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General Q & A

  • 23-06-2009 8:07pm
    #1
    Registered Users Posts: 393 ✭✭BillyBoy


    Just thought it might be a good idea to have a thread where people who are new to the game can post any questions they have. I'm only new and know I have a few! I found Orizio's reply in another thread pretty handy when deciding what players to put where
    Orizio wrote:
    Hookers: Handling, Strength, Technique, Weight (110kg+)
    Props: Technique, Strength, Weight (120kg+)

    Generally, the front row should be as fat and as small as possible. Also it should be balanced - try and keep the hooker smaller then the props and all three within 5cm of each other.

    Locks: Jumping, Handling, Height (200cm+), Agility, Strength, Technique.
    Flankers/Number 8: Technique, Strength, Handling.

    Obviously a lot of weight and height are useful for these positions for a good consistent set-piece. Technique is by far the most important attribute for the back-row.

    Scrum/Fly-half: Handling, Kicking, Attack.
    Centres: Attack, Handling, Speed.
    Wings: Speed, Attack, Handling, Agility.
    Full-back: Jumping/Handling, Attack, Kicking.

    Beyond this, defense and stamina are essential 1-15, and you also have to take into account their discipline, form and energy.

    Even if you have any tips about anything else - finances, stadium etc. would be a great help :D


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Comments

  • Registered Users Posts: 2,238 ✭✭✭Gelio


    ive already posted it but . . .

    Picking your starting 15
    Ok some people will want to start with backs, I like to go 1-15 so thats how I'll do it here.

    Props

    Skills
    • Strength
    • Stamina
    • Technique
    • Discipline
    Height should be about even between the two props.
    Weight: The heaviest guy you can find!

    Hooker

    A vital position, key to set pieces. Often worth spending a bit of money on this position
    • Handling
    • Technique
    • Strength
    • Stamina
    • Discipline
    With a bit of weight he can be like a third prop
    Height: Short preferably

    2nd row

    • Jumping
    • Handling
    • Height
    • Strength
    Weight can be handy
    Height Vital


    Wing Forward



    Vital position especially 7 Worth an Investment
    • Discipline (not as much with 7)
    • Defence
    • Strength
    • Stamina
    • handling (no7)
    • Speed (no7)
    • Attack (no7)
    Weight and height not too important but you still don't want some 85kg wing in there


    No 8
    Pretty much every skill but kicking and jumping, often a teams best player
    The battering Ram
    Try and pick someone who could almost play any position.

    Scrum Half
    • Handling
    • Kicking
    • Attack
    • Speed
    • Agility
    Handling vital
    With a pit of speed and agility you will see him nip in for a try every now and again.
    Defence helps if you have a drift defence

    Out Half

    • Handling
    • Kicking
    • Attack
    • Speed
    • Agility
    • Defence
    Hes your playmaker so a bit of leadership and experience can help

    Centers

    • Handling (EXTRA WITH 12)
    • Attack
    • Defence
    • Speed
    • Agility
    You want your 12 to be a solid player with handling and defence and more weight
    And imagine BOD with 13 someone with a bit of flare and magic

    Wings

    • Speed
    • Attack
    • Agility
    • Handling
    • defence
    Speed and Agility so if he does get a bit of space he will use it

    Full Back

    • Defence
    • Speed
    • Kicking
    • Handling
    • Attack
    • Agility
    A key position, worth an investment. With a bit of flare he'll be scoring trys left, right and center


    Subs


    My opinion

    16. Prop
    17. Hooker
    18. Second row
    19. Back row
    20. Scrum half/10
    21. 10/center
    22. Back three (wing + Full back)









    Overall when picking your squad just think of real life and what you would base it on in real life

    I hope this helps . . .


  • Registered Users Posts: 393 ✭✭BillyBoy


    Cheers for that mate goes into a bit more detail - like the fact that you suggested a couple of positions that are worth spending money on.


  • Registered Users Posts: 393 ✭✭BillyBoy


    A guide to the scrum and line out that I found on another forum, not sure how good or bad it is but said I'd post it anyway!

    A Guide To The Scrum

    A good scrum depends on several factors. It is a collective effort, not an individual effort, and therefore the players involved in the scrum are subject to requirements that define a compact and powerful unit.

