Presentation on theme: "Performance on the Pitch Everyone plays everyone else – home and away. 42 Matches 31 victories, 11 drawn games. Biggest Win: 105 – 0. Highest scoring draw:"— Presentation transcript:
Performance 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
Teamwork 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 well…but 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...
Teamwork 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.
Teamwork 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.
Teamwork 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.
Summary… 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…
The 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.
Final Results Baltika: £75, fantastic attacking force, and deadly finishing! Special Award: 3 rd Place, 62 points: Chris / MFJ: £75, immaculate code, strong tactics, unlucky not to perform better! 2 nd Place, 70 points: Matthew / Return of Returning: £100, superb performance in matches! 1 st Place, 73 points: Nicholas / Wizard: £250, strong all round performer. 2 nd place at code and performance, solid tactics!