Statistics
Player Stats
- Num, Name: Player's ID number and name
- GP, Min: games played and minutes per game
- G, A, Pts, Sht: goals, assists, points, shots
- FO, FOW: faceoffs taken, faceoffs won
- Ft, FtW: loose puck fights involved in, fights won
- Hit: checks made
- BlA, Bl: blocks attempted (passes or shots), blocks made
- Avg: goals/shots
- Ps: position
Goalkeeping Stats
- Num, Name: Player's ID number and name
- GP, Min: games played and minutes per game
- GA, SA: goals against, shots against
- W, L, T: wins, losses, ties
- SO: shutouts
- Avg: goals/shots
- GAA: goals/games
- Ps: position (G)
Player Abilities
- Num, Name: Player's ID number and name
- Sh: Shooting
This is the ability that determines how likely a shot is to go in. As
such, it combines shot aiming, shot accuracy, and shot speed. Since
the only way to win is to get shots in the net, you certainly need players
with this on your roster. But there are other roles to be played, so
shooting is not the all-important ability. For goalies, this is the
reverse; this ability is the shot blocking ability.
- Ag: Aggressiveness
A more aggressive player plays harder, makes more hits, breaks up more
plays, gets more loose pucks, and spends more time in the penalty box.
This one is a tradeoff.
For goalies, aggressiveness will influence how much the keeper comes out
to challenge a shooter. Again this can be a tradeoff, as a good pass
can put the goalie out of position.
- In: Intelligence
Intelligence is the counter to aggressiveness. A well-disciplined player
makes fewer mistakes, even if he is playing aggressively. Discipline
also marginally helps players play defense, by being in position to break
up passes and block shots.
- Ch: Checking
How good a player is at checking. This is a really nice one for defensemen,
and goes well with speed.
- Sk: Skating Ability
This ability will help a player get around better on the ice. It is
most useful for avoiding checks, breaking up plays, and picking up loose
pucks. It can also help create or prevent breakaways. This is a
nice one for all players to have. For goalies, the skating ability
affects how quickly they move around in the net (which can compensate for
aggressiveness).
- Ps: Passing
This attibute is used by the sender of a pass to determine how accurate it
is. It is useful for all players to have this one, although you can get
by with a wing who can shoot well but not pass.
- PC: Puck control
Puck control is used a number of places, but especially in loose puck
situations and in receiving of passes and avoiding checks.
Puck control is one of the most important abilities that all players have.
For goalies, puck control amounts to ability to control rebounds.
- Tr: Training Level
A player's training level is shown on a scale from 0-25, and shows a
player's level of development. The 0-25 scale spans the whole scale from
pee-wees up through the NHL. A solid college player should be at or
above 10, while a seasoned NHL veteran should be over 20. Note that the
level shown here is only a composite of the player's level of training
at the different abilities.
- PIM: Penalty Minutes
- +/-: Plus/minus
This stat tells the number of goals scored minus the number scored against
for every 60 minutes the player was on the ice.
- Rst: Rest, measure of a player's fatigue level. 100% is fully rested and 0% (should never be possible) is fully ineffective.
- Ps: position
- Ag/Yr: Player's age
- Injury: estimated number of games for healing; XX is a career-ending
injury.
- R: Redshirt status (R=current redshirt, *=past redshirt, X=neither, but
has played, -=none of the above; college only)
- S: Scholarship status (S=on scholarship; -=not on scholarship; college
only) For incoming recruits, "S" means that the player will want playing time
- Rank: Player ranking (A through F) and preferred position. These use
the ranking system used by computer teams, so given the lack of success
of those teams these should really only be used by rookie coaches to get
a general idea of who's good and who isn't, and what positions they may
be best suited for. No differentiation is made between LW/RW and LD/RD;
players who prefer those positions are simply listed as W or D,
respectively.
Player Salaries
- Num, Name: Player's ID number and name
- Ps: Position
- Salry: Salary per season under current contract
- Bonus: Bonus per season under current contract and type (PR=pro-rated
bonus paid with each game; UF=up-front bonus paid at time of signing).
- Value-Yr: Value and remaining years of current contract. If between
seasons, the remaining years does not count the just-ended season.
- Reneg-Yr-PerY: Renegotiation demand, maximum years he will sign for,
and minimum salary per year for long contracts. ----- under reneg means
the player will not sign at all; - under years means he will sign for any
length of time.
- If a player qualifies for a minor league contract for next season, it
is noted, as well as the number of seasons remaining. If he is not signed
for next season, this is noted. If he cannot be traded (because he is no
longer under contract or he was signed as a free agent), this is noted.
