Plays v3

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A B C D E F G H I J K L M N O P Q
Key Real Life Stat Info and Notes Players Involved All skills used Strategic Choices Test 1 Possible Outcomes Test 2 Possible Outcomes Test 3 Possible Outcomes Test 4 Possible Outcomes Test 5 Possible Outcomes Test 6 Possible Outcomes
1 KICK OFF 81% of kick offs are taken short Kicker N/A Coaches can choose their preference for kick offs Is the kick off long or short? 1. Long - go to LONG KICK OFF
2 2. Short - go to SHORT KICK OFF
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4 LONG KICK OFF 19% of kick offs are taken long Kicker, Opposition receiver KCK, HND The ball will normally be kicked into the channel of the opposition player with the worst HND stat How good is the kick? (KCK) 1. Excellent - kick should go 45-50m, effectively over the head of the receiver.  Go to LOOSE BALL
5 Note: Kick distances include the diagonal movement (so a kick down the middle will go further down the pitch than one to the side) 2. Good - kick should go 40-45m Does the receiver catch the ball cleanly? (HND) 1. Excellent - yes, go to CATCH
6 Note: Once a kick has been taken players must all retreat so they are behind the ball (i.e. closer to their own try line than the ball is) 2. Good - no, knocked backwards, go to LOOSE BALL
7 Note:  Sevens players will always try and form a line across the pitch.  How close that line is to where the ball is placed is a tactical choice 3. Poor - NO, knocked on, goto SCRUM where the receiver dropped the ball
8 Around 2% of all kick offs (long and short) will go out on the full. 3. Poor - kick should go 35-40m but, if kicked towards the touchline, potentially go out on the full If applicable, does the ball go out on the full? 1. No Does the receiver catch the ball cleanly? (HND) 1. Excellent - yes, go to CATCH
9 Assume Excellent is always SL/3; Good is 2SL/3; Poor is 100-SL 2. Yes - go to SCRUM on halfway 2. Good - no, knocked backwards, go to LOOSE BALL
10 3. Poor - NO, knocked on, goto SCRUM where the receiver dropped the ball
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12 SHORT KICK OFF Around 33% of short kick offs will be recovered by the kicking team Kicker, Chaser on the Kicking team, Opposition receiver KCK, JMP. HND The ball will normally be kicked into the channel of the player on the kicking team with the best JMP stat How good is the kick? (KCK) 1. Excellent - kick should land 17-20m from the halfway line in the Chaser’s channel.  Jumping odds start at 40/60 in favour of the receiver Who gets to the ball first? (JMP Chaser and Receiver) Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds.  One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) 1. No Does the receiver catch the ball cleanly? (HND) 1. Excellent - yes, go to CATCH
13 There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) 2. Yes - goto FOUL 2. Good - no, knocked backwards, go to LOOSE BALL
14 There is an average of 0.675 yellow cards and 0.025 red cards per match 3. Poor - NO, knocked on, goto SCRUM where the receiver dropped the ball
15 There is an average of 0.5 injuries per match that so severe players cannot continue in that match. Of these 60% of players will return for the next match, 30% will miss the next 1 or 2 matches and around 10% will miss multiple matches 2. Good - kick should land 13-20m from the halfway line in the Chaser’s channel. Jumping odds start at 30/70 in favour of the receiver Who gets to the ball first? (JMP Chaser and Receiver) Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds.  One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) 1. No Does the receiver catch the ball cleanly? (HND) 1. Excellent - yes, go to CATCH
16 Around 5.6% of short kick offs will not go 10m 2. Yes - goto FOUL 2. Good - no, knocked backwards, go to LOOSE BALL
17 3. Poor - NO, knocked on, goto SCRUM where the receiver dropped the ball
18 3. Poor - kick should either land 11-12m from the halfway line in the chaser’s channel, not go 10m or, if kicked towards the touchline, go out on the full. Jumping odds start at 20/80 in favour of the receiver If applicable, does the ball go out on the full? 1. No Has the ball gone 10m? 1. Yes Who gets to the ball first? (JMP Chaser and Receiver) Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds.  One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) 1. No Does the receiver catch the ball cleanly? (HND) 1. Excellent - yes, go to CATCH
19 2. Yes - go to SCRUM on halfway 2. No - go to SCRUM on halfway 2. Yes - goto FOUL 2. Good - no, knocked backwards, go to LOOSE BALL
20 3. Poor - NO, knocked on, goto SCRUM where the receiver dropped the ball
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22 SCRUM There are an average 3.1 Scrums/game Both team’s Props, Hooker and Scrum Half STR, HAN How good is the feed from the scrum half? (HND) 1. Excellent - Strength odds start at 90/10 for the team with the put in Who wins the Scrum? (STR Props and Hooker). Both teams roll an EGP check (STR). If both roll the same = no change to the Strength Odds.  One team rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both team roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) 1. No Does the scrum half (HND) pick up the ball cleanly? 1. Excellent - Yes - goto CATCH
