SESL
is based on

|
|
SESL
Rules
(adapted
from MSWL Rules v12 written by Allan Sellers)
Season
14 & 15 (2005)
Table
of Contents
[Introduction] Document History.............................................................................................................................
5
10.0
Changes to SESL for Season 10 onwards......................................................................................................
5
[Part A] OUTLINE OF THE GAME...........................................................................................................................................
6
[A
1.0] Short History...........................................................................................................................................................
6
[A 1.1] Season 14 Overview and
Officers..........................................................................................................................
6
[A 1.2] Leaving the Game.....................................................................................................................................................
6
[A 1.3] Taking a Break.........................................................................................................................................................
6
[A 1.4] Benign Dictatorship/No
Replaying of
Matches..................................................................................................
6
[A 1.5] SESL Champions Roll of
Honor.............................................................................................................................
7
[A
2.0] The Structure of a Season...............................................................................................................................
7
[A 2.1] Standings...................................................................................................................................................................
7
[A 2.2] Pre-Season BOSMAN PLAYERS
(GK, SW,
DF, MF, WG, or FW).....................................................................
7
[A 2.3] Pre-Season Tournaments........................................................................................................................................
8
[A 2.4] The Regular Season.................................................................................................................................................
8
[A 2.5] The SESL Cup............................................................................................................................................................
8
[A 2.6] Awards........................................................................................................................................................................
9
[A 2.7] Promotion/Relegation.............................................................................................................................................
9
[Part B] CLUBS AND PLAYERS..............................................................................................................................................
9
[B
1.0] Basic Terms.................................................................................................................................................................
9
[B
2.0] Club Features............................................................................................................................................................
9
[B
3.0] Club Names..................................................................................................................................................................
9
[B
4.0] Club Finances..........................................................................................................................................................
10
[B 4.1] Ticket Revenue........................................................................................................................................................
10
[B 4.2] Healthy budgeting.................................................................................................................................................
10
[B 4.3] Debt/Betting............................................................................................................................................................
11
[B 4.4] Press Releases.........................................................................................................................................................
11
[B
5.0] Coaching Points (CPs) and Training Points (TPs)................................................................................
11
[B
6.0] Players........................................................................................................................................................................
11
[B 6.1] Player Names..........................................................................................................................................................
11
[B 6.2] Player Positions.....................................................................................................................................................
12
[B 6.2.1] Wingplay...............................................................................................................................................................
12
[B 6.2.2] Multi-position Player
Restrictions..................................................................................................................
12
[B 6.3] Skill Level (SL) and
Coaching/Training...........................................................................................................
12
[B 6.4] Age and Aging........................................................................................................................................................
13
[B 6.4.1] Aging – in SESL aging
is more harsh
that other MSWL leagues...............................................................
13
[B 6.4.2] Apprentice Youth
Players (Age 0
players).....................................................................................................
13
[B 6.5] Endurance Level (EL)...........................................................................................................................................
14
[B 6.6] The Roster Squad...................................................................................................................................................
14
[B
7.0] Blowouts...................................................................................................................................................................
15
[B
8.0] Team Bonuses..........................................................................................................................................................
15
[B
9.0] New Clubs for Season 10...................................................................................................................................
15
[B
10.0] Policy on NMR (No Moves Received):..........................................................................................................
16
[Part C] LINEUPS......................................................................................................................................................................
16
[C
1.0] Players and Positions (including substitutes and
limitations)........................................... 16
[C
2.0] Instructions to Individual Players.........................................................................................................
17
[C 2.1] Instructions Regarding
Aggressiveness.............................................................................................................
17
[C 2.2] Instructions Regarding
Substitution..................................................................................................................
17
[C 2.3] Instructions Regarding
Penalty Kick
Takers...................................................................................................
17
[C
3.0] Team Strategies....................................................................................................................................................
17
[C
4.0] Restrictions on Lineups (READ CAREFULLY!!)..........................................................................................
17
[C 4.1] Restrictions on GKs...............................................................................................................................................
17
[C 4.2] Restrictions on SWs...............................................................................................................................................
17
[C 4.3] Restrictions on DFs and
MFs..............................................................................................................................
17
[C 4.4] Restrictions on WGs and
FWs..............................................................................................................................
17
[C 4.5] Restrictions on
Substitutes...................................................................................................................................
17
[C
5.0] Conditional Instructions...............................................................................................................................
18
[C 5.1] Combination Conditionals..................................................................................................................................
18
[C 5.2] The G = 0 Conditional..........................................................................................................................................
18
[C
6.0] Lineup Creation......................................................................................................................................................
18
[Part D] MATCH RESOLUTION............................................................................................................................................
18
[D
1.0] Discipline....................................................................................................................................................................
18
[D 1.1] Bookings and Sendings-Off..................................................................................................................................
18
[D 1.2] DPs and Suspensions............................................................................................................................................
19
[D 1.3] Penalty Kicks..........................................................................................................................................................
19
[D
2.0] Injuries and EL Expenditures.........................................................................................................................
19
[D 2.1] EL Expenditures.....................................................................................................................................................
19
[D 2.2] Injuries.....................................................................................................................................................................
19
[D 2.3] Effects of Injury.......................................................................................................................................................
20
[D 2.4] Substitutes...............................................................................................................................................................
20
[D
3.0] SL Bonuses and Penalties................................................................................................................................
20
[D 3.1] Types of Match Skill
Level (SL)..........................................................................................................................
20
[D 3.2] Marking...................................................................................................................................................................
21
[D 3.2.1]
Purpose of Marking..........................................................................................................................................
21
[D 3.2.2] Effect of Marking on
Gameplay.......................................................................................................................
21
[D 3.3] Playing Out of Position
(OOP) and
Aggressiveness.......................................................................................
22
[D 3.4] Morale Effect...........................................................................................................................................................
22
[D 3.5] MVP Bonus..............................................................................................................................................................
22
[D
4.0] Team Ratings...........................................................................................................................................................
22
[D 4.1] Area Ratings...........................................................................................................................................................
22
[D 4.2] Lineup Balance......................................................................................................................................................
22
[D 4.3] OFF, DEF and GP Ratings...................................................................................................................................
23
[D 4.4] Team Tactics and their
effects..............................................................................................................................
23
[D 4.5] Tactical Formulas..................................................................................................................................................
24
[D 4.6] Tactical Combinations.........................................................................................................................................
24
[D 4.7] Home Bonus............................................................................................................................................................
25
[D
5.0] Shots and Goals....................................................................................................................................................
25
[D 5.1] Deciding when shots occur..................................................................................................................................
25
[D 5.2] Resolving the shot - GOAL
?................................................................................................................................
25
[D 5.3] Resolving Penalty Kicks.......................................................................................................................................
26
[D
6.0] Referees.......................................................................................................................................................................
26
[D
7.0] Set Plays (Free Kicks and Corner Kicks).................................................................................................
26
[D
8.0] Weather.....................................................................................................................................................................
28
[Part E] HOW NEW PLAYERS ARE
ACQUIRED...............................................................................................................
30
[E
1.0] Pre-Season Bosman..............................................................................................................................................
30
[E
2.0] Auction........................................................................................................................................................................
30
[E
3.0 ] Apprentices..............................................................................................................................................................
31
[E
4.0] Re-Qualification....................................................................................................................................................
32
[E
5.0] Transfers and Trading.....................................................................................................................................
32
[E 5.1] Trade Restrictions..................................................................................................................................................
32
[E 5.2] Trading Confirmation Email................................................................................................................................
32
[E 5.3] Trading Deadline...................................................................................................................................................
32
[Part F] ADJUDICATION OF A SESSION...........................................................................................................................
32
[F
1.0] Format of Instructions/Fines.......................................................................................................................
32
[F
2.0] Match Reports........................................................................................................................................................
32
[Part G] MODIFYING RULES/CONDUCT
&
PARTICIPATION.....................................................................................
33
[G
1.0] Modifying Rules and Conduct......................................................................................................................
33
[G
2.0] Participation..........................................................................................................................................................
33
Line-ups
must be made with
offline builder (LUFC). Auction
Bids need NOT be created with LUFC.
Auctions
are now
league-wide. Auctions may consist of
players, CP, TP, OFT, SET or other options.
To
reduce Commish admin work,
press release money is replaced by
PRESS POINTS (PP).
PP is earned in much the same way as press release money but will be
tallied up
and ‘cashed in’ at mid-season and at end of season.
PP may buy CP at 50PP and TP at 75PP each at mid season point
only. Remaining PP will be allocated as
cash at end of season only at exchange rate 1 PP = 1k.
No
players can be retired during
the season until mid-season point when players may be freely retired.
Players
can still be freely
retired with new season orders each season.
400
total Skill Level rule does
not apply for 2 seasons, with a view to remove it altogether.
Bosmans
will be removed for 2
seasons with an option to remove them from SESL altogether after that.
-
Play-offs
to
encourage more mid table meaningful games.
One off game at neutral venue.
D1 11th will play D2 6th
D1 12th will play D2 5th
D2 11th will play D3 6th
D2 12th will play D3 5th
Pre season tourneys
will be replaced by the CECIL
Cup played in first half of season.
Div 2 and Div 3 teams will have a pre qualifying round of 2 games so
get 2
games extra gate receipts. Then it will be knockout over 2 legs, with 1
leg
played at a time after each league session on a Saturday. No EL boost
for
knocked out teams (we don’t reward failure in SESL!)
All Div 1 teams will get a morale bonus so they earn slightly more from
gate
receipts for each Div 1 league game. This helps resolve issue of teams
deliberately not trying to get promoted to Div 1 as seen as little
incentive
previously.
Div 3 get a 200k reduction in 0/5 apprentice cost, and Div 2 a 100k
reduction.
