lu** (line 1) (line 2) (line 3)
ln** (line #) (LW) (LW assn) (C) (C assn) (RW) (RW assn) (LD) (LD assn) (RD) (RD assn) (aggression) (NZ trap) (backcheck) (breakaway) (NZ long pass) (NZ regroup) (dump and chase) (OZ passing)
For line usage and line assignments, respectively
The ** can be 5m for 5-man lines, SC for 5-man scoring lines, DF for 4-man defense lines, PP for power play lines, 4m for 4-man lines, PK for 4-man penalty killing lines, and 3m for 3-man lines. Four-man lines have no center; three-man lines have only one forward position. There are three 5-man lines and two of the other types. In addition to the lines, you must designate a "line" of substitutes to be used in case of injury or penalty. For these lines, only ID numbers (no assignments or play preferences) need to be given.
The LU commands set the amount that each of the three (5-man) or two (all other types) lines will be used, from 5 (the most) to 1 (the least).
Each player on a line is listed by his ID number, and is given an assignment from 0 to 31. An assignment of zero means he should do nothing "special". Adding one will make him a designated shooter, meaning that the team will attempt to get him the puck in scoring position. Adding two will make a designated passer (playmaker), adding four will try to use him to carry the puck up in the neutral zone, adding eight will use him to forecheck, and adding sixteen will make him screen the goalie and try to get rebounds. A player can have any combination of assignments.
The play preferences attached to the lines can be from 1 to 5, with one being the least and five the most.
To set key opposing scorers and key defenders, use the key* commands:
keyd (key def 1) ... (key def n)
keyop (key scorer 1) ... (key scorer n)
You can set anywhere from 0 (no players listed) to 5 players in each command. Whenever one of the other team's key opposing players is on the ice, your team will attempt to put a line with a key defender on the ice, and the key defender will shadow the key opposing player.
The other preferences are related to goalies:
pref (backup use) (pull goalie) (replace goalie)
Backup use can be set from 1 (never) to 5 (frequently), and relates to how many games you want the backup to start because of fatigue of the starter. The "starter" is the first goalie on the roster, and the backup is the second. The third goalie will only be used in case of injury. Pull goalie determines at what point you will pull your goalie for an extra attacker when down by one point late in the third period. It can be 1 (never) to 5 (frequently). Replace goalie can be set from 0 to 5, will send in the backup goalie if you are that many goals behind in a game. If set to 0, this feature is disabled.
You can assign a captain and an assitant captain with
CAPT (captain) (assistant)
As opposed to the other sports, the hockey captain factors in signficantly to the team's cohesion factor. The ideal situation is to have a good player at captain who remains captain for a long time (many seasons). A captain can only be assigned for a major league team.
Finally, the game training options are given by
train (shooting) (passing) (shot defense) (conditioning)
You may use up to six training points. Shooting improves your shooting, passing improves your passing and diminishes your opponent's, defense diminshes your opponent's shooting, and conditioning reduces your players' fatigue. The more training you use, the more fatigued your team will be at the start of the game.