23 99% of scrums are retained by the team that put (feed) the ball into the scrum 2. Good feed - Strength odds start at 80/20 for the team with the put in 2. Yes - goto FOUL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
24 There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
25 There is an average of 0.675 yellow cards and 0.025 red cards per match 3. Poor feed - Strength odds start at 70/30 for the team with the put in, but there is a chance that the feed is not straight Is the feed straight? Yes Who wins the Scrum? (STR Props and Hooker). Both teams roll an EGP check (STR). If both roll the same = no change to the Strength Odds.  One team rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both team roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) 1. No Does the scrum half (HND) pick up the ball cleanly? 1. Excellent - Yes - goto CATCH
26 No - go to FREE KICK 2. Yes - goto FOUL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
27 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
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29 LINE OUT There are an average of 2.6 line outs per game Both team’s Props, Hooker and Scrum Half STR, JMP, HAN How good is the throw in from the scrum half? (HND) 1. Excellent - Strength/Jumping odds start at 90/10 for the team throwing in Who wins the line out? (STR Props + JMP Hooker) Both teams roll an EPG check (STR+JMP).  If the same = no change to the Strength/Jumping Odds.  One team rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both teams roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) No Does the Hooker (HND) manage to pass to the scrum half cleanly? 1. Excellent - Yes - goto CATCH
30 84% of line outs are won by the team throwing the ball in 2. Good feed - Strength/Jumping odds start at 80/20 for the team throwing in Yes - goto FOUL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
31 There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
32 There is an average of 0.675 yellow cards and 0.025 red cards per match 3. Poor feed - Strength/Jumping odds start at 70/30 for the team throwing in, but there is a chance that the throw is not straight Is the throw straight? Yes Who wins the line out? (STR Props + JMP Hooker) Both teams roll an EPG check (STR+JMP).  If the same = no change to the Strength/Jumping Odds.  One team rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both teams roll Poor, check for foul play If applicable, has one of the players committed a foul? (AGG) No Does the Hooker (HND) manage to pass to the scrum half cleanly? 1. Excellent - Yes - goto CATCH
33 No - go to SCRUM on the 5m line from where the ball was thrown in from Yes - goto FOUL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
34 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
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36 CATCH There are an average of 2 kicks in a match The player on the attacking team who caught the ball PCE, STR, KCK Coaches could give preferences for each match maybe with sliders? (with the default perhaps being Balanced?) What does the player do with the ball? 1. He chooses to Run with the ball - Goto RUN.  This should happen around 50% but should be more favoured by those with good PCE and/or STR. Note that this option will include passing after being tackled (known as offloading)
37 There are an average of 70 passes per game Each player will have a preference for what they do if they have the ball depending on their respective skill levels in different attributes 2. He chooses to Pass the ball - Goto PASS. This should happen around 45% of the time but should be more favoured by those with weaker PCE or STR. Note that this option will include running forward and passing before being tackled.
38 On average a Pass is made every 6 seconds Whether the offence is playing flat rather than deep, and the defence is playing blitz or drift will also impact on decisions 3. He chooses to Kick the ball long - Goto LONG KICK (favoured by those with good KCK).  This should happen around 2% of the time. Players will only kick long if they are within a few metres of their own try line
39 There were no drop goal attempts in the entire 2020 season - only really worth trying if the match is in its last seconds, success wins/draws the game and the ball carrier is right in front of the posts and relatively close to them 4. He chooses to Kick the ball short - Goto SHORT KICK (favoured by those with good KCK).  This should happen around 2% of the time. Players will be more likely to kick short if playing flat against a blitz defence
40 5. He chooses to try and drop goal - Goto GOAL KICKING (more likely for those with a good KCK).  This should happen 1% of the time.