No apprentice can be
traded unless seasoned (360
minutes of play)
Reminders:-
The
‘dead-wood’ rule: To encourage more youth players and general roster
squad
management, any player with Skill Level less than half his age will
automatically be retired (e.g. 7/3, 6/2 players). This
will help remove players sitting on rosters that will rarely
play, and perhaps encourage more apprentices into SESL.
The ‘dead-wood’ rule will be implemented at the end of each season.
To help compensate for loss of low SL players
from season 12, a SESL
Physio will be available to boost EL from season 12
onwards. Physio Boost (or Magic Sponge)
will restore EL to 10 for a single player at the end of the following
session.
Regardless of injury, a Physio Boost would cost 10k per SL. e.g. a FW20 injured would cost 200k to
restore to full 10EL. Remember any
injured player -5EL or worse is going to miss 2 games (next session)
regardless, so that is a slight penalty added to cost of restoring to
10
EL. Managers are allowed 3 physio
boosts per season.
If the commish can see injuries/suspensions
has weakened a team then the blowout rule may NOT apply.
Clarify noted that a maximum of 3 players can be transferred in a
single trade
per software restrictions.
Clarify the need for both managers to email trade details direct to the
Commish
for a trade to be valid. Once both
teams confirm the trade, it may only be cancelled if both managers
involved
agree.
Both
managers involved in the trade may agree between themselves what
minimum Energy
Level the traded players should exchange at.
Here are the
key changes
for Season 10 onwards:
Ø
Added Golden
Gloves and Best Playmaker Awards (League only) (see A 2.6)
Ø
Updated
Morale Bonuses for SESL Cup and League (see
B 4.1)
Ø
Addition of
SET (set pieces) as a Team Bonus. See B 8.0
Ø
Modified
Aggression SL Modifier from 1.15 to 1.25 (passive stays at
0.75). There is now more risk in
playing aggressive (referees, free kicks, etc) and likewise there
should be
more reward to balance the two. See D
3.3
Ø
Shot
Multiplier reduced from 7 to 6 due to the addition of Free Kicks
and Corner Kicks. Essentially this will
result in fewer “normal” shots, however there are now overall likely
more shots
due to FKs (Free Kicks) and CKs (Corner Kicks). [D 5.0]
Ø
Free Kicks
and Corner Kicks have been added. See D
7.0
Ø
Added Weather. See D 8.0
Ø
Added a
requirement to submit a minimum of 3 press releases during
league season (1 press release per 5 sessions does not seem too much to
ask. SESL is likely more fun for all
with active managers) See G 2.0
Ø
Early Cross
and Longball Modifications (see D 4.5). Tim Given and Gareth
Cruz had presented some ideas to MSWL supreme Al Sellers on adjusting
the Early
Cross and Longball calculations. In
general, the idea is that Early Cross should be more effective with WGs
and
Longball with FWs. These changes are
for the OFF totals only.
|
|
DF |
MF |
FW |
WG |
|
E (old) |
0.125 |
0.25 |
0.75 |
1.75 |
|
E (new) |
0.25 |
0.50 |
1.00 |
1.75 |
|
L (old) |
0.25 |
0.50 |
1.25 |
1.25 |
|
L (new) |
0.25 |
0.50 |
1.50 |
1.25 |
Ø
If a GK is
red-carded the program will look for the first MF listed, sub
him out of the match, and bring on a GK sub.
If no GK sub is available a SW or DF will reposition to GK.
Ø
Now that it is harder to score after going
up by 4 goals, the blowout threshold has been reduced from 6 to 5. See [B 7.1] for detailed information. This change is not without controversy. We’ll re-evaluate at the end of the season.
Ø
Players may
now change aggression (just as they can change position)
based on Time, Goals or a combination of both.
In the lineup entry programs, choose the Time, Goal (or
combination)
then C (for change) and a, n, or p.
Ø
Player’s EL
is now counted as a fraction each minute. See
[D 2.1] for more information. Also playing
aggressive for 90 full minutes
means a player loses 7 EL rather than 8 as in early seasons.
Ø
As it is a
benign
dictatorship, the commissioner will intervene if he feels as though a
trade is
too one-sided, especially when a weaker team gets a poor deal. So…don’t try to take advantage of anyone! In
season 8 more than one manager was banned from trading but I’d rather
not
repeat this action.
Ø
Finally, the
fielding of a
deliberately weakened lineup towards end of season 9 caused the biggest
stir
amongst managers since the sacking of Michael Fant in season 5! The outcome of this match may have
decided
the Div 1 title, but no matter what is at stake there is little
justification
not to play guys on EL10 and to play a SL1 FW as the only attacker, for
example. Resting players is OK, but
to
deliberately try not to win a game is not ‘in the spirit of SESL’.
From season 10 onwards, I will investigate any match reported to me by
another
manager where they feel a lineup was not in the spirit of SESL. I shall seek comments from the relevant
managers involved. The action will
be
one of the following:-
1. dismiss it; 2. issue a final
warning; 3. fine the team upto
200k; 4. suspend manager for upto 2
sessions; or 5. expel manager.
Some key
resources this season
include:
1. SESL
Discussion and Trading
Forum: http://sesl.1.forumer.com/
If you want to chat to other managers, trade a player, offer CP/TP for sale, or have a player/CP/TP need, post it here.
2. SESL Mailing List: sesl@yahoogroups.com
Information
from the commissioner
will be submitted via the mailing list.
If you have an *urgent* trade deal or something you think
everyone
should read then use the mailing list as well. However I'd prefer to
see the
Trade-list used first. Managers can
use this mailing list for general discussion of rules, ideas,
good-natured
banter, etc. No excessive swearing
or
repeated personal attacks.
3. SESL Web Site : http://www.sesl.info
SESL
is based on
the successful Play be Email games of EEFL and MSWL.
MSWL started in 1989. SESL started 10
years later in January 1999.
The Scottish Email Soccer League (SESL) is a Play by Email Football
League that
is free to play. Each player in the game (manager) takes control of a
Scottish
football team and competes against other managers to win the cup
competition
and the league Championship. Each
season takes approximately 5 months to play.
The software
to sim matches is MSWL
Olmec. This is a Windows application
developed in Visual Basic by Allan Sellers.
A big thank-you is due to Al Sellers for all his help and support to
keep SESL
going over the years.
Each
manager
coaches a Scottish soccer club. A
season is divided into "sessions", each of which consists of two or
three matches (generally two) for each club.
Normally one session is played each week, but there are breaks
mid-season for ageing skill loss.
There
are three
divisions in SESL, each with 16 teams.
League season consists of 30 matches, with the SESL Cup being
played
during the last 5 weeks of the league season, and at the end of the
league
season for the 32 teams that qualify for the knock-out stages of the
SESL Cup.
In
most
matches, one club is designated as the "home team" and the other club
is designated as the "visiting team". The game is governed by a
commissioner.
Each
manager
sends instructions and lineups for each session to the commissioner,
who then
resolves the matches using the MSWL Olmec software which determines the
scores
and the effects of the session on each manager's club. These rules are
written
for MSWL Olmec and, as a result, there may be certain restrictions.
|
Duties |
Commissioner |
Email |
|
1st
Division Matches |
Mark
Creasey |
|
|
2nd
Division Matches |
Mark
Creasey |
|
|
3rd
Division Matches |
Mark
Creasey |
|
|
Press Release
Editor |
Phil
McIntosh |
|
|
Trade
Co-ordinator |
Robin
Dewar |
We may adjust
the
duties above as the season progresses.
If
a manager
does not turn in lineups for two sessions in a row or 3 times in a
season, the
commissioner will, at his discretion, declare the manager "gone" and
the team available for adoption.
If a new manager misses either his first or second session, he is also
considered gone and a replacement will be found.
If you will
be unavailable to run
your team for an extended period of time, you can send in orders ahead
of time,
enough sets to cover your entire absence.
If that is not reasonable, you can also find a friend to take
over your
team during your vacation. That person
must agree to give the team back at a specified time.
The Commish may also provide a work colleague to run a vacant team in
the short
term if sufficient notice is given.
Other
leagues have had a stasis option or sabbatical but that option can
create some
chaos. Instead, any previous SESL
manager wishing to return to the game (provided he was reliable) will
be placed
at the top of the waiting list and offered the next available team to
re-join
SESL.
At times, the
commissioner may make
changes in the game to maintain the spirit and playability. He will not break the rules lightly, but
will do so when needed to maintain overall fairness and consistency. One of the areas where the commissioner will
intervene is when a trade is proposed that may either damage a team or
one that
is too one-sided. Intervention will
generally not occur when two long-time managers are making the trade.
Keep in mind
that the commissioners
“can” make mistakes sometimes. However,
we will not replay ANY single matches for any reason, PERIOD! If a mistake is made where a simple TP/CP or
monetary adjustment is required, those can easily be fixed, just point
them out
(do it nicely). If a mistake is made
that affects your lineup, the match will not be replayed.
