SEASON 29 Qualification Round 1 Quali Rd 1
Schedule
MANUAL 5. Team
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Team
This section is only accessible to registered team managers who have logged in with their credentials.
As a team manager, you set up your team here.
 

List of all players currently on the team
 
Bove the list you can use the POSITIONS filter to set whether all players or only players of the selected position group should be displayed.
This is very helpful because many players are proficient in multiple positions.
 
The players are listed grouped by goalkeeper, defense, midfield, and forward.
For all players, the most important information is visible at a glance:
Player name
Yellow / Red suspension including remaining duration of the suspension 
Injury along with remaining period of suspension
Starting lineup / Friendly lineup
Nationality
Age
Position
Games (in the current season)
Goals (in current season)
Assists (in current season)
Market value
Grade average (in current season)
 
 The small selection box in front of the player names can be used to mark players. If you set the toggle switch that appears above the list to „SELECT ONLY“, only previously selected players will be displayed and can be compared with each other.

In the last column you can choose via dropdown which properties should be displayed for all players in the list.

Properties of all players currently on the team
In this overview, the skills of the players can be compared at a glance.
Here you can also use the POSITION filters and player markers to display only certain players in order to compare them specifically. 
Each team may have a maximum of 30 players on their team. New additions that go übeyond the number of 30 are disabled and cannot be used. Only when the total number is 30 again, the players will be activated.
 
CAUTION: After the winter break and after the summer break, all recently added players who get over the number of 30 will be removed from the team. These players will be free agents and offered on the transfer market. The team manager receives no transfer fee or compensation.
But before that, the team manager gets a warning üvia the messenger.
Suspensions resulting from yellow and/or red cards are valid across seasons and leagues and also in play-off matches.

A football player needs to train to improve his skills and to gain or maintain good fitness. The coach's job is to improve each player's individual skills. At the same time he has to find the right balance between intensive training and regenerative units to keep the fitness high. At the same time, fitness should not be confused with freshness or recovery. A player who does not train at all or with too little intensity will not get good fitness values.

 

 

Every team starts with a standard training plan. This general plan keeps the fitness of all players at a consistent level and does not carry a particularly high risk of injury. However, the individual skills of the players are not taken into account. The standard training plan is a good basis and can be adapted to your own ideas and the needs of the squad. To do this, however, a copy must be made, as the original standard training plan cannot be altered.

The weekly view shows all units for the current training week
To edit a day of the week, click on the (1) day of the week or on the
(2) Edit button of the day of the week. To edit an existing training session, it can be clicked directly (3). 
(4) The Copy button creates a copy of the currently selected training plan.
 

 

The daily view shows all the sessions, broken down by training slot. To start, each team has one training spot, which is available on both sides separately. If a team has more than one training place, these are displayed accordingly and several training groups can train in parallel.
 

The following information is mapped to each training slot:

(1) Training group along with the number of players training.

(2) Training leader (coach, assistant coach, assistant coach, or goalie coach)

(3) Duration of the session. This can be adjusted via the slider (4).

To add a unit, i.e. a training slot, simply click on the „add“-space in the timeline of the desired training slot (5).

If there is a conflict with another training group, this is indicated üvia an icon (6). A conflict can occur when a player or a training leader participates in 2 üoverlapping training sessions. The exact cause is shown as an explanation text when hovering over or clicking on the symbol (7). Some areas on the timeline are locked and cannot be occupied (8).

To move a slot, it can be dragged & dropped and selected to be moved to another location.

To set a training slot in detail, click on a slot in the weekly schedule or on the edit icon in the daily schedule manual-edit-icon 

In the training slot editor, the following settings can be made for the training session:
(1) Type of training
(2) Training direction. Usually the coach, i.e. the team manager himself, leads the training. But it can also be led by a co-trainer or assistant. Goalkeeper training can only be conducted by a goalkeeper coach.
(3) Basic information on the chosen training type and intensity. The intensity is crucial for the fitness of a player.
(4) Duration of the training session, adjustable in 15-minute increments. The maximum duration is limited by the total daily training duration of 3 hours.
(5) Training group. The players of the selected training group participate in the training session. You can choose from predefined system groups as well as from self-created groups.
(6) Via the filter can be set, which player property is displayed in the list.
(7) Via the checkbox individual players can be deactivated. These players will not take part in the training session. The training group remains unaffected, the deactivations are only valid for this slot.
(8) To edit the currently selected training group. 
 
All  changes are immediately applied and saved in real-time  

Only when a new training slot is created will it be saved using the „Save“ button.

