Friday 20 December 2013

All Youth Teambuilding

Probably half the managers in the game seem to be building all youth sides but a lot of projects aren't successful because managers fail to account for the 2 way average age rule and many of them lack suitable mentor players.

Starting the project

OK so you've cleared out your old players, or the ones you don't want, and it's time to start with a blank canvas. First off you need a strategy - how do you see your team developing.

It is at this stage you need to consider the formation(s) you plan on using in the future and build a team around that structure. You also need to consider what type of team you are going with - you might want  all players of the same age to peak at the same time, or you might want to build a conveyor. The team you want to build will dictate the players you want to buy.


Budget and Choose your players carefully

You have a budget - but this is a long term project (10-15 seasons or more) so you will need cash down the line to pay for training, buy new mentor players, maybe stopgaps. To build a successful side you very likely need 20m+ spare cash after you've bought your initial team. If you only have 30m then you need to budget maybe 10m for players, or consider spending a season generating some cash. More money = better players but a very good side can be built from 18/4 path players (circa 500k each) if done well.

You also need to put in careful consideration to the players you are buying at this time because they will be with you for the long haul. Some managers prefer SQ-laden players on a lower skill path to higher skilled vanilla players. Usually the goalkeeper and a freekicker are seen as the most important players so extra will usually be spent on these.

Evaluate all potential players. On the youth players teamwork isn't such a big deal because they will all converge over time. What you will need to be aware of is divas. Divas converge much more slowly so anything less than "good" teamwork isn't good enough. Teamwork on mentor players is more important so ideally look at good or better teamwork. I discuss the types of mentor players you need to be looking for in an earlier post. Ideally you need your team average age to be 24+.


Building a flat team structure

A flat team structure, where all players are approx the same age, will be the strongest in the long term but it will have a short window where the team is at it's maximum strength before players start to age, the 2 way average age rule affects your performance and then players start to retire. For this type of team you need to buy all your final team players right at the start plus mentor players. This could mean having 6 youth midfielders and 2 mentors. This is a lot of players to give experience to and this team benefits especially from holding some cash back to maybe buy an extra player when the team matures. Having a defender and midfielder with allround SQ can really help later on.


Building a conveyor


I briefly discussed building a conveyor team in an earlier post. With a conveyor you need to stagger the ages between players. As players get older and more skilled they need more games. Building a flat team suffers in this respect in that once everyone gets over about 22 it's very hard to get DV=AF on all the players. With a conveyor you can play more games with the youngsters to get better DV in the early years.

When starting a conveyor it is probably best not to buy all your youngsters in one go. What you can do is buy maybe 2 generations at one time. For example you may buy 2x 20/6 players and 2x 17/4 (or whatever path and ages you are working on  Only having 4 youngsters means they can get more match experience and DV in the earlier seasons which will be beneficial. After 3-4 seasons you can sell one of the developed 20/6s for a profit and buy maybe 1 more 17/4. Again another 3-4 seasons in you add an extra youngster.

Admittedly the first generation might be weaker  but it gets you competitive 3-4 seasons sooner and this approach allows a few seasons of pushing the DV a little harder and also a few investment players along the way to top up the bank balance.


Playing matches

When building a youth side there are 2 rules I always stick to. Firstly never let promotion/relegation get in the way of developing your players. Your team will achieve the success it deserves in time as long as you don't neglect your players.

The second rule is always play to be competitive. Many managers have had brilliant teams that got to the top but they were tactically naive. Play every game like it's important, make sure you are constantly aware of tactical issues. This doesn't necessarily mean paying for scout reports or big win bonuses (50k is always good) in the early days but look at the opposing team, play to get the best result possible. Losing every game badly will make it harder and more expensive to maintain form while gaining promotion will usually give a higher level of opposition helping your players gain DV faster.


Developing Players

To develop players to their best you need high DV and in part that is based on good form. Aim to keep your players form over 17 all the time, and look for 17 DV as a minimum for anybody under 23. Sometimes this means training players with green  form arrows who may look fine - more form is always better but it costs. Never ever be in the position of having to choose which player gets the training because you are short on funds.

