Subpage under development, new version coming soon!
Subject: [Giuide] How to get started with Sokker
- 1
illuminati [del] to
All
Setting up a Friendly [deprecated method]
Depending on what day of the week you've joined I think the first thing you should try to do is try to arrange a friendly for this week (played Wednesday afternoon). Visit your Office, and then the Friendlies section to publish your advertisement. This is basically an open invitation for anyone to accept. If you haven`t (and if it`s still possible) invite a load of people who have their ads up to.
Even if you don`t use it for training you can use it to get a feel for things before your first league game on Sunday.
Another thing you`ll want to do is just spend some time browsing the site to get a feel for where things are. Try to avoid clicking things like "accept" or "fire" or "sell" :o) But try to explore as much as possible.
To get an idea of how the game plays the rules are a good source of info, although they`re a bit lacking. The main sokker help site is at www.sokkerhelp.org so give that a look too. There`s loads of info there!
Training & Coaches
Now onto your first steps! First thing I'd advise to do is go to your training and set training to Stamina. The reason for this is it means that you're players will receive some useful training while you figure everything out in the next week or so.
You don`t have to worry whether DEF/MID etc is set, as Stamina trains everybody.
Stamina is important for everybody. It works in a similar way as Stamina does on Inner Mids in HT. If a player has low stamina then they will run out of steam in the latter stages of the match and generally be rubbisher. How quickly a performance deteriorates is also dependant on how much running/playing a player does, but basically bad stamina is pretty sucky. So might as well set your training up to do something useful while you`re sorting out a proper training regime and squad.
In order to do that training effectively you`ll need a decent coach. If you go to your training page you will see toward the bottom a number of coaches already on your staff under "No assignment". If you go into one of these coaches you will see something similar to this:
Kevin Stewart, age: 64,
wage: 7 020 £
club: OwnedYourMum FC, country: England
excellent coach
Training effectiveness:
unearthly of stamina, tragic of keeper
formidable of pace, incredible of defender
adequate of technique, very good of playmaker
brilliant of passing, very good of striker
There`s a number of important things here. Just below the club/country line is the bit that says "Excellent coach". This is commonly referred to as your coaches General Appraisal, or General Coaching Skill. This is THE important stat for your Youth coach and your Assistant Coaches. It`s very roughly a summary of the 8 individual skills below it.
Now those 8 individual skills are what is important for your Head coach. General Appraisal on your Head Coach means nothing. For your head coach you want his skill in the stat you are training to be as high as possible. So as we`re training stamina you want him to be as high as possible in Stamina. The highest you can get on a coach is Unearthly (Divine may be possible, I'm not sure. If it is it's extremely rare). As you will see in the example above that coach is a great Stamina coach, as he`s Unearthly of stamina. He`s also quite good elsewhere, but that`s not important for you in the early stages, when money is very very tight.
So in conclusion:
Head Coach: High in individual stats.
Youth + Assistants: High in general appraisal.
You can have a maximum of 3 Assistant coaches, 1 Youth coach and 1 Head coach. You can also have some in thh No Assignment section, but they do nothing and you still have to pay them.
For now I think a good level to be looking at for Youth Coach and Assistants is Good-Very Good general appraisal. If you look through your list of starting coaches you`ll probably find they`re all a bit crap. You might have a couple with average/adequate general skill. They might be worth moving to Assistants if you want, but you`ll probably want to upgrade them soon enough. If you have one there with Unearthly stamina, great! Set him as Head Coach, if not we need to recruit some coaches!
Recruitment
There are 2 ways: the new good way and the old annoying money stealing way.
Option 1: Go to Transfers >> Trainers. Basically a coach transfer list. You have to bid/wait for deadlines just like the regular transfer system. There`s some definite bargains to be found there sometimes. It`s an easy system to understand. Just like the HT transfer system really if you're used to that.
Option 2: Go to Training, and on the right under "Coach Recruitment" is a skills select option. There you can specify the minimum skills you want your coach to have, and you`ll get a randomly generated coach. It works quite well for lower coaches, but when you get very specific and very high it can be very expensive and often not give you what you want so requires doing over and over again.
So let`s search for an Unearthly stamina coach. If you want to use the transfer option, fine. That`s pretty self explanatory. If you want to try the Lucky Dip™ option...
Set the stamina option as high as possible (it will only choose as high as magical, even if you select over), and set the other 7 options as low as possible (unsat). This will give you a good stam coach with low wages because his other skills are pretty crap.