 

Multiple training plans can be created. The dropdown box (1) is used to set which training plan is displayed. The "+"-button (2) adds a new training plan. The "-"-button (3) deletes the currently selected training plan. The name can be changed in the name field (4). By clicking on the "A"-button (5) the current training plan is activated. This is additionally indicated by the "A"-symbol in the dropdown box (6). Only the active training plan is executed, manually or automatically.
(7) The Copy button creates a copy of the currently selected training plan.
For each training session, a training lead must be assigned. To run multiple sessions in parallel, you need additional staff. 
Trainer
The team manager himself acts as a coach. The effect is higher for all types of training. 
Co-Trainer
A co-trainer, just like the coach, can lead any session. However, the training effect of the co-trainer is slightly less for the following training sessions. 
• Training Game
• Tactics
• Standard situations 
Assistant
An assistant, just like the coach, can lead any session. However, the assistant's training effect is significantly lower for the following training sessions:

•   Training game
•   Tactics
For the following units, the training effect is slightly lower:
•   Standard situations
•   Technique 

Goalie coach.  
 The goalie coach can only lead the goalkeeper training.

 

Each training session is run by a group of players. This is called a training group.
There are fixed defined training groups, called system groups. These automatically always contain all matching players. Players who are new to a club are automatically in the appropriate system groups.
•    All players
All field players and goalkeepers of the team
•    All field players
All players, except the goalkeeper
•    Goalkeeper
All goalkeepers of the team
•  Defense
•   Midfield
•   Attack
 
The system groups cannot be edited and update automatically when a player leaves or joins the club.
 
In the training group editor, training groups can be created, deleted and edited. 

 

(1) Invoking the training group editor

 

(2) All selected players üabove the line are part of the training group.

(3) To add a player to the training group, click on the small selection box.
(4) To remove a player from the training group, deactivate the small checkbox.

 

(1) Invoking the slot colour editor 

 

 
(2) Each training type can be assigned a colour. It is also possible to assign the same colour to multiple workout types
Each type of training has a positive effect on certain characteristics. The intensity of the training types can be divided into 4 groups:
 
Maximum intensity:
 
  • Conditioning
    •   Condition (Strong)
  • Quickness
    •   Low risk of injury
    •   Speed (Strong)
    •   Condition (Medium)
 Goalkeeper only:
  • Line (Low)
High Intensity:
 
  • Game shapes 1-1 to 4-4
    •   Low risk of injury
    •   Tacklings (Strong)
    •   Condition (Medium)
    •   Athletics (Medium)
    Goalkeeper only:
    •   Foot, Game opening, Libero (Low)
Medium Intensity:
 
  • Training game
    •    Medium risk of injury
    •   Condition (Medium)
    •   Tactics (Medium)
    •   Battle (Medium)
    •   Header (Low)
    •   Technique (Low)
    •   Preparer (Low)
    •   Goal threat (Low)
    Goalkeeper only:
    •   Penalty (Medium)
    •   Run Out (Medium)
    •   Game opening (Medium)
    •   Line (Medium)
    •   Libero (Low)
    •   Foot (Low)
 
  • Stabilization training
    •   Athletics (High)
    •   Conditioning (Low)
     
  • Goalkeeper training
    Only possible with goalkeepers. Training leader must be a goalkeeper coach
    •   Low risk of injury
    •   Line (High)
    •   Running Out (High)
    •   Penalty (High)
    •   Foot; (Medium)
    •   Game opening (Low)

    •   Libero (Low)

  • Game shapes 5-5 to 10-10
    •   Low risk of injury
    •   Tactics (Medium)
    •   Technique (Low)
    •   Battle (Low)
    •   Condition (Low)
    •   Athletics (Low)
    Goalkeeper only:
    •   Foot; (Medium)
    •   Game opening (Low)
    •   Libero (Low)
Low Intensity
 
  • Coordination exercises
    •   Athletics (Medium)
    •   Speed (Low)
    •   Condition (Low)
    •   Battle (Low)
     
  • Standard situation
    •   Low risk of injury
    •   Header (Medium)
    •   Goal threat (Low)
    •   Preparer (Low)
    •   Tacklings (Low)
    •   Shooting Technique (Minor)
    •   Shooting Power (Low)
    •   Team: Standard Situations (High)
    Goalkeeper only:

    •   Penalty Situations (High)
    •   Line (Medium)
    •   Running Out (Low)
    •   Libero (Low)
    •   Foot (Low)

  • Technique
    •   Technique (High)
    •   Shooting Technique (Low)
    Goalkeeper only:
    •   Foot; (Medium)
    •   Game opening (Low)
    •   Libero (Low)
     
