Seasonal Rugby FAQ

Discussion in 'Seasonal Rugby' started by HeathDavisSpeed, Sep 11, 2011.

Thread Status:
Not open for further replies.
  1. HeathDavisSpeed HT Davis

    What is Seasonal Rugby?
    Seasonal Rugby is a Rugby Union simulator where you can sign up as a rugby player to take part in matches between one of six teams in the simulator. You sign up as any specific type of rugby player and sign for a team. Matches between those teams are then simulated using software built especially for the purpose of this forum, by members of the forum. Threads are created in the "Matches" subforum for each game simulated. Here, you can track and comment on the success (or failure) of yourself and your team.

    How do I get started?
    Firstly, you need to register your Rugby Union player's details in the Registrations thread. If you're finding the registration form difficult to understand, then read the Registration Explanation Thread here. Once your registration's complete, check into the Negotiations thread to sell yourself to the existing Seasonal Rugby clubs. Eventually, an existing club's Head of Recruitment will send you a message offering you a contract with their club. You may even be lucky to get more than one offer. It is important to note that clubs will notice you if you start posting around other areas of the forum such as the Social Bar or Sporting Discussion, so it's important to post around after you register so you can be offered contacts. Once you've chosen your preferred club from the offers you receive, you should head into the Contracts Thread to post your contract. (This link may be wrong when you read) Shortly after being signed to your respective club, you will be given access to your club's secret sub forum, where you will be able to discuss various team tactics, first grade line up, reserve grade line ups and much much more
     
    Last edited: Sep 11, 2011
  2. HeathDavisSpeed HT Davis

    What teams can I sign for in Seasonal Rugby?

    Current Teams


    Team Name: Vikings RUC
    Club President: BJT Manera
    Chairman of Selectors: SJ Cambridge
    Head of Recruitment: AJ James
    Home Ground Name: Valhalla
    History: The Vikings were a team admitted to the Seasonal Rugby fraternity for S1 proper on the Cricsim website.
    Season 1: Knocked out in Group Stage
    Season 2: Losing Grand Finalists
    Season 3: Knocked out in Group Stage
    Season 4: Knocked out in Group Stage
    Season 5: Knocked out in Group Stage, 3rd Place
    Team Logo:
    <img src=http://cricsim.com/images/sr/Vikings.png>

    Team Name: Sharks RFC
    Club President: J McDougal & EI Morris
    Chairman of Selectors: EI Morris
    Head of Recruitment: J McDougal
    Home Ground Name: Marine Central Stadium
    History: The Sharks were a new entrant to Seasonal Rugby for S3 following the collapse of the Giants at the end of S2.
    Season 3: Losing Grand Finalists
    Season 4: Lost in Preliminary Final
    Season 5: Knocked out in Group Stage
    Team Logo:
    <img src=http://cricsim.com/images/sr/sharksrufclogo.png>

    Team Name: Hurricanes RFC
    Club President: GJ Weaver & K Fung
    Chairman of Selectors: AJ Son
    Head of Recruitment: GJ Weaver
    Home Ground Name: Hurricane Katrina
    History: Another new team for Season 3, set up by Seasonal Rugby legend E Ames
    Season 3: Lost in Preliminary Final
    Season 4: Losing Grand Finalists
    Season 5: Knocked out in Group Stage
    Team Logo:
    <img src=http://cricsim.com/images/sr/hurricanes.png>

    New Teams for Season 4

    Team Name: Gamblers Rugby Football Club
    Club President: BS Read
    Chairman of Selectors: BS Read
    Head of Recruitment: <a href=http://cricsim.com/site/players.php?id=437>SM Morgan</a>
    Home Ground Name: TBC
    Season 4: Knocked out in Group Stage
    Season 5: Wooden Spoon
    Team Logo:
    <img src=http://cricsim.com/images/sr/GamblersRUFC.png>

    Team Name: CricketWeb Crabs
    Club President: <a href=http://cricsim.com/site/players.php?id=896>JJD Heads</a>
    Chairman of Selectors: <a href=http://cricsim.com/site/players.php?id=932>JHF Howe</a>
    Head of Recruitment: <a href=http://cricsim.com/site/players.php?id=951>G Furball</a>
    Home Ground Name: CW Oval
    Season 4: Knocked out in Group Stage
    Season 5: Losing Grand Finalists
    Team Logo:
    <img src=http://cricsim.com/images/sr/crabs.png>

    New Team for Season 5

    Team Name: Planet Rugby Cnuts
    President:
    Fliddy
    Chairman of Selectors: tbd
    Head of Recruitment:
    Home Ground:
    History: Joined the Reserves competition in Season 5, coming in a creditable 3rd position.
    Team Logo:

    New Team for Season 6

    Team Name: Immortals
    President:
    HT Davis
    Chairman of Selectors: tbd
    Head of Recruitment: HT Davis
    Home Ground:
    History: Replaced the Spartans for Season 6 of Seasonal Rugby
    Team Logo:

    Former Teams

    Team Name: Spartans RUC
    President:
    M Deane
    Chairman of Selectors: C Laing
    Head of Recruitment: HT Davis
    Home Ground: The Hot Gates
    History: The Spartans were one of the founder members of the Seasonal Rugby fraternity.
    Season 1: Losing Grand Finalists
    Season 2: Grand Final Winners
    Season 3: Grand Final Winners
    Season 4: Grand Final Winners
    Season 5: Grand Final Winners
    Team Logo:
    <img src=http://cricsim.com/images/sr/Spartans.png>

    Blue Bolts/Cheetahs - Who were these guys? Seriously.

