Title: Performance on the Pitch
1Performance on the Pitch
- Everyone plays everyone else home and away.
- 42 Matches
- 31 victories, 11 drawn games.
- Biggest Win 105 0.
- Highest scoring draw 8 8.
- Most goals scored by a controller 445, 37 per
game! - Most goals conceded by a controller 366, 30 per
game! - Number of 0 0 draws 9, Alan played in all 9!
- Undefeated controller Skumby Controller
2League Table
Home
Away
3League Table
Combined
Combined (without Skumby)
4Teamwork and Tactics
- Some very accurate strikers some not so
accurate. - On the whole, defence was solid.
- Goalkeepers were not very smart often caught
with the ball, or passes out to an opponent. - Players move into space wellbut intercepted
passing often let teams down. - Patient play players werent afraid to pass
backwards if it meant not losing the ball. - Use of both static and dynamic roles.
- and blocking goal with 3-4 players ...
5Teamwork and Tactics
- Spotlight on Skumby
- Detects safe passes.
- Godlike keeper almost always saves 1 on 1 with
a striker. - Avoids tackles by passing backwards/forwards to
players in space. - Strikers get free, and pass to each other to get
clear sight on goal. - Manmarking when opponent attacks.
- Very accurate shooting got the ball just inside
the post from any angle. - Didnt always use the full width of the pitch,
this meant players found it hard to find space
when the middle got crowded.
6Teamwork and Tactics
- Spotlight on Baltika
- Even more accurate shooting aimed perfectly so
the ball bounced off the post and in. - Strikers move as a unit, and pass when they get
into trouble. - Rather than run at the goal, players ran away
back to their defence. A new attack could be
launched without losing possession. - Keeper often caught in possession and bullied
back to the goal. - Not all the players were used at all times,
often few passing options.
7Teamwork and Tactics
- Spotlight on Wizard
- Committed four outfield players to launch
devastating attacks. - Drew defenders in, then played the long ball to
a free man near the goal. - Not afraid to shoot when it spots a gap.
- Often backtracks when it has space to run into.
- Didnt detect safe passes, and so gave the ball
away needlessly.
8Tactics Scores
Points Scored / 33
9Summary
- Overall, a very high standard of entries.
- All controllers scored at least 10 goals,
strikers were all good enough to take at least
some of their chances. - The only controller to not let in a goal was
Alans 4 man wall across the goal defence is
difficult. - Safe passing vs. Unsafe passing was often the
difference between mounting a successful attack,
and not. - Every controller had at least one unique feature
which could have been incorporated into a Dream
Team version
10The Dream Team
Skumby Goalkeeper Baltika Strikers accuracy
and awareness of each other. Ashburn Ability to
find space and adapt. MFJ Pathfinding, rarely
ever gets stuck. Wizard Strong in midfield,
serves the strikers well. Return of Returning
Quick movement, accurate passing. Defence
Controller Effective lone player score 11 goals
by himself.
11Final Results
Special Award
Baltika 75, fantastic attacking force, and
deadly finishing!
3rd Place, 62 points
Chris / MFJ 75, immaculate code, strong
tactics, unlucky not to perform better!
2nd Place, 70 points
Matthew / Return of Returning 100, superb
performance in matches!
1st Place, 73 points
Nicholas / Wizard 250, strong all round
performer. 2nd place at code and performance,
solid tactics!
12Final Scores
Points Scored / 33