Notice en anglais, allemand (24 pages)
Tranféré par Milka depuis la GameBaseCPC de Loïc Daneels
NOTICE TEXTE n° 1 (36.19 Ko)
EUROPEAN SUPERLEAGUE
CDS
"European Superleague was designed
and developed for CDS Software by
Matrix Developments."
Copyright CDS Software Ltd 1990
EUROPEAN SUPERLEAGUE
CONTENTS
INTRODUCTION
LOADING THE GAME
LEVELS
CONTROLLING YOUR ACTIONS
QUICK KICK OFF
MACHINE VARIATIONS
GETTING THE FEEL OF THE BALL
THE WORKING WEEK
OPENING MOVES
DESK JOCKEY
DEALING WITH PEOPLE
BOARD MEETING
TRAINING SCHEDULES
TACTICS MEETING
PICK THE TEAM
TALKING TACTICALLY
THE OPPOSITION
ASSESSING THE RESULTS
HINTS AND TIPS
INTRODUCTION
European Superleague is designed to be simply the best football game around. It
provides a detailed simulation of the challenges faced by the people at the top
of one of the toughest professions it is possible to imagine.
To succeed, you will have to think and act quickly, trying to balance training
schedules, tactical planning, squad morale, boardroom politics, fickle press
coverage AND contend with the seven computer driven managers of the other
Superleague teams, all of whom play an experienced and tactically sound game of
football.
Each club has a first team squad of 20 players. All eight club's players are
treated as individuals and their characteristics and abilities change
constantly as the season progresses, with the ravages of time and poor (or
good!) management taking its toll on the performance of the team.
The aim of the game is a simple one - take your team to the Championship of the
Superleague. Achieving it, however will not prove easy, even for the most
experienced game players amongst you. The game is played as a simulation, in
which you assume the role of the team boss and take the decisions that the
manager would take. You must choose the team and decide who and when to buy,
but the less glamorous decisions are often the ones which determine success or
failure - setting the training schedules for example, can have a major impact
on the team's results and hence on your own standing.
Keeping up the team's morale and fitness and making a shrewd choice of tactics
come match day will take you to the top, if the chairman leaves you alone to
get on with it and you don't get too many postponed matches and your best
players don't apply for transfers and your squad doesn't get decimated by
injury and... you get the picture?
LOADING THE GAME
The loading instructions appear on the label of your disk or cassette.
LEVELS
European Superleague provides three different levels of gameplay. The following
is intended as a rough guide to the different characteristics of each.
LEVEL ONE: No mid-week matches, no injuries, transfer market quiet, difficult
to lose money, no pitch problems and a patient chairman.
LEVEL TWO: Injury problems, transfer marker buoyant, postponement of some
matches, pitch problems and the chairman is becoming more impatient.
LEVEL THREE: Mid-week matches, injury problems more persistent, transfer market
frantic, postponement of matches hectic, more pitch problems and the chairman
is very intolerant!
CONTROLLING YOUR ACTIONS
All the functions of the game are menu driven. The menus list out your given
choice at any point in the game and are obtained by clicking on the item you
wish to use - file, door, telephone, intercom etc. Use the joystick to place
the cursor onto your selected action, which is then highlighted, and press fire
on the joystick to select.
QUICK KICK OFF
For those who can never be bothered to read manuals and who insist on playing
before they are ready, here is an instant intro to get you in and playing.
PLEASE READ IT!
When the game has loaded, you will be asked to select your level of play and
the club you want to run. Follow the on-screen prompts through to the first
game screen proper, which is the boardroom, with the chairman facing you. He
will give you two files to read, your team and the financial state of the club.
Click on them to read through.
Once you finish you will be switched to a shot of your office seen from behind
the desk. Locate the telephone, intercom and filing cabinet and note the team
photo and results chart on the wall. They all play a part in controlling the
game.
The telephone and intercom do exactly what you would expect and you can use
them to communicate with the world outside the office walls. The phone connects
to the other managers, the press and the training ground. Whatever you say over
the phone will have some effect on the game, so be careful. Your first lesson
as manager is not to engage your mouth until your brain is in gear, as so many
former league managers could testify.