    Giants - Were the winners of the first Cricsim hosted Seasonal Rugby tournament. And then fell apart in the 2nd season after allegations of selecting ineligible players and the club folding in a heap without consultation with the members.

    Chiefs - A Shambles. Run by Humble. Nuff said.
     
    Last edited: Feb 27, 2020
  3. HeathDavisSpeed HT Davis

    What Trophies can my team win in Seasonal Rugby?

    Seasonal Rugby Championship (SRC) - This is the main competition which dominates the season. This is contested in a round-robin format by the teams currently in the SRC (4 teams for Season 3, 6 teams for Season 4). At the end of the round-robin, the top placed finisher goes straight into the final, whilst a semi final is played between the 2nd and 3rd placed teams.

    Season 1 - Winners - Giants, Runners Up - Spartans
    Season 2 - Winners - Spartans, Runners Up - Vikings
    Season 3 - Winners - Spartans, Runners Up - Sharks
    Season 4 - Winners - Spartans, Runners Up - Hurricanes
    Season 5 -
    Winners - Spartans, Runners Up - Crabs

    Ranfurly Shield - This competition goes on at the same time as the SRC. It is contested whenever the current holder plays a home match. If the away team wins then they take the Trophy home with them. A draw or loss means the home team retains the Shield.

    Tri Provincial Championship (TPC) - This is contested by the three major Provinces of Seasonal Rugby - Great Britain, New Zealand and Australia. There is no grand final, but the three teams play each other once and whoever finishes top of the table at the end wins the TPC.

    Sub Provincial Championship - This is contested by the four minor Provinces that make up Australia in Seasonal Rugby - Queensland, New South Wales, Victoria and Asia. As for the TPC, there is no grand final. The teams play each other once and whoever finished top of the table wins the Championship

    North/South Tournament - The wrap up to the season proper is when the best of the best compete for the Northern Hemisphere (GB/Asia/Celts) vs. South (RSA/QLD/NSW/VIC/NZ) tournament. This is a 3 match tournament. Whoever comes out top after the 3 match series wins the trophy.
     
    Last edited: Feb 26, 2019
  4. HeathDavisSpeed HT Davis

    Is there Provincial action in Seasonal Rugby?

    There are three tiers of Provincial activity in the Seasonal Rugby simulator.

    If you're an Australian member, you will be eligible for either the New South Wales, Queensland or Victorian XVs. These three teams play a set of matches against each other as the end of the club season. This is the lowest tier of Provincial action in Seasonal Rugby.

    The next level above this is where the Australian team, combined from the three teams in the lowest tier, competes against sides from New Zealand and Great Britain. A new entrant in Season 5 were the BaaBaas - a combination of the best of the players from outside these three regions (mainly Celts, Asians, South Africans)

    If you're good enough, you may be selected for the North (GB/Asia/Celts) or South (RSA/QLDNSW/VIC/NZ) teams who compete in a three match series at the end of the season.

    Test Match Rugby

    Finally, a top level Cricsim test squad is selected at the end of each season for a tour against one of the World's top National teams. This is the top level of match action that you can play in with the Seasonal Rugby simulator. A very small minority of the best players will get to turn out for the Cricsim Test XV.
     
    Last edited: Jul 30, 2014
  5. HeathDavisSpeed HT Davis

    What positions can I play in for Seasonal Rugby and what do these positions mean?

    With thanks to good old Doogie McDougal MD.

    Position by Position Guide

    1 & 3 Props
    Chances are if you are a prop, you won't appear much in the commentary. A lot of their work is done behind the scenes or as part of a unit. Traditionally the biggest (round the waist) and possibly strongest on the pitch, your main role will be in the scrum. If your side is turning over a lot of scrums, you are probably doing a good job. The best props, of course, do plenty more, and will pick up turnovers, make running metres and put in some big hits, so you can check out things like tackling ratios (difference between TM and MT), turnovers (I think there is now a stat for this), and of course running metres. There is also a notable difference between loosehead (1) and tighthead (3) props, and this is down to where they stand in the scrum. Because the tighthead is in between the opposition loosehead and hooker, they can have a bigger impact on the scrummaging than the loosehead, who is on the outside of the opposition tighthead. As such, the tighthead prop is usually the stronger more technical scrummager of the two, whereas the loosehead is usually the more mobile prop.

    2 Hookers
    Your hooker is one of the most pivotal players on the pitch, really. They have a huge role in both set pieces (lineouts and scrums). If you have a dud playing hooker, you will really struggle, as a kicker can pin you in your own half, and their backline can try more risky moves. As the thrower into the lineout, you can check the sucessful lineout stats for your team to get an idea here, and similarly the scrums defended/taken against the head stat will give you an idea of performance in the scrum. Similar to the prop, while a poor player can go otherwise unnoticed in this position, a good player will have a big impact on rucking, mauling etc.

    4 & 5 Locks/Second Rows
    Traditionally the tallest guys on the team, these guys are slightly specialised towards the role of claiming and stealing lineouts. To get an idea of your performance in this region, the stats are available for the numbers of lineouts you have claimed, stolen and conceded in the individual stats at the end of the game. Locks, are also however, usually very effective crash ballers due to their size, can be big tacklers and have nearly as much impact on the breakdown, as their main role in open offensive play will usually be getting from breakdown to breakdown and protecting the ball. To check these stats, obviously you want to look at the same areas as the props. Expecting running metres to generally be a bit higher, and probably a better tackling ratio due to the slightly increased mobility of this player, its harder for backs to run around them.