Use substitutes. This will let the 2 players share more DV overall per game but also players get a heart after 13 games and this helps them perform better and therefore maintain form better. Even substituting a player on 90 minutes will count as a game for this purpose.

Friday 13 December 2013

The value of hidden SQs

The XpertEleven rules cover special qualities here, but only in a superficial way. in this post I'm going to cover the hidden SQs in more detail.

 

Fragile is often seen as one of the worst SQs, but this is not the case. The fragile SQ increases the risk and duration of injuries to the specific player, but it does not increase the chance for a team to get an injury as a whole. It acts more like a magnet for increasing the chance of injury to the player with the SQ. From that perspective it reduces the chance of injury to other players in the team so getting 2-3 of your lesser players with this SQ will help protect those who don't have it. 



Cheat is often a misunderstood SQ. There is a slight negative in that these players will pick up a few extra cards than the normal player. The upsides are many. You will generally play the cheat option in X11 around 50% of the time and when that happens cheating players will get a small advantage. This is especially helpful if you have a player with cheat as your playmaker or a a forward. 



In many people's opinion tough is the worst SQ. Tough is about aggressive play and in no way the opposite to fragile. The upside is a slight bonus to performance when playing bruise. The downsides are a performance reduction when playing careful plus a significant increase to bookings. I find this to be a special nightmare SQ for keepers when playing careful.

On the whole managers probably play careful more often than bruise, but with the recent reduction in long term injuries bruise might start to figure more often and this SQ could become less of a problem.



Diva can be a great SQ. To get the best out of a diva they will need their squad number - but you gain a slight performance boost if you do this. Certainly if you have good teamwork on divas you will be pleased with their match ratings. 

Teamwork was changed to be more significant a year or two back and now a diva needs to have good or excellent teamwork at a minimum. As their teamwork doesn't change much over time then this can be a kind of anchor helping other players converge. 



Hart trainer is undoubtedly the king of SQs. There is plenty known and written about this SQ already. it helps players to maintain form, arguably they need less training sessions. it usually adds significantly to the cost of players, especially youths. over a player's career it's not unusual for a hard trainer to gain 1-2 skillbars more than players without this SQ.

Probably the biggest benefit of a hard trainer is the ability to recover form after a change report. The benefit of this SQ does depend on the league and how many games are being played and it is certainly more useful in leagues with 2 or 3 games a week than 1. The removal of overtraining has probably taken a little shine off this SQ.



Greedy is a highly prized and quite rare SQ. The general idea is players perform better when larger win bonuses are offered. It's a simple to understand SQ but rarely seems to produce the performance boost one might expect. Within the context of developing teams and those not challenging for big trophies this is very much an overrated SQ.

Tuesday 10 December 2013

Checking the exact player skill

When yo have a player you are considering selling it's useful to be able to check the exact skill. If the player is high in his band it might be worth holding on for an extra season and trying for a double jump or even selling a player that is an obvious undereval.

You will need to be a VIP but using the Change report Calculator you can do that. Depending on the number of CRs and how much a player has increased by you can get more or less accuracy on the player's actual skill.


Player Skill Rounding


Player skill levels in X11 are rounded to the nearest even number so the skill level is not always obvious. The following examples show how this works:

3.5-4.5     4 skill
4.6-5.4     5 skill
5.5-6.5     6 skill
6.6-7.4     7 skill

Even skill levels cover a range of 1.1 skill points whereas odd skill levels only cover a range of 0.9 skill bars. For this reason it is easier to double jump players on even skill levels but easier to gain a single bar  at odd skill levels.



Thursday 5 December 2013

December 2013 Updates

There were a few key updates at the start of december 2013. Key ones are:

  • Changed to random fixture lists when creating new seasons 
  • New graphs on the club history page
  • Changed so that you can transfer list up to 5 players instead of 3
  • Now showing special qualities of an evaluated player in the transfer evaluation list


Changing to random fixtures will happen with the start of the next season so it remains to be seen how well this works.

Being able to list upto 5 players instead of 3 should make the start of the season easier and  compliments the change to 23-man squads in helping farming.