    1. Weight. Forwards should be heavy, the heavier the better. A bonus may apply if you have a scrum sufficiently heavier than your opposition.
    2. Strength and Technique. Good scrumming requires lots of strength and technique to be able to apply a good push. Some positions require a little more of either one, such as hooker who requires high technique for stealing the ball.
    3. Balance. The front row forms the platform for the rest of the scrum to be able to apply pressure at contact. They need to be fairly similar in height, within a reasonable range, with the hooker being shorter/equal in size to the props, as well the expectation that your locks are taller than your props. Locks also need to have similar height for a good balance in the scrum. An excessive gap in size could penalise the scrum's efficiency. One last factor when considering height and the scrum, is that a small advantage will apply for front rows that are shorter than the opposition's.

    Positions

    Prop - Props are the cornerstone of a scrum. They have to provide a lot of strength in the scrum. Decent technique is also essential, as proping is not only about brute strength, but also about how to best position yourself to take the upper hand at the impact. Most important attributes in order : Strength, Technique
    Hooker - Hookers are very important, they require a good technique to be able to hook the ball in the scrum. Strength is also required when the defending scrum decides to just push the opposition backwards. Most important attributes in order : Technique, Strength
    Locks - Locks require good strength. Technique isn't as important for locks as for the front row. Most important attributes in order : Strength, Technique
    Number 8- Similar to locks, number 8's should have good strength and even better technique for helping bind and guide the scrum, but there effectiveness is somewhat subdued due to their position at the back of the scrum. Most important attributes in order : Strength/Technique equal.
    Flankers - Provide a minimal bonus at scrum time, though they should not be forgotten, as their presence could provide you the edge over the other scrum. They also require a lot of technique and some strength. Most important attributes in order :Technique, Strength

    As in real life, the contributions from each position vary, with the tight 5 providing most of the input into how strong your scrum is, with the 6, 7 and 8 providing a minimal amount to the performance of the scrum

    A Guide To The Lineout

    Lineouts, how do they work?

    1st Step - Throwing It In
    * Solely effected by the Hookers Handling

    2nd Step - The Jump
    * Effected by Jumpers Height & Jumping and by Lifters Height & a little Strength
    3rd Step - The Take
    * Effected 100% by the Jumpers Handling

    The primary jumpers in the lineout are the two locks, but some lineout throws can be targeted at other forwards. A prop, however, will only be the target of a throw if the hooker throws a short throw to the very front of the line.

    All the forwards can be lifters. For a short throw the props will lift a lock, but for medium and long throws the lifters can be any combination of the locks and the back-row forwards, depending on which player is the intended receiver. There are two types of throw, however, where lifters are not used. The first is the short throw to the prop (No.1) at the very front of the lineout. The second is a throw over the back of the lineout, where the No.7 or No.8 will attempt to take the ball without the aid of a lifter.

    One other thing to bear in mind with the lineout is that the advantage always lies with the team throwing in. The team throwing the ball has a code to define where the ball will be sent, giving them a definitive advantage in positioning and timing. The opposition can fail to compete well, or at all, or may lift at the wrong time or in the wrong location. Being able to steal a good share of your opponent's lineout ball is a sure sign that your lineout is functioning better than your opponent's.

    Finally, when defending, one team may deliberately choose not to lift any jumper and therefore will not contest the throw, in order to organise themselves to defend better against a potential maul or free up the loose forwards (the flankers) to put more pressure on the attacking side if they attempt to move the ball is to the backs.

    Some tips when organising your lineout:

    * Put your best player with a combination of tall and jumping at the number 4 position, as most throws will be aimed at this person primarily.
    * Don't forget handling skill, no point winning all the lineouts if they are going to drop the ball immediately after receiving it!
    * You can usually hide a shorter player in the number 8 role, and he is least likely to be involved in lifting in the lineout, though obviously the hooker is another place to hide a short player, but only if he has very high technique and handling.


  • Registered Users Posts: 2,238 ✭✭✭Gelio


    thanks thats handy


  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Quick newbie question : What attributes cannot be changed by training ?

