User Tools

Site Tools


paperwork:start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
paperwork:start [2020/04/27 22:59] – [The Newsletter] stripeyjoepaperwork:start [2020/04/27 23:05] (current) – removed stripeyjoe
Line 1: Line 1:
-===== Explanation of Print-outs ===== 
- 
- 
-==== The Squad Sheet ==== 
- 
-Each session you will receive a squad sheet explaining your current club situation 
- 
-The squad sheet will be headed with your team name and to the right of that is the current Session 
-number. Below you will see that there are four columns of information, some of which will change every 
-session, some of which will remain constant throughout the whole season. The first column lists the 
-manager’s name, the clubs selected for Derby Games, either by you, or by the computer, to a maximum 
-of two teams. If there is no name in here, then you will have no derby opponents; only those clubs listed 
-in these slots will play against you using the derby conditions outlined earlier in the rulebook. Directly 
-below them is an area where you will be told whether or not your club currently employs a Super Scout 
-and/or Super Physio, with the area left blank if not. 
- 
-And at the base of this column is where you will find your selected Club Captain, along with the current 
-bonus levels he will give you for this session. 
- 
-Starting from the top of the second column, we can see that it shows the number of Success Points you 
-have available for coaching on the coming sessions orders, the Motivation Points and Physio Points 
-remaining for the rest of the season, Disciplinary Points accrued so far this season, and the number of 
-games your current captain has played. The third column lists the amount of cash your club has (or the 
-size of its overdraft), the wages you will need to pay your players at the end of the session, how much 
-money you have ploughed into the youth team, the maximum Capacity of your ground, and the average 
-size of your own Supporters Club. These last two figures should help you realise when it is time to begin adding seats to your stadium, bearing in mind that the visiting teams will be bringing a portion of their own fans with them. 
- 
-Listed in the final column is the division your team is in, along with your current position in that division, 
-your Managerial Rating (only for fun really!), the number of APP’s discovered by you this season, and 
-finally, your current account balance. If this figure is too low to cover the next session’s fees, then you 
-must send money with your next turn. 
- 
-The Managerial Rating is based on the strength of your squad, the amount of cash you have (or haven’t) 
-got, your DP total, and other factors which represent sound management of your team. The rating will 
-range from 1 to 48 where 1 is the best and 48 the worst. Don’t worry too much about this rating, it’s not 
-the definitive judgment on your ability as a Kickabout manager, it’s just there to give you some idea of 
-how well you are doing relative to the other managers. 
- 
-All the players in your squad are then displayed in a table...  
- 
-  * Name, 
-  * Age,  
-  * Performance Level, 
-  * Category,  
-  * Position,  
-  * Type (SBY, FUT, APP, STAR),  
-  * Number of games he is unavailable for  
-  * Whether he is Injured (I) or Suspended (S) 
-  * Number of games he has played so far this season,  
-  * Number of goals he has scored this season,  
-  * Personal Disciplinary Point total,  
-  * Number of Qualification games he has played this season (if he is an unqualified player) or the percentage of training he has been given towards qualifying as a P/S player,  
-  * Number of qualifying points played Out Of Position this season.  
-  * Current wages (in 1000’s per session) 
-  * Length of time his current contract lasts for.  
- 
-The qualification games and points should not be confused, as the first is used solely to gauge how near a player is to completing his period of unqualified play, or how close he is to becoming a fully-fledged P/S player, while the second column shows how near the player is to becoming a UT player.  
- 
-Immediately below this part are any mentions of players whom are deemed exceptional or poor when man-marking opponents. Unless this part appears on your printout you can 
-assume that all your players are of average skill for their positions. Then there is a list of all contracts we 
-negotiated over the last session, how successful they were, and how many players are still in need of 
-new talks over the next session. Keep an eye out for players who have reached the last session of their 
-current deals, as one more missed chance will mean that they leave the club, either directly to the Nonleague, 
-or off into the Auction if they are skilled enough. 
- 
-Below this are the details concerning your clubs finances over the last session, shown as a simplistic 
-balance sheet. Certain things that may have affected your clubs finances, such as players being paid for 
-their inclusion in the International or Representative squads, do not appear within these figures; simply 
-rest assured that your cash total will be correct. If you think there might be a mistake, double and triple 
-check your calculations before bringing the matter before us. 