  • Shooting training
    •   Low risk of injury
    •   Shooting technique (High)
    •   Shooting Power (Medium)
    •   Shooting Chance (Low)
Goalkeeper only:
  • Libero, Foot, Game opening (Low) 
Very low intensity:
 
  • Regeneration
  • Tactics training
    •   Tactics Understanding (High)
    Goalkeeper only:
    •   Libero (Low)
    •   Game opening (Low)
Important: Too many repetitions of the same type of training within a training week leads to stagnation of performance improvement for some types of training. 5 hours of tactics training do not have the 5-fold effect as 1 hour of tactics training. Conditioning training, on the other hand, can be carried out for longer without the effect breaking down.
Players in detail
Via the toggle button above the player list can be used to toggle whether the training schedule or the performance level of the players should be displayed. 

 

 

Below the training schedule is the player list with the total training time per player. Here you can check how long and intensive each player is training (1).

The intensity (2) shows whether the load for the player is in the greatest range. Optimal are 3 bars. If the load is too high, 4 or even 5 bars are shown in red. Too low a load is indicated by 1 or 2 grey bars. If the load is too high or too low, this will result in a loss of fitness.

Per mouseover or by clicking on one of the slot colors, the total duration of the respective training type is displayed (3). The player's entire training schedule can übe opened via the triangle next to his name (4).

 

 

For each player you can see the current fitness (1), his form (2) and the average value of his skills, including development (3).
If the training for the current week has already been performed manually, all values refer to the current state, including the effects of the training performed. In addition, the changes to the state before the training are displayed:

 

  • The change in fitness in the positive or negative range. This allows you to see at a glance whether the training had a positive or negative effect on the player's fitness.
  • The player s current form based on training impressions. If the player has not trained at all or has trained too little, the form cannot be determined. This is represented by a ? symbol.
     
    •     Very poor form. The player can hardly call up his potential.
    •     Poor form. The player is unable to play up to his potential.
    •     Normal form. The player calls on his existing potential.
    •     Good form. The player is playing better than his potential at times.
    •    Top form. The player is playing far üabove his actual capabilities.

    By hovering or clicking on the icon, the explanation is shown in text form.
     
  • An average value is formed from the player properties (hardskills). This is displayed as an integer (4). In addition, the tenth values are displayed in the form of small squares. As soon as 10 ticks are reached, the average value increases by a whole percentage point. The changes are shown in green (positive) or red (negative), respectively, for the number and for the bars.
If a player property has been changed, this is represented by a green "+", or by a red "-". By hovering or clicking a dialog appears, which shows which property it is (5).
The player's details can be  opened by clicking the triangle next to the player's name. 

 

The left pane shows the fitness as a graph for the last 10 games (1). By hovering or clicking, the fitness value is displayed as a number.

The form of the last 10 games can be seen on the right side (2).

The player's characteristics can be seen at the bottom (3). Any changes that have occurred as a result of the last game and training are shown green (positive) (4) or red (negative) (5). Changes of the whole value (6) as well as of the tenth values (7) are displayed.

Once a property has reached all 10 small tiles (10 times a tenth), the property value is increased by 1%. In this example, there are still 2 squares (2 tenths) missing to get to 28%: 

 

There are basically two ways to perform the training: 
 
  • Automatic
    . Training is automatically run right before the game day calculation. 
  • Manually by team manager
    Each team manager can manually run the training for his team at any time. To do this, he proceeds as follows: 

    •   Select the current, activated training plan in the weekly view.
    •   Execute the workout by clicking on the button „EXECUTE TRAINING WEEK“ above the workout plan.