The result will stand, but hopefully the
reason for the mistake can be identified to prevent it from reoccurring. The software will do weird things sometimes
too, but it does not play favorites. If
software problems are identified let the commissioner know so the
problem can
be fixed.
|
Season |
League
Div 1 Winner
|
SESL Cup
Winner |
League Div 2 Winner |
League Div 3 Winner |
|
1 |
HIB -- Michael Fant |
ABE – Ross
Hayworth |
LIV – John Milligan |
N/a |
|
2 |
N/a |
|||
|
3 |
HIB
-- Michael Fant |
ABE – Ross
Hayworth |
QP
– James White |
ALB
– Alon Atie |
|
4 |
HIB
-- Michael Fant |
CLB – Allan
Sellers |
ALB
– Alon Atie |
|
|
5 |
ALB
– Alon Atie |
MON –
Christian Chung |
COW
– Terry Bray |
EDI
– Richard Mosher |
|
6 |
BEL
– Adrian Nicholas |
ALB
– Alon Atie |
EDI
– Richard Mosher |
FAL
– Nick Tippins |
|
7 |
BEL
– Adrian Nicholas |
ALB
– Alon Atie |
DEE
– Mark Wilkinson |
AYR
– John Moore |
|
8 |
BEL
– Adrian Nicholas |
COW
– Terry Bray |
HEA
– Bruce Allen |
ROS
– Robin Dewar |
|
9 |
CEL
– Mark Findlay |
DEE
– Philip Ross |
DUM
– Martin Fallon |
BER
– Steve Wright |
|
10 |
CEL
– Mark Findlay |
RAN
– James White |
KIL
– Todd Teis |
AI
– Kevin Hull |
|
11 |
RAN
– James White |
ABE – Ross
Hayworth |
BUC
– Sergio Bono |
FAL
– Jamie McIntosh |
|
12 |
RAN
– James White |
ABE – Ross
Hayworth |
DFA
– Michael Suwandi |
RR
– James Tucker |
|
13 |
CEL
– Mark Findlay |
DFA
– Michael Suwandi |
RR
– James Tucker |
GM
– Andrew MacKie |
|
|
|
|
|
|
Clubs
are
ranked during the season, and during special tournaments described
below,
primarily by the number of "league points" (Pts) they earn. Clubs earn 3 Pts per win and 1 Pt per
draw. Clubs with equal Pts shall have
that tie broken using the following criteria (in order):
(1)
Goal
Differential
(2)
Total Goals
Scored
(3)
Head To Head
Record
(4)
Most Goals
Scored in Head To Head Play
(5)
Games Won
(6)
Goals scored
@ home
(7)
Home matches
Won
(8)
Leading Goal
scorer
(9)
Flip of a coin
BOSMAN
PLAYERS ON HOLD FOR 2 SEASONS
IN SESL SO THIS DOES NOT APPLY TO END OF SEASON 14&15.
In 1995 a
Belgian player, Jean-Marc
Bosman, challenged his employment rights saying he ought to be allowed
to move
freely to another club at the end of his contract.
The European Court of Civil Rights upheld his complaint and
this had a major impact on European football.
Players were to be treated like any other worker who could move
to a new
employer without a transfer fee. European
football is now flooded at the end of a season by hundreds of players
looking
to join a new club for free.
I have
implemented Bosman Players
into SESL to replace both Trialist Player and a pre-season draft. The main reasons are that new managers
often got confused between trialists and apprentices, plus many
managers wished
to re-name their trialist to that of their favourite real life player. This can now happen with Bosman Players
who
are named at the time of joining their new team at the start of a
season.
The
pre-season Bosman Player
allocation occurs just before the start of the current season. Each team gets one Bosman Player (always
age 1) based on each team's finish during the regular season of the
previous
season. The Skill Level is established by taking league position finish
and
adding 5 SL. The minimum
Bosman
Player Skill Level is 6, and the maximum 16 SL.
This means all teams finishing 11 to 16th place get
the same SL of player and prevents teams in the relegation zone just
giving up
towards the end of a season just to get a higher SL Bosman Player.
Bosman
Players are free of charge and
may be either a GK, SW, DF, MF, WG, or FW.
Pre
season tourneys will be replaced by the CECIL Cup played
in first half of season.
CECIL Cup (stands for Commish Early Campaign Inter League Cup) will
consists of
Div 2 and Div 3 teams having a pre qualifying round of 2 games so get 2
games
extra gate receipts. Team pairings will
be based directly on previous league table finish – e.g. the team 5th
in Div 2 will play 5th bottom in Div 3).
Then
it will be knockout over 2 legs, with 1 leg played at a
time after each league session on a Saturday.
No EL boost for knocked out teams not playing (we don’t reward failure
in
SESL!)
The
regular
season will involve the 16 teams in the 1st , 2nd and 3rd Divisions playing the other
teams in their division twice (once at home and once away). The fixture schedule will be published at
the beginning of the season.
The
SESL Cup is
played during the season in groups, and finishes in a knockout
tournament after
the regular season has finished.
SESL
Cup Draw
is based initially on team rankings and this creates 8 groups of 6
teams.
So Group A would be teams’ ranked 1, 9, 17, 25,
33 and 41.
Group B would be teams ranked 2, 10, 18, 26, 34 and 42, and so on for
all 8
groups.
Games
in these
groups are now played at Neutral venue and thus each team is guaranteed
at
least 5 SESL Cup games. These Cup
games are played during Sessions 11 – 15 inclusive.
The
top FOUR
teams in each group qualify for the last-32 knockout stages played
immediately
after the end of regular season. To
encourage teams to compete in all 5 group-games, the format of the Cup
is
structured all the way through from the Cup Draw.
Teams winning their group will benefit from a match-up with a 4th
placed team in the last 32, but after that the Cup pairings are
structured in
order as set out below. This means
it
is entirely possible for teams who have met in the group stage to meet
again in
the knockouts.
For
example: The last-32 knockout stage
(played over 2 legs, home and away) - Group A winners will play Group B
4th
placed team; Group A 2nd will play Group B 3rd
placed
team; Group A 3rd will play Group B 2nd placed
team;
Group A 4th team will then play Group B winners, and so on
for C and
D, E and F, G and H groups. The
winners of each game at this stage will become A1, A2, A3 and A4; C1,
C2, C3
and C4; E1, E2, E3 and E4; and G1, G2, G3 and G4.
The
last 16
match-ups (played over 2 legs, home and away) will be: A1 v C1, A2 v
C2, A3 v
C3, A4 v C4, E1 v G1, E2 v G2, E3 v G3, E4 v G4.
As in all knockout tournaments, away goals will count double if
the game is tied on goals after both games, and if still tied the
software will
produce an automated penalty shootout to determine the winner.
The
last 8
match-up (played over 2 legs, home and away) will be: A1 v E1; A2 v E2;
A3 v
E3; A4 v E4.
The
last 4
match-up (played over 2 legs, home and away) will be: A1 v A3; A2 v A4.
The
final 2
teams match-up (one match played at Neutral venue) will be: A1 v A2
No
players will
receive an EL Bonus when moving from the regular season into the SESL
Cup
knockout stages.
Player
suspensions WILL carry over though.
All EL is reset after SESL cup ahead of new season.
At the end of the regular season, several awards are made:-
MAN OF THE
MATCH (MOM) AWARDS earns
his team 2 CP.
PLAYER GOLDEN
BOOT (MOST GOALS
SCORED)
The player who has scored the most league goals in the regular season
in each
division earns his team 150k.
BEST
PLAYMAKER (MOST ASSISTS) in each
division earns his team 100k.
MOST ACCURATE
SHOOTER in each
division earns his team 75k.
GOLDEN GLOVES
(HIGHEST RATED GK) in
each division earns his team 100k.
TEAM--FAIR
PLAY (FEWEST DP) in each
division earns 2 TP.
The “Manager
of the Season”, in each
division, is voted on by all managers, and while this is mainly for
prestige
and recognition by your fellow managers, a 2 TP award if given for each
winner
in each division.
At the end of
each regular season:
Top 4 teams
in Div 2 get promoted to
Div 1.
Top 4 teams
in Div 3 get promoted to
Div 2.
Bottom 4
teams in Div 1 get relegated
to Div 2.
Bottom 4
teams in Div 2 get relegated
to Div 3.
Play-offs
to encourage more meaningful games towards end of a season. One-off game at neutral venue.
D1 11th will play D2 6th
D1 12th will play D2 5th
D2 11th will play D3 6th
D2 12th will play D3 5th
At the end of
each regular season –
the manager whose team has finished bottom of Division 3 will
automatically
retire and be replaced by a waiting list manager.
If the outgoing Division 3 manager has shown sufficient effort
during the season (despite their unfortunate lowly league position),
then the
manager will be placed at the top of the waiting list and invited to
re-join
SESL as soon as a team becomes available – this is at the discretion of
the
Commissioner.
TACTICS:
Tactics allow
strategic planning by
altering the basic premise of play.
Longball
means
long kicks from the defenders to the forwards, Pressing shows little
regard for
defense. Normal is itself a tactic,
showing consideration for all aspects of the game equally.
A team tactic adjusts the OFFENSIVE (OFF),
DEFENSIVE (DEF), and GOAL PROTECTION (GP) formulas.
TEAM SKILLS:
Currently
team skills include OTF
(One-Touch Football). OTF is a skill
that teams can develop and has general affects, similar to player SL,
and
applies regardless of tactics. Tactics
determine the formula to which OTF applies.
SET (for set-pieces) is new from season 10 and rating determines
Free
Kick and Corner Kicks.
Each
club has a
name, a bank account (measured in Kilo-Pounds), a number of "coaching
points" (CPs) and "training points" (TPs), a captain, a bonus
for one-touch-football (OTF) and set-pieces (SET) and a roster squad of
up to
25 players.
The
Commissioner normally determines
the name of every club that plays in SESL.
All of the club names should be named after a real-life Scottish
Football club, either professional or Highland League.
The name of a club may be changed between
seasons if it reflects real-life changes to the Scottish game, e.g.
Elgin and
Peterhead recently joined the Scottish League so these team names
became
available.
From season 10, club names will likely remain constant however and help
build
up a league history of each team to be tracked.
Most of a
club's income comes from
ticket revenue; a club gets a certain amount of income from ticket
revenue for
every match in which it plays. The amount earned in each match is given
by the
following formulas:
Home morale =
morale + morale bonus
Visitor
morale = morale + morale
bonus
Gate = 60k *
(1 + (2 * home morale) +
visitor morale)
Gate = 60k *
(1 + (1.5 * home morale)
+ (1.5 * visitor morale))
Club morale
is a number between 0 and
1 as described below.
Ticket
revenue is split evenly
between the two clubs involved, and is detailed in the match report
that you
receive after the game.