{Just as a point of interest, goalkeeping skill on coaches is very expensive wage wise, so unless you`re training keepers try to keep that as low as possible to keep wages down.}
You`ll probably get a suitable coach first time. Something like a poor/weak coach, unearthly of stamina, ~£3k wages would be ok. If you can get cheaper and still get unearthly of stamina, awesome. Don`t go crazy with the searches though, as they cost each time you do one!
Everytime you do a search and bring a coach up he automatically goes into "No Assignment" on your coach page. If you don`t want to keep him you have to select "reject" on his info page to get rid of him. If you don`t you might find yourself accidentally paying for 15 coaches for a week or something silly.
Now onto Assistant and Youth coaches. Again, transfer list option is easy to understand. There`s usually a large selection there too. For the lucky dip, if you want for example a "good coach" I find it would be best to set all 7 skills excluding keeper to one above the level you want, so Solid, and set keeper to unsatisfactory. This should generally average out to good. You might get away with lowering the skills on some of the other stats too. Remember you can only have 3 assistants, and remember to reject any you don`t want.
Try to have the combined wages for all 5 (if you go for 5) no more than ~£10k per week. Cash is very short early on!
Players
There aren`t really any primaries and secondaries in Sokker. Most positions will benefit from having a mix of everything (keeper excluded).
Basically the skills do the following:
Stamina: Performance multiplier type dealy
Keeper: Goalkeeping!
Pace: Speed
Defending: Tackling
Technique: Ability to run past players, ability to control passes
Playmaking: Decision making, ie, choosing which player to pass to
Passing: Passing accuracy, ie, once a player is chosen actually kicking the ball in that direction
Striker: Shooting accuracy
I`ll include a basic list of what each position needs/benefits from. Essentially, everyone wants a good amount of Pace and Stamina. You can do without both if you get tactics right, but they`re always handy to have!
Position - Main Stats - (Recommended Stats) - ((useful))
Keeper - Keeper + Pace - (Passing).
Defender - Defending - (Pace, Passing, Playmaking) - ((tech))
Central Midfield - Passing, Playmaking - (pace, tech) - ((striker, defending))
Wingers - Pace, Tech, Passing, Playmaking - - ((striker, defending))
Strikers - Striker, tech, pace - (passing, playmaking) - ((defending))
For strikers, defending skill can be very handy at times. If they`re up against some dodgy defenders they can sometimes tackle the defenders before they manage to clear the ball, creating goal scoring opportunities.
So have a look through you team, see if you can sort out a line-up for your friendly if you get one, or just have a play if you don`t have one.
Training
There`s a number of things that effect training speed:
Your coaches;
Your player's age;
Your player's talent;
Your player's skill level;
The number of minutes played.
Type of game played in.
Coaches we`ve covered before.
Age: The old the player is, the slower he trains. Training over 22-23 seems to be quite a bit slower than below that, so if you`re planning on maximising return it`s probably best to sell before/around then and buy in new.
Talent: Every player has individual talent. If all other parameters are the same you can have some players popping every 3 weeks, some every 10 weeks. It`s all down to talent. Having trainees with low talent sucks. There`s no way to know a players talent other than to watch their progress in development, or in the junior school if he was one of your juniors. This is one of the features that makes Sokker great in my opinion.
Skill level: The higher the skill level the longer it takes to increase a level. At the low levels you can see a pop every week, or every other week. Around Good-Formidable you can expect talented players to pop every 4/5 weeks.
Minutes: Training is based on minutes played. So subbing a trainee off after 45 minutes will only give 1/2 training.
Type of game: Playing 1 full match doesn`t necessarily give full training. Competetive matches give more training than friendlies, playing 2 full games gives more training than just 1. But the differences are quite small:
I think the differences are something like the following, although I`m not sure. Whatever the percentages they are very small:
Played in both games during the week = 100% training
Played in just the league game = ~88%+ training
Played in just the friendly = ~75% training.
More detailed:
O - official match
F - friendly match
NT - NT match
/ - half of match
O+O = 100%!!!
O+F =~97.5
O+/O=~94
O+NT =~94
O+/F=~92
O+/NT =~90
/O+F =~88
NT +F =~88
O = ~ 85
/O+/O =~85
/O+NT =~85
F+/NT=~82.5
/O+/F=~80
NT+/F =~80
F = ~ 75
/O+/NT=~75
/F+/NT =~70
So there`s no huge benefit to playing in both games, so best to have 2 sets of trainees.
