Time on ice
You can set the playing time for all lines in the current team lineup 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 your linen.
Tactics at even strength
There are 5 basic player skills influencing the line’s total power:
Without tactics
All main players skills are used equally. This tactical setting is neutral towards the others.
Creative tactics
Skill is the important value. This tactical setting fits Playmakers. It has a bonus against speed tactics and are penalized against power tactics.
Power tactics
Hits is the important value. This tactical setting fits musclemen. It has a bonus against creative tactics and are penalized against speed tactics.
Speed tactics
Speed is the important value. This tactical setting fits speedsters. It has a bonus against power tactics and are penalized against creative tactics.
Countertactics table
Each tactics has a bonus against one and are weak against the other. The value of the bonus/penalty depends on the predominance of the team in the type of the tactics that gets the bonus. For example: Line A is set to speed and playes against the power setting of 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 the advantage of the speed tactics, but minimal bonus equals 15% in any case. In the following table you can see how tactical settings relate to one and other. For example, the creative tactics is effective against the speed one.
Chemistry for lines at even strength
If the players types fit the chosen tactical setting, for example a playmaker fits the creative tactics, the line gets a bonus to power:
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 other tactics.
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 playmakers 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 playmakers or musclemen.
Square (shorthanded)
Skill and speed are the most important
Chemistry is compiled of:
0-40% - 4 players can be either speedsters or playmakers
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 playmakers or musclemen
Another characteristic feature of these special formations is the fact that forwards (while in powerplay) can be used instead of defensemen. Such substitution will win increased 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% but if players of a team playing in powerplay are better then the opponents by more then 15%, they will get a corresponding bonus.
Teamwork
Each player has his own teamwork points together with the others in the same line. The more they play with each other the more points they get. Teamwork of all players within the same line is calculated into that lines combined teamwork. The maximal bonus given by teamwork is 20%. Teamwork works both at 5 on 5 and specialteams.
Mood
The mood increase/decrease the team indicators: the lines power at even and uneven strength. If the mood setting for the match is positive, all the players participating in the match will get a penalty to morale equal to the mood setting if the team lose the match. If the mood was negative, the players will get a 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 box empty, the arrangement is NOT going to depend on time, only on score difference.
2. If you leave the score difference box empty, the arrangement is NOT going to depend on score difference, only on time.
3. If both slots are left empty, the arrangement will occur before 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 in a match.
Policies
Policies are additional settings for the game reflecting the game style of your team.
Fire
plus 10% towards attack of each line at even strength
Discipline
plus10% towards defense of each line at even strength
First line
plus 20% towards power of the first line at even strength
Hurricane
plus 10% towards the possibility of counterattacks
The last outpost
plus10% towards power of the goalkeeper
Sniper
plus 7 to shots of all players
Supercenter
plus 7 to face-offs
Special lines
plus10 towards attack in powerplay, +10% to defense while shorthanded
Motivator
plus 2 towards morale before every official game
Psychologist
plus 4 to psychology of all players
Gym
plus 5 to hits of all players
Wings
plus 5 to speed of all players
Magic
plus 5 to skill of all players
You can set the playing time for all lines in the current team lineup 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 your linen.
Tactics at even strength
There are 5 basic player skills influencing the line’s total power:
- Attack (only in attack)
- Defense (only in defense)
- Skill
- Hits
- Speed
Without tactics
All main players skills are used equally. This tactical setting is neutral towards the others.
Creative tactics
Skill is the important value. This tactical setting fits Playmakers. It has a bonus against speed tactics and are penalized against power tactics.
Power tactics
Hits is the important value. This tactical setting fits musclemen. It has a bonus against creative tactics and are penalized against speed tactics.
Speed tactics
Speed is the important value. This tactical setting fits speedsters. It has a bonus against power tactics and are penalized against creative tactics.
Countertactics table
Each tactics has a bonus against one and are weak against the other. The value of the bonus/penalty depends on the predominance of the team in the type of the tactics that gets the bonus. For example: Line A is set to speed and playes against the power setting of 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 the advantage of the speed tactics, but minimal bonus equals 15% in any case. In the following table you can see how tactical settings relate to one and other. For example, the creative tactics is effective against the speed one.
| Skill | Speed | Power | W/o tactics |
Skill | 0 | + | - | 0 |
Speed | - | 0 | + | 0 |
Power | + | - | 0 | 0 |
W/o tactics | 0 | 0 | 0 | 0 |
Chemistry for lines at even strength
If the players types fit the chosen tactical setting, for example a playmaker 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 other tactics.
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 playmakers 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 playmakers or musclemen.
Square (shorthanded)
Skill and speed are the most important
Chemistry is compiled of:
0-40% - 4 players can be either speedsters or playmakers
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 playmakers or musclemen
Another characteristic feature of these special formations is the fact that forwards (while in powerplay) can be used instead of defensemen. Such substitution will win increased 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% but if players of a team playing in powerplay are better then the opponents by more then 15%, they will get a corresponding bonus.
| Square | Active defense | Close snipers |
Blue line shots | + | 0 | - |
Carousel | 0 | - | + |
More passses | - | + | 0 |
No tactic chosen | 0 | 0 | 0 |
Each player has his own teamwork points together with the others in the same line. The more they play with each other the more points they get. Teamwork of all players within the same line is calculated into that lines combined teamwork. The maximal bonus given by teamwork is 20%. Teamwork works both at 5 on 5 and specialteams.
Mood
The mood increase/decrease the team indicators: the lines power at even and uneven strength. If the mood setting for the match is positive, all the players participating in the match will get a penalty to morale equal to the mood setting if the team lose the match. If the mood was negative, the players will get a 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 box empty, the arrangement is NOT going to depend on time, only on score difference.
2. If you leave the score difference box empty, the arrangement is NOT going to depend on score difference, only on time.
3. If both slots are left empty, the arrangement will occur before 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 in a match.
Policies
Policies are additional settings for the game reflecting the game style of your team.
Fire
plus 10% towards attack of each line at even strength
Discipline
plus10% towards defense of each line at even strength
First line
plus 20% towards power of the first line at even strength
Hurricane
plus 10% towards the possibility of counterattacks
The last outpost
plus10% towards power of the goalkeeper
Sniper
plus 7 to shots of all players
Supercenter
plus 7 to face-offs
Special lines
plus10 towards attack in powerplay, +10% to defense while shorthanded
Motivator
plus 2 towards morale before every official game
Psychologist
plus 4 to psychology of all players
Gym
plus 5 to hits of all players
Wings
plus 5 to speed of all players
Magic
plus 5 to skill of all players