Team Stats
There are two sets of team stats: for and against. For stats are stats
your players earned, against stats are stats earned by your opponents.
Team stats are GP, G, S, FOW, FtW, Hit, PP, PPG, and Avg. All but PP and
PPG are identical to the definitions above. PP is the number of power
plays the team had, and PPG is the number of power play goals.
DEL Cup leagues have additional categories at the beginning of the line:
number of tournaments played, number of championships won, series won and
lost, and games won and lost.
Analysis Notes
The analysis page breaks down a team's scoring, shooting percent, loose
puck win percent, hits, and blocks by position. All stats are also
compared with the league as a whole, with a scale from 0 to 10 given.
Coaching
Once training camps are completed, your job will switch from being a team's general manager (getting players) to being the coach (preparing for games). This section covers your options for pre-game preparations.
Game Training
Before each game, you get the option to train your team. The training options are shooting, passing, defense, and conditioning. You may use up to 6 total points of training, but do not need to use them all. In fact, the more you train, the more fatigued your team will start the game. Training selections are made from the preferences menu of the coaching screen.
Lines
Hockey has seven sets of lines. The first three are used in five-man situations (other than power play). Scoring lines are used if trailing in the third period, or if trailing by more than two in the second. Defensive lines are used in the opposite cases, namely ahead in the third or ahead by more than two in the second. Otherwise, the plain five-man lines are used. Every team has three of each type of line, plus a fourth set of players used as reserves in case of injury. The final type of five-man line is the power play line, used in 5-on-4 situations, of which there are two lines plus reserves. In five-man lines, there should be one player from each position on the line.
The fifth and sixth line types are the 4-man penalty-killing lines, used in 4-on-5 situations, and the standard 4-man lines, used at other times (principally during overtime). There are two penalty-killing lines and three normal 4-man lines, plus a set of reserves for each. In four-man lines, centers can play in either forward spot.
Finally, every team has two three-man lines (plus the reserve line), which are used whenever your team has three skaters. There should be a single forward and two defensemen (one LD, one RD).
To change the players assigned to a line, select lines from the main coaching menu, the type of line, and one of the positions. You are given a menu listing all of the eligible players for that line, of which the top two or three (depending on line type) are assigned to lines, and the third or fourth (again depending on line type) is the reserve. Players below that will not be used.
Play Style
You can also control the way that each line plays from the line controls. Again from the line menu (after selecting line type), you may select "options" to set how the line plays defensively and offensively. There are eight play settings, which can be set from 1 (lowest) to 5 (highest).
- Aggression: Hit more, get more penalties. A fairly safe option on a penalty kill line, since it's tough to get a second penalty.
- Neutral zone trap: try to force the opponent to dump & chase on their attack. Forces your team to play more conservative offense.
- Pinching: Brings the the defensemen closer to the net in the offensive zone to try to get more pressure on the defense. Allows more breakaways.
- Wing Breakaway Attempt: Try to send the wings ahead to get breakaway chances. Weakens point defense.
- Long NZ Passes: Try to get the puck ahead quickly; opposite is short, safer passes.
- Neutral Zone Regroup: Pass backward if the attack isn't working well. Opposite is to press on regardless.
- Dump & Chase: Knock the puck into the neutral zone if the attack isn't working well. Opposite is to try to bring the puck in under control.
- Patient Passing: Pass around until a good shot opens up. Opposite is to force a shot quickly.
Each player on a line may also be given one or more assignments:
- Shooter: Try to get the puck to him and let him shoot.
- Passer: Try to use him in passing the puck, both in the neutral zone and offensive zone.
- Handler: Try to use him to advance the puck himself in the neutral zone.
- Forechecker: Generally a wing, use him to forecheck on defense.
- Screen/Rebound: Try to get him in front of the net to screen or deflect shots, and to try to get rebounds.
You can also change the amount that each line is used. All twelve lines (four sets of three lines each) have a number from one to five, with five being the most used line.
Game Preferences
In addition to the play settings for each line, there are a handful of global preferences that can be set. First are the backup goalkeeper settings. The "backup" setting determines how likely the backup keeper is to start if the starter is tired. The higher (5 is the highest), the more likely. Second is "pull GK", which sets if and when you pull your goalie at the end of a game to try to get a score. Finally is "sub GK", which replaces your starting goalie if the game is getting out of hand, in order to hopefully have him rested the next night.
Position Changes
This is a good tool if you have players who are ineffective in their given position, but would be much better in a different one. The drawback is that the players switched will take some time to adjust to the move, during which time their abilities are reduced. There are no limitations on player position changes, except that continual changes will keep decreasing the player's abilities.