Team Orders

Team orders must be received by the Gaming Officer no later than 1800 hours GMT on the day prior to the date of the game stipulated on the season schedule, this will normally be 1800 on a Saturday, unless stated otherwise. Team Orders are to be submitted to Dave Wilson unless otherwise stated.

If no orders are received, your previously submitted team orders shall be used and your team shall incur a 15% form penalty.

If orders are received AFTER the deadline but BEFORE the games are played (which may be played at the gaming officers discretion at any time beyond the deadline), you will be allowed to have your team actioned, but will still incur a 15% form penalty.

If you fail to submit team orders on three successive occasions,
or on five occasions during the season, without prior notice, you may, at the discretion of the League President, be removed from the competition and your team put up for adoption by a coach from the Waiting List. You will not necessarily be reminded about this, it is YOUR responsibility to ensure you submit team orders.

If you are going on holiday or will not be able to meet the Orders Deadline, you can submit orders in advance. This can include instructions on what to do with injured players. Please contact the Gaming Officer directly if you need to do this.

PICKING YOUR TEAM

The first thing to do is pick a starting 17 from your squad. You must list the entire team numbered from 1 to 17. Then you must name
6 players to be rested. Rested players will have their injuries reduced by 1 week (if injured), and may also incur a small form increase/decrease.

Picking your team is really the main strategy. Remember that all players in the team are important, poor players will have a significant effect on the teams performance, however, this could be balanced out by having a few star players in important strategic positions. It is up to you how you design your team.

Note that you are not obliged to use your players in their specified positions.  Most players have two alternates as per the table below. If a player is picked in an alternate position, his form should not be too badly affected; in fact, his form may improve in the new position.

If the player is picked outside the alternate positions, his form will almost certainly suffer a significant reduction.

Rated Position - Full Back
Alternative - Winger or Stand Off

Rated Position - Winger
Alternative - Full Back or Centre

Rated Position - Centre
Alternative - Wing or Second Row

Rated Position - Stand Off
Alternative - Loose Forward or Scrum Half

Rated Position - Scrum Half
Alternative - Stand Off or Hooker

Rated Position - Prop
Alternative - Second Row

Rated Position - Hooker
Alternative - Loose Forward or Scrum Half

Rated Position - Second Row
Alternative - Prop or Centre

Rated Position - Loose Forward
Alternative - Stand Off or Hooker

CHOOSING A STRATEGY

There are five strategies you need to choose: Attacking strategy, attacking style, defensive strategy, defensive style and interchange strategy.

ATTACKING STRATEGY

After you have listed your team, list your attacking strategy:

   * Balanced
   * Kicking
   * Use Threequarters
   * Use Forward
   * Use Halves
   * Use Dummy half
   * Use Fullback

Balanced

Use the entire team for attacking plays.

Use Threequarters

Spread the ball out along the backline whenever possible.

Use Forwards

Use the props and second-rowers heavily in attack.

Use Halves

The scrum half and stand off are the chief attacking players.

Use Fullback

Bring the fullback into the backline as an attacking option.

Use Dummy half

The hooker runs from dummy-half whenever possible.

Kicking

Use strategic kicking regularly.

ATTACKING STYLE

Use to define whether you want to play open, risky football, or tight, controlled football. The riskier strategies result in more metres gained and better chances of scoring, but may result in more errors. The less risky strategies are less effective, but completion rates will be higher.

In order from highest risk to lowest risks the options are:

   * Expansive
   * Open
   * Balanced
   * Controlled
   * Tight

DEFENSIVE STRATEGIES

These are intended to counter the seven Attacking Strategies - they are:

   * Target Halves
   * Target Forwards
   * Target Three-quarters
   * Target Fullback
   * Target Kicker
   * Target Dummy half
   * Balanced

Each one is intended to reduce the effectiveness of the targeted players, but may leave holes in the defence in other areas.

DEFENSIVE STYLE

The defensive strategies control how aggressive your defence is. An in-your-face defensive style will result in a more effective defence, but may result in more penalties against you. The more controlled defensive patterns do the opposite.

In order from most aggressive to most controlled the options are:

   * Aggressive
   * Balanced
   * Disciplined

INTERCHANGE STRATEGY

Controls how you use your interchange players. The interchange system simulates the 12 interchanges allowed in the current Super League competition.

Conservative

Interchanges are used sparingly so that there will be fresh players at the end of the match. A good strategy to use if your bench players are weak.

Balanced

Interchange used regularly throughout the game.