Training only counts for the last position played. If a player plays the league game as a DEF, and then the friendly as a MID he`ll only get training based on if he were a MID.
Juniors
Every Saturday you will get a maximum of 6 new youths join your junior school. So it`s best to have 6 empty spaces available every Saturday if you can afford it. You have to pay for spaces so it`s silly to have more than 6.
The juniors will look like this:
Conrad Willis good 2 reject
Obviously the first bit is his name.
The second bit is his general all round skill. The higher the better. The number is the number of weeks that he has left in the junior school before he can join the full squad. The last bit sacks him if you decide he`s rubbish.
The all round skill very basically tells you how good he`ll be, but it doesn`t guarantee that he`ll actually have any worthwhile stats that level. You can have an Excellent youth come out with Excellent defending, or maybe only Excellent stamina, or maybe a couple of Goods etc. It can be quite random sometimes.
Every week on Thursday your juniors will receive training along with the rest of the squad. At this point the week number will drop by 1. If they pop you will see the skill level increase. If you keep track of how often they pop you can work out their talent. The generally accepted fastest that a player has been seen to pop in the junior school is every ~3-3.5 weeks (so 3 weeks then 4 then 3 etc), even with the best junior coach (highest general appraisal). A player that pops like that will be very talented.
There doesn`t seem to be any correlation between the coaches' (any of them) general skill or individual skill, and the skills that your juniors come out with. Nor does there seem to be a way to change the quality of juniors that you get joining your junior squad. It`s all luck really.
When a junior joins your junior school they will have an age between 16 and 19 (which you can`t see). They will then age like any other player. So if you have a good 30 join your junior squad, he might join the junior squad at 18, but by the time he joins the full squad he might be 20 if he crosses 2 age updates.
I think the maximum skill a junior has when joining the junior squad is "good", and I think the maximum weeks is possibly 34. So a good 34 who pops every ~3.5 weeks might reach unearthly or even divine by the time he is promoted. He`d be quite nice! Especially if he turns out to be 18!
Using the Tactics Editor
The Tactics Editor is used to create your tactics and formations for future matches. You can find it by going to the match orders page of any future match and then clicking on the [Edit] link underneath the pitch image.
1. All new tactics have to be based upon an already existing tactic.
Go to 'create tactic based on'. Click and choose a pre-existing tactic from the drop down box, ie 4-4-2. Then name it, ie My Tactic 1, in the bottom text box.
2. This tactic should now appear on the list on the left now. Click on it and the move the mouse over the pitch on the right.
3. The ball is in the centre now, in this position you can imagine that your keeper has the ball, so drag all your players to the positions that you think they should be and then click save. This is your teams basic shape and formation.
4. After point 3 when you move the mouse to the pitch now the players should be where you had them when you pressed save. Now click and hold on the ball in the centre and drag it ONE square left and leave it there. Your players will all move about. This is because they are still using the positioning from the old tactic which you based your new one upon. Put your players all back to where you originally had them and click save. You can do this quickly by moving the ball back to the centre, clicking on copy in the lower left, then moving the ball to the left again, and then clicking paste. Remember to click save once you've done this.
5. Move the mouse back to the pitch and drag the ball in the middle ONE square to the left again, to where you had it in the step above. The players shouldn`t move at all. Leave the ball there. But you want some of your players to move when the ball is in this part of the pitch. Maybe you want them to move towards the ball or up and down the pitch. So drag the players you want to be moving, in relation to the ball, and click save.
6. Now when you move the mouse over the pitch again and drag the ball from the centre ONE square to the left the players you wanted to move should do so!
7.You need to do this with all the squares on the pitch! I have found it helps to set the players in their original positions first, save, and then move them where you want and save again. When you have done this you will move the ball all over the pitch and your whole team will move accordingly, keeping its shape like in real life:)
When you get the hang of this you can create 5 different tactics. It is one of the best features of this game once you`ve got it down:)
Once you have your tactic(s) completed, you will want to try them out in a match, to select any of your tactics for a match, go to the match orders screen, and click on the "squad" button that is next to "general" and "orders", on the bottom left of the screen you will see a white box below the pitch, here select which tactic you wish to use. Click save, and then you will see an average of the 35 squares of your tactic on the left hand side of the page on the pitch.
---------------------------------
To be updated!
