Football, Tactics & Glory:
Football, Tactics & Glory: From Stardom to the Sidelines and BackFootball, Tactics & Glory: Training the Player and the Players
Football, Tactics, & Glory: Statistically Uncertain
Football, Tactics & Glory: A Team History
With their starting roster, the player attacks their schedule. A calendar dates all matches in the current season. Winning a game earns the player's team glory, fans, and money. Glory improves the club's trainers and scouts. The number of fans determines the club's income. Players spend money on contracts for characters. Successfully navigating the campaign requires signing contracts and making trades. Characters sign to one, two, or three year contracts. Unlike real life, the money is paid upfront. Oddly, longer contracts seem unusually expensive. Two year contracts cost significantly more than double a one year contract. Why does it cost 100,000 for a two year contract (50,000 a year), vs 40,000 for a single year contract. Perhaps Football, Tactics & Glory assumes a character's value increases rapidly, because their Attributes improve each year.
In the Amateur or Third League a player
needs eleven characters. Purchasing a suitable substitute, in the case
of injury, is cheap and easy. Entering the Second League, the player
needs skillful backups in the event of debilitating injury. The
First and Premier Leagues demand a second string of experienced
characters. Even a third backup isn't unreasonable. The need for
additional characters is based on the number of games. Amateur
League teams play twenty-four games a season, and no Amateur League
plans to advance in the Prestige Cup. Higher Leagues include more
League and Cup games. At the top of the Premier League the player
competes in one season and two cups. Injuries and exhaustion take
their toll. More characters offers flexibility in strategy. A team
with four skilled Forwards can switch their offensive schemes
depending on the opponent's defense. More Defenders allows a wide
range of defensive maneuvers.
Characters have no number to represent
their resistance to injury. Either there is a secret number assigned
to each character, or the chance is the same regardless. As
previously mentioned, characters have four Attributes, which
determine their effectiveness in most actions. The player starts
with a team of characters. They already exist at different levels of
experience. Each character displays a number representing their
level. It can be as low as one, and as high as one hundred. After
each match every participating character gains experience depending
on the League the match was played in, whether they won, lost, or
drew, and the effectiveness of team trainers. Characters sitting on
the bench gain significantly less experience. Experience is not
dependent on how many actions the character performs during the
match. With enough experience the character gains a level (low level
characters can gain more than one level in a game). Gaining a level
rewards the character with three Attribute points. Every character
gains three, always. Football, Tactics & Glory has no
superstars in the conventional sense, because everyone in a match
gains experience equally, levels up equally, and earns the same
amount of Attribute points. All characters of the same level have the
exact same amount of points. In a way, every high level character is a
superstar. It's a chicken vs egg problem. Do good characters win
games, or does winning games create good characters? I would argue
the latter. What determines the best characters is how the attribute
points are distributed, and how characters are employed. Attributes
are distributed depending on the predisposition of the character.
Some characters receive all three points in the same Attribute, while
others receive one point in three different attributes.
Low level characters begin as Zero Class. They have no experience with any position, and no corresponding skills. After earning enough Specialization points they upgrade to a basic class; Amateur Goalkeeper, Amateur Defender, Amateur Midfielder, or Amateur Forward. After that, characters choose a universal or specialized position. These include:
Forwards:
Universal Forward, Left or Right Forward, and Center Forward.
Midfielders:
Universal Midfielder, Left or Right Midfielder, Attacking Midfielder, Central Midfielder, and Defending Midfielder.
Defenders:
Universal Defender, Left or Right Defender, Central Defender, or Sweeper.
A Universal character can't learn another position. A specialized character can learn three more (I never had any character with more than two specialized positions). Wingers, whether Forwards, Midfielders, or Defenders, are particularly useful to double Specialize, one for each side of the field. This needs to be done early in their career, rather than later, because for each level of Specialization costs more than the previous.
Below is a chart displaying every space, and the relevant specialized position. Each class offers abilities to compliment the character's Attributes and Skills. For example, Left or Right Forwards move two spaces with or without the ball, compared to the one space for other characters. They also gain the break-in ability.
|
|
|
Opponent Goalie |
|
|
|
LF |
LF |
CF |
CF |
CF |
RF |
RF |
LF |
LF |
CF |
CF |
CF |
RF |
RF |
LF |
LF |
CF |
CF |
CF |
RF |
RF |
LM |
LM |
AM |
AM |
AM |
RM |
RM |
LM |
LM |
AM |
AM |
AM |
RM |
RM |
LM |
LM |
CM |
CM |
CM |
RM |
RM |
LM |
LM |
DM |
DM |
DM |
RM |
RM |
LD |
DM |
DM |
DM |
DM |
DM |
RD |
LD |
LD |
CD |
CD |
CD |
RD |
RD |
LD |
LD |
SW |
SW |
SW |
RD |
RD |
|
|
|
Goalie |
|
|
|
Character's who participate earn
Specialization. With enough Specialization characters learn Skills
and Talents. Universal characters learn two, while all other
positions only learn one. Skills are actions, while Talents are
passive abilities, often defensive. Skills and Talents start at
level one, increasing to level three with more Specialization. A
Skill action is resolved using a different system than a regular
action. Skills ignore Attributes, and assigns a potential of 10 to
both. This value is modified by the characters' remaining energy. A
character with 50% of their energy, has a potential value of 5.
Football, Tactics & Glory generates a number for each
participant. The higher value succeeds. This doesn't initially seem
different than a normal contest. The second level of a Skill
transforms the game. At second level, a contest isn't decided on the
first roll. If the character using the Skill loses the initial roll,
the game rolls a second time. With three levels in a Skill, the
character performing the action has three chances to succeed. They only
need one successful roll to complete the action. For this reason,
characters with a level one Skill perform poorly. Any character with
two levels in a Skill becomes a threat. A three Skill level
character performs with god-like talent. Unfortunately, some Premier
teams abuse level three Slide Tackle Skill, assigning it to four or
more characters. This allows them to always steal the ball. Football,
Tactics & Glory has
no defense to Slide Tackle, except for keep away. On offense, the AI
favors the Rainbow Feint Skill. This action, a fictionalized version
of an unpopular gimmick maneuver in real football, is the most
unbalanced scoring method. A character with the ball employs the
Skill to maneuver past defending foes. This has some basis in
reality, but Football, Tactics & Glory allows characters
to use it against the goalkeeper and score. It's unfair, because a
character with three levels of Rainbow Feint doesn't need any
Attributes to score. It's absurd because when was the last time you
saw someone walk the ball past the goalkeeper for a goal?
For some actions, the displayed numbers don't match the character's Attributes. For example, Defensive Midfielders seem to have an unusually higher number when intercepting a pass.
Next week on Football, Tactics & Glory – Stats and Tips.
Recent:
Football, Tactics & Glory: From Stardom to the Sidelines and Back
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