Aggressive

Use you bench players as much as possible but your team may tire towards the end of the game. Use when you have strong bench players.

NAME CAPTAIN

By default, your half back will be your captain; however, you can choose any player in your orders. The captains temperament will affect the way your team plays. You MUST name your captain.

RESTED PLAYERS AND RESERVE GRADE SIDE

Now that a reserve grade game is automatically played alongside your first grade game, you MUST nominate
6 (SIX) players from your squad to be RESTED. The 7 (SEVEN) remaining UNNAMED players will play the reserve grade game by default. The rested players will account for positions 25-30 within your squad.

You do NOT need to name the 7 players who will make up your reserve grade team.

You do NOT need to submit strategies for the reserve grade game. The SIM will automatically play the game without them.

NOTE: The nomination of a specific player to be rested will ALWAYS over rule any decision to play the player.

If you have named a player in your 17 man first grade line up and also asked for him to be rested he WILL be rested and the most suitable alternative player will be chosen to play in the position you chose him for in your first grade 17 man line up.

For example, if you have named Sean Long at scrum half and also asked for him to be rested, then Sean Long WILL be rested and an alternative scrum half, or alternative player, where possible, will be chosen for you by the Gaming Officer.

IMPORTANT NOTE

The strategies will not always have the effect you are expecting. For instance, an aggressive defence may not result in more penalties. There are a number of reasons for this:

   * The strategies and/or player ratings of the other team may be nullifying your strategies.
   * Your own team may not be suited to the type of strategy you are choosing.
   * Random elements which are different in every game.
   * The simulator is quite complex. It can be difficult to predict, although good teams and coaches will always have the advantage.

SENDING TEAM ORDERS

Orders must list, in this order:

TEAM NAME
Captain

Interchange Strategy
Attacking Strategy
Attacking Style
Defensive Strategy
Defensive Style
17 man squad (13 starting players plus 4 interchange players)
6 rested players

So, a set of orders should look like this:

EUROPEAN EAGLES
Captain: No. 4

Interchange Strategy: Conservative
Attack Strategy: Use Fullback
Attack Style: Open
Defence Strategy: Target Kicker
Defence Style: Balanced
1 Mr Full Back
2 Ms Left Wing
3 Mr Centre
4 Mrs Centre
5 Miss Right Wing
6 Sir Five Eighth
7 Commander Half Back
8 Senor Prop
9 Herr Hooker
10 Mr Other Prop
11 Dr Second Row
12 Father Second Row
13 Chief Lock
14 Interchange 1
15 Interchange 2
16 Interchange 3
17 Interchange 4
Rest: Player U

Rest: Player V
Rest: Player W
Rest: Player X
Rest: Player Y
Rest: Player Z

When completed, send your orders to the Gaming Officer with EIRL Team Orders: Team Name as the subject line.

CHANGES TO TEAM LINE UP
Your FULL team, including captain, strategies, 1-17 squad and rested players MUST be named. Any changes to your previous line-up, captain, and/or strategies MUST be highlighted in RED text, or highlighted in such a manner as to identify any such changes clearly
(i.e. *** CHANGE ***) and is only acceptable for those submitting orders using text only e-mail or devices such as iPhones, mobile e-mail etc.

The ONLY exception to this will be to announce NO CHANGES (which implies you have made no strategy or team changes).

Orders must be entered into the body of an e-mail. Attachments (Word, Excel, Notepad etc.) will NOT be accepted.

For each change to your team, captain or strategy which is NOT highlighted in accordance with rule above, your team will incur a fine of £5,000 for EACH offence where you have not highlighted either a captain, strategy or player change.

INCORRECTLY ENTERED ORDERS : COMPENSATION SCHEME

Whilst
the Gaming Officer will endeavour to ensure team orders are entered as submitted, there can be occasional mistakes.

In future, where this is the case, and your team LOSES (and ONLY in these circumstances) the following shall apply:

You must advise an appeal against the result, on the basis that incorrect orders have been entered no later than 1800hrs BST on the Tuesday following the match.

Your team shall be adjusted to that which has been submitted, using a back-up database (so as to ensure previous form and health are as prior to the game).

The game shall be replayed on FIVE occasions.  You shall receive compensation of
£25,000 for each of these games you win (therefore a maximum of £125,000). No compensation will be paid for drawn games.

The above shall NOT apply where your orders have contained any ambiguity (which should be overcome by the new requirement to list a full squad).

UNDER NO CIRCUMSTANCES WILL THE RESULT BE AMENDED ONCE IT HAS BEEN PUBLISHED.