Depending on what day of the week you've joined I think the first thing you should try to do is try to arrange a friendly for this week (played Wednesday afternoon). Visit your Office, and then the Friendlies section to publish your advertisement. This is basically an open invitation for anyone to accept. If you haven`t (and if it`s still possible) invite a load of people who have their ads up to.
Even if you don`t use it for training you can use it to get a feel for things before your first league game on Sunday.
Another thing you`ll want to do is just spend some time browsing the site to get a feel for where things are. Try to avoid clicking things like "accept" or "fire" or "sell" :o) But try to explore as much as possible.
To get an idea of how the game plays the rules are a good source of info, although they`re a bit lacking. The main sokker help site is at www.sokkerhelp.org so give that a look too. There`s loads of info there!
Training & Coaches
Now onto your first steps! First thing I'd advise to do is go to your training and set training to Stamina. The reason for this is it means that you're players will receive some useful training while you figure everything out in the next week or so.
You don`t have to worry whether DEF/MID etc is set, as Stamina trains everybody.
Stamina is important for everybody. It works in a similar way as Stamina does on Inner Mids in HT. If a player has low stamina then they will run out of steam in the latter stages of the match and generally be rubbisher. How quickly a performance deteriorates is also dependant on how much running/playing a player does, but basically bad stamina is pretty sucky. So might as well set your training up to do something useful while you`re sorting out a proper training regime and squad.
In order to do that training effectively you`ll need a decent coach. If you go to your training page you will see toward the bottom a number of coaches already on your staff under "No assignment". If you go into one of these coaches you will see something similar to this:
Kevin Stewart, age: 64,
wage: 7 020 £
club: OwnedYourMum FC, country: England
excellent coach
Training effectiveness:
unearthly of stamina, tragic of keeper
formidable of pace, incredible of defender
adequate of technique, very good of playmaker
brilliant of passing, very good of striker
There`s a number of important things here. Just below the club/country line is the bit that says "Excellent coach". This is commonly referred to as your coaches General Appraisal, or General Coaching Skill. This is THE important stat for your Youth coach and your Assistant Coaches. It`s very roughly a summary of the 8 individual skills below it.
Now those 8 individual skills are what is important for your Head coach. General Appraisal on your Head Coach means nothing. For your head coach you want his skill in the stat you are training to be as high as possible. So as we`re training stamina you want him to be as high as possible in Stamina. The highest you can get on a coach is Unearthly (Divine may be possible, I'm not sure. If it is it's extremely rare). As you will see in the example above that coach is a great Stamina coach, as he`s Unearthly of stamina. He`s also quite good elsewhere, but that`s not important for you in the early stages, when money is very very tight.
So in conclusion:
Head Coach: High in individual stats.
Youth + Assistants: High in general appraisal.
You can have a maximum of 3 Assistant coaches, 1 Youth coach and 1 Head coach. You can also have some in thh No Assignment section, but they do nothing and you still have to pay them.
For now I think a good level to be looking at for Youth Coach and Assistants is Good-Very Good general appraisal. If you look through your list of starting coaches you`ll probably find they`re all a bit crap. You might have a couple with average/adequate general skill. They might be worth moving to Assistants if you want, but you`ll probably want to upgrade them soon enough. If you have one there with Unearthly stamina, great! Set him as Head Coach, if not we need to recruit some coaches!
Recruitment
There are 2 ways: the new good way and the old annoying money stealing way.
Option 1: Go to Transfers >> Trainers. Basically a coach transfer list. You have to bid/wait for deadlines just like the regular transfer system. There`s some definite bargains to be found there sometimes. It`s an easy system to understand. Just like the HT transfer system really if you're used to that.
Option 2: Go to Training, and on the right under "Coach Recruitment" is a skills select option. There you can specify the minimum skills you want your coach to have, and you`ll get a randomly generated coach. It works quite well for lower coaches, but when you get very specific and very high it can be very expensive and often not give you what you want so requires doing over and over again.
So let`s search for an Unearthly stamina coach. If you want to use the transfer option, fine. That`s pretty self explanatory. If you want to try the Lucky Dip™ option...
Set the stamina option as high as possible (it will only choose as high as magical, even if you select over), and set the other 7 options as low as possible (unsat). This will give you a good stam coach with low wages because his other skills are pretty crap.