The intercom connects you to the rest of your club and will put you in touch
with your secretary, the chairman, coach, groundsman and chief scout.
As with all actions in Superleague, your options on either the phone or
intercom are menu driven. Click on the item you want to use to get to the menu.
Highlight the option you want with the cursor and click on that to action it.
The filing cabinet gives you access to the details on the other teams, the
state of your own and other information you might need. Treat the files like
icons to read them.
There are some things you MUST do in a week and others you SHOULD do. Read your
diary to find out what's on and listen to your secretary if she interrupts you
to remind you to go somewhere, or call someone. She HAS read the manual and she
knows more about the game than you do.
Keep your players at maximum fitness by balancing the training and read up on
the opposition before a match to find out what tactics might have a chance
against them. Don't be too pushy with the chairman unless you are doing really
well and he might leave you in the job long enough to lose it all by yourself!
Do what you are told at board meetings and you might survive the season.
Most of all experiment. This is a very friendly game and it won't mind at all
if you try things out to see what works and what doesn't. Transfers are
possible and you might be able to make a deal with the other manager for just
about anyone. Ring up and try it! During the matches, you get the chance at
half time to make changes to your tactics or team. Use it sparingly and only
change what absolutely needs to be changed. Meddling, like everything else in
the game, has an effect on all the players. It might not be the effect you
want.
The game will ensure that you carry out your mandatory duties, so experiment to
see what effect different actions have on your team's performance. You will
have to react to many of the phone calls etc. that hit you in a week, but
exactly how you do so is the whole crux of the problem... Have fun.
MACHINE VARIATIONS
The manual description applies to all formats in relation to the gameplay. Due
to the differing capabilities of the machines, however, there will be some
variations in the presentation and implementation of that gameplay. The
paragraphs below list out what to expect and on what to expect it!
128K Spectrum/Amstrad
In order to fit as much of the graphics and features as possible, some small
changes have been made to the minor areas of the game. These will not affect
the play. For example, your salary is based upon your performance in the
preceding period and instead of a bonus per week, your salary will vary as an
indicator of how well you are managing.
The filing cabinet also stores less files than the 16-bit versions - ring the
scout for information on the other teams. Your interface with the chairman is
operated slightly differently, in that it will be limited to the weekly board
meeting, where you are given the feedback which tells you how much longer you
have got in the job!
Graphically, the icons are replaced in most cases with simple words, their
function being unchanged. (The diary however still uses the page turning
icons.) The "game save" option is not available on these systems.
48K Spectrum/Amstrad/Commodore 64
The gameplay is identical to that on the larger memory machines. The only
difference is that due to the restricted amount of free memory in this smaller
format, the game will not have all the graphics present in the better endowed
machines!
GETTING THE FEEL OF THE BALL
European Superleague is in effect a complex logic structure, in which all the
elements affect each other. Change one element and it has consequences for all
the rest. Just as in a real life situation, your actions can trigger results
you did not expect - and probably will!
To meet your aim of winning the Championship you need to preserve your squad of
players at their absolute maximum efficiency for as long as possible. The
important factors here are the players' confidence and fitness. The latter is
affected in many ways:- a bad game, a telling off from the manager, being
dropped for example all have negative implications. Awarding a rise in salary,
however, might get that last 10% out of a player when it is needed most. (You
will have to explain it to the chairman, however.)
The game plays in turns which represent the days of the week. The clock in your
office marks the passing of the hours and once the day is over, so is that
turn. During the week you have a number of tasks which you must complete, such
as team selection, tactical talk before a game, attending the board meeting and
setting the training schedules for the players. These the game system will not
let you shirk and your secretary is there to ensure you carry them out. Aside
from these, you have a very free hand to manage things as you see fit.
There is a great deal of depth to Superleague and a large number of options at
any stage of the game. Take your time to explore the possibilities and it will
pay off later in results. Don't be in a hurry to make decisions - you're here
to enjoy yourself, not get an ulcer! As realistic a role player as this is,
it's not THAT good!