  • In the league, the current matchday is played.
  • Players' performance levels show the trait, fitness, and form values that were affected by league play. The player details graphs show the progression of fitness and form. So the team manager can see how much the fitness loss is for each player.
  • The team manager can manually run the training at any time of the day.
  • After executing the training, the team manager gets information üabout the fitness of his players based on the training results. With the help of the training impressions the shape of the players is also displayed. However, only if the player has completed a certain minimum workload.
  • When training, players can get injured and are marked accordingly.
  • When training, certain characteristics of players are affected. These are shown in the overview and in the detail of the players. Which characteristics are improved and to what extent depends on several factors: Training sessions, age, talent, fitness and form.
  • The team manager can use this information to adjust the lineup for the next game. He can:
    •   react to form highs or lows
    •   sparing players with poor fitness
    •   respond to injured players.
    The current form of each player is also displayed in the lineup editor for this purpose.
  • Before the next match calculation, training will be run on all teams that had not yet run training manually.
  • The next match day will be played.
What exactly the training plan should look like is individual and depends primarily on which skills are to be improved. An elementary point is the fitness of a player. This should not deteriorate despite intensive units, or even gradually improve. Of course, this also depends on how much a player has spent in league play.
For a good fitness value the basic training plan and the following hints are a good basis: 
  • A training week must always be considered holistically. The sequence and overall load within the training week must fit.
  • Good fitness is not achieved by just taking it easy on players, nor by training them intensively for too long. The mix of time off, recovery, functional training and intense sessions has to be right. The level of the player must be kept high without overloading him. The intensity indicator of each player is a good tool to adjust the load correctly. If it is in the high range (3 bars), the intensity is balanced for the player. If it is below this level, the intensity should be increased. If it is above that, the intensity is too high and should be lowered.
  • Intensive training:
    Training types have different intensities (see TRAINING TYPES section), So half an hour of conditioning training is roughly equivalent to 2 hours of shot training. So if we talk about 1 hour of intensive training, this can also be achieved by 2 hours of less intensive training. 
Basically, a distinction must be made between whether a player has played a league game or not. This is the case when a player has played at least 15 minutes of the match. Whereby the fitness loss of players with less playing time is usually very small.
 
The intensity is displayed for each player. All units of the player in the training week are evaluated and added up. The display should show 3 bars (sizes) if possible. This is important to achieve an increase in fitness. However, there are other factors that play a role:
 
For players who played in the league on Saturday, the following recommendations apply for good fitness: 
  • One day off during the week.
  • No more than 2 hours of intense training per day.
  • About 5 hours of intense training per week
  • Sufficient recovery and some rest after league play
  • Some recovery after any intense training.
  • A warmup in the form of coordination exercises should precede an intense workout.
  • One training game per week, at once or in several sessions. (Approximately 1 hour total)
  • The peak of the load should be in the middle of the week. Shut down before the game. Tactics training, possibly standards, not a high load.
For players who did not play in the league on Saturday, the following recommendations apply.
  • One day off during the week.
  • No more than 2 hours of intense training per day.
  • About 6 hours of intense training per week.
  • Some recovery after each intense workout.
  • A warmup in the form of coordination exercises should precede an intense workout.
  • One training game per week, at once or in several sessions. (Approximately 1 hour total) 
Players can get injured during training. Depending on the type of training, there is an increased risk of injury. The factors in detail: 
  • Fitness
    The lower the fitness, the higher the risk of injury. This applies for training and matches.
  • Duration / Intensity
    An intense training session with a high load carries a higher risk of injury than a light training session. A long-lasting high load increases the risk additionally.
  • Injury risk of the training session.
    Depending on the type of training session, the risk of injury increases or decreases. The following types of training involve a slight risk of injury:
  • Fast strength
  • Game shapes 1-1 to 4-4
  • Game shapes 5-5 to 10-10
  • Standard situations
  • Shooting training
  • Goalkeeper training
  • There is a slightly higher risk of injury with the following type of training: Training game
  • Age
    As you get older, your risk of injury increases
  • Injury susceptibility of the player
    Each player has an individual injury susceptibility. This changes over time with the frequency of his injuries and is also influenced by training. Types of training such as conditioning, recovery, coordination exercises, speed strength and stabilization training, among others, help to mitigate the risk of injury.
A player's fitness is an important factor. The higher the fitness, the better the player can call on his skills. A player with a speed of 60, for example, can only call up speed 40 in the game if he has poor fitness. Depending on the condition, the performance ability in the game decreases further.
 
Good fitness also promotes the positive development of player characteristics (hard skills)
Intense or insufficient training loads are also better absorbed and show only slight negative effects.
The latter is helpful, for example, to train certain hard skills intensively at certain points and also to accept some loss of fitness. Especially in the winter or summer break.
 
Tip: Players with poor fitness have a correspondingly higher fitness loss the longer they are on the pitch in a match. This loss of fitness can sometimes not be compensated even by a perfectly coordinated training. Such players should be replaced in good time or given a break now and then.

  Lineup
The short HowTo video shows how to use the lineup editor at ONLINELEAGUE.co.uk. In addition, there are tips and hints on how to set the lineup of his team.
 

Manage and set team lineups for league and friendly matches.
All changes are saved immediately and automatically! 

The dropdown (1) lists all the lineups that have been created. The selected lineup will be displayed on the field.
The game system is displayed to the right (2).
The "+"- and "-"-buttons can be used to add or remove new lineups (3).
To give the lineup a meaningful name, simply click in the text box and type in the name (4).
Click on the "F" (5) to save the selected lineup as the starting lineup for friendlies. For the league starting lineup click the "L" (6).
You can also see the "L" and "F" markers respectively in the lineup dropdown (1).