- 
-On your second sheet you will see the more long-term records concerning your players, shown in a 
-manner similar to the first set. From the left, the columns indicate for each player...  
- 
-  * Total number of matches played throughout his career,  
-  * Career goal tally,  
-  * Number or Representative caps 
-  * Number or Representative goals 
-  * Nationality, 
-  * Number of International Caps 
-  * Number of International goals 
-  * Number of games played in the Captain’s role 
-  * Ballwinner/Creative stats 
- 
- 
-Below this table is shown the results of your coaching, detailing the new performance levels of your 
-players as well as any mistakes made in this part of processing, along with other miscellaneous reports, 
-such as the appearance of players from the Youth Squad, changes of Captain, players gaining STAR 
-status, use of Physio points and many other bits of information that may or may not appear before a 
-match is actually played. 
- 
-The DUGOUT REPORT then shows you which teams you played last session and any events that occurred 
-through that game, such as players qualifying as APP’s, surprise discoveries, levels gained through 
-experience, errors with your team selection, and other similar things. If you think that there has been 
-mistake made in your team selection, then this is a good place to check, a it will show any obvious errors 
-made on your own selection (such as breaking the `Three times’ rule). If we have anything to say to you 
-then this will be communicated below the Dugout Reports. 
- 
-The last line of this sheet shows the date we expect you to return your orders for the next session. This 
-is the date that they should be on our desk in the office, not when you should consider dropping them in 
-the post box. Managers that constantly get their orders in late are the ones that will suffer from a 
-shortage of Success Points over the length of a whole season. 
- 
-The third page of your Squad Sheet details the exact formation and strength of the sides that played in 
-each of your games, showing...  
- 
-  * Players used, 
-  * Area totals,  
-  * Aggression,  
-  * Motivation and such like, for each game.  
-  
- 
-Some of the players may carry symbols prefixed to their names 
- 
-'c' shows if they have been designated as a Captain for that game  
- 
-'* selected as the Penalty Taker for the match  
- 
-The totals down the right-hand side of the players show the final 
-totals of your team selection, after all additional points have been added, and what the playing style 
-qualification gained for your team. This style labels will line up with the part of your team that gained 
-the bonus, so, if you qualified for a Positive style, the label `POS’ will appear next to you Forward line. 
-Directly below the team you will be informed of how any marking, on either side, affected the game. 
- 
-After your team has been shown, there is a comparison of the two sides, outlining how well both teams 
-played, along with other match statistics. Last but not least, there is a Man-of-the-Match rating for each 
-of your players, ranging from 1 to 10. The player highlighted with stars is the one selected as your best 
-player in that specific match. 
- 
-If you scouted another team then that team’s details will be shown below your team totals, showing the 
-team’s area totals, the number of MP’s and Aggression Points used, their tactics for that game, whether 
-they played the offside trap or used a Physio Point, and their penalty taker. It also shows whether the 
-team played defensively and what category of team it was (POWER, SKILL, P/S). No entry for a team 
-category implies that the team did not qualify for any of these categories, and the same applies to any 
-playing style (Positive, Neutral, Adaptive, Negative or Diamond). 
- 
-If you spent money on gaining Extra Info on this scouted side, then you might be lucky enough to gain a 
-list of all their players currently in the squad, along with a specific number, which can be used 
-exclusively by your team for marking purposes. It is only through these numbers that you can mark a 
-specific player in a match, and as they are encoded in a manner that makes them unique to your scout, 
-they cannot be passed on to other managers and still be of any use. These numbers remain constant for 
-the whole of the season, though they will change before the start of the next one. 
- 
----- 
- 
-==== Filling in the TurnSheet ==== 
- 
-(**Note:** These notes are for people who manually complete a turnsheet. The majority of players now use TeamPick for creating and emailing their turnsheets) 
- 
-To differentiate between your orders and your results, the former is generally called a TEAMSHEET, 
-while the latter is known as a SQUADSHEET. 