This manual has two main purposes, to explain the program mechanics and how
best to use them against your opponents. This is the real aim of the game and
all else is simply preparation for the moment when your team takes the field
against Europe's best. Have you prepared them as well as you might, or are
there weaknesses still there to be exploited? Chances are the opposition will
find them if there are! Take care of the planning properly during the week and
match day will be a much more enjoyable experience.
THE WORKING WEEK
The task of running the club will fully occupy your work days in the week and
at higher levels of play, where matches occur in mid-week AND are postponed
more often, it becomes a real balancing act to ensure that all things needing
to be done get done. The diary keeps you in touch with the important things as
the game progresses and should be consulted often. At Level One, the week is
simply laid out, with the tasks spaced out to make them more easily handled.
MONDAY: AM; review match reports and set training schedules.
PM; attend board meeting - this is where you find out how you are doing in the
job. Board meetings are attended from the second week onwards.
TUESDAY/WEDNESDAY: Nothing you must do - but plenty you should!
THURSDAY: Select the team for Saturday.
FRIDAY: AM; tactical selection for the game.
PM; travel if away, rest if home!
SATURDAY: MATCH DAY.
Obviously with a mid-week match thrown in, things get a little tight for time,
and in particular time to train is reduced, thereby making it more difficult
to maintain the squad at maximum efficiency. On higher levels check the diary
carefully at the start of each week and plan out how you intend to run things.
Life would be relatively simple if you had all week to plan and plot the
downfall of your next opponents. However as anyone who has ever set foot in an
office will tell you, finding the time to work is the most difficult thing of
all to do. Things happen around you all the time, phones ring, people arrange
meetings, others want to talk things over and in general the busier the office
the less time is spent on the things that matter! A football manager's office
is BUSY. You will be distratced constantly by events taking place that you did
not expect or initiate. How you respond to them will, to a large extent,
determine your success or otherwise in the game.
The telephone and intercom will ring. Whether you answer it or not is up to
you. It could be something totally trivial, or it could be the chairman - who
is never trivial! All responses are again menu driven and all have an effect on
the outcome of the game. Make a wrong comment to the press and team confidence
could be shaken. Choose a wrong date for a rearranged match and you increase
the pressure on training and fitness.
During the week your aim is to attend the board meeting for the progress report
on how you are faring - and get out without more trouble with the chairman and
make sure your team is properly prepared for the match. Just that. All else is
a digression which could have beneficial effects or lead to disaster. Use your
time well as you have precious little of it!
OPENING MOVES
Once the program has loaded, you will be able to select your level of play and
which club you want to manage. Follow the on-screen prompts and click on your
choices, using the joystick to control the cursor.
The opening screen of the game proper is the boardroom, with the club chairman
- your boss - sitting opposite you. He will welcome you to the club and give
you two files to read, a team/squad dossier and a financial synopsis of the
club's situation. The team folder gives you a full run down of your players'
attributes. The financial data lists the bank balance available to the club and
also tells you your salary level and how much you may spend on a player without
consulting the chairman. You will not be allowed to exceed this without asking
first. Your weekly bonus is a measure of how well you're doing in the game. It
will go up and down as you progress through the season. Both these files will
be available during the game from your filing cabinet.
To examine the files, move the cursor over them in turn and click on one, using
fire on the joystick. Then click on "OK" on the squad dossier, and then on the
chairman's words, to proceed to your office.
DESK JOCKEY
Each of the major items in the room plays a part in controlling the game. Just
try moving the cursor around and clicking on them. Menus appear for most things
and information for others. This is the main gameplay screen from which you
will decide the course of the season. Make yourself familiar with it.
The diary on your desk is central to how you play, in that it lists out what is
due for the day, in addition to fixtures and appointments made for you. Treat
it as a menu to what is on your plate!
Let's take the important items one by one:
(1) THE DIARY: lists all mandatory actions for that day - these are the things
you must do to continue the game - and also shows any appointments you may
make. Fixtures are also shown. (See the notes on the working week for a list
of 'must do' items.)
Click on the diary to open it, use the icons in the corners of the screen to
turn the pages in either direction and to return to your desk.
(2) TELEPHONE: your communication with other clubs, the press and the ground.