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42 RUN Players try to offload out of the tackle around 4 or 5 times per match The player on the attacking team with the ball.  The defender marking him.  The defending team’s sweeper (if the attacker breaks the line) PCE, STR, HAN, PAW Each player will have a preference for what they do if they have the ball depending on their respective skill levels in different attributes Where does he run? (PCE, STR) 1.He tries to run around his marker (Route chosen by those with higher PCE than STR) Does he avoid the tackle? (PCE) 1. Excellent - Yes, the ball carrier advances around 10m down the pitch Is the sweeper in the right position to attempt a tackle? (PAW) 1. Excellent - yes goto TACKLE
43 There were around 22.4 successful tackles made per match 2. Good - no but he is able to force the ball carrier to slow down and think about his options - goto CATCH.  Note that a new defensive player will move into the sweeper position
44 3. Poor - no and the ball carrier advances a further 10m down the pitch Can any defenders catch the ball carrier? (PCE) Both sets of players run EGP checks for PCE every 10m until either the ball carrier crosses the try line and scores a try (5pts) - goto GOAL KICKING for the conversion attempt or is caught - goto TACKLE.  Note that the ball carrier should try to score a close to the centre of the posts as he can but will not risk being caught.
45 2. Good - No, but has the option of offloading in the tackle before the ruck is formed. Does the ball carrier try and offload in the tackle? (PAW of the player he is trying to pass to) 1. Yes Does the ball carrier successfully offload? (HND) 1. Excellent - Yes Does the pass recipient catch the ball? (HND) 1. Excellent - Yes - goto CATCH
46 2. No - goto TACKLE 2. Good - No - ball knocked backwards.  Goto LOOSE BALL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
47 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
48 3. Poor - No, creates an interception chance. Does the player attempt an interception? (POS of playing trying to intercept) 1. No - goto SCRUM where the receiver dropped the ball
49 2. Yes Is the ball intercepted? (PAW+HND of player attempting intercept) 1. Excellent - Yes - goto CATCH
50 2. Good - No and the ball is knocked on.  Goto SCRUM where the interception was attempted
51 3. Poor - No and the ball is deliberately knocked on.  Goto PENALTY but note, this is an automatic yellow card offence
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53 3. Poor - No, goto TACKLE
54 2. He tries to run through his marker (Route chosen by those with higher STR than PCE) Has one of the players committed a foul? (AGG) No Does he win the collision? (STR) 1. Excellent - Yes, the ball carrier advances around 5m down the pitch Is the sweeper in the right position to attempt a tackle? (PAW) 1. Excellent - yes goto TACKLE
55 Yes - goto FOUL 2. Good - no but he is able to force the ball carrier to slow down and think about his options - goto CATCH.  Note that a new defensive player will move into the sweeper position
56 3. Poor - no and the ball carrier advances a further 5m down the pitch Can any defenders catch the ball carrier? (PCE) Both sets of players run EGP checks for PCE every 10m until either the ball carrier crosses the try line and scores a try (5pts) - goto GOAL KICKING for the conversion attempt or is caught - goto TACKLE.  Note that the ball carrier should try to score a close to the centre of the posts as he can but will not risk being caught.
