Tips and advice
Consider a player’s stamina as much as their skill
If a player has a high skill but poor stamina they’ll start the game well but quickly decline. It’s likely that they’ll be a liability to your team if you do not sub them off towards the end of the game. Anything above 65 will usually see them back to 100% fitness for the next match.
Balance the sides of your team
If you play a left sided player in defence, midfield or attack you must also put someone on the right, otherwise your team won’t perform well. However you can play two or three central players and no wide players within your team.
Consider resting players on 90-95 fitness
A player on 95 fitness has the same effect of having one less stat on their main skill, i.e. a 20 rated midfielder with 95 fitness will be the same as a 19 rated midfielder with 100 fitness.
Use all four substitutions
Bring on substitutes to replace those with poor stamina so your team remains strong towards the end of the game.
This is the common format for a teamsheet, using the example of Tulse Hill Invincibles:
thi L GK S_Given DRF S_Carr DFL G_Hanley DFC S_Pearce DFC F_Coloccini MFL L_Robert MFC P_Gascoigne MFC C_Tiote MFR P_Beardsley FWC K_Keegan FWC HB_Arfa GK M_Gouda DFC P_Albert DFC N_Dabizas DFL A_Krewty DMC J_Jenas MFC D_Ginola FWC C_Bellamy PK: K_Keegan SUB P_Gascoigne D_Ginola MFC IF MIN = 45 SUB K_Keegan HB_Arfa FWC IF MIN = 80 TACTIC A IF MIN => 60, SCORE <= -1 CHANGEPOS C_Tiote DMC IF SCORE >= 1 SUB C_Tiote C_Bellamy FWC IF MIN >= 70, SCORE <= -1
When naming the file, filename must be the three letter abbreviation of your team name followed by sht.txt. For example, the file for the previous teamsheet would be called thisht.txt.
Looking at the above teamsheet line by line, the following information is contained:
- The abbreviation of your team
- The tactic you want to play
- Your starting eleven players and the position they’ll play
- Your seven substitutes and the position they should replace if there’s an injury
- Your penalty taker
- Your conditions:
SUB P_Gascoigne D_Ginola MFC IF MIN = 45
SUB K_Keegan …
There are a number of different instructions you can set depending how you want the match to go.
They follow the example of:
[Action] IF [Condition]
There are three actions you can use:
- TACTIC [letter of new tactic]
For example: TACTIC A
Changes your team’s tactic to the one you’ve chosen.
- CHANGEPOS [name/number/position of player to change] [new position]
For example: CHANGEPOS 10 MFC
Changes the position of a certain player. You can refer to a player by his name, number or by a position. If a position is specified, ESMS finds the worst player on this position (worst – meaning with the lowest relevant skill, for example Ps for midfielders).
- SUB [name/number/position player off] [name/number player on] [new position]
For example: SUB 6 13 DFC
Substitutes a player. Takes a name, number or a position of a player to take out, just like CHANGEPOS. Additionally, takes the name or number of a player to bring in, and the position he’ll play. i.e. SUB 4 12 FWC.
There are five conditions you can use:
- IF MIN [sign] [minute]
If the game is before, at, or after a certain minute. The allowed signs are =, <, >, <= and >= with their usual mathematical meanings.
- IF SCORE [sign] [score]
Specifies the goal difference between your team and the opponent’s team. A positive goal difference means you lead, a negative means the opponent leads. For example 2 means you lead by 2 goals (e.g. the score is 2-0, 3-1, 4-2 and so on). Similarly, -2 means that you lose by 2 goals. The sign has the same meaning as in the MIN condition.
- IF YELLOW [position/name/number]
If the player got a yellow card. If a position is given, any player on this position counts. That is, for MFC – if any central midfielder got a yellow card.
- IF RED [position/name/number]
Similar to the previous condition, but with a red and not a yellow card.
- IF INJ [position/name/number]
Similar to the previous condition, but with an injury instead of a card.
So here are some examples of what a complete match instruction looks like:
- TACTIC A IF MIN >= 45, SCORE =< -1
Tells the program to change the tactic to attacking if it is later than the 45th minute and your team is losing by one or more goals.
- TACTIC A IF MIN => 45, SCORE =< -1, SCORE > -4
Tells the program to change the tactic to attacking if it is later than the 45th minute and your team is losing by one or more, but less than 4 goals.
- CHANGEPOS J_Doe MFC IF MIN <= 20, SCORE >= 1
Changes the position of J_Doe to MFC if it’s earlier than the 20th minute and your team leads by one goal or more.
- SUB MFC 12 DFC IF MIN = 60, SCORE => 1
Substitutes the worst MFC of your team for player 12 (that will play DFC) if you are leading by one goal or more on the 60th minute.
- CHANGEPOS FWC MFC IF RED MFC, MIN >= 50
Changes the position of the worst FWC of your team to MFC if some MFC got a red card after the 50th minute.
These are the tactics that can be used:
TACTIC N Normal TACTIC D Defensive TACTIC A Attacking TACTIC C Counter Attack TACTIC L Long Ball TACTIC P Passing
This is how they affect performance:
So when you play the passing tactic, only 25% of your forward’s Tk stats will be used. When you play the counter tactic, 50% of your forward’s Tk stats will be used. If they have a score of 6 for Tk this could mean they have 1.5 or 3 for Tk during the game, depending on which tactic you use.
Some tactics receive a bonus when playing against another tactic. For example, D receives a bonus when playing against L. Here are the tactics that receive a bonus:
Tactic Against Bonus type --------------------------- N - - D L Defence A D Offense P L Defence & Offense C A & P Midfield & Offense L C Defence & Midfield
…and here are the bonuses that are received.
BONUS D L DF TK 0.25 BONUS A D FW SH 0.1 BONUS C A MF SH 0.5 BONUS C A DF PS 0.25 BONUS C A DF SH 0.25 BONUS C P MF SH 0.5 BONUS C P DF PS 0.25 BONUS C P DF SH 0.25 BONUS L C DF TK 0.25 BONUS L C DF PS 0.5 BONUS P L MF SH 0.5 BONUS P L MF TK 0.5 BONUS P L FW SH 0.25
These numbers are in addition to the existing tactics. When you play with a defensive tactic your defenders receive 1.1 of their Tk skill, but when you play defensive against someone else playing long ball your defenders receive an additional 0.25 on their Tk, so 1.35 in total.
This means that if you have a defender with a Tk score of 20, they’ll actually have a Tk score of 27 in the game (20 x 1.35 = 27)!