A club's
morale is updated every
match. The formula is:
New morale =
(5/6) * old morale + (0
if loss, 1/12 is draw, 1/6 if win)
In general,
your morale is higher if
your team has done well in its most recent matches.
The following
morale bonuses will be
applied at the start of the following season for Division 1 teams only
now:
Div 1 winners will get 0.30.
Div 1
runners-up will get 0.28.
Div 1 third
place team gets 0.26.
Div 1 fourth
place team gets 0.24.
Div 1 fifth
place team gets 0.22.
Div 1 sixth
place team gets 0.20.
Div 1 seventh
place team gets 0.18.
Div 1 eight
place team gets 0.16.
Div 1 ninth
place team gets 0.14.
Div 1 tenth
place team gets 0.12.
The remaining
6 teams starting the
season in Division 1 will get a morale bonus each game of 0.10
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Each club's
morale is carried over
from the previous season. Morale is computed after each match.
All teams
start each season with a
morale of at least 0.5.
Starting
in
Season 10, a team’s morale now contributes SL to DEF and OFF stats
accordingly. The morale is multiplied
by 10 and rounded down to the nearest whole number, eg. 0.72345 morale
* 10 = 7.2345
rounded to 7 SL added to DEF and OFF.
The morale bonus is not used to this figure.
(See Morale Effect [D 3.4])
Managers
are
advised to project their income ahead to ensure they have sufficient
funds for
next season's coaching staff. This
is
one of the most important aspects of the game.
Bid wisely in the auctions, otherwise you might overspend and
not be
able to afford coaching facilities for the following season.
Each team will play 30 league games, at least 2 CECIL cup games, and at
least 5
SESL Cup games.
Healthy
budgeting is one
thing, but
no team may have more than 4,000K in their team bank at any time. If a team goes above this limit, then
the
excess money is given to the bottom team in Division 3.
This is known as the “Robin Hood” rule –
where the rich give to the poor!
Managers who approach 4000k+ can ofcourse buy apprentice players
or
trade money away for other resources to try and remain within the limit.
A club may
never go into debt and a
manager may never submit orders that require spending more of a
resource than
he has at the beginning of a game. If
you are getting into financial problems, you should consider trading
players
for cash. Bear in mind that for the end
of the season you will need to have sufficient funds to buy your CP
allocation
(your TP allocation is fixed at 35 TP per season).
Teams will
receive your CP/TP prior
to the start of the season. Additional
CP/TP may be optained in auctions or from cashing in Press Points at
mid-season.
Loans between clubs are not permitted.
Also, betting on matches is not allowed in SESL.
Each
week when
matches are played, clubs may send in a press release statement. Press might include a review of recent games
played, your plans for team rebuilding, some healthy joking around with
other
teams, issuing threats, making predictions or perhaps "blowing your own
horn". You can send in a press release for any session (including SESL
Cup
even when your team is knocked out).
Press
release
should be emailed direct to:-
|
Phil
McIntosh |
and deadline is normally 10pm GMT each Thursday (5pm USA
Central)
For
each
RELEVANT press release, the team is awarded upto 50 Press Points. Often 1 team in each division will get
50PP, one or two will get 40PP, and most others will receive 30PP. Even a few paragraphs would
normally earn
your team 20PP. Ideally keep press
releases to one page maximum a session – long winded press is often
overlooked
and will not necessary gain more reward.
While
spirited press is strongly
encouraged, the content of press should remain clean and sportsmanlike
and
within the bounds of good taste (or else you will have to pay 50k to
send
yourself and your team to a Dignity class).
The interpretation of this rule shall be made by the
commissioner and/or
Press Editor, who has the right to edit (or not print) any press
release or
content if there is a violation of this rule.
The bottom line here is do not write something if it remotely
fits the
inappropriate criteria.
From season 10, there is a requirement to submit a minimum of 3 press
releases
during league season (1 press release per 5 sessions does not seem too
much to
ask. SESL is likely more fun for all
with active managers)
CPs
and TPs are
spent to increase the ability of a club's players and to increase the
club's
OTF and SET bonus. To obtain CPs, a club must hire a coaching staff at
the
beginning of each season (note that 50 CP is the maximum for a coaching
facilities purchase).
Coaching Points are bought in blocks of 5 at the start of a season
only. The
costs are described in the following table:
|
CP Staff |
Cost |
|
20 |
750 |
|
25 |
1000 |
|
30 |
1250 |
|
35 |
1500 |
|
40 |
2000 |
|
45 |
2500 |
|
50 |
3000 |
Note
that a
club cannot hire more coaching staff once the season is under way
(except if CP
is offered in the auction). Starting with Season 10, you may allocate
TP/CP for
any game.
The standard
guideline is that a CP
is worth about 70k and a TP is worth about 110k (although TP has been
traded
for 150k before).
The maximum
CP or TP a club can hold
in their team totals at any one time is 99.
Each team receives 35 TPs at the beginning of the season
at no cost.
Each
player has
a name, a Skill Level (SL), an age, a certain number of Disciplinary
Points
(DPs), and an Endurance Level (EL). In
addition, a player may either be qualified to play at one position (GK,
SW, DF,
MF, or FW), or more than one position (SD, DM, MA, and UT).
Managers may
use player names from 1
to 19 characters. SESL often names its players after real-life
footballers. However, a player can
be
named by the manager when the player joins the league as an apprentice
youth
player.
The name of a
player may be changed
during the close season - the change is free for the first 5 player
names
changed and 50k per player thereafter.
Six
positions
exist in SESL: Goalkeeper (GK), Sweeper (SW), Defender (DF), Midfielder
(MF),
Winger (WG), and Forward (FW). A player
is generally qualified to play at one position when he enters the
league. A player may play in a position
for which he
is not qualified, but he will not be as effective (see [D 3.3]). However, some players are designated as
"multi-position players".
These players include SD, DM, MA, and UT. A SD can play at SW
and DF
with no SL penalty. A DM can play at DF
and MF with no SL penalty. A MA can
play MF and FW with no SL penalty. A UT
can play at DF, MF, and FW with no SL penalty.
Note that SD,
DM, MA, and UT are NOT
match positions and may not be used as such.
Wingplay was
added starting in Season
8. Wingplay introduces a method for teams
to create some extra OFF production by playing the ball wide and
spreading the
defensive line of the other team. The
way this is done is by introducing a new player position - the Winger -
or WG. WG is considered one position
removed from
MF or FW for OPP purposes. There are no
multi-positional WG combinations.
WGs shoot
from halfway between MF and
FW for offside and on target. There can be no more than a total of 1-4
FW and
WG players on the field at any time.
There still must be a minimum of 1 FW playing at all times, as
without
at least 1 FW there is no one to cross the ball to easily.
Teams are allowed 0-2 WG on the field at one
time.
The
main advantage to WG’s over FW’s or MF’s is that WG have a higher SL
multiplier
for creating OFF. For all match Tactics
the WG OFF Production is SL * 1.25. The
exception being the new Tactic "Early Cross" where the multiplier is
1.75. And "Finesse" where it
is 1.00 (Early Cross and Finesse is explained later on)
The main
disadvantage to WG’s over
FW’s or MF’s is that WG have a lower chance of getting shots allocated
to
them. This is because they are often
wide of goal in non-scoring positions.
The WG’s get credit for OFF production for shot allocation
purposes at
the rate of SL * 1 / the current OFF production multiplier.
The more
players playing at FW/WG at
one time, the more the WG advantages and disadvantages are increased. For each FW or WG on the field, the OFF
production multiplier is increased by 0.05.
Example:
WG FW WG
Normal Tactic
WG OFF
production is SL * 1.40 for
each WG
WG OFF
production for shot allocation
is SL * 1 / 1.40 (~0.71)
In this
example the WG players are
kind of like a MF player that has converted all the DEF production into
OFF
production.
WG FW FW WG Early Cross Tactic
WG OFF
production is SL * 1.95 for
each WG
WG OFF
production for shot allocation
is SL * 1 / 1.95 (~0.51)
In this
example the WG players are
the core of the teams offense. A pair
of SL 28 WG’s would produce 109 OFF.
This is a massive OFF production from just two players, but is
balanced
off by a reduced production in the rest of the team, and the fact that
with
marking coming into play WG OFF can be quickly chopped down to size. So yes it can be lethal, but also deftly
controlled by the right team as well.
You may
acquire/trade as many
multi-position players as you want in a season. However,
your roster of multi-position players may never exceed
5. If you exceed 5, you must downgrade
a multi-position player immediately to a normal position player.
That
downgraded position must be one
of the positions the player plays at normally.
For instance, an MA would be downgraded to a MF or FW but not a
GK, SW,
DF, or WG.
Each
player has
a skill level (SL), which is an integer that quantifies his ability to
perform
on the field at the positions for which he is qualified.
The SL may increase with training (TP) for
young players (Ages 0 and 1) or with coaching (CP) of older (age 2+)
players. The SL will decrease with
age. The effect from coaching or
training is an increase of 1 SL for that player, which takes effect at
the END
of the match (provided that player has played 45 minutes in the match). A club may elect to coach or train more than
once per match (if the CP/TP are available) at a cost of 25K per
additional
coaching/training.
Subs can be
trained or coached as any
other player can, provided they meet the requirements above. No player can be trained or coached more
than 10 times in a season (this is reflected in the Points Used (PU)
field on
the rosters), however they CAN be trained or coached more than once in
a
session (BUT ONLY ONCE IN A GIVEN MATCH). To reiterate (as it's a
common
mistake by new managers): ONLY age 0 and age 1 players may be trained,
ONLY age
2 and older players may be coached.
Note that you
may only use 4 CP slots
and 4 TP slots (total of 8 slots) per match.
Using the 8 slots in one game will cost your team 150k extra (6
x 25k),
and this is one decision often made by new managers to SESL who may not
appreciate the impact this extra CP/TP will have on their team bank
balance!