    6 & 7 Flankers/Loose Forwards
    There is a slight distinction between the two flankers, openside and blindside. The openside (7) flanker is generally faster, one of the main reasons being that they will be given the job of splitting off the scrum and trying to sack the ball carrier. However, it's also become common practice because it brings a good balance to your backrow, your blindside (6) is there for dealing big hits on defence and making the opposition really hurt, meanwhile your openside is following up any tackles and trying to get the turnovers by whatever means necessary. They don't take as active a part in scrum time as the tight five (locks and front rowers), their main role on the pitch is all about possession. They will be the ones you expect to see having the biggest impact on the number of turnovers your team is making, and the security of your team's possession depends quite often on them. Some of the more mobile backrowers can fit into backline positions if needs be, and most are good crashballers. They also (in this sim especially) can be lifted at lineouts aswell as the locks. The main stats you should be looking at, however are tackles made (one of the most important), and ruck turnovers.

    8 Number 8
    The number 8 is probably the largest guy on the pitch in terms of height/weight combinations, and as such they have one main purpose. To cause the opposition as much pain as possible. This is done in both carries and big hits. If these guys are making linebreaks, they should be making them through players and not around them. In terms of important stats for an 8 man, running metres and tackling ratios are obviously both important. They also play a role in rucking and lineouts, so you can look out for stats in that region too.

    9 Scrum Halves/Half Back
    The scrum half is probably the most important offensive player on the pitch. They are the link between the pack and the backline, and generally the playmaker of the team. Provided they are available to do so, as they are not trapped at the bottom of a ruck or something similar, the scrum half will make the first pass out of the majority of phases, and as such control the teams weapons, whether the backline is going to be unleashed, or sending a flanker in on the crash ball. This means that their ball distribution skills have to be top notch, else the team will likely fail. There was fairly recently a famous international game where Mauro Bergamasco, usually an Italian backrower, played at scrum half. The slow speed of his passing led to his receivers getting repeatedly pummelled for huge losses. Scrum halves also often play a part in the tactical kicking part of the game, often sending out cross kicks or box kicks from the back of rucks. For a scrum half, if you have a good game, it often won't be reflected in the stats themselves. Low handling errors and good tackling ratios are always good signs, but here you more need to see how fluidly the team seemed to play to be able to judge your performance.

    10 Fly Half/First Five-Eighth
    Sometimes a bit of a glory position, a lot of the really famous players have been Fly Halves, simply because they win matches, like a certain Johnny Wilkinson. Ahhh good times. Regardless, the Fly Half will usually play the biggest role in terms of tactical kicking and goal kicking (except in France because they play their rugby wrong), and as such can really control the game. Their passing and setting up on the pitch are also key to the success of the backline. Obviously, if you are a goal kicker from this position, you need to check out your points and kicking percentages to work out how you are fairing there. Kicking metres in play are also important (although you will want to check the commentary to get an idea too, its not all about metres, finding touch is also key). Obviously look at the other generally important stats, such as handling errors, running metres, tackling rates etc to get a good idea of your overall performance.

    11/14 Wing
    You get many different breeds of wingers in union, Shane Williams for example is a small and agile example, and the ever famous Jonah Lomu was an absolute battleship. The one thing they all ought to have in common (and I am aware there are some exceptions) is a lot of raw pace. This is simply a means to their ultimate purpose on the pitch... Scoring tries. If your backline creates an overlap, you want someone on the wing who you can guarantee will get to the line, or at least gain as many yards as possible trying. Unfortunately, the amount of touches your wingers will get on the ball will depend ultimately on how good the ball distribution is throughout the backline, if there is one weak link there, then you may well struggle in terms of stats whilst not really doing anything wrong. Defensively, the wingers are a little bit out of the way, and wont be asked to make as many tackles. Stats to look out for are handling errors, running metres, linebreaks, tries and of course, try assists.

    12 Inside Centre/Second Five-Eighth & 13 Outside Centre/Centre
    I'm not going to differentiate properly between the inside and outside centre, as in the real world of rugby, there are many different styles and combinations of centre types, and they can all be very effective. The centres are two of the most important players in terms of wide defence, they have to ensure that the opposition backs are unable to make gaps in the midfield, and as such need to be tackling machines, an opposition will really struggle to score against a pair of solid defensive centres. They also are two of the most important players in creating linebreaks and overlaps, their interplay with the scrum/fly halves is what will lead to gaps being created, defenders being sucked in, offloads coming out of crashball, and they will, with any luck create the majority of your team's tries (with the exception of forwards efforts). As mentioned earlier, there are many different types of centre, some centres are huge crashballers who are nigh on impossible to tackle, such as Bastareaud of France, others are intelligent runners like Brian O'Driscoll, some use great pace, such as Manu Tuilagi to make their play effective. It really is a case of being a mixed basket. The 12 also often plays a role in tactical kicking.

    15 Full Back
    The fullback is a team's last line of defence after a linebreak has occurred. His job is to follow the play behind the line and be prepared to take out or shepherd any players that get past their tacklers. As such it is absolutely critical that their tackling ratio is high, if they are missing a lot of tackles, chances are you will concede a lot of tries. They also play a huge role in covering opposition kicks, and as such either their tactical kicking or running games need to be spot on to ensure that they don't get isolated near their own try lines. For an indication of these, look for running metres and kicking metres in play. Finally, they can also provide an extra man on offence, overloading a defender with a two on one situation to create linebreaks. Look for tries, linebreaks and linebreak assists here. Also due to the likelihood of them contesting an up and under, low handling errors are pretty key too.

