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HOW TO CREATE A TEAM SHEET

Team sheets are a list of players that are selected from a team roster. Notepad is one of the more useful text editors to prepare your team sheet and save it as a .txt file. If you wish to play in an ESMS league like the PBESL, you must understand how to make a team sheet. It is simple, but does require some explaining.

Below is a template for a team sheet.

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[Team name]            /* The name of your roster, without the ".txt" extension
[Tactic]                  /* A single character specifying your starting tactic
GK [name]               /* The first player in the team sheet must be a GK
[Pos] [Name]           /* Here the other 10 starting players are listed,
[Pos] [Name]           /* instead of [Pos] is written the position, which is
[Pos] [Name]           /* either a DF, MF or FW, and the player's name
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]  

[Pos] [Name]           /* These are the 5 subs for the game, again their
[Pos] [Name]           /* position and name are stated
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]

PK: [Player name] /* The primary PK taker. Must be one of the 16!

 

STARTING TACTIC

A manager must apply a starting tactic to their team, which is a single letter on the second line of the sheet.   NOTE:  You list your team name in lowercase, and players as desired, but all commands and tactic designations MUST BE IN CAPITALS or the ESMS engine will error out on them

Below is a listing of tactics used in the ESMS program:

D (defensive) Large attention to defending but will not create many chances.
C (counter-attack) A defensive tactic but midfielders and forwards will be prepared to make a quick break when they get the ball.
N (normal) The best balance between defence and attack.
L (long-ball) The least skilful of all tactics, the defence pass the ball immediately to the attack, ignoring the midfielders, so this tactic is highly unpredictable.
P (passing) Lead-up play will include many sets of passes, creating a slow but hopefully efficient build-up play … an attacking tactic but not as attacking as the Attacking tactic.
A (attacking) This tactic is basically an all-out attack, which will have no regard for defending their goal.

Every tactic, for exception of the Normal tactic, has bonuses against some of the other tactics. The “Bonuses vs.” column shows which tactic the particular tactic will have, and “Bonus Type” will demonstrate which area the tactic will have an advantage.

Tactic  Bonuses vs. Bonus type
Normal (N) None    
Defensive (D) Long Ball Defense
Attacking (A) Defensive Attack
Cnt. Attack (C)  Passing & Attacking Attack & Midfield
Long Ball (L) Attacking & Cnt. Attack Defense & Attack
Passing (P) Long Ball Defense

   

The bonuses “tree” may appear complicated at first, but there is an enormous benefit from predicting correctly which tactic your opponent will use. If you are not sure what tactic your opponent will use, the Normal tactic will be the more effective as no other tactic has bonuses against it.

TEAM FORMATIONS

There are no pre-defined formations in the ESMS program. However, the limits mentioned in the rules apply for the PBESL – 1 goalkeeper, 3-5 defenders, 3-5 midfielders and 1-3 forwards in the starting eleven. You must also allocate a penalty-kick taker that is one of the sixteen players selected. The formation that a manager will pick is often decided by the players at his disposal. A manager that has a lack of depth or quality in the forward department will tend to move towards a formation that contains less forwards than most other teams. Formations and tactics should be closely linked to compliment each other. In other words, the tactics employed should pretty much mirror the formation used by the team at a particular time. Eg. For a 3-4-3 formation, it would be prudent to associate this formation with an Attacking tactic. The most common tactic by all is 4-4-2, as it can fit well with just about any tactic.

 

Here is an example of a 4-4-2 formation playing passing.

 

int
P

GK F_Toldo
DF F_Cannavaro
DF J_Zanetti
DF S_Fresi
DF M_Iuliano
MF M_Almeyda
MF F_Farinos
MF L_DiBiagio
MF Guly
FW C_Vieri
FW A_DelPiero
 
GK A_Fontana
DF F_Coco
DF N_Vivas
MF S_Conceicao
FW A_Recoba
 
PK: C_Vieri


Here is an example of a 5-3-2 formation playing defensive:

int
C

GK F_Toldo
DF F_Cannavaro
DF J_Zanetti
DF S_Fresi
DF M_Iuliano
DF F_Coco
MF F_Farinos
MF L_DiBiagio
MF M_Almeyda
FW C_Vieri
FW A_DelPiero

K A_Fontana
DF M_Materazzi
DF N_Vivas
MF S_Conceicao
FW A_Recoba

PK: C_Vieri

These are examples of how team sheets would look like in your .txt file that you send to the league administrator’s e-mail for your matches. This is only a basic team sheet, as this does not cover team instructions.