Each
player has
an age, which is an integer greater than or equal to zero. Players join
the league
with age 0 (unless they are acquired as a Bosman or via the auction). At the end of each season, each player's age
increases by one.
Each
player
loses Skill Level (SL) as he grows older.
This loss depends on his age as indicated in the following table
(which
may be extended as necessary in future seasons to accommodate older
players):
Mid
Season Loss: SL 1
2 3 4 5 6
7 8 9
10+ 20+ 30+ 40+ 50+
AGE
0 0
0 0 0 0 0
0 0 0 0 1
2 3
4
1 0
0 0 0 0 0
0 0 0 0 1
3 5
7
2 0
0 0 0 0 0
0 0 0 1 2
4 6
8
3 0 0 0
0 0 1 1 1
1 2 3 5 7
9
4 0
0 0 1 1 1
2 2 2 3 4
6 8 10
5 0
0 0 1 1 2
2 3 3 4 5
7 9 13
6 0
0 1 1 2 2
3 3 4 5 6
8 12 15
7 0
1 1 2 2 3
3 4 5 6 7
9 14 17
8+ 0 1
1 2 2 3 3
4 5 6 8 12
16 19
Post
Season Loss:
SL 1
2 3 4 5 6
7 8 9
10+ 15+ 20+ 30+ 35+ 40+ 45+ 50+ 60+
AGE
0 0
0 0 0 0 0
0 0 0 0 0
1 2
3 4
5
6 7
1 0
0 0 0 0 0
0 0 0 0 1
2 3
4 6
7
8 9
2 1
1 1 1 1 1
1 1 1 1 2 3
5 6
8 9 10
12
3 1
1 1 1 1 2
2 2 2 2 3
4 6
8 9 11
12 15
4
1 1
1 1 2 2 2
3 3 3 4 5
7 9 11 13 14
18
5
1 1
1 2 2 2 3
3 4 4 5 6
8 10 12 15 16
21
6
1 1
2 2 3 3 4
4 5 5 6 7
9 11 13 17 18
24
7 1
2 2 3 3 4
4 5 5 6 7
8 10 12 14 19
22 27
8+ 1 2 2 3 3 4 4 5 6 7 8 9 11 13 15 20 25 30
Thus 10+ in
post season aging refers
to SLs 10-14. Making the rate of aging depend on a player's SL makes it
more
difficult for managers to produce and maintain players with SL 20+ and
gives
weak clubs a break. Players move to the next age level at the end of
the
season. Mid-season loss occurs at end of the halfway point of the
season (the
commissioner will indicate when mid-season aging occurs).
Post-season loss occurs after the final
post-season match of the season, usually the SESL Cup Final. If a player's SL is less than 1 at the end
of a season, he immediately retires.
MANAGERS
MUST
KEEP THEIR ROSTERS AT 25 OR FEWER PLAYERS.
If at any time your roster exceeds 25 players, the commissioner will,
at his
discretion automatically retire the highest SL player for you.
An
age zero player is known as an "apprentice". An
apprentice becomes "seasoned"
in the match following his fourth full match (or rather his 360th
minute of play). When an apprentice
becomes seasoned, his skill level (SL) rises by 2.
If a player ages to age 1 without becoming seasoned, he will not
get the seasoning bonus (ever). Seasoning
may occur at anytime during league or Cup matches.
Seasoning adjustments are handled
automatically by MSWL Olmec software.
AGE 0 PLAYERS MAY NOT PLAY
OUT OF
POSITION.
AGE 0 PLAYERS MAY
NOT BE TRADED
UNTIL SEASONED.
Apprentice
Youth Players may sometimes be picked up via the auction. They may also
be
freely purchased. These purchased players start at Age 0 SL 1 for
standard, or
Age 0 SL 5 for superior.
A standard 0/1
apprentice position (GK, SW, DF, MF, WG, FW)
purchased in this fashion costs 50K.
A standard 0/1
apprentice multi-position player (SD, DM, MA) costs
100K.
A superior 0/5
apprentice position (GK, SW, DF, MF, WG, FW)
purchased costs 400K for Div1, 300k for Div2, 200k for Div 3.
A superior 0/5
apprentice multi-position player (SD, DM, MA) costs
500K for Div 1, 400K for Div2, 300k for Div3.
No
apprentice UT are available to buy.
Apprentice
purchases must be emailed to your Commissioner no later than 48 hours
before
any deadline to be included in that week's games. A
name for the apprentice must be noted at that time also.
Because
of the
hectic and exhausting schedule that SESL teams maintain, it is not
possible for
most players to play every match without being injured. Each player
therefore
has an "endurance level" or "EL". Each
player gains a certain amount of EL after each match (+4)
and a player must spend EL to play, as described in [D 2.1]. A player
who runs
out of EL risks injury if he continues playing, as described in [D
2.2]. Each
player gains 4 EL after each match. A
player may accumulate unused EL, but the total accumulated may never
exceed 10.
Players are considered well rested at the beginning of the season (EL
10).
Each club has
it’s own roster squad
of players. There must be between 16
and 25 players on any team roster. The
commissioner will publish the updated team rosters every session. Here is a roster from 1st
Division Champions in Season 13, Celtic.
Celtic
(CEL) Captain: Chris Sutton
Manager:
Mark Findlay Email: madcyril@blueyonder.co.uk
Player
Name Age
SL
Ps EL DP M Min GS A ST GA SF
Su Se PU
--------------------------------------------------------------------
David
Marshall 2
32
GK 5 12 7 540 0
0 0 3
25 1 1 10
Dominique
Dropsy 1 17
GK 10 12 8 630 0
0 0 11 33 0 0
10
John
Kennedy
2 31
SD 5 16 9 675 0
0 1 0 0 0
0 9
Jonny
Woodengate 2 26
DF 5
4 10 600 0
0 3 0 0 0
0
10
Bobo
Balde
4 16
DF 7 18 10 720 0 0
2 0 0 0 0
0
Gareth
Smith
5 5 DF
10 0 9 810 0
5 1 0 0 0
0 0
Gary
Bean
5 5 DF
8 4 10 900 1 2
3 0 0 0 0
0
Charlie
Grant 1
18
DM 7
8 11 780 0
0 4 0 0 0
1
10
Rocco
Quinn
0 17
DM 7
4 13 930 0
0 4 0 0 0
1
10
Stilian
Petrov 4
16
MF 6
8 11 855 1
1 8 0 0 0
0 0
Juninho
4 29
MA 5 16 8 645 4 0
12 0
0 0 0
10
Alan
Thompson
3 29
WG 4
0 11 945 5 1
14 0
0 0 1 6
Shaun
Maloney 2 34 FW
5 12 7 525 5 1 13
0 0 1 1 9
Simon
Lynch
4 29
FW 5 12 12 930 5 0 10
0 0 1 0 9
Chris
Sutton
5 27
FW 5
8 11 855 4
2 7 0 0 0
1
10
Charlie
McLean 4
18
FW 10 12 10 840 2 1
9 0 0 1 0
0
Keigan
Parker 3
25
UT 4 12 9 690 0 2
10 0
0 0 0
10
ROSTER
KEY:
-----------
Player
Name: Player's Name
(up to 19 characters)
Age:
Player 's Age (generally
0 to 7)
SL: Skill Level
Ps: Position
EL: Endurance Level
DP: Discipline Points
M: Matches
Min:
Minutes Played
GS: Goals Scored
ST: Shots Taken
GA: Goals Allowed
SF: Shots Faced
Su: Suspensions (number of matches player is
suspended for)
Se: Seasoning (when an Age 0 player is seasoned
this becomes 1)
PU: Points Used (CP Or TP, Max Is 10)
Note
that if a
player is listed in team orders to play and has an EL of less than zero
he will
usually be replaced by the software by a substitute off the list of
substitutes
in the team's orders for that game. Such
a replacement does not count towards the team's limit of three subs for
the
game.
In
addition if
a player is suspended, but listed as a starter should automatically be
replaced
by a substitute prior to the start of the match.
Again the software should deal with this automatically.
To discourage
managers from fielding
lineups that are too weak, whenever a club loses by 5 or more goals,
that club
is said to have been "blown out".
If the match
was considered a blowout
where a team lost by 5 or more goals, they lose some additional
resources. If the team that was blown out
has at least
2 CPs they lose 2 CPs. If they do not,
they lose 125k. Either case should
generally be a possibility as if a team uses all their CP early in a
season,
they generally have plenty of cash later in the season.
This function
is now handled
automatically by the program and will be executed at any time
(including the
league and Cups).
The program
first checks to see if the match is a
blowout. Then it determines if the
losing team has the CP to deduct. If
not, the money will be deducted.
In
addition, code has been added to the software to prevent teams from
winning by
astronomical margins. During normal
play each team has a chance to get a shot called a ShotChance. Once a team goes ahead by 4 or more goals,
those chances are reduced as seen below:
Goal
Difference
|
Adjusted Shot
Chance |
|
Winning by 1,
2, or 3 goals |
ShotChance/1 |
|
Winning by 4
goals |
ShotChance / 5 |
|
Winning by 5
goals |
ShotChance /
10 |
|
Winning by 6
goals |
ShotChance /
15 |
|
Winning by 7
goals |
ShotChance /
20 |
|
Winning by 8
goals |
ShotChance /
25 |
Each
club has
an OTF bonus, which reflects its ability to work as a team with short,
accurate
passes. Each club begins the season
with an OTF of at least 1. A club may coach its OTF bonus in any match. The effect of this coaching is to increase
that bonus by 1 point, to a maximum value of 10. This increase will
take place
at the beginning of the next match. The cost of coaching the OTF bonus
is 2 CP
per OTF point. Both CPs must be used in
the same match.