    Glossary of Terms

    Knock-on
    Where the ball is dropped forwards, results in either a scrum or opposition advantage if then turned over.

    Forward Pass
    Pretty self explanatory, a pass which travels forwards, same result as a knock-on.

    Scrum
    A scrum is a set piece that occurs after a number of situations, a knock-on, a forward pass, can be chosen after the brick is called, or selected as a penalty option, or even if the ball is held up over the try line, or carried back over their try line. It is a set up where the 8 forwards of each team battle for possession. Each team has three rows of forwards, the front row (prop - hooker - prop), the second row (lock - lock) and the back row (flanker - number 8 - flanker). The attacking team's scrum half feeds the scrum, and the attacking teams hooker will attempt to 'hook' the ball back to the back of their side of the scrum, meanwhile, the props and locks will likely be attempting to drive on for yardage gains, and the opposition will be attempting to turn the scrum over, either by hooking the ball themselves, driving over the ball, or by wheeling the scrum.

    Lineout
    This occurs when the ball is kicked out of play. The team's designated thrower (usually the hooker) throws the ball down the middle of the two lines of forwards, attempting to make it drop down at the location of the target forward. The target forward (usually a lock, but also backrowers) will be lifted to claim the throw for the attacking team. The defending team will attempt to poach the throw, or will be prepared to defend the drive instead. If the ball is thrown not straight, it will result in a scrum, free kick or penalty, depending on whether the throw was intentional, and whether or not it was a repeated offense. Occasionally the hooker will attempt a short low throw to the prop at the front, or a long throw to the number 8 waiting at the back.

    Ruck
    A ruck is what intersects the majority of phases of plays, and occurs when a tackled player is taken to ground, and at least one player from each side is contesting the ball on the ground. Important things here are the speed of ball retention, quick ball allows an attack to start before the defence is properly organised, whereas slow ball allows the defence to set up. Turnovers are also gained at rucktime, although quite often its not through legal means, its more to do with being good at doing the illegal things without being spotted. There are millions of different penalties that can be given away at ruck time, and I'll list the ones that the sim lists.

    -Not Releasing, where the ball carrier takes too long to release the ball after being tackled to protect possession.
    -Incorrect Entry, whereby you didn't enter the ruck through the gate, but came through the side for a potentially dangerous and unfair contest.
    -Offside, the number of times you were caught ahead of the back foot of the ruck before the ball was moved out, possibly charging for a tackle early.
    -Hands in the ruck, whereby you are using your hands to try and contest the ball when you are no longer supporting your own body weight.

    Mark
    When receiving a kick in their own 22, a player can call for a mark, instead of running or kicking the ball back at the offense. They are likely to do this if they are looking isolated. The result of a mark is a free kick from the point where the ball was caught.

    Grubber
    A grubber kick is a usually short kick that is intentionally made to bounce along the floor. It is used either to put the ball behind the defensive line, or to force the fullback/defending player on a linebreak to turn and chase. Usually a risky move as the bounce is quite unpredictable.

    Try
    A try is scored when the ball is grounded with downwards pressure in the opposition's try area. It is worth 5 points.

    Conversion
    A kick taken after a try from the same horizontal position as the try was scored. If it goes over and between the relevant posts, it is worth an extra 2 points.

    Penalty
    When the opposition team performs a penalty infringement, it can result in any of the below, chosen by your captain:
    -Kick over the sideline, which will result in your team having the throw in to the lineout.
    -Kick at goal, if successful adds three points to your total.
    -Run the ball, results in play starting again from the position of the penalty with the ball in your hands.
    -Scrum, results in a scrum forming at location of penalty wit ball in your hands.
    -Quick tap, play instantly resumes, if tackled by a player who was less than 10m away results in another penalty.

    Drop Goal
    A kick at goal that can occur in open play. For it to be valid, the ball must touch the ground just before being kicked, else its just a punt. Generally harder than any place kick. Worth 3 points.

    22m Drop Out
    When the ball is touched down (but not carried over the try line) in a player's own try area, or the ball goes dead out of the back or sides of the try area, a 22m drop out occurs. This is similar to a kick off, but there are no restrictions as to distance that the ball must travel, or how far away the defending team must be.

    Kick Off
    Occurs at the start of each half, and after each scoring play, and restarts play. The team that was just scored against kicks the ball, usually aiming for a high and short kick to allow their players to contest possession. This has to travel at least 10m, and not go out of play, or it will result in a scrum at halfway, with the receiving team having the put in.

    Up and Under
    An offensive play which aims to gain quick territory by hoisting a high kick for players to contest. On the kicking team, only players behind the point of the kick may contest the ball. Particularly effective in wet weather.

    Box Kick
    A type of kick made by scrummies off the back of a ruck or maul. Usually made to gain territory or get the team out of their own 22m line quickly.
     
    Last edited: Sep 14, 2011
  6. HeathDavisSpeed HT Davis

    Things to Avoid in Seasonal Rugby

    1. Don't sign up as a Scrum Half/Half Back. This position is massively oversubscribed. Don't be surprised if you don't get a club if you sign up as a Half Back.

    2. Don't suggest to other members to change their regos. This is not allowed and is an infraction bearing offense.

    3. Don't ask in threads for an explanation of what the statistic headings are. These are explained in detail below. Asking is also an infraction bearing offense.