TEAM INSTRUCTIONS

Team instructions are the orders you place into your team sheet to modify your team during the match and make decisions that could potentially swing the match your way. These orders are placed at the bottom of the team sheet, with one line left between the penalty kick taker and the first order.

There are three conditions that the ESMS will use to execute an order, and two types of commands are used by ESMS to understand what is supposed to happen when the conditions are met.

One important thing to remember is that when you place orders, players are referred to by their numbers, not by their names. The number of the player is simply his position in the lineup of sixteen on the team sheet. The starting goalkeeper will always be number 1. In a typical 4-4-2 formation, defenders will be numbers 2-5; midfielders will be 6-9, and forwards 10-11. The substitutes are similarly named from 12-16, in the order that they appear on the team sheet.

There are three types of orders available:

TACTIC: Condition – [New Tactic]

With a single letter, this is the order to change the team’s tactic from its previous tactic. For example, TACTIC D will switch the team tactic to defensive when the condition becomes true. A manager can include up to 15 conditions on tactic changes.

CHANGEPOS: Condition – [PlayerNumber] [NewPosition]

This will tell ESMS to change a player to a new position after the order. The player number comes first, followed by the position in its two-character abbreviation, eg. GK, DF, MF or FW. An example of such an order is CHANGEPOS 4 FW which will move player number 4 to the position of forward when the condition becomes true. Be careful that such a change of position does not break the rules regarding too many players in a particular position, or not enough. A manager can include up to 15 conditions on position changes.

SUB: Condition – [Player.OutNumber] [Player.InNumber] [Player.InPosition]

This will tell ESMS to substitute one player for another during the course of the match, and also the position of which the newly arrived player will play in. The players, as in all orders, are referred to by their numbers, and numbered according to their order in the team sheet. For example, SUB 8 14 MF will replace player number 8 with player number 14, and player number 14 will play in midfield. Managers must remember that there can only be three substitutions during a match, and players who have been replaced cannot return to the field.

CONDITIONALS

Now the conditions will be explained. The conditions come immediately after the order in the same line of the order you wish to implement.

IF MIN = [Minute]

If the game reached the specified minute, the order will be executed. For example: SUB 10 16 FW IF MIN = 62 will substitute player 10 for player 16 in the 62nd minute of the match.

IF SCORE = [Margin]

The margin argument can only be a single number, which stands for the margin of the score between you and your opponent. 1 is leading by one goal; -2 is losing by two goals. For example: TACTIC A IF SCORE = -1 means that the team will change tactic to Attacking if the team ever goes a goal down during the match.

IF MIN [Sign] [Minute] SCORE [Sign] [Margin]

This conditions is the most complicated and powerful in the game, and the easiest to get wrong, as I’ve experienced while playing practise games with ESMS. This order can execute an order based on both the minute and score during the game. The sign argument can be one of three signs:

  1. =

  2. >=

  3. <=

These signs help to give the conditional flexibility that makes it so useful. It makes worth mentioning that if you want to add a > or < sign into your conditional, the arrow must come before the = sign.

Here are some examples of this conditional:

TACTIC C IF MIN >= 75 SCORE >= 1

This tells ESMS to switch the team tactic to counter-attack if it is equal to or later than the 75th minute, and they are leading by one goal or more.

CHANGEPOS 8 FW IF MIN <= 35 SCORE <= -1

This tells ESMS to change player 8’s position to forward if it is equal to or earlier than the 35th minute and the team is losing by one goal or more.

Here is a more typical team sheet, with orders added:

int
L

GK F_Toldo
DF F_Cannavaro
DF J_Zanetti
DF S_Fresi
DF M_Iuliano
DF F_Coco
MF M_Almeyda
MF F_Farinos
MF L_DiBiagio
MF Guly
FW C_Vieri

GK A_Fontana
DF N_Vivas
DF M_Serena
MF S_Conceicao
FW A_DelPiero

PK: C_Vieri

SUB 1 12 GK IF SCORE = 3
TACTIC C IF MIN >= 75 SCORE -1  

YELLOW/RED CARD AND INJURY CONDITIONALS

This is a new section dedicated to the extra conditionals that may be added as a result of events such as cards and injuries to a specific player or a player in a specific position.

[Order] IF [Start_Position/Player No] [Player No] [Sub_Position] [Yellow/Red/Injured] [Start_Position]

Yellow/red card conditionals and injury conditions all run by the same line. The user must be able to include a player's position after the condition (YELLOW, RED or INJURED) rather than a player number, as this will not work. 

SUB MF 15 MF IF YELLOW MF

SUB FW 12 GK IF RED GK

SUB 11 15 MF IF INJURED MF

 

Hopefully this has now helped you understand all of the facets of writing the team sheet for your team. Good luck in all of your matches!