- 
-At the top of the sheet is the simplest part to complete. Here you must write your name, the name of 
-your team, what League you are in, what division within that league, and what session the orders are 
-for. Please ensure that you get these bits of information corrects, otherwise you might end up losing 
-out. Below this is the section of the sheet that deals with your expenditure of success points from the 
-last session. Here you mark your coaching of performance levels, your P/S training, and whether or not 
-you choose to turn any of the SP’s into cash. Also here is the section of the sheet when you can 
-designate the use of two PP’s to restore a player currently under the effects of an All-Season Injury. 
-(Note: only an all-season injury can be treated like this, not lesser ones. All-Season injuries show as 
-being injured for 99 games on the results sheet when they happen). 
- 
- 
-The spaces below this part of the sheet are for noting down any Scouting we wish to do over the next 
-session, plus any finances we wish to allocate to either Tactical ploys, or Extra Scouting Information. To 
-be successful with you scouts, you must ensure that you are scouting the right team, at the right venue, 
-playing the correct opponents. In the next part of the sheet, we must negotiate contracts with any 
-player that is currently on four weeks or less of his existing contract. The section marked for Auction 
-bids is only to be completed if there is an Auction list in the current Newsletter, and you wish to try and 
-purchase a player from it. 
- 
-You may not bid for any player or item more than once, and unless we are instructed otherwise, your 
-bids will stop after the first successful purchase. The transfers section allows us to unload our players 
-onto the Non-league sides, or to conduct deals with other managers. In this part of the team sheet, you 
-must be very clear about your intentions. Details on your team sheet must match the details written on 
-the team sheet of any other managers involved in the deal, otherwise it will fail. Note also that the six 
-slots show a maximum number of deals that can take place in any one session. 
- 
-The last part of the sheet is there for us to pass messages on to other players through the press column, 
-to query the GM on any matter, and to highlight any turn fees sent in with the orders. If there is a 
-matter that needs resolving BEFORE the orders are processed, then it is wise to make sure that it is very 
-clear to us, or that it is written on a separate sheet of paper entirely. Also note that unless your credit is 
-entered on the sheet, it is possible that a cheque could be left, overlooked, inside an envelope and 
-simply discarded. The reverse of the turn sheet is where we actually pick the teams and tactics we will 
-use in the matches we have lined up for that session. There are three boxes available for our teams, 
-clearly marked as MATCH ONE, TWO and THREE. The manner in which you fill these boxes in is the way 
-in which your teams will be picked. 
- 
-**ENSURE THAT YOU HAVE CHECKED THE PROCESSING ORDER OF THIS SESSION’S GAMES!** 
- 
-If you enter your Friendly match as Match Two, and then put your Cup team down as Match Three, you 
-are most likely going to find yourself with a superb win in a meaningless friendly match, and a sorry exit 
-from the Cup! Choose your team in logical order, starting with a Keeper and/or Sweeper, and then 
-listing all of your Defenders, then Midfielders, then finally your Forwards. 
- 
-The Substitutes position should always be filled in as well, despite whether you believe that you need 
-one or not, if you don’t fill in the Sub’s box, then be prepared to pay the consequences. 
- 
-After all the players have been entered, we then tally up the skill totals of each one, and write them in 
-the Sub Totals boxes below. Remember that players such as MF/A, MF/D and MF/A/D all add their levels 
-to more than one area of the team, and these additional playing levels should be recorded here too. 
- 
-Also, this is the first time the `Three Times Rule’ is checked, in that no outfield area can have more than 
-three times the total skill levels of any other area. 
- 
-For example, a team with a DF total of 13, MF total of 37 and FW total of 26 would be acceptable, while 
-a team with DF 12, MF 39 and FW 27 would not. If this rule is broken, then the computer will rearrange 
-your side in the manner it finds easiest to deal with, which normally entails moving your best player 
-from the offending area into the offended one. And, for most players, this will result in the subsequent 
-loss of performance levels for playing Out Of Position! 
- 
-The additions columns below your Sub Totals are where you place the more subtle tactical choices, 
-including the bonus levels gained from Home Advantage (or Playing Defensively), your Captain’s 
-influence levels, any Aggression points you choose to use, and finally, any Motivation Points you desire. 