Clicking on it brings up a menu of possible people to call and clicking on the
icon next to the one you want to talk to dials the number. Just like the real
thing, however, it might not work first time, so leaving those important calls
until the last minute could get you into a lot of trouble! Keep trying.
Talking to:- Other Managers: the reasons for doing this are either to inform
them that the match is postponed and set a new date, or to try to do a transfer
deal of some sort. Once your call connects, you will be greeted and a menu of
possible comments appear; simply click on the one you want to make. Briefly the
two options are like this:
POSTPONED MATCH: here you will have to think fast, since the other guy will
want to set a new date which suits him more than you. Think it out before you
call, and choose quickly!
TRANSFER DEALINGS: in either direction. You will be offered a list of the squad
of either your own players if you're selling or his if you're trying to buy.
Choose by clicking on the player of interest. Barter carefully!
Making silly offers or asking silly prices will get you nowhere except
insulted! All the dealings are done via the menus, enter your offer when
prompted to do so. The negotiations ARE logical, it's up to you to figure out
how to get the best deals.
Talking to:- The Press: dangerous this, but potentially very useful indeed if
handled correctly. Read the list of possible comments and choose your words
very carefully! Watch for the headlines in the papers to see how your comments
are interpreted. The players may well believe you as to what you MEANT to say,
but the chairman probably won't!
Talking to: Training ground: you can set your training schedules by telephone,
but it has a big disadvantage in that the players don't receive the manager's
personal attention. Better to go there in person, but it is quicker by phone...
At any time in the week you can review the schedules, once set, in this way
too.
(3) THE DOOR: clicking on the door brings up a menu of options as to where you
can go. When it is time to attend a meeting, for example, it will be added to
the menu and may be selected.
Usually the possible destinations are:
Home: at the end of a long day, no better place to go. Watch out if you try and
leave before you finish your work, however!!!
Boardroom: either for the weekly board meeting, or if you are summoned to see
the chairman, or are foolish enough to arrange a meeting yourself.
Match: only on match day and only at the right time. Starts the match sequence.
Training Ground: to set up or review the schedules for the players. Going to
the ground is a Good Thing and will have a beneficial effect on player
attributes.
Coach: this takes you to away matches.
Tactics Room: to choose or change the team tactics for the next match. Must go
here when indicated in the diary.
(4) INTERCOM: this gives you contact with key people within your club.
Chairman: speak to secretary to make appointment to see him, with a view to
reviewing finances.
Secretary: Allows you to interview players or skive off for a while!
Coach: Provides information on injury problems with either your or your
opponent's players.
Scout: a useful source of intelligence on all other squads in the league.
Especially useful if you are planning to dabble in the transfer market.
Groundsman: informs you of pitch problems.
(5) WALL-CHART: gives results of last group of fixtures played.
(6) FILING CABINET: keeps the list of fixtures, records of your team, the
others in the league and the finances folder from the opening sequence. All the
files are accessed by clicking on them, when the contents will appear on
screen. You can also access detailed information on the setup of your team.
(7) FURNITURE: other things around the office may be of use to you in your role
as busy executive. Try clicking on items of interest to see what happens!
Experiment.
DEALING WITH PEOPLE
The other characters in the game all behave as people in their roles are
supposed to, in that they will go about their tasks whatever you do. The other
managers manage, the secretary is constantly, well, secretarial really - and
the chairman is a continual pain in the rear view mirror. It is up to you to
interact with them to gain the advantages you need to win the league.
The interaction takes place primarily whilst fulfilling your tasks for the
week, in that most of these require that you do something to someone or for
someone! Dealing with people in Superleague requires all the same skills as it
does face to face.
About the only difference is that you can be rude without suffering the
possible physical effects of a violent reaction!
The mandatory tasks for the week are:
1. BOARD MEETING: this occurs every Monday and is important to the game. It
provides feedback as to how you're being viewed by the boss, and is also the
place directives are issued (by the chairman). These are direct orders to the
manager which can be ignored only at your own peril. It could be an order to
sell a player, for instance, if the team has had a bad result the week before.
Whatever the "request" ignoring it could get you fired - or make you a hero.
You must weigh up the situation carefully and decide if you can remedy the
problem without taking the drastic action indicated; if you can, fine. If not,
duck at the next board meeting as something large and heavy will be coming at
you!