    I know the likes of attack,defense,stamina and kicking can be changed, but are there better coachs who can effect the likes of technique etc?


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  • Registered Users Posts: 1,386 ✭✭✭jprender


    All of the main attributes can be changed by any level of coaching. A lower level coach just takes longer.

    The only thing that cant be changed are :-

    Height
    Weight
    Aggression
    Discipline.


  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Ah cool. Is there anyway to pinpoint certain areas like strength or does that just come about as a part of stamina? My forwards need a fair few trips to the weights room but I haven't found such an option.


  • Registered Users Posts: 9,249 ✭✭✭Stev_o


    Ah cool. Is there anyway to pinpoint certain areas like strength or does that just come about as a part of stamina? My forwards need a fair few trips to the weights room but I haven't found such an option.

    Defence trainers train Strength.


  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Stev_o wrote: »
    Defence trainers train Strength.

    Really? Ok cool.

    Would someone care to do a run down of what each coach trains, as I kinda assumed I'd have to get specialist coaches in etc.


  • Registered Users Posts: 9,249 ✭✭✭Stev_o


    Attack Trainers
    Attack, Speed, Agility, Handling

    Defense Trainers
    Defense, Strength, Tech, Jumping

    Fitness Trainers
    Stamina


    Kicking Trainers
    Kicking

    Remember now that each little attribute has to be seperately trained ie when you buy one of these guys and ask him to train a player you have to pick one specific attribute eg Speed.


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  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Ah ok, sorry my bad... I tried the drop down menu on stamina and kicking and got no options, I guess I assumed the same for the rest. Quite obvious now so it is. Thanks for having patience with the newb.


  • Closed Accounts Posts: 12 Redneck Nukes


    Any assistance with what tactics to use
    Pick / Drive / Creative etc?


  • Registered Users Posts: 2,238 ✭✭✭Gelio


    Any assistance with what tactics to use
    Pick / Drive / Creative etc?

    It depends on your team really, if you have good wingers and fast hands expansive. For a team with good 10, 12 and 13 you might get them working with a bit of creative. Driving is for a big strong heavy pack and pick and go is for a lighter more versatile pack. Of course if your opponent is using drift defence expansive won't work and you will have to be creative. If your opponent is using rush, use a bit of pick and go and then expansive to find space on the wings. If your opposition is using man on man it doesn't really matter because that only works for the top teams (national teams mostly)
    I hope this helps.

    BTW excellent team and I love your 15. James O connor is one of my favourite players ATM and the Force is my favourite Super 14 team :)


  • Closed Accounts Posts: 12 Redneck Nukes


    ajeffares wrote: »
    It depends on your team really, if you have good wingers and fast hands expansive. For a team with good 10, 12 and 13 you might get them working with a bit of creative. Driving is for a big strong heavy pack and pick and go is for a lighter more versatile pack. Of course if your opponent is using drift defence expansive won't work and you will have to be creative. If your opponent is using rush, use a bit of pick and go and then expansive to find space on the wings. If your opposition is using man on man it doesn't really matter because that only works for the top teams (national teams mostly)
    I hope this helps.

    BTW excellent team and I love your 15. James O connor is one of my favourite players ATM and the Force is my favourite Super 14 team :)
    Yeah it does help actually. It explains why I'm struggling on MOM so bad. I didn't realise it required more advanced skills. I might have a crack with Drift and see how I go because my squad isn't real quick unfortunately.

    I'm a JOC fan as well. I just hope the potential he's shown early on turns into something great. Incredible that he's going to be facing teams like the Boks and ABs at his age


  • Registered Users Posts: 2,238 ✭✭✭Gelio


    Yeah it does help actually. It explains why I'm struggling on MOM so bad. I didn't realise it required more advanced skills. I might have a crack with Drift and see how I go because my squad isn't real quick unfortunately.


    Yeah, I was using the irish off site forum and the managers say that all the international teams use MOM and it works for them but they say it doesn't work for smaller teams because one weakness in the Line and its handy enough to break down. I use drift because my team prob aren't good enough to use rush but I would say you could use drift or rush as you have a very strong team.