The OTF bonus
may now be increased by
more than one point in a single session, though it may only be
increased a
maximum of once per match. Note that it
does NOT cost $25K to increase the OTF bonus by using 2 CPs in one game. If you increase your OTF bonus in any one
match, the cost is 2 CPs, but there is no $25K cost.
If you coach a player in the same match, you pay the $25K. OTF bonus decreases by 30% at the end of the
season. For instance, an OTF of 7 * 70%
becomes an OTF of 5 (4.9 rounded up) for the next season.
A new Team
Bonus, SET is being
introduced from Season 10. Set starts
at 12 and can be raised by 1 CP per game if you elect to assign a CP. SET increases your team’s chances for
converting
Free Kicks and Corner Kicks into goals.
Like OTF, set decreases by 30% at the end of the season.
With the LUFC
(offline) program and
the online architect, just choose OTF ONCE under CP.
The program knows to deduct 2 CP and add one to your OTF. SET should likewise just be chosen once and
one CP will be deducted.
Ø
CAPTAIN’s in
SESL (aged
5+) can have their SL increased by 10 in a season, be it with CP or the
automated Captain’s bonus for when their team wins by 3 clear goals and
their
club Captain has played a minimum of 45 minutes in the game.
There are no
plans to increase SESL
beyond 48 teams.
However, four
teams changed name
ahead of season 10 – (all real Highland League clubs)
GAL became
Fraserburgh,
LAN became
Nairn,
BEL became
Deveronvale, and
EDI became
Buckie.
COW, DEV and
FAL began as expansion
teams received the following resources:
18 players with a total
SL of 200.
Age 0: SL 5, SL 5, SL
10, SL 10,
Age 1: SL 10, SL 10, SL 10, SL 10,
Age 2: SL 10, SL 15, SL 15, SL 20,
Age 3: SL 10, SL 10, SL 10, SL 10,
Age 5: SL 10, SL 20,
Generally this would be
2 GK, 1
SW, 5 DF, 4 MF, 3 WG, 3 FW
Teams
that are in Division 3 with a manager who feels he cannot turn the club
around,
may, at the Commish discretion, start over as an expansion team. 18 players with total SL of 200 as above
will be on offer, however current actual bank totals, CP/TP, SET and
OTF will
carry forward to the expansion team (that will be likely named after
the same
team.)
A team that
does not send in lineups
by the posted deadline or contact the commissioner requesting that the
previous
lineups be used is considered NMR. If
your team is in NMR status for a given session, a NMR program has been
created
to create lineups for your team. The program balances playing good
players with
rested ones (hence don't expect your top 11 players to be starting).
While there
is no fine for NMR, CP
and TP expenditures will not normally be permitted while a team is
under
NMR. CP and TP will accumulate for
expenditure in a later session, at whatever the additional cost.
If a manager
does not turn in lineups
for two sessions in a row or 3 times in a season, the commissioner will
declare
the manager "gone" and the team available for adoption. Hopefully
this will not happen often. If you see
a busy time period coming up, see if a friend can take your team or
create
lineups well in advance. The
commissioner DOES NOT WANT to ever have to declare a manager “gone” but
he will
if you meet the above criteria.
A new manager
missing his first OR
second deadline will be considered unreliable and sacked.
Take care in
meeting the posted
deadlines. If you miss a deadline then
contact the Commissioner soon afterwards so he sees that you at least
attempted
to get line-ups submitted or have a valid excuse.
SESL needs 48 committed managers to be competitive, so if a
Commissioner sees that a manager is reliable but is simply having PC
problems
enforcing NMR’s then he may not count these against you as long as
contact is
made early.
Once again
this season, though, we
won't wait for anyone! A deadline of
Saturday at noon does not mean Saturday afternoon at 4pm.
If your lineups aren't in by the time requested,
your team will be picked by the software and function as NMR for that
session.
The
commissioner does not care when
the line-ups were emailed and cannot be held responsible for Internet
Service
Providers delaying the delivery of an email – if lineups do not arrive
by the
deadline time then your teams goes NMR.
Should a
manager wish conformation of
his line-ups having arrived safely then he needs send them 48 hours
before
deadline. That way if they are not
included in the Commissioners reminder email then he still has a chance
to send
them in.
For each
match to be played, each
manager must submit a lineup. A lineup
is a list of 11 players, the positions at which each player will start,
special
instructions for each player (pertaining to aggressiveness or
conditional
change of position/aggressiveness or substitution), the position at
which they
play, team tactics (and team conditional tactics), and a set of 5
substitutes
(required). In addition, a lineup must
indicate all coaching and training instructions for that match.
You
can use
LUFC to create your lineups.
Clarify
that 16 players MUST be listed in a valid
lineup or team may run NMR. Current
software allows a suspended player to be listed as a substitute who
cannot
play, but ideally a team should buy an apprentice if roster is
threadbare to
make up the available players to 16 for every match.
Each
player in
a lineup must be given a position to play.
A position is one of GK, SW, DF, MF, WG, and FW (note that SD,
DM, MA,
and UT are not actual positions in a match).
GK, SW, DF, MF, WG, and FW are the positions goalkeeper,
sweeper,
defender, midfielder, winger, and forward respectively.
Each player
in a lineup may be given
an instruction regarding the aggressiveness with which to play, an
instruction
regarding the exact position at which to play, and also conditional
instructions as a substitute (or for a repositioning or change of
aggressiveness).
Each player
may be given one of the
following instructions pertaining to Aggressiveness: aggressive (a),
normal
(n), or passive (p). The effects of
these instructions are described in [D 2.1] and [D 3.3].
Up
to three
players in each lineup may be sent into the match as substitutes. Substitutes MAY be given conditional orders,
however these conditions are only evaluated if the substitute has
entered the
match.
You
may choose
a PK taker for your match (but it is NOT REQUIRED).
If none is chosen, the player with the highest ShootingSL who is
on the pitch at the time of the infraction will take the kick.
A lineup may
be told to use a variety
of tactics.
The
effects of
these tactics are described in sections [D 5.4, D 5.5, and D 5.6]. The choice of tactics may depend on the game
situation, or the strength or weaknesses of the opponent.
A longball game may be handy if you have a
weak midfield and strong FW line, against an opponent with a relatively
weak DF
or SW area. Building the OTF bonus and SET bonus can also be considered
a
tactic, although it is more of a long-term strategy.
It will cost you SLs on your older players in the short term (as
you won't be coaching them), but will cost "only" 6 CPs each season
to maintain it at its maximum of 10, once attained.
The
following
restrictions apply to team lineups, both at the start of the game and
then at
every minute in the game after kickoff.
·
There must be
exactly one GK
·
GKs may play
passive, normal, or aggressive. If a GK is red-carded the
program will look for the first MF listed, sub him out of the match,
and bring
on a GK sub. If no GK sub is available
a SW or DF will reposition to GK.
·
There may be
at most one SW.
·
You must play
between 2 and 5 DF and MF players at all times.
·
You may play
between 0 and 2 WGs in a match.
·
You must play
at least 1 FW player at all times.
·
You may have
no more than 4 WG/FW players in a match at the same time.
·
You may only
send on three subs during a given match.
·
You may make
conditional substitutes at any time if your conditions are
met. However, if a player is injured, a
sub will come on for that player no matter what minute it is, unless
your three
subs have been used.
Note
that if
your lineup does not fall within these min/max rules, the program will
adjust
your lineup.
From Season
8, additional
functionality has been added to allow managers more flexibility in
creating
their lineups. Each player may be given
0-3 conditional orders, likewise, each team may be given 0-5
conditional
orders.
The
conditions may be based on the
following events:
·
current game
time (minute)
·
difference in
goals between the teams
Possible
conditions are:
|
T [>=] # |
When gametime
is equal to or greater the time in the condition (and thereafter). For example: “T
>= 45 P” is true if equal to min. 45
and after. |
|
G [<=>]
# |
This is for
conditional changes based on the score. In
creating this condition, keep in mind that the numeral represents the
following formula: (Your Team’s Score - Opponent’s Score).
For example, “G >= 2” means that this condition is true
if you are winning by 2 or more goals. “G
<= -1” is true when you are losing by a goal (NOTE THE MINUS SIGN!). “G = 0” is when the score is tied. |
|
C Pos |
Changes the
player's playing position. The syntax is "C" then one of the following:
GK, SW, DF, MF, WG, and FW. For example,
“C FW” will reposition the player to FW for the rest of the match. |
|
C Aggression |
Changes the
player's playing aggression. The syntax is "C" then one of the
following: a, p, or n. For example, “C p”
will change the player’s aggression to passive. |
|
S1, S2, S3,
S4, S5 |
Identifies
which sub is to come on for the player. CASE:
G > 1 S2 MF instructs the
computer to bring on the 2nd listed sub and position him at Midfield. |
For team
tactics, L, S, P, O, B, E,
C, F, and N tactical options apply.
NOTE THAT YOU
MUST USE >= OR >
FOR THE TIME (T) CONDITIONAL. THE OTHER
THREE (=, <, <=) WILL BE IGNORED BY THE PROGRAM.
Time only goes forwards remember, so don’t
try and use T < as it will obviously be ignored by software.
Starting in
Season 8 we have the
concept of the combination conditional.
Here is an example of the combination conditional:
T >= 45 G >= 2 S
List the “T”
or “G” conditions (in
either order) with the new tactic listed last.
The conditional order above will be true, only if your team is
leading
by two or more goals in the 2nd half. If
you are leading by 2 goals at minute 36, the tactic won’t
change until halftime. Likewise if you
don’t go up by 2 until minute 60, the tactic will not take effect until
then.
With
MSWL Olmec
there has been a change in the G = 0 conditional. Previously,
G = 0 only evaluated to true if someone has scored in
the match and the game is later tied.
However, that has been changed such that G = 0 is True IF the
score is
0-0.
Orders should
be created using
offline LUFC or the on-line SESL/MSWL Lineup Architect via www.sesl.net
The
match is
resolved on a minute-by-minute basis (rather than in one big set of
calculations
as it was in Seasons 1 and 2).