57 2. Good - No, but has the option of offloading in the tackle before the ruck is formed. Does the ball carrier try and offload in the tackle? (PAW of the player he is trying to pass to) 1. Yes Does the ball carrier successfully offload? (HND) 1. Excellent - Yes Does the pass recipient catch the ball? (HND) 1. Excellent - Yes - goto CATCH
58 3. Poor - No, goto TACKLE 2. No - goto TACKLE 2. Good - No - ball knocked backwards.  Goto LOOSE BALL 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
59 3. Poor - NO, knocked on, goto SCRUM where the ball was dropped 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
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61 TACKLE There were around 22.4 successful tackles leading to rucks per match The ball carrier and the tackler HND N/A Has one of the players committed a foul? (AGG) No What happens to the ball after the tackle? (HND) 1. Excellent - The ball carrier sets up a ruck - goto RUCK
62 There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) Yes - goto FOUL 2. Good - The ball carrier knocks the ball forwards - goto LOOSE BALL
63 On average 50% of all tackle/ruck penalties were conceded by the ball carrier’s team 3. Poor - the ball carrier knocks the ball forward - goto SCRUM where the tackle took place
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65 RUCK There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) The tackler and the nearest defender, and the two nearest attackers (not the tackled player) PAW, STR N/A Is the tackler able to jackal the ball? (PAW) Jackal odds start at 20/80 to the tackler. The tackler and the nearest attacker roll an EGP check (PAW). If the rolls are the same = no change to the Jackal Odds.  If one rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better).  If either roll Poor, check whether they have conceded a penalty Has one of the players conceded a penalty? No Do players arriving at the ruck later influence it? (STR) Ruck odds start at 80/20 to whichever team secured the ball in Test 1. The nearest defender and the second nearest attacker roll an EGP check (STR). If both roll the same = no change to the Ruck Odds.  If one rolls better = amend the odds to improve their team’s chance of getting the ball (+10 for one better, +20 for two better). If either roll Poor, check whether they have committed foul play Has one of the players committed a foul? (AGG) No - go to CATCH
66 On average 50% of all tackle/ruck penalties were conceded by the ball carrier’s team Yes - goto PENALTY Yes - goto FOUL
67 Rucks occur on average every 19 seconds
The ball carrier’s team retain the ball from the ruck around 84% of the time
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69 LOOSE BALL The nearest attacker and defender to where the ball went loose PAW, PCE, HND N/A Which side picks up the loose ball? (PAW+PCE) Loose Ball odds start at 60/40 to the player nearest the ball.  The players involved roll an EGP check (PAW+PCE). If the rolls are the same = no change to the Loose Ball Odds.  If one rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better) Does the player (HND) pick up the ball cleanly? 1. Excellent - Yes - goto CATCH
70 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
71 3. Poor - NO, knocked on, goto SCRUM where the scrum half dropped the ball
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73 PASS On average there are 3.1 passes before a ruck is formed The player with the ball, the intended receiver, the defender opposite the intended receiver HAN, PAW Note: Each successful pass should improve the position of attacking team, making it more likely that they can run into space successfully.  Not sure quite how to factor that into this spreadsheet!! Who is he passing to? 1.A player to the left or right of him (80% chance) Is the pass successful? (HND of both passer and receiver + PAW of receiver) 1. Excellent - Yes - goto CATCH
74 Blitz defence gives the chance of an interception and initially reduces the probability of a successful pass by putting more pressure on both the passer and receiver. 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
75 An attacking team playing deep has a reduced chance of giving away an interception   3. Poor - No, and if defence is blitz creates an interception chance. Does the player attempt an interception? (PAW of playing trying to intercept) 1. No - goto SCRUM where the receiver dropped the ball
76 2. Yes Is the ball intercepted? (PAW+HND of player attempting intercept) 1. Excellent - Yes - goto CATCH
77 2. Good - No and the ball is knocked on.  Goto SCRUM where the interception was attempted
78 3. Poor - No and the ball is deliberately knocked on.  Goto PENALTY but note, this is an automatic yellow card offence
79 The average number of passes in a game is 70 2. He attempts a mispass (20% chance) and sends the ball towards the player two places to the left or right - Mispasses are easier to intercept but, if successful, should give an advantage to the ball carrier on the next move Is the pass successful? (HND of both passer and receiver + PAW of receiver) 1. Excellent - Yes - goto CATCH
80 On average there was a pass every 6 seconds 2. Good - No - ball knocked backwards.  Goto LOOSE BALL
81 3. Poor - No, and if defence is blitz creates an interception chance. Does the player attempt an interception? (PAW of playing trying to intercept) 1. No - goto SCRUM where the receiver dropped the ball
82 2. Yes Is the ball intercepted? (PAW+HND of player attempting intercept) 1. Excellent - Yes - goto CATCH
83 2. Good - No and the ball is knocked on.  Goto SCRUM where the interception was attempted