    4. Be very careful what position you initially sign up as. If in doubt, ask around in the Negotiations thread. Once you have done your registration, you are not allowed to change your positional splits. Once you're registered, you're stuck with that player.

    Stats Glossary (Season 6)

    The simulator produces a statistics output at the end of each game which will help highlight how you performed in the game. Each statistic is given an acronym in the output, and these acronyms are explained below.

    Items in pink were new for Season 6.

    MTkO = Missed Tackle Opportunity (there was a chance for a tackles which failed to be taken)
    MTk = Missed Tackles (attempted tackles that were not successful)
    TkM = Tackles Made (attempted tackles that were successful)
    BTk = Broken Tackles (attempted tackles that your player escaped)
    HE = Handling Errors (knock ons by yourself. You will still be pinged for the handling error even if it was due to receiving a rubbish pass)
    RM = Running Metres (Metres covered with the ball in your possession)
    R = Runs (Number of times you attempted to run in possession of the ball)
    PnG = Pick n Goes (Number of times you attempted to pick the ball of the back of the set piece and run with it)
    KMiP = Kicking Metres In Play (Distance that the ball was kicked by you from open play situations)
    KMPen = Kicking Metres Penalty (Distance that the ball was kicked by you from penalty situations - not necessarily penalty kicks at goal)
    KiP = No of Kicks in Play (The number of kicks you made in play)
    KE = Kicking Errors (The number of kicks in play that did not complete. e.g. kick went out the end of the pitch, or out the side on the full if not a clearing kick from defensive 22)
    PenIP = No of Penalties in play (The number of penalty kicks you made from play situations)
    GA = No of Penalties at goal (The number of penalty kicks you took at goal)
    GS = Penalties Scored (The number of penalty kicks you scored with)
    CA = Conversions Attempted (The number of try conversions you attempted)
    CS = Conversions Scored (The number of try conversions you scored)
    LB = No. Of Line Breaks (The number of times you had the ball and broke through the opposition defensive line)
    NR = Not Releasing the Ball (The number of times you were penalised for not releasing the ball in a ruck situation)
    IEAG = Incorrect Entry at the Gate (The number of times you did not enter the ruck from the correct direction)
    OS = Off Side (The number of times you were caught off side)
    HITR = Hands in the Ruck (The number of times you were penalised because you had your hands in the ball whilst you were off your feet)
    SI = Scrum Infringements (The number of times your were penalised for technical errors at the scrum)
    MM = Mauling Metres (The number of metres gained by you when in possession of the ball during a maul)
    LFG = Line out Feed Good (One for the hookers - did you manage to feed the ball well at the line out)
    LFE = Line out Feed Error (Also for the hookers - did you fuck up the line out feed - either not straight or completely missed your targets)
    LOOB = Line Out - Own Ball (The number of times you received the ball at your own line out)
    LOS = Line Out - Steals (The number of times you stole the ball at the opposition's line out)
    LOI = Line Out - Infringement (The number of times you infringed at the line out)
    BT = Breakdown Turnover (The number of times you were the person that made the difference at the ruck in securing your team the ball from the opposition's possession)
    TC = Turnover Conceded (The number of times you were in possession of the ball at the ruck but were turned over by the opposition and lost the ball)
    RC = Rucks Contested (The number of times you made it to the ruck and participated in the ruck)
    TA = Try Assists (The number of times that it was your wonderful pass that released one of your team mates for a try)
    T = Tries (The number of tries you scored)
    LBA = Line Break Assists (The number of times that it was your wonderful pass that released one of your team mates on a line break)
    SIF = Scrum Infringements Forced (The number of times you forced your opponent into making an error at the scrum)
    SWF = Scrums Won with Feed (The number of times you were in a scrum that you won having had the feed)
    SWAF = Scrums Won Against Feed (The number of times you were in a scrum that you won when the opposition's half back had the feed)
    Time = Time on the Field of play (The amount of minutes of the match out of a maximum of 80 that you were on the field of play for)

    Stats Glossary (Season 3)

    The simulator produces a statistics output at the end of each game which will help highlight how you performed in the game. Each statistic is given an acronym in the output, and these acronyms are explained below.

    MTk = Missed Tackles (attempted tackles that were not successful)
    TkM = Tackles Made (attempted tackles that were successful)
    BTk = Broken Tackles (attempted tackles that your player escaped)
    HE = Handling Errors (knock ons by yourself. You will still be pinged for the handling error even if it was due to receiving a rubbish pass)
    RM = Running Metres (Metres covered with the ball in your possession)
    KMiP = Kicking Metres In Play (Distance that the ball was kicked by you from open play situations)
    KMPen = Kicking Metres Penalty (Distance that the ball was kicked by you from penalty situations - not necessarily penalty kicks at goal)
    KiP = No of Kicks in Play (The number of kicks you made in play)
    KE = Kicking Errors (The number of kicks in play that did not complete. e.g. kick went out the end of the pitch, or out the side on the full if not a clearing kick from defensive 22)
    PenIP = No of Penalties in play (The number of penalty kicks you made from play situations)
    GA = No of Penalties at goal (The number of penalty kicks you took at goal)
    GS = Penalties Scored (The number of penalty kicks you scored with)
    CA = Conversions Attempted (The number of try conversions you attempted)
    CS = Conversions Scored (The number of try conversions you scored)
    LB = No. Of Line Breaks (The number of times you had the ball and broke through the opposition defensive line)
    NR = Not Releasing the Ball (The number of times you were penalised for not releasing the ball in a ruck situation)
    IEAG = Incorrect Entry at the Gate (The number of times you did not enter the ruck from the correct direction)
    OS = Off Side (The number of times you were caught off side)
    HITR = Hands in the Ruck (The number of times you were penalised because you had your hands in the ball whilst you were off your feet)
    SI = Scrum Infringements (The number of times your were penalised for technical errors at the scrum)
    LOOB = Line Out - Own Ball (The number of times you received the ball at your own line out)
    LOS = Line Out - Steals (The number of times you stole the ball at the opposition's line out)
    LOI = Line Out - Infringement (The number of times you infringed at the line out)
    BT = Breakdown Turnover (The number of times you were the person that made the difference at the ruck in securing your team the ball from the opposition's possession)
    TA = Try Assists (The number of times that it was your wonderful pass that released one of your team mates for a try)
    T = Tries (The number of tries you scored)
    LBA = Line Break Assists (The number of times that it was your wonderful pass that released one of your team mates on a line break)
    Time = Time on the Field of play (The amount of minutes of the match out of a maximum of 80 that you were on the field of play for)

