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Team instructions

marc71178

Eyes not spreadsheets
Testing is now well under way - I ask you all to bear with me because it is going to be fairly extensive.

You've now got to start thinking of what individual tactics you'll employ.

Batsman aggression, bowler aggression and fielding attacking are all rated between 1 and 11, so at the bare minimum I'd expect that each player is given that tactic.

However, the control you can exercise over your performance can go far more than that.

It will be required that team lists are posted at least 1 day prior to a game, and preferably 2, as then managers can work out their tactics and email them.

For example, do you want a specfic bowler to be targetted by the batting?

Other things you can decide on include:

Bowling order, and how long spells you want to use.
Nigh****chmen.
Adjusting a players aggression if he gets in.
Will you want a new ball as soon as you can, or not?

But obviously there's others that will be needed, and any thoughts you might have, please post them here.
 

vic_orthdox

Global Moderator
Is there a possibility that you can say "I'll take the new ball at 80 overs EXCEPT when there is enough reverse swing around at this stage to worry the batsman"?
 

marc71178

Eyes not spreadsheets
That sort of thing is the sort of thing I'm thinking about yes (although the sim doesn't seem to pick up reverse swing - but you could say "if the spinners are causing trouble and the pitch is wearing")
 

Jamee999

Hall of Fame Member
What If I want one of my batsmen to be more attacking, and he ends up coming in at 17/3... Will he start slogging?
 

Mr Mxyzptlk

Request Your Custom Title Now!
Jamee999 said:
What If I want one of my batsmen to be more attacking, and he ends up coming in at 17/3... Will he start slogging?
Not if you specify otherwise. Basically, the tactical control of a manager is as detailed as he'd like it to be. It depends on how much thought and effort you're willing to put into your tactics.
 

Jamee999

Hall of Fame Member
Liam and Marc, I know this is OT for this thread, but do you think it would be possible to get simming stats, bowler status, prefered batting position and all the jazz sent to us?
 

marc71178

Eyes not spreadsheets
Simming stats, no.

Preferred batting position is easily obtained via cricinfo.

Bowling positioin is basically based on balls per match.
 

Jamee999

Hall of Fame Member
Can we have boundaries for bowling position then, eg. what you're saying is "part-time" and stuff?
 

chaminda_00

Hall of Fame Member
I don't think they have to be until the first game of the season. I just sent one in to see if i was going down the right path.
 

marc71178

Eyes not spreadsheets
Yes, there's a while to think about it (owing to the testing required - already found one show-stopping mistake on my part that I've got to correct), then I guess it'll be a case of managers thinking about the first week, and modifying their thoughts as they go on.
 

andyc

Cricket Web: All-Time Legend
Marc could you please give us an example cause I'm kinda bemused by it all
 

Mr Mxyzptlk

Request Your Custom Title Now!
An example:-

Team for Opening Match

CH Gayle
DS Smith
BC Lara
RR Sarwan
S Chanderpaul
DJJ Bravo
D Ramdin +
CEL Ambrose
DB Powell
CD Collymore
CA Walsh

Batting: Gayle and Smith start off on 3 bars of aggression, improving by 2 for every 25 runs they score. Maximum aggression at 7.

That's one way of phrasing it, and the same can be done for each batsman I suppose. Alternatively you could just list the batsmen and how you'd like them to play, letting Marc control the fine details with his discretion, eg:

CH Gayle (attacking)
DS Smith (moderate)
BC Lara (attacking)
RR Sarwan (attacking)
S Chanderpaul (moderate)
DJJ Bravo (defensive)
D Ramdin + (defensive)

Bowlers to attack: Lee, MacGill and Watson
Bowlers to be watchful against: McGrath and Warne

Declaration:
Declare on first innings only after the score is past 750, or the team has batted for 2 and a half days.
Declare on second innings when there is a chase of 150+ at more than 6 runs per over.

Followon:
Do not enforce the followon if there are more than 3 days left in the match.
---
Bowler Use:
1. Ambrose
2. Walsh
3. Powell
4. Collymore
5. Bravo
6. Gayle

Ambrose to generally bowl 10 over spells.
Walsh 8 generally over spells.
Collymore and Powell 7 over spells.
Bravo to bowl according to effectiveness (ie if he's bowling well, keep him on until he's tired).
Ambrose and Walsh to bowl in tandem for at least the first 12 overs, unless run scoring is quick.
Use Gayle to attempt to break any 150+ partnership.

Always ensure that Ambrose and Walsh are fit to take the second new ball. Take it immediately in all circumstances.

This should give an idea of the basic tactics you can give.
---
Nigh****chman: DB Powell, if there is half an hour or a max of 5 overs left in the day, and less than 5 wickets are down.
 

vic_orthdox

Global Moderator
marc71178 said:
Yes, there's a while to think about it (owing to the testing required - already found one show-stopping mistake on my part that I've got to correct), then I guess it'll be a case of managers thinking about the first week, and modifying their thoughts as they go on.
Oooh ooh ooohh! What was the mistake? Pllllleassse!
 

marc71178

Eyes not spreadsheets
Didn't give the new non-bowlers a 200 SR or 125 Eco.

Hence the Comp bowled them and they took wickets every ball!
 

marc71178

Eyes not spreadsheets
Example submission:

1st XI:

a
b
c
d
e
f
g
h
i
j
k

Batting Aggression

- 4 to start

- increase to 5 after 50 run partnership or when a batsmen passes 50

- increase to 6 after 100 run partnership or when a batsmen passes 100



Bowling Aggression

- 7 to start

- start at 9 for x and y

- drop to 6 after 100 run partnership

- drop to 4 for a batsmen past 150



Fielding Attacking

- start at 7

- start at 8 for x and y

- drop to 6 after 100 run partnership

- drop to 4 if batsmen is past 150


Bowling Orders

a (6 to 8 overs first spell)
b (4 to 6 overs first spell)
c
d
e
- Bowl d and b for only 6 to 8 overs spells

- Bowl c and d for 6 to 12 overs spell depending on effectiveness

- Use g and f to break a big partnership or if other bowlers are tired.



Night-watchmen

- Use j as night-watchmen if a wicket falls ten overs or less before the end of play

- Use h over j as night-watchmen if wicket falls in same situation and the ball is less the 15 overs old.



New Ball

- Only take new ball after 100 overs have been bowled

- Only situation where this doesn’t apply is if the opposition has 400 runs and 5 wickets or more in hand, or if batsmen have put on a 100 run partnership. If this is the case bring on the new ball as soon as possible.

- Give new ball to a and b
 

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