During a penalty shoot out a goalkeeper who was subbed on after the start of extra time receives a negative modifier to his penalty saves. This modifier rises significantly if the goalkeeper has only played a few minutes and a goalkeeper subbed on at minute 120 would receive a modifier of -30% to his saves.

  • 7 Jul 2015 Training

    A manager can specify one player in his club as his 'Favourite'. The favourite is the player the manager is aiming to get in the National Team and the player responds by training roughly 10% faster. The 'Favourite' is set on the Player Overview page which is accessed by clicking on a players name.

  • 9 Jul 2015 Offers

    You can search for players not on the transfer list by navigating to the Transfer Market, clicking Show Filter to open the Search options and unchecking Only show transfer list players

  • 9 Jul 2015 Movement

    DP is decreased by the same value (the word value changed to percentage) as OP increased, and therefore supplied defensive assistance is also decreased

  • 29 Aug 2015 Isolation/Marking

    The marking CB gets +5 DP and +5 TA (+5 AE if a high ball) when facing the marked player

  • 22 Dec 2015 Experience & Form

    More detail supplied on how form and experience are combined to affect a players skills