84 3. Poor - No and the ball is deliberately knocked on.  Goto PENALTY but note, this is an automatic yellow card offence
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86 LONG KICK On average there are only 2 kicks per match The ball carrier KCK N/A How far does the ball go? (KCK) 1. Excellent kick - Kick goes around 50m but not beyond the dead ball line - goto LOOSE BALL
87 Long kicks are only normally done as a panic measure when within a few metres of your own try line and you are trying to clear the ball. 2. Good kick - Kick goes around 40m but not beyond the dead ball line - goto LOOSE BALL
88 3. Poor kick - Kick goes around 30m  - goto LOOSE BALL.  It can go beyond the dead ball line, in which case goto SCRUM from where the kick was taken.  Against a Blitz defence also a risk of the kick being charged down sending the ball backwards 5-10m from where the kick was taken - Goto LOOSE BALL
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90 SHORT KICK On average there are only 2 kicks per match The ball carrier KCK N/A How far does the ball go? (KCK) 1. Excellent kick - Kick goes past the defender opposite and ends up between the kicker and any sweeper approximately 2/3 closer to the kicker - goto LOOSE BALL
91 Short kicks work best when the attacking team is playing flat and the defence is playing blitz 2. Good kick - Kick goes past the defender opposite and ends up between the kicker and any sweeper an equal distance from them both - goto LOOSE BALL
92 The aim of a short kick is to place it past an opponent directly opposite and regather the ball further up the pitch 3. Poor kick - Kick hits the defender opposite and goes forwards from them 0-5m back towards the kicker - Goto LOOSE BALL
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94 GOAL KICKING All distances include any lateral movement The kicker KCK N/A Quality of Kick (KICKING - Kicker) Excellent kick - Kick goes around 50m and odds of being on target are improved significantly What happens after the goal kicking attempt? Kick is scored and points awarded (penalty/drop goal 3pts, conversion 2pts).  Play resumes from the restart - goto KICK OFF (with the team scoring the points kicking off)
95 Kicks are easiest directly in front of the posts from about 10m.  They get progressively harder the wider out they are taken from and the further they are from the posts.  Drop goals have an added level of difficulty Good kick - Kick goes around 40m and odds of being on target do not change Conversion attempt misses - no additional points scored, goto KICK OFF
96 Poor kick - Kick goes around 30m and odds off being on target are reduced Penalty kick / Drop goal missed - ball is picked up by the nearest defending player and play continues - goto CATCH
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98 FOUL There is an average of 0.675 yellow cards and 0.025 red cards per match The two (or more) players involved in the action that led to the foul AGG Coaches can choose Aggression levels for players Is either player injured? (AGG) 1. No Is a card being shown? (AGG) 1. Excellent - no, but a stern ticking off from the ref - goto PENALTY
99 2. Good - Yellow card - goto PENALTY
100 3. Poor - red card - goto PENALTY
101 There is an average of 0.5 injuries per match that so severe players cannot continue in that match. Of these 60% of players will return for the next match, 30% will miss the next 1 or 2 matches and around 10% will miss multiple matches 2. Yes How bad is the injury? (AGG) 1. Excellent - out of this game.  Slightly increase the odds of a card Is a card being shown? (AGG) 1. Excellent - no, but a stern ticking off from the ref - goto PENALTY
102 2. Good - out of this game and will miss a further few games.  Increase the odds of a card 2. Good - Yellow card - goto PENALTY
103 3. Poor - out for a few sessions.  Significantly increase the odds of a card 3. Poor - red card - goto PENALTY
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105 PENALTY 25% of penalties were kicked to touch Depends on Option chosen Depends on the Option chosen Coaches can choose their preferred approach to penalties awarded to their team Which option is chosen? 1. Kick for touch. The team kicking also gets to throw into the line out. How far does the kick go and does it find touch? (KCK) 1. Excellent kick - Kick goes around 45-50m including the distance to the touchline (unless that would take it over the dead ball line, in which case it goes up to the 5m line - Go to LINE OUT
106 7% of penalties were scrums 2. Attempt a kick at goal.  This is only feasible if close to the posts and is normally an option only taken in the last minute of a game if the three points would put the attacking team into the lead or tie the game - go to GOAL KICKING 2. Good kick - Kick goes around 35-40m including the distance to the touchline (unless that would take it over the dead ball line, in which case it goes up to the 5m line - Go to LINE OUT
107 78% of penalties were ‘tap and go’ 3. Take a Scrum - go to SCRUM 3. Poor kick - Kick goes around 25-30m including the distance to the touchline. Did the ball find touch? 1. Yes Did the ball go over the dead ball line? 1. No - goto LINE OUT
108 4. Tap and go - go to CATCH 2. No - goto LOOSE BALL 2. Yes - goto SCRUM from where the kick was taken
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110 FREE KICK A free kick gives the same options as a PENALTY except kicking for touch (which you can theoretically do but, because the line out throw goes to the opposition, no-one does in Sevens.