Players
may be
booked (given a yellow card) or sent off (given a second yellow card or
one red
card). Bookings and dismissals occur
randomly with a reasonably low probability, but this chance is raised
for
players playing aggressively and lowered for players playing passively.
The
chance that
a given player is booked (shown a yellow card) depends on the
aggressiveness
with which he plays:
|
Aggressiveness |
Code |
Probability
per min |
|
passive |
p |
0.0005 (5 in 10,000) |
|
normal |
n |
0.0010 (10 in 10,000) |
|
aggressive |
a |
0.0030 (30 in
10,000) |
If
a player is
booked, the player has an additional chance of being sent off at the
same time
(ie. of being shown a red card). This
chance is equal to half the chance the player had of being booked in
that
particular minute. If a player is sent off, he immediately leaves the
field and
gets no substitute. If a player
receives a second yellow card, he is also sent off.
The probability per minute of a second booking is half that of
the original booking chance.
Note that GKs
may now play aggressive
(thereby increasing their EffectiveSL).
Although this might mean the opposing team getting a PK if a GK
is
booked (presumably for a hard foul in the penalty area).
Each
time a
player is booked, he receives four disciplinary points (DPs). Each
sending-off
earns an additional six DPs (for a total of 10 DPs). Every 10 DPs in a
season
carry suspensions with them as follows:
|
DPs |
Number of
Matches Missed |
|
10 |
First match
of next session |
|
20 |
First two
matches of next session |
|
30 |
First three
matches of next session |
|
40 |
Next four
matches (starting with the following session) |
All DPs are
cleared from a player's
record at the end of the regular season.
Suspensions become effective at the end of each session, even
though a
player may earn sufficient DPs to be suspended during the second or
third match
of the session. Check the league report
for a list of suspensions (if there are any).
There is no fine for attempting to play a suspended player as
the
computer will now select one for you.
If
a team has
one or more player’s playing aggressive, a penalty kick has a chance of
occurring. This probability is set at
.0010 or a 10 in 10,000 chance each minute for each player playing
aggressive
(if there are three players aggressive, there are three chances of
giving up a
PK). Once a penalty is determined, the
opposing team's designated PK taker gets the shot if they are on the
pitch. If they are not in the game, the
highest ShootingSL player gets the shot.
A team should give up almost NO penalty kicks if all their
players are normal
or passive.
Because
of the
hectic and exhausting schedule that SESL teams maintain, it is not
possible for
most players to play every match without being injured. Each player
therefore
has an "endurance level" or "EL". Each
player gains a certain amount of EL every session, and a
player must spend EL to play. The amount of EL the player spends
depends on the
aggressiveness with which he plays and the length of time he plays. A player who runs out of EL risks injury if
he continues playing.
A
player must
have at least zero EL to enter a match, and must "spend" EL to play
in a match. The amount of EL the player
spends depends on the amount of time he plays and on the aggressiveness
with
which he plays:
|
Aggressiveness |
EL loss
per minute |
Total EL lost
for 90 consecutive
minutes |
|
passive |
.055 |
5 |
|
normal |
.066 |
6 |
|
aggressive |
.076 |
7 |
New for MSWL
Olmec software and starting in SESL
Season 10 is the concept of fractional EL.
This will allow you to change aggressiveness at varying times
and still
perhaps shave off an EL.
All fractions are rounded up (whether an
EL counter is 6.011 or 6.51, it rounds to 7).
For instance if you try to take off a player playing passive
after
minute 2, his EL “counter” at that time would be .110, which rounds up
to a
loss of 1.
The
match report
lists each player's EL at the end of the game.
Note that ALL players receive an EL bonus of +4 after the match
(this +4
is NOT reflected in the match report, but IS seen in the followup
roster as the
actual +4 bonus is added just AFTER the match report is printed.)
Players are
checked for random
injuries. This function totals the
number of aggressive players for each team and then draws a random
number to
determine if there is a random injury.
Note that there is a small chance of random injury even if no
players
are aggressive.
In
any match,
the chance per minute for each team of having a player injured is
between .0001
and .0044 (or 1-44 in 10,000). This
number is at the higher end of the scale when many players are playing
aggressive.
If neither
team has a player playing
aggressive, then the chance is .0001 per team, per minute. Each team is
checked
for this type of injury each minute.
The player injured is randomly selected.
If a player’s
EL drops BELOW 0, and
they are in the match, they are then checked for an “EL Injury” due to
exhaustion. A player's chance of getting an EL exhaustion injury is
.0011 x (-1
x EL). So if a player's EL is -1, they
will have a .0011 chance of getting an injury in that minute. However, if they remain in the match
uninjured and their EL gets to -5, for example, they incur a .0055 (55
in
10,000) chance of taking on an injury.
If
a player is
injured, he immediately leaves the match.
A substitute may come into the match, as described in [D 2.4]. The injured player also loses additional EL,
depending on the extent of the injury.
The chance of each type of injury and the effect on the player's
EL is
based on one of two tables, depending on whether the injury was
"random" or caused partly through exhaustion (ie. EL dropping below
0).
Random Injury
|
% Chance |
Injury |
EL Loss |
|
01-75 |
Bruise |
-4 |
|
76-94 |
Bad Sprain |
-8 |
|
95-98 |
Muscle Pull |
-12 |
|
99+ |
Torn Ligament |
-20 |
Exhaustion-induced
injury
|
% Chance |
Injury |
EL Loss |
|
01-50 |
Sprain |
-4 |
|
51-75 |
Concussion |
-8 |
|
76-90 |
Bad Muscle
Pull |
-16 |
|
91-99 |
Badly Torn
Ligament |
-32 |
|
100 |
Broken Leg |
-96 |
In
the course
of a match, up to three substitutes may enter to replace players. When
a player
leaves the match, a substitute enters the match. The software currently
requires 5 CHOICES for substitutes. If a player is ineligible to start
a match
due to lack of EL (probably due to injury in a previous game in the
session)
the program uses a substitute in his place.
This is done prior to kickoff and does not count towards the 3
subs
allowed. Note that subs may have conditionals, though any player
conditional
will ONLY be evaluated if the player is on the pitch.
For
Season 8
and beyond we now have different types of SL in a match as discussed
below.
NormSL – This
is the SL a player has
listed on his roster.
EffectiveSL -
This is a player’s
modified SL based on Out of Position (OOP) and aggression rules.
ShootingSL
–
This is a player’s SL when they are assigned a shot on goal. It is based on their NormSL and is adjusted
based on their normal position.
Shooting SL is, essentially, how accurate the shooter’s skill is
no
matter what position they are playing on the field. For
example, a DF might be assigned a shot (though they will get
fewer shots than a FW), but if that DF’s base position is UT, then they
will
shoot like a FW.
ShootingSL is
equal to:
100%
of NormSL for FW, MA, UT
90% of NormSL for MF, WG, DM
80% of NormSL for DF, SD
70% of NormSL for SW
45% of NormSL for GK (PK shootout in Cup match)
MarkingSL –
MarkingSL is generally
the same as EffectiveSL UNLESS a player is marking or being marked. See the marking section for more info.
Marking rules
are now applied. If a player is playing
DF, is in the match
AND the first player they want to mark is playing MF, WG, or FW, then
the
player is considered marking that opposition player.
When this happens, the DF’s MarkingSL goes to 0, and the marked
player’s MarkingSL is reduced in the following manner:
MarkingSL =
MF/WG/FWs EffectiveSL -
DFs Effective SL.
Note that the
offensive player’s
MarkingSL drops to no less than 25% of their EffectiveSL.
A player can “fight marking” by playing
aggressive. If that happens the
offensive player’s MarkingSL drops to no less than 50% of their
EffectiveSL.
Note that if
the first player listed
as marked does not meet the above criteria (perhaps that player is
playing DF
rather than the assumed MF/WG/FW) then the program will check to see if
there
is a 2nd player listed as marked and process that.
Note that this marking check is done every minute, so various
changes in the game will affect if a player is marked from minute to
minute.
For a good
discussion on Marking see
Tim Given’s article called Marking Time at the MSWL web
site www.mswl.org
under MSWL White Papers.
In the past,
all teams played a
"zone" defense. In other
words the DF’s make a line across the field, and each DF is responsible
for
defending his area from the ball being advanced into it.
So a Left Back will play on the left side of
the field, a Center in the middle and a Right Back on the right side. When marking, a DF sticks very close to a
particular opposition player, and seeks to deny him access to the ball
at all
times. More of a "1 on 1"
defense while the rest of the DF’s play a "zone" defense.
The
benefit of
marking is that the defending team can greatly reduce the chance of a
star FW
getting to take shots. The downside is
that the overall "zone defense" is weakened somewhat, and the
defender will give up more shots overall - but hopefully to worse
shooters than
they would have without the marking.
In order to
make this "good
news, bad news" effect for marking, we have tweaked a number of rules a
little. This is because marking, GP DEF
OFF production, shot allocation an shooting are all tied into together. We have to make marking have positives and
negatives, because otherwise the game doesn’t get any better, and every
team
will just start marking all the time.
A DF who is
marking (only DF’s can
mark) will have his EffectiveSL reduced because he is not attempting to
do
anything else but trail an opposition player.
As such he will not add anything to GP DEF or OFF production. So a DF that is marking will have a
MarkingSL of zero.
A MF-FW-WG
who is being marked will
be denied the ball fairly often, and will suffered a reduced OFF
production
(and therefore shot allocation). A
MF-FW-WG has a MarkingSL equal to his EffectiveSL less the EffectiveSL
of the
marking DF. However a player cannot be
"marked down" to less than 25% of his EffectiveSL.
A player can try and "break away"
from being marked. If a player is playing
aggressively, the player cannot be marked down to less than 50% of his
EffectiveSL.