-The Final totals are then added together, and they too must be checked against the `Three Times Rule’ 
-as they were at the Sub Totals stage. It is always wise to double check these figures, as they are the ones 
-that you will actually field in the game, provided you have made no errors of judgment in the above 
-procedures. Below this is the Playing Style option, one of which you should select unless your sides 
-conforms to no particular style at all. Remember that it is no use selecting a Style if your team formation 
-does not conform to the requirements of that style. Finally you can then enter any marking you intend 
-to use in the game, provided that you know the marking numbers of your opponents, which must have 
-been gained through Extra Scouting Info, earlier in the same season. Once you have filled in one Match, 
-then you can move on to the next of your fixtures for the session and repeat the process. The only 
-difference here concerns the picking of newly discovered APP’s, or the subsequent qualification of the 
-same. If a newly discovered APP was discovered in Match One and is also chosen to play in Match Two, 
-then you should simply leave the Squad Number blank when entering his details for Match Two. He does 
-not have a Squad Number as yet, and he has already been `discovered’, so there is nothing you can 
-enter here at all. If an APP or SBY has qualified in an early Match on the same session, then they will play 
-in any subsequent matches at their new performance level of 2. 
- 
-Last, but by no means least, you must fill out the fourth box on the back of the sheet. Here you select 
-the Penalty Taker for the session, whether you want to use up a Physio Point or not, the details of any 
-Youth Players that may be discovered this session, along with any further investment in this option, 
-money placed into both Supporters Club and Ground Development whether or not you wish to install 
-the expensive modifications to your Pitch, and finally, whether or not you wish to change your 
-designated Captain for the games this session. 
- 
-Please don’t overlook this box, as in the cases of Penalty Taker and Youth details in particular, it may 
-prove very costly if you leave it completely blank. Failure to choose a Penalty Taker will mean that the 
-computer selects one of you team at random to take any spot kick you are awarded, while ignoring the 
-Youth option will result in the forfeit of any player discovered through this option on the current 
-session. Better safe than sorry, eh? 
- 
----- 
- 
-==== ShowMatch ==== 
- 
-For those players who do not wish to trust their turns to the fates of the postal service or who wish to 
-receive their sessions back by e-mail where they can watch their teams games played out kick by kick, 
-we have the fantastic Kickabout tool that is Shomatch, developed for us by long time player Paul Sutton. 
-ShowMatch allows you to view the results of your matches from the previous session in a tele-printer 
-style. Watch the match unfold before you as the minute by minute commentary is displayed 
-accompanied by the roar of the crowd as the ball hits the back of the net. The program definitely makes 
-the game even more gripping for the real masochists amongst you! 
- 
-Please note that you will need to pay Spellbinder a small fee to have the ShowMatch updates emailed to 
-you. This fee is currently £15.95 and covers the whole season for as many teams as you run (i.e. if you 
-have three teams in three leagues the cost is still just a single payment of £15.95). 
- 
-==== TeamPick ==== 
- 
-Also built by Paul Sutton, Teampick is a computer program that takes all the hassle out of filling in your 
-session sheets, with an inbuilt error checker that will highlight any serious omissions etc known as the 
-Assistant Manager. TeamPick is an integral part of the game now, and the vast majority of players use 
-it, it is simply brilliant and makes filling in your turn sheets a joy, and even better it catches your 
-mistakes for you, it is also free to download at the following web-site:- www.teampick.co.uk 
- 
-==== MarkInfo ==== 
- 
-One of our ‘senior’ players Tim Dodge has created this useful little program that once installed extracts 
-player details from your Showmatch updates.This remarkable programme acts like your own chief scout. 
-It allows you to monitor and track the composition of your opponents squads. It automatically and 
-meticulously reads through the various resources available within the Showmatch updates (transfer 
-news, auction results, international squads etc.) sent to you after each session. It extracts the data and 
-then files it away ready to be used before that vital big match. It is also free to download at the 
-following web-site:- www.teampick.co.uk 
- 
  
paperwork/start.1588024763.txt.gz · Last modified: 2020/04/27 22:59 by stripeyjoe

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki