Statistics
Player Stats
- Num, Name: Player's ID number and name
- G, Mn: Games played, minutes per game
- G, A, Pt: Goals, Assists, and Points (2*G+A)
- Sht, SoG: Shots made, Shots on Goal (requiring a save)
- Tck, TA: Tackles, Tackles attempted
- Blk, BA: Blocks, Blocks attempted
- Fl, Bk, Ej: Fouls, Bookings, Ejections
- Avg: Shooting percentage (goals/shots)
- Ps: Position
Goalie Stats
- Num, Name: Player's ID number and name
- G, Mn: Games played, minutes per game
- Sv, Sht: Saves, Shots against
- RC: Rebounds controlled
- W, D, L: Wins, Draws, and Losses
- SO: Shutouts
- GAA: Goals against per 90 minutes
- Avg: Saves per Shot
- Ps: Position
Player Abilities
- Num, Name: Player's ID number and name
- Ps: Position
- Ag: Player's age
- Sh: Shooting
A player's shooting ability helps him kick the ball into the net, and
incorporates leg strength, shot placement, and kick accuracy. For a
golie, this ability is shot defense, or his pure ability for stopping
kicks. This will be a goalie's primary ability, and is also very
important for anyone you want to score.
- Hd: Heading
Heading is the ability that helps a player control the direction on
headed passes and shots. For a goalie, this ability helps him
intercept high passes in front of the net (ie, would-be headers).
This ability will be very nice for forwards and goalies, as well as
a plus in general for all players because of the passing benefit.
- Ps: Passing
Passing affects how strongly and accurately a player kicks a pass, and
is one of few abilities that is the same for players as for goalies.
The importance of this ability depends largely on your style of offense.
If you prefer one-touch or short passes, having a team of good passers
is essential. Players with good passing are also generally better at
controlling passes that they receive, so it is a good all-around
ability.
- BC: Ball Control
The ball control ability affects how well a player can retain control
of the ball when being challenged and how well a player can recover a
loose ball (as in a rebound). A player with good ball control is also
better at breaking up passes. For a goalie, ball control affects his
ability to hold on to shots to prevent rebounds. A very useful ability
for a goalie, and is especially important to a ball handler if using a
one-player ball movement option. Also it is a generally useful ability
on defense.
- Tk: Tackling
The tackling ability tells how well a player can take the ball from
a player who is dribbling. It also helps break up passes, so it is overall
a very useful ability for defensive players. For goalies, tackling
is not used.
- Sp: Speed
Fairly obvious what this does. A player advancing the ball can do it
quicker (and perhaps get a breakaway), while fast defenders can get back
quicker. For a goalie, speed affects the range the goalie has for
challenging shooters. A faster goalie can be more aggressive while
being able to get back if the player passes. Thus this ability is
useful for defenders, forwards, and goalies. Midfielders don't need
speed so much, because they are not the first line of attack or the
last line of defense.
- In: Intelligence
Intelligence gives how smart a player plays. This helps him to do the
best thing with the ball when he has it, be it shoot, pass, or dribble,
and helps goalies to better anticipate shots and passes. An all-around
useful ability.
- S: Preferred Side
Most players prefer to be either on the left or right side, and perform
weaker when on the other side. You probably want to make sure your team
has a good mixture at each position, or enough players with no preference
to make up for lopsidedness.
- 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 NBA. A solid college player should be at or
above 10, while a seasoned NBA 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.
- Rst: Rest Level
If a player is tired, he will play less effectively. Sometimes a player
will get extremely tired during a game, enough that he is not fully
rested by the next night. Any player below 100% on your roster has had
this happen.
- Rtg: Player Rating, a measure of the player's contributions (goals,
assists, tackles, blocks, etc) per 90 minutes played.
- +/-: Plus-minus=(points scored by team - points scored by opponents)
per 90 minutes played
- Injury: estimated number of games for healing; XX is a career-ending
injury.
- 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.
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 what your
players have done; against stats are what you opponent has done.
The stats listed are the same as player stats, plus four categories:
- CK, CG: Corner kicks taken, Corner kick goals
- PK, PG: Penalty kicks taken, Penalty kick 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 (which equals series won and lost because the
"series" in soccer are best-of-one).
Analysis Notes
The analysis page breaks down a team's scoring, assists, points, shooting
percent, tackling percent, and block percent by position.
These numbers 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.
Options
The options menu gives most of your ability to control your team.
The roster order can be set freely in Soccer. The only rule is that the starters will be preferentially taken from higher on the roster list, so you should list players at each position in order of skill from best to worst.
There are six situations, which will be covered in detail later, for which you can set options for how you want your team to play.
You get five kick lists, where you can select players to take corner kicks (a pass), short free kicks (on goal), long free kicks (generally a long pass), indirect free kicks (always a pass), and penalty kicks (on goal). Players listed higher will get priority. For all but penalty kicks, you really only need to make sure the list contains one player on the field at all times. For penalty kicks, you need at least five. The copy option will copy the corner kick list to the long FK and IFK lists, and the short FK list to the PK list.
The training options set what your team will work on before the game, and are shooting, passing, defense, set plays, conditioning, and films. You can set up to 6 training points to be used, but the more you train the more your team will be fatigued.
Situational Coaching
For each situation, you can set many options to specify how your team will play. The situations are as follows:
- Normal: score within 1 goal in the first 50 minutes
- Heavy Attack: behind 3 goals in the first 50 minutes or behind 2 goals in the final 40 minutes.
- Attacking: behind 2 goals in the first 50 minutes or behind 1 goal in the final 40 minutes.
- Late/Tie: tied game in the final 40 minutes or overtime
- Defensive: ahead 2 goals in the first 50 minutes or ahead 1 goal in the final 40 minutes.
- Heavy Defense: ahead 3 goals in the first 50 minutes or ahead 2 goals in the final 40 minutes.
Personnel gives the players at SW, DF, MF, and FD (in order). The personnel choice for situation 2 (1st half and within 1 goal) will determine how many players from each situation are set as starters. Posture will push your players up or down the field on average, either helping your team attack (at the expense of defense) or vice versa. Attack speed allows you to trade off between a fast attack and a low-turnover game. Offside trap changes the amount that you try to get the other team offsides, from 5 (the most) to 1 (never). Aggressiveness sets your team's aggressiveness on defense, from 1 (least: few fouls, less effective) to 5 (most).
You have four choices for ball movement: short passing, long ball, one-touch, and one player. Short passing is a high possession game, where you try to slowly work the ball up the field. One-touch is a faster-paced version of that, which gets more breakaways and more turnovers. Long ball tries to send the ball deep when possible, and is useful if you don't have a very strong midfield. One-player will give the ball to one player (preferably the sweeper or a handler) and have him advance the ball as long as possible.
There are two defensive choices: full zone and man free. A full zone is what you expect, with SW and DF closest to the goal, MF next out, and FD the furthest. Man free is the same, except that one player is taken out of the zone to play man defense, generally against the best opposing player. You set this matchup with the matchup option.
Substitutions
A detailed control of subs is essential, as you only have three subs per game (including injury). You can define up to 15 substitution patterns, each of which contains a list of players that can be pulled, a list of replacements, two situations that the replacement can be sent in for, and the maximum number of subs to be sent in for that pattern. The "Auto" option will prompt for a position, and set the lists of players, with the best players at the position (presumably the starters) being the players to pull and the worst the players to send in.
Matchups and Assignments
Here you choose the defensive matchups if using a free man defense. You can select either a player or a position (the computer will pick the best player at the position during the game). If you select players, the computer will activate the first matchup for which both players are on the field as the man-man matchup.
A number of optional assignments for each player are possible. You can set what the minimum rest level for a player to start, and what side you will try to use him on. You can also designate a player as being a striker (will be more likely to get the ball in the box), a handler (will be used in a one-man attack) and/or a passer (will be used in a passing attack).
Other Options
You may also change a player's position, look at the opposing team's stats, and load or save the coaching options from the coaching menu. If you change a player's position, he will suffer a performance penalty for a few games until he learns the new position.