This is largely a non-interactive sequence. You sit and listen whilst nasty
things are said!
2. TRAINING SCHEDULES: these can be set either by telephone, or in person at
the training ground. Choose the relevant icon from either the door or phone
menu to access the sequence.
You will be offered a squad file, with the current number of hours training in
each of three areas (S - Shooting, D - Dribbling, T - Tackling) for each player
shown on his file card. You can adjust the time the player spends on each
individual subject per day, by clicking on the bars shown on the graphs. There
is a maximum of 20 hours available per player (maximum of four hours per day),
assuming that there are no mid-week games, when the time to train will be
reduced and the players unable to maintain their ratings as easily.
Choose the type of work to be done based on the individual concerned. Build up
the weaknesses and don't overdo one particular aspect of the game, or else
performance and confidence will suffer. Remember even players are people and
respond better if treated like it!
3. TACTICS MEETING: before the match you must have had your team talk and
assigned the tactics for your team to use. Follow the on-screen prompts to
select from the play book, by paging through and clicking in the plays you
want, five selections being the maximum. Your choice here dramatically affects
the team's chances. Choose very carefully, taking into account the strengths
of the opposition. For example, having your sweeper run at the opposition adds
to your attack but weakens the defence, especially if the other side has fast
(high mobility) strikers.
Setting up the midfield to mark man for man might be a way to stifle the
opposition creativity, but if their players have higher ball skills than yours,
it could get embarrassing with the markers being continually beaten and your
defence put under pressure.
Consult the tactical notes later in this manual for a fuller description of how
the choices work in practice.
4. PICK THE TEAM: well, you can't play a match without one. Call up the squad
file (from the filing cabinet) to change the first team selections, or if you
leave it to the last minute the sequence will initiate on match day, giving you
the latest possible moment to complete the work.
Chairmen tend to get very upset with managers who shirk this particular duty
too often, so don't leave it until the eleventh hour every week, or board
meetings will become uncomfortable in the extreme!
Changes you make in the team will obviously affect the players so it would be
advisable to consider the personnel implications and maybe talk to the people
concerned, rather than just drop half the team and let them read it in the
papers...
TALKING TACTICALLY
What follows is a run down of the tactical options open to you as manager.
They really divide into two categories, midfield and the rest! How you deploy
your men in the vital area in the centre of the park will determine your
relative strengths in both attack and defence and is thus the single most
important tactical decision to be made.
1. PLAY MIDFIELD UP BEHIND STRIKERS: this effectively turns your creative
department into an out and out addition to your attack. Great if the opposition
plan to play a defensive, containing game. But it is not difficult to imagine
what will happen if the opposition have two excellent strikers who can use the
extra space this will give them.
Usually this is how a team would deploy if it was playing at home, against a
known defensive opponent. Could also be useful if your team is behind at half
time and you are looking for a way to shake up the other side's rhythm. In all
cases however, you need to have the players who can operate the plan. Look for
good ball skills.
2. DROP MIDFIELD BACK TO SUPPORT DEFENCE: the opposite of option 1. Adds
greatly to your ability to resist the opposition strike force, but leaves your
own pretty much isolated. If you have world class forwards, this might not
matter. If not look to provide some support if you are trying to win the game,
although plenty of titles have been won primarily on the ability to close down
another team. Makes for low scoring matches, but is a valid defensive tactic.
3. EMPLOY WIDE MIDFIELD AS OUT AND OUT WINGERS: a bold tactic, designed to add
directly to the forward line. Needs players with the classic wing skills of
speed and ballplay, but then what doesn't in this game? Again will allow the
opposition more chance to attack you but greatly improve your team's chances of
getting on the score sheet.
4. MARK OPPOSITION MIDFIELD MAN TO MAN SPOILING TACTICS: spoiling tactics
designed to frustrate the other side and perhaps level up a situation in which
you feel your men are outclassed by the opponent's players in this particular
department. Effectively splits up your midfield strength between attack and
defence and is the safe option in most cases (but boring...)