    Stats Glossary (Season 2)

    The simulator produces a statistics output at the end of each game which will help highlight how you performed in the game. Each statistic is given an acronym in the output, and these acronyms are explained below.

    MT = Missed Tackles (attempted tackles that were not successful)
    TM = Tackles Made (attempted tackles that were successful)
    HE = Handling Errors (knock ons by yourself. You will still be pinged for the handling error even if it was due to receiving a rubbish pass)
    RM = Running Metres (Metres covered with the ball in your possession)
    KMiP = Kicking Metres In Play (Distance that the ball was kicked by you from open play situations)
    KMPen = Kicking Metres Penalty (Distance that the ball was kicked by you from penalty situations - not necessarily penalty kicks at goal)
    KiP = No of Kicks in Play (The number of kicks you made in play)
    PenIP = No of Penalties in play (The number of penalty kicks you made from play situations)
    GA = No of Penalties at goal (The number of penalty kicks you took at goal)
    GS = Penalties Scored (The number of penalty kicks you scored with)
    CA = Conversions Attempted (The number of try conversions you attempted)
    CS = Conversions Scored (The number of try conversions you scored)
    LB = No. Of Line Breaks (The number of times you had the ball and broke through the opposition defensive line)
    NR = Not Releasing the Ball (The number of times you were penalised for not releasing the ball in a ruck situation)
    IEAG = Incorrect Entry at the Gate (The number of times you did not enter the ruck from the correct direction)
    OS = Off Side (The number of times you were caught off side)
    HITR = Hands in the Ruck (The number of times you were penalised because you had your hands in the ball whilst you were off your feet)
    LOOB = Line Out - Own Ball (The number of times you received the ball at your own line out)
    LOS = Line Out - Steals (The number of times you stole the ball at the opposition's line out)
    LOI = Line Out - Infringement (The number of times you infringed at the line out)
    BT = Breakdown Turnover (The number of times you were the person that made the difference at the ruck in securing your team the ball from the opposition's possession)
    T = Tries (The number of tries you scored)
    LBA = Line Break Assists (The number of times that it was your wonderful pass that released one of your team mates on a line break)
     
    Last edited: Feb 27, 2020
  7. HeathDavisSpeed HT Davis

    Provincial Selectors

    Australia: AJ James
    Great Britain: E Ames
    New Zealand: HJ Bots

    Queensland: %BJT Manera
    New South Wales: RG Cribb
    Victoria: Temporarily <a href=http://cricsim.com/site/players.php?id=418>HT Davis</a>
    Asia: <a href=http://cricsim.com/site/players.php?id=913>JA Chewie</a>
     
    Last edited: Jun 21, 2013
  8. HeathDavisSpeed HT Davis

    Past Seasons

    Season One

    Code:
    Rnd	Home Team			Away Team	Home Try Scorers				Away Try Scorers
    1	Spartans	17	12	Cheetahs	Chung, Farhat, Blunder				Graham, McDougal		
    1	Giants		26	5	Chiefs		Gemmell, Farnsworth, Kovas, S. Laing		Weaver			
    2	Cheetahs	3	14	Vikings								Vago, Darts		
    2	Chiefs		5	12	Spartans	Humble						Farhat, Blunder		
    3	Giants		15	0	Vikings		Farnsworth, Fung										
    3	Chiefs		7	8	Cheetahs	Johns						Logan			
    4	Spartans	14	5	Vikings		Farhat, Blunder					Manera			
    4	Giants		8	5	Cheetahs	Farnsworth					Logan			
    5	Spartans	12	14	Giants		Borisc, Orr					Ames, Cribb		
    5	Vikings		22	0	Chiefs		Vago, Armstrong, James									
    																	
    SF	Spartans	23	20	Vikings		Blunder, Chung					Jacobs, Darts, James, Hunt
    F	Giants		26	19	Spartans	Fung, Cribb					Hornby, Deane		
    