  • Registered Users Posts: 890 ✭✭✭Oisinjm


    Quick question, I just noticed my members have gone from content to buoyant. Is there anyway to make them happier? My sponsors are still content its just the members that dropped.

    Thanks,
    Oisín


  • Registered Users Posts: 2,542 ✭✭✭eoferrall


    Oisinjm wrote: »
    Quick question, I just noticed my members have gone from content to buoyant. Is there anyway to make them happier? My sponsors are still content its just the members that dropped.

    Thanks,
    Oisín

    It's just winning and playing well afaik that changes the happiness. losing streak will drag it down winning will bring it up. also winning the league etc will boost it.

    Someone may come along and correct me but thats it afaik.


  • Closed Accounts Posts: 12 Redneck Nukes


    Yeah thats pretty much it but the intensity you play has a part as well
    Low intensity = Lower Happiness


  • Registered Users Posts: 2,567 ✭✭✭daveharnett


    Yeah thats pretty much it but the intensity you play has a part as well
    Low intensity = Lower Happiness

    Just to clarify that, matches played with low intensity have less effect on fan happiness (positive or negative).

    That means if you come accross a team you can't beat, play with next week in mind, so at least you get some more in game training, and don't piss off the fans too much.

    Not the most logical, but there you go.


  • Closed Accounts Posts: 12 Redneck Nukes


    Just to clarify that, matches played with low intensity have less effect on fan happiness (positive or negative).

    That means if you come accross a team you can't beat, play with next week in mind, so at least you get some more in game training, and don't piss off the fans too much.

    Not the most logical, but there you go.

    Good question but I don't know if the same is true when you lose.
    Being a simulation it probably is but I've not read anything to confirm it


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  • Registered Users Posts: 2,238 ✭✭✭Gelio


    I have a question. How is it that some players have more experience than others but still have played way fewer games? For example the most experienced player on my squad has only played 1 game is aged only 22, yet still has limited (just before moderate experience) His name is Ronan O'Connell BTW.


  • Closed Accounts Posts: 12 Redneck Nukes


    Yeah I've got a player in my squad with half the game time of a few other players but he's got the most experience. It'd be nice to know


  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Also another quick question...

    What's the deal with recovery time? I checked my team the other day and all the old lads are totally exhausted, so much so that I'm pretty much fielding the 2nds in a league match today. Anyone know how long it takes for fitness levels to return? Is it based on age or stamina or a combination?


  • Registered Users Posts: 1,386 ✭✭✭jprender


    In general I think that you can assume that they recover one point of energy per rest day.


  • Registered Users Posts: 1,386 ✭✭✭jprender


    Yeah I've got a player in my squad with half the game time of a few other players but he's got the most experience. It'd be nice to know

    Players gain experience from just sitting on the bench also.
    It is a lesser amount than if they play.


    So if you have a 22 year old that has spent 5 years on the bench for every game, it might explain why the experience is greater than other players who have actually played more games.


  • Closed Accounts Posts: 12 Redneck Nukes


    jprender wrote: »
    Players gain experience from just sitting on the bench also.
    It is a lesser amount than if they play.


    So if you have a 22 year old that has spent 5 years on the bench for every game, it might explain why the experience is greater than other players who have actually played more games.
    ok that makes sense thank you


  • Registered Users Posts: 1,406 ✭✭✭Phonehead


    Hi Guys, I am in my first season and have won my first two league games. I am looking for some advice, My Coach is a level 1 coach. My question is at what stage would you recommend upgrading to a level 2 and would it make much difference? Also when should I upgrade my training grounds?


  • Registered Users Posts: 2,238 ✭✭✭Gelio


    You have to have a Lvl 2 facility before you can have Lvl 2 coaches. I think the first thing you should do is get the level 2 facility. I did it in my first few days and it worked out great. So yes get the facility now.

    BTW welcome to boards, pls sign the players list


  • Closed Accounts Posts: 2,325 ✭✭✭Frankiestylee


    Right, so what is the deal with the stadium staff ? How do I know if I've enough or if I've got some dead weight I can fire?


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  • Registered Users Posts: 2,238 ✭✭✭Gelio


    You will get an E-mail (in the game) if you have too few. So keep going lower till you get the E-Mail


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