5. MIDFIELD GOES UP TO SUPPORT ATTACK: doesn't leave the strikers totally alone
and provides some extra skills and muscle for corners etc. Watch for counter-
attacks, however, especially if the other team have fast men in their front
line.
6. MIDFIELD COVERS OPPOSITION BREAKAWAYS FOR SET PIECES: ...and this is what to
do if you are worried about it!
7. MIDFIELD LOOKS TO PUT HIGH BALLS BEHIND DEFENCE: if your strikers are fit
and faster than their markers this is a good way to open up an otherwise sound
defence. If they're not, they are going to do a lot of running around for
little return. Bound to make you popular in the dressing room that is!
8. DEFENDERS MARK OPPOSITION STRIKERS MAN TO MAN: will put the clamps on most
team's scoring ambitions if carried out successfully. The danger inherent in
the ploy is revealed when the strikers being marked have greater ball skills
than those trying to mark them...
9. DEFENCE MARK SPACE, PICKS UP ATTACKERS ON RUNS: if your defenders can't
match their opponents for ball skill, they could stand off, let the men run at
them and rely on greater mobility and good solid tackling. Better hope those
strikers aren't TOO fast, else there could be nothing there to tackle.
10. CENTRAL DEFENDERS JOIN ATTACK FOR SET PIECES: adds some height and muscle
for corners, free kicks etc. and always unsettles a deence. It does leave you
exposed to the quick break-away, so be careful with your other deployments.
11. SWEEPER RUNS AT OPPOSITION WHENEVER POSSIBLE: adds in the option of the run
from deep, which can be effective at creating openings in a defence, as it is
difficult to defend against an extra man suddenly running into the attack.
Again watch the consequences if the opposition have a strong attack themselves.
12. FULL BACKS ATTACK DOWN FLANKS WHENEVER POSSIBLE: if your backs are good
attackers, it makes sense to have them add width to your strike force, in that
it will leave more room for the strikers to operate effectively. Spreading
their duties will of course make them less than 100% efficient at defending.
13. ATTACKERS CARRY BALL, RUN AT DEFENCE: study the opposition and if your men
have the ability to take on and defeat their opposite numbers, this makes a lot
of sense. If they haven't, then your attacks will stall in the last third of
the field.
14. ATTACKERS LAY OFF BALL, RUN INTO SPACE FOR PASSES: when co-ordinated with
the activities of the midfield, this is an excellent way of getting by a good
back four. Some speed is called for, however and a high level of fitness. How
good has your training been?
15. STRIKERS PULL DEFENDERS OUT FOR RUNS FROM MIDFIELD: use the strikers as lay
off men and decoys to allow the midfield to make runs at the defenders, who are
thus under considerable pressure. Works well if the people making the runs are
good ballplayers and especially if the defence marks your strikers man to man.
16. STRIKERS COVER BACK FOR SET PIECE: if your strikers are highly mobile, they
can be a useful addition to the defensive ranks for corners etc. Adds to your
ability to respond to opposition players, but puts physical pressure on your
strikers. They need to be fast and fit. A midfield playing intelligent balls
forward can help too.
As you might expect all the options have good and bad points to consider. What
you must do as manager is to weigh up the team you are facing and decide which
five of the above would best add to your chances of putting the ball in the
back of their net as often as possible!
Simple huh?
THE OPPOSITION
Each of the other teams in the league has their own way of playing the game.
Each has a preferred set of tactics, which are adjusted to meet the changing
situations in a match, much as you will need to fine-tune as you go along. The
key to winning Superleague is to know your enemy and what he will PROBABLY do,
there are no certainties in football. The following sketches of each of the
clubs competing against you might help in evaluating the situation.
MARSEILLES: Play a fairly adventurous home game, as do most of the teams,
tending to advance the midfield in particular. Look for a tough battle in the
centre of the park on your own ground, and some close marking.
AC MILAN: Known to experiment with a sweeper from time to time, otherwise drop
everyone back when threatened. Can be lethal on the break. Good markers and not
afraid to take on people going forward.
LIVERPOOL/ARSENAL: Also known to drop someone back behind the back four,
usually away from home, but without weakening their ability to come forward
very fast, with numbers. Expert at the passing game - watch for quick runs down
the flanks from any of the wide players.