{Just as a point of interest, goalkeeping skill on coaches is very expensive wage wise, so unless you`re training keepers try to keep that as low as possible to keep wages down.}
You`ll probably get a suitable coach first time. Something like a poor/weak coach, unearthly of stamina, ~£3k wages would be ok. If you can get cheaper and still get unearthly of stamina, awesome. Don`t go crazy with the searches though, as they cost each time you do one!
Everytime you do a search and bring a coach up he automatically goes into "No Assignment" on your coach page. If you don`t want to keep him you have to select "reject" on his info page to get rid of him. If you don`t you might find yourself accidentally paying for 15 coaches for a week or something silly.
Now onto Assistant and Youth coaches. Again, transfer list option is easy to understand. There`s usually a large selection there too. For the lucky dip, if you want for example a "good coach" I find it would be best to set all 7 skills excluding keeper to one above the level you want, so Solid, and set keeper to unsatisfactory. This should generally average out to good. You might get away with lowering the skills on some of the other stats too. Remember you can only have 3 assistants, and remember to reject any you don`t want.
Try to have the combined wages for all 5 (if you go for 5) no more than ~£10k per week. Cash is very short early on!
Players
There aren`t really any primaries and secondaries in Sokker. Most positions will benefit from having a mix of everything (keeper excluded).
Basically the skills do the following:
Stamina: Performance multiplier type dealy
Keeper: Goalkeeping!
Pace: Speed
Defending: Tackling
Technique: Ability to run past players, ability to control passes
Playmaking: Decision making, ie, choosing which player to pass to
Passing: Passing accuracy, ie, once a player is chosen actually kicking the ball in that direction
Striker: Shooting accuracy
I`ll include a basic list of what each position needs/benefits from. Essentially, everyone wants a good amount of Pace and Stamina. You can do without both if you get tactics right, but they`re always handy to have!
Position - Main Stats - (Recommended Stats) - ((useful))
Keeper - Keeper + Pace - (Passing).
Defender - Defending - (Pace, Passing, Playmaking) - ((tech))
Central Midfield - Passing, Playmaking - (pace, tech) - ((striker, defending))
Wingers - Pace, Tech, Passing, Playmaking - - ((striker, defending))
Strikers - Striker, tech, pace - (passing, playmaking) - ((defending))
For strikers, defending skill can be very handy at times. If they`re up against some dodgy defenders they can sometimes tackle the defenders before they manage to clear the ball, creating goal scoring opportunities.
So have a look through you team, see if you can sort out a line-up for your friendly if you get one, or just have a play if you don`t have one.
Training
There`s a number of things that effect training speed:
Your coaches;
Your player's age;
Your player's talent;
Your player's skill level;
The number of minutes played.
Type of game played in.
Coaches we`ve covered before.
Age: The old the player is, the slower he trains. Training over 22-23 seems to be quite a bit slower than below that, so if you`re planning on maximising return it`s probably best to sell before/around then and buy in new.
Talent: Every player has individual talent. If all other parameters are the same you can have some players popping every 3 weeks, some every 10 weeks. It`s all down to talent. Having trainees with low talent sucks. There`s no way to know a players talent other than to watch their progress in development, or in the junior school if he was one of your juniors. This is one of the features that makes Sokker great in my opinion.
Skill level: The higher the skill level the longer it takes to increase a level. At the low levels you can see a pop every week, or every other week. Around Good-Formidable you can expect talented players to pop every 4/5 weeks.
Minutes: Training is based on minutes played. So subbing a trainee off after 45 minutes will only give 1/2 training.
Type of game: Playing 1 full match doesn`t necessarily give full training. Competetive matches give more training than friendlies, playing 2 full games gives more training than just 1. But the differences are quite small:
I think the differences are something like the following, although I`m not sure. Whatever the percentages they are very small:
Played in both games during the week = 100% training
Played in just the league game = ~88%+ training
Played in just the friendly = ~75% training.
More detailed:
O - official match
F - friendly match
NT - NT match
/ - half of match
O+O = 100%!!!
O+F =~97.5
O+/O=~94
O+NT =~94
O+/F=~92
O+/NT =~90
/O+F =~88
NT +F =~88
O = ~ 85
/O+/O =~85
/O+NT =~85
F+/NT=~82.5
/O+/F=~80
NT+/F =~80
F = ~ 75
/O+/NT=~75
/F+/NT =~70
So there`s no huge benefit to playing in both games, so best to have 2 sets of trainees.