     
  9. HeathDavisSpeed HT Davis

    Season Two

    Code:
    Rnd	Home Team			Away Team	Home Try Scorers				Away Try Scorers
    1	Giants		24	24	Vikings		Gemmell x 2, Scoble, S. Laing			Cambridge, Dempsey, Herd
    1	Spartans	32	24	Cheetahs	Hutchinson, Orr x 2, Luffman			Kirikiri, King, Clough
    2	Cheetahs	15	33	Giants		McDougal, Speirs				Golding x 2, Scoble, Gemmell, Son
    2	Spartans	14	48	Vikings		Orr, Tyson					Cambridge x 2, Hunt x 3, Herd, Vago
    3	Giants		22	13	Spartans	Scoble, Weaver, Glensor, Gemmell		Ames
    3	Vikings		35	14	Cheetahs	DRP Taylor x 3, Delonge, Vago			King x 2
    4	Giants		33	18	Vikings		Scoble, Fung, Glensor, Alessi			DRP Taylor, MJA Johns
    4	Cheetahs	24	36	Spartans	Bakkum, BJ Taylor, Sweetman, Stroud		Tyson, Hutchinson, Schaw, Tait, Orr
    5	Cheetahs	31	22	Giants		Graham, Logan, Devonshire x 2			Dafter, Weaver, Hornby
    																		
    SF	Giants		27	33	Spartans	Golding, Gemmell, Farnsworth			Davis, Blunder, Farhat, Deane, Denton
    F	Vikings		17	26	Spartans	Cambridge, Perry, Herd				Eggman, Tait, Blunder, Orr	
     
    Last edited: Apr 20, 2012
  10. HeathDavisSpeed HT Davis

    Season Three

    Code:
    Rnd	Home Team			Away Team	Home Try Scorers					Away Try Scorers
    1	Hurricanes	28	26	Vikings		Fung x 2, Weaver, Humble				Delonge, James x 2, Marshall		
    1	Spartans	27	7	Sharks		Blunder x 2, Davis					McDougal				
    2	Sharks		35	17	Hurricanes	Stroud, McDougal, Graham, Welker, Yates			Gemmell, Rogers			
    2	Vikings		14	31	Spartans	Delonge, James						C. Laing, Farnsworth x 2, Chung		
    3	Vikings		10	15	Sharks		Herd, Jacobs						Golding, McDougal			
    3	Hurricanes	22	36	Spartans	Ames, Pilgrim, Son					C. Laing, Farhat, Davis, Orr x 2	
    4	Sharks		20	27	Spartans	Stroud, S. Laing					Schaw, Davis, Tait		
    4	Vikings		17	29	Hurricanes	Perry, Cambridge, James					Gemmell, Taylor, Son, Denton	
    5	Hurricanes	25	35	Sharks		Rogers, Son x 2						Hughes, Scoble, Graham x 2		
    5	Spartans	43	25	Vikings		Blunder, C. Laing, Farnsworth x 2, Alessi, Orr		Marshall, Jacobs, Cambridge		
    6	Sharks		14	33	Vikings		Hutchinson, Bakkum					Manera, Delonge, Marshall, Bots, James
    6	Spartans	38	37	Hurricanes	Heads, Deane, Blunder x 2, Schaw			Fung, CJ Smith, Rogers, Taylor, Lover
    																		
    SF	Sharks		22	17	Hurricanes(AET)	Hutchinson, Verigotta, Yates (ET)			Gemmell, Pilgrim			
    F	Spartans	49	21	Sharks		Heads x 2, Luffman, Downes, Dorn, McGrath		Logan, Verigotta
     
  11. HeathDavisSpeed HT Davis

    Season Four

    Code:
    Rnd	Home Team			Away Team	Home Try Scorers					Away Try Scorers
    1	Hurricanes	31	47	Spartans	Rogers, Torres, DRP Taylor x 2, Lover			Schaw, Blunder x 4, Cribb
    1	Sharks		36	15	Crabs		Devonshire, Logan, Green, Hutchinson			Bakkum, Phlegm, Speirs x 2	
    1	Gamblers	24	24	Vikings		Dempsey, Hornby, Lee, Vago				Herd x 2, Cambridge	
    2	Spartans	40	17	Sharks		Schaw x 2, Cribb x 2, Luffman, Jackson			Bakkum, Graham, Green
    2	Vikings		31	32	Hurricanes	Perry, Marshall, Ridd, Cambridge			Son x 2, Weaver, DRP Taylor
    2	Crabs		7	20	Gamblers	Hurricane						BJ Taylor, Poole, King
    3	Hurricanes	19	19	Gamblers	Pilgrim x 3						King, BJ Taylor, Morgan
    3	Spartans	55	0	Crabs		Schaw x 3, Davis x 2, Luffman, Deane			None		
    3	Sharks		27	24	Vikings		Hutchinson x 2, Scoble, Sweetman			Perry, Delonge, Cambridge
    4	Gamblers	19	21	Sharks		Hornby, BJ Taylor, Boy					SDR Laing x 2, Logan
    4	Vikings		17	37	Spartans	James, Miokovic						Chung, Blunder, Dorn, Alessi
    4	Crabs		21	28	Hurricanes	Heads, Somerset, Phlegm					Ames x 2, Denton, Fung
    5	Hurricanes	21	15	Sharks		Ames x 2, Rogers					Hutchinson, Green
    5	Spartans	28	12	Gamblers	Blunder, G. Smith, Downes, Dorn				King x 2
    5	Vikings		20	17	Crabs		Jacobs, Cambridge					Somerset, Speirs
    6	Hurricanes	15	38	Spartans	Son, Weaver						Schaw x 2, Blunder, Laing, Cribb, Dorn
    6	Crabs		10	14	Sharks		Speirs							Graham, Verigotta
    6	Vikings		15	22	Gamblers	Herd x 2, Manera					Hornby, Welker, Tyson	
    7	Sharks		22	26	Spartans	Scoble, Hutchinson, Graham				G. Smith x 2, Orr x 2
    7	Hurricanes	28	27	Vikings		Son, Lover, Denton, Himann				Herd x 3
    7	Gamblers	17	22	Crabs		Taylor							Phlegm, Ryabovol, Raftery	
    8	Gamblers	5	12	Hurricanes	Hornby							Weaver, Taylor
    8	Crabs		26	36	Spartans	Somerset, Heads, Brumby, Phifteenplus			Orr, Smith, Deane, Luffman
    8	Vikings		10	21	Sharks		Jacobs							Logan, Scoble, Hutchinson
    9	Sharks		7	12	Gamblers	Hutchinson						Read, Morgan
    9	Spartans	42	12	Vikings		Cribb x 3, Farnsworth, Davis, Dorn			Hunt, James
    9	Hurricanes	41	34	Crabs		Denton x 2, Torres, Pilgrim, Taylor			Ryabovol, Hurricane, Phifteenplus, Somerset, Force
    10	Sharks		14	10	Hurricanes	Devonshire, Scoble					Denton	
    10	Gamblers	14	40	Spartans	Gemmell, Welker						Cribb x 2, Jackson, Luffman, Alessi, Chung
    10	Crabs		27	20	Vikings		Furball x 2, Heads, Ryabovol				Marshall, James	
    
