Guide

Tactics

Time on ice
You can manage the time spent by each of the lines in a row from 20 seconds to 2 minutes. For the 4th line you can set zero time, in that case your team will be playing with 3 lines only.

Balance
You can proportionally increase/decrease attacking/defensive power of the line.

Tactics at even strength
There are 5 basic player’s skills influencing the line’s total power: 
  • Attack (only in attack)
  • Defense (only in defense)
  • Skill
  • Hits
  • Speed
The tactics are based on the players’ types and their type skills. Changing tactics you respectively change the correlation of these indicators, decreasing the value of some of the skills and increasing the value of the player’s type skill. Attack and defense skills have the same value with the other skills when choosing “without tactics” mode and just slightly yield to the type skills in other modes. 
Without tactics
All main players’ skills are used equally. This tactical setting is neutral towards the others. 
Creative tactics
Skill is the type skill. This tactical setting fits masters. It has a bonus against speed tactics and a penalty against power tactics. 
Power tactics
Hits is the type skill. This tactical setting fits musclemen. It has a bonus against creative tactics and a penalty against speed tactics. 
Speed tactics
Speed is the type skill. This tactical setting fits speedsters. It has a bonus against power tactics and a penalty against creative tactics. 
Countertactics’ table
Each tactics has a bonus against one and a penalty against the other. The value of the bonus/penalty depends on the predominance of the team in the type skill of the tactics that gets the bonus. For example: the speed line A against the power line B. The speed line has an advantage over the power one, that’s why we check the difference in speed between the line A and line B. The higher the difference, the more is the advantage of the speed tactics, but minimal bonus equals 15% in any case. In the following table you can see how leftmost tactical settings relate to the top ones. For example, the creative tactics is effective against the speed one.
CreativeSpeedPowerW/o tactics
Creative0+-0
Speed-0+0
Power+-00
W/o tactics0000

Chemistry for lines at even strength
If the players’ types fit the chosen tactical setting, for example a master fits the creative tactics, the line gets a bonus to power: 
The number of players who “fit”Bonus
1+10%
2+20%
3+30%
4+32%
5+33%

Note. The chemistry bonus is possible only when the tactical setting fits the chosen line. And as tactical settings are availible only at even strength, chemistry plays no role at uneven strength.

Tactical settings and chemistry at uneven strength

No tactics chosen
All the players primary abilities are used equally. Is concidered neutral towards the others.
Blue line shots (powerplay)
Speed and hits are the dominant features
Chemistry is compiled of:
0-16% - 2 snipers in the line
0-24% - 3 players can be either musclemen or speedsters.
Carousel (powerplay)
Skill and speed are the most important
Chemistry is compiled of:
0-16% - 2 snipers in the line
0-24% - 3 players can be either masters or speedsters.
More passes (powerplay)
Skill and hits are the most important
Chemistry is compiled of:
0-16% - 2 snipers in the line
0-24% - 3 players can be either masters or musclemen.
Square (shorthanded)
Skill and speed are the most important
Chemistry is compiled of:
0-40% - 4 players can be either speedsters or masters
Active defense (shorthanded)
Hits and speed are the most important
Chemistry is compiled of:
0-40% - 4 players can be either musclemen or speedsters
Close snipers (shorthanded)
Skill and hits are the most important
Chemistry is compiled of:
0-40% - 4 players can be either masters or musclemen

Another characteristic feature of these special formations is the fact that forwards (while in powerplay) can be used instead of defensemen. Though such substitution won increase chemistry. 

Countertactics table

Countertactics bonus is counted in the same way as at even strength. Lets suppose "Blue line shots" is playing against "Square". Minimal advantage will equal 15%m but if players of a team playing in powerplay are better then the opponents by more then 15%, they will get a corresponding bonus. 

SquareActive defenseClose snipers
Blue line shots+0-
Carousel0-+
More passses-+0
No tactics chosen000
Teamwork
Each player has his own teamwork points with the others. The more they play with each other the more points they have. Teamwork of all players withing the line is calculated into the lines shared teamwork. The maximal bonus given by teamwork is 20%. Teamwork works both while at even and uneven strength.  

Mood
The mood increases/decreases the team’s indicators: the lines’ power at even and uneven strength. If the mood setting for the match was positive, all the players participating in the match will get a penalty to morale equal to the shift of mood setting. If the mood was negative, the players will get a respective bonus. Be careful with this indicator!

Tactical arrangements depending on time
Special arrangements performed according to various scenarios(goalkeeper change, play in 3 lines and others).
1. If you leave the time slot empty, the arrangement is NOT going to depend on time, only score difference.
2. If you leave the score difference slot empty, the arrangement is NOT going to depend on score difference, only time.
3. If both slots are left unfilled, the arrangement will occur befor the match starts.
4. Positive value of score difference indicates score advantage of YOUR team. If this value is negative - YOUR team is at disadvantage.
5. Each arrangement happens only once a match.

Policies
Policies are additional settings for the game reflecting the game style of your team.
Fire
+10% to attack of each line at even strength
Discipline
+10% to defense of each line at even strength
First line
+20% to power of the first line at even strength
Hurricane
+10% to the possibility of counterattacks
The last outpost
+10% to power of goalkeeper
Sniper
+10% to shots of all players
Supercenter
+10% to face-offs
Special lines 
+10 to attack in powerplay, +10% to defense while shorthanded
Motivator
+2 to morale before every official game

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