Training only counts for the last position played. If a player plays the league game as a DEF, and then the friendly as a MID he`ll only get training based on if he were a MID.
Juniors
Every Saturday you will get a maximum of 6 new youths join your junior school. So it`s best to have 6 empty spaces available every Saturday if you can afford it. You have to pay for spaces so it`s silly to have more than 6.
The juniors will look like this:
Conrad Willis good 2 reject
Obviously the first bit is his name.
The second bit is his general all round skill. The higher the better. The number is the number of weeks that he has left in the junior school before he can join the full squad. The last bit sacks him if you decide he`s rubbish.
The all round skill very basically tells you how good he`ll be, but it doesn`t guarantee that he`ll actually have any worthwhile stats that level. You can have an Excellent youth come out with Excellent defending, or maybe only Excellent stamina, or maybe a couple of Goods etc. It can be quite random sometimes.
Every week on Thursday your juniors will receive training along with the rest of the squad. At this point the week number will drop by 1. If they pop you will see the skill level increase. If you keep track of how often they pop you can work out their talent. The generally accepted fastest that a player has been seen to pop in the junior school is every ~3-3.5 weeks (so 3 weeks then 4 then 3 etc), even with the best junior coach (highest general appraisal). A player that pops like that will be very talented.
There doesn`t seem to be any correlation between the coaches' (any of them) general skill or individual skill, and the skills that your juniors come out with. Nor does there seem to be a way to change the quality of juniors that you get joining your junior squad. It`s all luck really.
When a junior joins your junior school they will have an age between 16 and 19 (which you can`t see). They will then age like any other player. So if you have a good 30 join your junior squad, he might join the junior squad at 18, but by the time he joins the full squad he might be 20 if he crosses 2 age updates.
I think the maximum skill a junior has when joining the junior squad is "good", and I think the maximum weeks is possibly 34. So a good 34 who pops every ~3.5 weeks might reach unearthly or even divine by the time he is promoted. He`d be quite nice! Especially if he turns out to be 18!
Using the Tactics Editor
The Tactics Editor is used to create your tactics and formations for future matches. You can find it by going to the match orders page of any future match and then clicking on the [Edit] link underneath the pitch image.
1. All new tactics have to be based upon an already existing tactic.
Go to 'create tactic based on'. Click and choose a pre-existing tactic from the drop down box, ie 4-4-2. Then name it, ie My Tactic 1, in the bottom text box.
2. This tactic should now appear on the list on the left now. Click on it and the move the mouse over the pitch on the right.
3. The ball is in the centre now, in this position you can imagine that your keeper has the ball, so drag all your players to the positions that you think they should be and then click save. This is your teams basic shape and formation.
4. After point 3 when you move the mouse to the pitch now the players should be where you had them when you pressed save. Now click and hold on the ball in the centre and drag it ONE square left and leave it there. Your players will all move about. This is because they are still using the positioning from the old tactic which you based your new one upon. Put your players all back to where you originally had them and click save. You can do this quickly by moving the ball back to the centre, clicking on copy in the lower left, then moving the ball to the left again, and then clicking paste. Remember to click save once you've done this.
5. Move the mouse back to the pitch and drag the ball in the middle ONE square to the left again, to where you had it in the step above. The players shouldn`t move at all. Leave the ball there. But you want some of your players to move when the ball is in this part of the pitch. Maybe you want them to move towards the ball or up and down the pitch. So drag the players you want to be moving, in relation to the ball, and click save.
6. Now when you move the mouse over the pitch again and drag the ball from the centre ONE square to the left the players you wanted to move should do so!
7.You need to do this with all the squares on the pitch! I have found it helps to set the players in their original positions first, save, and then move them where you want and save again. When you have done this you will move the ball all over the pitch and your whole team will move accordingly, keeping its shape like in real life:)
When you get the hang of this you can create 5 different tactics. It is one of the best features of this game once you`ve got it down:)
Once you have your tactic(s) completed, you will want to try them out in a match, to select any of your tactics for a match, go to the match orders screen, and click on the "squad" button that is next to "general" and "orders", on the bottom left of the screen you will see a white box below the pitch, here select which tactic you wish to use. Click save, and then you will see an average of the 35 squares of your tactic on the left hand side of the page on the pitch.
---------------------------------
To be updated!
For more guides, tools, information apply here if you are Scottish: http://online.sokker.org/federation.php?ID_federation=7
(edited)
(edited)
- 1