    SF	Hurricanes	27	14	Sharks		Ames, Taylor, Denton					Logan, Hutchinson
    F	Spartans	33	7	Hurricanes	Blunder, Schaw, G. Smith, Luffman, Dorn			Weaver
     
    Last edited: Feb 27, 2020
  12. HeathDavisSpeed HT Davis

    Code:
    Rnd  Home Team		Away Team    	Home Try Scorers                			Away Try Scorers
    1    Hurricanes 6    26 Spartans                                				Schaw x3, Alessi
    1    Sharks	20   49 Crabs        	Scoble, Graham                      			Dong, Phlegm, Speirs, Force   
    1    Gamblers   17   20 Vikings        	Bots, Logan                        			Perry x2
    2    Spartans   41   14 Sharks        	Cribb x3, Alessi, Schaw, Farhat                		Hutchinson x2
    2    Vikings    17   7  Hurricanes    	Fung, Diggler                        			C. Smith
    2    Crabs      19   15 Gamblers    	Faldo                            			Chance, Tyson
    3    Hurricanes 23   10 Gamblers    	Weaver, Son                        			Humble
    3    Spartans   33   14 Crabs       	Schaw x3, Smith x2                    			Brumby, Classified
    3    Sharks     19   11 Vikings     	Hutchinson                        			A. Hunt
    4    Gamblers   13   16 Sharks        	Hornby, Lee                        			Adams, McDougal
    4    Vikings    5    49 Spartans    	James                           			Alessi x3, Blunder, Laing, Schaw, Shriram
    4    Crabs      40   28 Hurricanes    	Speirs x2, Brumby, Classified, Faldo            	Ames, C. Smith, Warrington, Denton
    5    Hurricanes 7    24 Sharks        	Dyer                            			Morris, Hutchinson, Laing
    5    Spartans   53   14 Gamblers    	Cribb x3, Blunder x2, Alessi, Downes, Jackson        	B. Read, Eightyfour                                           
    5    Vikings    18   12 Crabs        	Manera, Diggler                        			Ryabovol, Speirs
    6    Spartans   28   12 Hurricanes    	Deane, Schaw, Farhat, Davis                		Weaver, Warrington
    6    Crabs      34   26 Sharks        	Howe x2, Heads, Classified                		Graham, Hutchinson, McDougal, Hutchinson
    6    Vikings    16   5  Gamblers    	Jacobs                            			Eightyfour                                           
    7    Sharks     31   34 Spartans    	Tuladhar, Masters, Bakkum                		Blunder, G. Smith, Davis, Alessi
    7    Hurricanes 14   31 Vikings        	Anraad, Denton                        			Cambridge x2, A. Hunt, Jacobs, Manera
    7    Gamblers   21   23 Crabs        	Bots, Popovic                        			Furball, Speirs
    8    Gamblers   17   34 Hurricanes    	Lee, Tyson                        			Ames, Son, Warrington, Weaver
    8    Crabs      13   30 Spartans    	Heads x2, Brumby, Classified                		Davis
    8    Vikings    16   9  Sharks        	Diggler
    9    Sharks     15   5  Gamblers    	MacDonald x2                        			B. Taylor                                           
    9    Spartans   31   14 Vikings        	Schaw x2, Farhat, Davis                    		A. Hunt, Green                                       
    9    Hurricanes 21   56 Crabs        	Ames, D. Taylor, Denton                    		Classified, Raftery, G. Martyn, Furball, Howe, du Toit, Speirs, Force                                       
    10    Sharks    30   25 Hurricanes    	Devonshire, Edwards, Hutchinson x2, Adams, Witters    	Ames, Dyer x2                                           
    10    Gamblers  12   35 Spartans    	B. Read, Poole                        			Blunder, Cribb, Schaw x2, Alessi                                           
    10    Crabs     32   23 Vikings        	Heads, Ryabovol, Furball, Faldo                		A. Hunt, Cambridge
    
    SF    Crabs     21   18 Vikings        	Burger, Faldo                        			Jacobs, James
    F    Spartans   27   27 Crabs        	Blunder x2, G. Smith x2                    		Heads x2, M. Martyn
        (AET)       40   27            	(Davis, Farhat)                                        
    
     
    Last edited: Feb 27, 2020
Thread Status:
Not open for further replies.

Share This Page