REAL MADRID: Pretty fixed in their ways, not prone to experiment over much.
Have a tendency to bypass midfield, leaving their mobile and effective strike
force to chase and harry the defence and to plug the gaps which develop. Makes
them good on attack, but maybe weaker than some defensively.
PSV EINDHOVEN: One of the two habitual users of the sweeper system in the
league. Difficult for strikers to run through this set-up, have to look for
space to work in, possibly in front of the back four. One method of attack is
to bring up men from the midfield to 'swamp' the defence in the hope of a man
getting free in a shooting position.
RANGERS: Renowned for a good home record and will play to try and improve it.
Away they are very difficult to score against, but not so hot at putting away
the goals themselves. Look for tight matches on your own ground, but don't
leave your defence weakened away, it could be expensive.
BAYERN MUNICH: The other sweeper team of the bunch, and the most cautious of
all in their approach. Difficult to break down at any time and keep all the men
behind the ball whenever threatened. If they play their fast strikers, however,
they can destroy you on the break.
Generally a team will have at best two rehearsed options to play with. The more
you can counter these, the more you put them under pressure. Look for changes
in gameplan at half time if there is more than a goal or two in it either way,
or if the more cautious sides are leading away from home.
ASSESSING THE RESULTS
The match is over, you have won/been thrashed/humiliated/thrown away the
points, or whatever and now you must face the chairman on Monday morning to
explain either why you can't do that every week, or what went wrong this time
that won't ever ever go wrong again...
In order to learn from the experience, try to assess what it was in your
tactics that caused the effects that won/lost the day. Don't forget also to
consider your players' levels of confidence and fitness and the effect that had
on their effectiveness on the day. Their attributes on paper may not be what
they took onto the field.
As each team in the game has its own style of play, you should be able to learn
how best to deal with them after a while, but remember that they will have a
number of variations on the basic style and that your approach should be as
flexible as possible.
One aspect of the problem you cannot really control is the press. Be as nice to
them as you can stand, given the number of times they will drop you in it. If
you say nothing, they will still print something, so it may be better to TRY to
have a say in what appears.
HINTS AND TIPS
European Superleague has been designed to be as lifelike as possible in that
anything that can go wrong, will go wrong - and with the worst possible
results.
The controls of the game are very intuitive, but beware! Club chairmen are very
unforgiving and will not accept inexperience as an excuse for failure! It is
wise, therefore, to spend a little time familiarising yourself with the
controls before starting in earnest.
We suggest that you immerse yourself in your team for the first season. Try to
experiment with as many training schedules as you can, this will go further
than anything in giving you the best working knowledge of the complexities of
the game. The training schedule we have given you to begin with is just to keep
the boys ticking over - it won't turn any of them into Superleague winning
heroes.
Try to frame the schedule to fit each player's own requirements and you will
see their confidence, teamwork and fitness rocket towards the magic 100% (or at
least not plummet towards 0%).
Managers must realise the power of the personal touch, take note of the
confidence and teamwork ratings of your players if you set the schedule by
phone! Also remember that everything you 'say' in Superleague will be held
against you at some point in the game.
Possibly the most useful device in the game is the scout as this gives detailed
information on the team you are going to massacre next. Try to decide which of
his squad members your opposite number is going to field and try to pick your
own team with the right strength and skill to match.
Use the tactics sequence as wisely as possible - read the section titled
'Talking Tactically': home matches usually warrant a more aggressive style than
away fixtures. You will need to experiment to see how different clubs react to
different tactics and formations. Don't forget that no matter how well trained
the boys are, they will only play as well as your tactical plan allows.
European Superleague has a very buoyant transfer market - especially in levels
two and three - the other managers will constantly pester you to buy and sell.
Our advice would be only participate if you desperately need that new striker
or goalie; the other managers in the game are far better at this than you and
will carve you up at every opportunity.
You will notice a whisky bottle on your desk - a temptation to which many
managers succumb in order to ease the pressure. Keep an eye on the clock though
when clicking the whisky bottle open or you may find that the pressures are
worse, not better.
Above all play methodically and carefully and who knows! You may last more than
two matches...