When players
are playing OPP or
passive or aggressive, their ability to shoot and score remains
constant.
When marked,
players suffer a reduced
shot allocation, but when they shoot they will still shoot at their
normal
shooting ability.
When marked,
players will still
produce as much DEF as they would unmarked.
When marking,
a team will usually
give up more shots, but have them go to worse shooters.
FW’s and GK’s
will become slightly
more valuable. GK’s because they will likely face more shots, and FW
because
they are now the most effective shooters.
"Third
Shooter" becomes
important to a team. Generally most
teams would have enough at DF to heavily mark the best two shooters on
any
given team. The ability to put a
"Third Shooter" on the field is an issue.
Multi-positional
players become more
valuable. A UT will shoot as a
"FW" even from the DF position, and is unmarkable at DF.
Very high SL
DF’s decline in value as
they lose a fair amount of goal scoring ability. But
on the other hand even poor 5/5 DF’s can play a role in
marking off that last 5 SL off a 3/28 FW from SL 12 to 7, and so gain a
little
value. Mid range SL DF’s won’t
"steal shots" if they are marking.
MF’s lose a
little goal scoring
ability, but may take more shots and actually score more often than
before if
they take the Third Shooter roles on.
Decreased
offsides because FW’s will
likely shoot less, and more SW’s fielded.
Maybe more
use of passive play by
FW’s as they "walk around" rather than "run around" when
heavily marked. They would still get
slightly less shots, but would also still have a ShootingSL as equal to
their
BaseSL.
OOP
is checked
for all players. If a player is OOP,
their EffectiveSL is modified from their NormSL. A player's EffectiveSL
can be
determined using the following chart.
For example, a GK whose NormSL is 20, but are playing in the
match at SW
will play at Effective SL 10 or would play DF at Effective SL 6.
|
Roster
Position |
Match Position |
|
|||||
|
GK |
SW |
DF |
MF |
WG |
FW |
||
|
GK |
100% |
50% |
30% |
10% |
0% |
0% |
|
|
SW |
50% |
100% |
80% |
60% |
40% |
40% |
|
|
SD |
50% |
100% |
100% |
80% |
60% |
60% |
|
|
DF |
30% |
80% |
100% |
80% |
60% |
60% |
|
|
DM |
30% |
80% |
100% |
100% |
80% |
80% |
|
|
MF |
10% |
60% |
80% |
100% |
80% |
80% |
|
|
MA |
10% |
60% |
80% |
100% |
80% |
100% |
|
|
WG |
0% |
40% |
60% |
80% |
100% |
80% |
|
|
FW |
0% |
40% |
60% |
80% |
80% |
100% |
|
|
UT |
30% |
80% |
100% |
100% |
80% |
100% |
|
After OOP is
processed,
aggressiveness is used to modify the Effective SL.
EffectiveSL is raised or lowered using the following chart:
Aggressiveness
|
EffectiveSL
Adj |
|
Aggressive (a) |
125% |
|
Normal (n)
|
100% |
|
Passive (p) |
75% |
Note that for
both of these, decimals
at .50 or greater are rounded to the next highest whole number.
Players set
to play aggressive will
increase the chances of yellow and red cards.
Starting
in
Season 9, a team’s morale now contributes SL to DEF and OFF stats
accordingly. The morale is multiplied
by 10 and rounded down to the nearest whole number, eg. 0.72345 morale
* 10 =
7.2345 rounded to 7 SL added to DEF and OFF.
The morale bonus is not used to this figure.
(See Morale Effect [D 3.4])
To encourage managers to try and do well
in every match, a club is rewarded with an MVP bonus whenever it earns
six
points in a 2-game league session, or seven+ points in a 3-game
session.
|
Number of MVPs |
Bonus |
|
1st |
1 TP + 25k |
|
2nd |
1 TP + 25k |
|
3rd |
1 TP |
|
4th |
1 CP |
|
5th (and up) |
25k |
The
total
effective SL of all a lineup's players in each of the six positions
(GK, SW,
DF, MF, WG, and FW) is called that area's rating.
The
effectiveness of players at any given position depends, in part, on the
effectiveness of the players playing behind them. (Somebody
has to give them the ball!). Therefore,
the rating of the MF area may not exceed twice the
rating of the DF area. If this rule is
violated, then excess MF rating is lost.
Similarly, the rating of a FW area may not exceed twice the
rating of
the MF area. Example: A lineup has a DF rating of 12, an MF rating of
30, and
an FW rating of 50. This is a violation
of lineup balance, and so the MF rating is reduced to 24 and the FW
rating is
reduced 48. Note that for this balance,
the SW DOES NOT count towards the DF area.
EXCEPTION:
If a
club uses Early Cross (E) or Longball (L) tactics, the FW rating may
not exceed
the DF rating by more than a factor of two, but may exceed the MF
rating by any
amount.
If
a team
violates this rule, his area ratings are adjusted to meet the rule. Any SL lost by this rule is lost while the
imbalance continues in the game. Example: If a club has 48 SLs in the
FW area,
35 in the MF area and 15 in the DF area, the MF area has an effective
SL of
30. The 5 extra SLs are lost.
Lineup balance is applied, and must be
obeyed, every minute of the game.
Each team is
given a rating for
offense (OFF), defense (DEF), and goal protection (GP).
Under normal circumstances the values for
each of these ratings depend on the total SL in each of the areas SW,
DF, MF,
WG, and FW as follows:
GP = SW + 0.5 * DF
DEF = SW + DF + 0.5 * MF + OTF
OFF = (0.25 * DF) + (0.75 * MF) + (1.25 * WG) + FW + OTF
(where
"OTF" is the club's One Touch Football rating.)
However, if
you choose to NOT play a
sweeper, the OFF and GP are affected as follows, regardless of tactic
employed:
GP *= 1.2 (ie. a 20% bonus to DF
contribution to GP)
OFF -= 0.05*DF (ie. a 5% penalty
to DF contribution to OFF)
If you have 4
SL10 players, here's
how the figures come out:
|
Configuration |
GP |
OFF |
|
4 DFs SL10 |
1.2*(0.5*40)
= 24 |
0.2*40 = 8 |
|
1 SW SL10, 3
DFs SL10 |
10 +(0.5*30)
= 25 |
0.25*30 = 7.5 |
There are
team tactics that a manager
can employ, which may suit the team's playing staff or be geared to a
specific
situation. These tactics can alter the
above OFF/DEF/GP formulae, if applied by either manager.
Read this section and the next very
carefully! A manager may use no more than one of these tactics at any
one time,
and does not have to use any of them (except at least Normal)!
Brief summary
of the tactics
Athol Kay has
written up a short
description of each tactic and has authored three new tactics. This information is found below.
Managers have
the choice between
playing one of nine possible overall match tactics to create GP, DEF
and
OFF. Each has its good and bad
points. From the most defensive to the
most aggressive the tactics are:
STALL -
The team is hardly trying at all to score, and is simply
defending the
goal as much as possible. If you have
no hope of winning a match, or are desperate to hold on to a 1-0 lead,
Stall is
often the best option. Against a better
team you may get a draw, or at least not suffer a slew of goals against
you. A Stall team would rather kick the
ball into the stands than upfield.
OPPORTUNISTIC - The team
is still
defensive, but tries to make a few counterattacks to score. This may seem like a weaker version of the
Stall tactic, but in fact against some of the more aggressive tactics
and teams
Opportunistic may have just enough of a bite to overall improve the
defense
against them. Opportunistic is the one
tactic where having a very high SL SW is worth the investment as even
the SW’s
get to create some OFF.
COUNTER ATTACK - This is a
modified
Opportunistic Tactic, but instead of hoping to see if offense kind of
just
develops, Counter teams actively seek to rush en mass upfield while the
other team
is still in the "wrong half" of the field as soon as they get the
ball. Against a defensive minded team
Counter teams will find little chances to actively counter attack and
flounder,
but against unbalanced aggression counter teams thrive.
Counter Attacking will shred a
"bad" Press team.
NORMAL - A balanced
approach with an even
attack and defense. If you have no
special plan, Normal is usually a okay option.
There are no real weaknesses to Normal, and likewise no real
advantages. "Simple" soccer
is sometimes the best plan of all.
LONGBALL - Slightly
more aggressive than
Normal but not much. A good tactic if
you have a weak midfield and a few solid FW’s on your team. Suffers a little against teams with SW’s, but
usually has a good shots taken to goals scored ratio with good FW’s. If you plan to play Longball often,
investing in OTF is a waste of time.
Use that extra CP to create 1-2 really standout FW’s, or shore
up the DF
line.
EARLY CROSS - This is a
modified
Longball Tactic. Like Longball Early
Cross ignores the MF area for 2:1 rules, but instead of firing balls
upfield
"up the middle" it fires balls upfield "out wide" with the
aim of quickly spreading defenses, and constantly making quick crosses
into the
box for volleys and headers. This
requires a pair of standout WG’s to make work, and can produce awesome
OFF
production, but is weakened more than any other tactic by marking. Also
could
do with a good FW in the middle to collect crosses and score.
FINESSE - This
tactic is not so much aggressive
as it is arrogant. Based on a Normal
Tactic Finesse teams try and "out skill" the opposition based both on
individual flair and retaining possession through higher OTF. Think of the Brazil national team toying
with New Zealand in the 1982 World Cup.
New Zealand barely touched the ball, and the mighty Zico spent
half the
game trying to score from a backheel. (Brazil won 4-0 by the way) Finesse teams will attempt to play the ball
out of their own penalty area rather than clear the ball.
IF the Finesse team does in reality have a
good advantage in SL and OTF then they can easily control the game at
both ends
of the field, and reduce the opposition to rubble.
If SL and OTF is EQUAL or less than the opposition team, then
all
that fancy footwork can go awfully sour.
BALL CONTROL - An op