On the playing field (1), all player positions can be seen along with their position names. The number shows the average value of the player's skills.
 
The roster (2) shows all players of the team, grouped by starting eleven, substitutes bench and Other players who are not currently in the squad. There can be a total of 18 players in the squad. 11 in the starting eleven and 7 on the substitutes bench.
 
To place a player, drag & drop it to the desired position. If the position is already occupied, the two swap positions.
 
If a player appears on the field in light gray, he is playing a position he has not learned. This can have a negative impact on his performance. If he plays several games with good performance on this position, he can learn it. The position will then be displayed additionally. A player can learn a maximum of 3 positions. If he already has 3 positions, no more can be added.
 

The team parts are marked über the hatched areas. To the right of each is the average value of the team part (3), and at the top is the overall average value of the team (4).

The average values always refer to all skills of the player and therefore only serve as a rough guide.

To be successful, every system needs players with very different skills at the corresponding positions. In every system there are key players who are particularly important. These should preferably be well manned.

Set a position in the position dropdown (1) to show only players who can play on it.
 
The properties dropdown (2) sets which property is displayed for each player.
 
To put a player on the bench, drag & drop the player onto the bench field (3).
To view details of a player, simply select that player.
 
Using the Select Box (4), players can be selected and then displayed exclusively using „Select Only“ (5). In this way, players can be compared in a targeted manner.
 
Click on the overview button (6) to display an overall overview of the player's skills.

The overview is accessed via the icon at the top left of the player list.
In this view, all skills are listed in tabular form.
 
  The switch (1) can be used to switch between goalkeeper or field player skills.
 
As in the normal list view, the player list can be restricted to certain positions (2) or compare only marked players (3).
 
Double-click on a player or use the back button (4) to return to the field view. The corresponding player remains selected.

 


This section is used to set all tactical guidelines, standards, changes and game actions. Thus, each team manager is able to react to certain situations in the game, individually and proactively. Please note that not all defaults can really be implemented effectively by the team. Factors such as player skills, system, opponent and score influence the implementation of the defaults and the further progress of the game.

 

The dropdown (1) lists all the tactics settings that have been created. The selected setting is displayed as a list. With the + and – buttons new settings can be added or removed (2). To give the setting a meaningful name, simply click in the text box and enter the name (3). Click on the L (4) to save the selected setting for league games. For the friendly games click the F (5). The marks L and F can also be seen in the dropdown selection of the settings (1).

 

Offside trap ACTIVE / NOT ACTIVE (1) 
An offside trap can effectively restrict the opponent's offensive actions. Provided the right system of play and tactically well-trained players, of course. Otherwise, an offside trap can be very dangerous and counterproductive. The activation of the offside trap is valid for the entire game, but can be deactivated via a game action.
Retracted / Walls (2)
Activated, it causes your team to pull way back and counter only sporadically. The team concentrates almost exclusively on the defensive. The effects vary depending on the team's own playing system, the skills of its players and the opponent. This action can have counterproductive effects if the conditions for a wall tactic are not given. The activation is valid for the entire game, but can be deactivated by a game action.
Pressing / Total Attack (3)
Activated, the team plays total on offense and stands very tall. Additionally, you can set which should be the preferred attack type. The effects vary depending on your own game system, skills of your own players and opponents. This action can have counterproductive effects if the prerequisites for the total attack are not given. The activation is valid for the whole game, but can be deactivated by a game action.

 

For the following standard situations, you can determine which player should perform them.
Corner left
Corner right
Penalty
Direct free kick, over 30 metres
Direct free kick, under 30 metres
Via the button „ADD PLAYER“ one or more players can be added to any situation. The order can be changed by using the arrows or by dragging and dropping. The X can be used to remove a player. The following applies: If the player at the top of the list is currently on the pitch, he will perform the standard situation in question. If he is not on the court, then the next player in the list performs the standard situation. Each list can contain any number of players. 

 

In this section, you can set one or more specific actions to be performed depending on one or more conditions. All game actions are listed in fold-out slots. The order of the slots is also the priority. This means that the slots are always executed from top to bottom. The higher a slot is placed, the greater the probability that the action defined in it will be executed. The action of a slot in the lower area can therefore sometimes not be executed, because these have already become obsolete by actions in slots above. The order can be adjusted via drag & drop, or via the arrow symbol.
 
An example:
The terms:
The game runs at least the 80th minute
My team leads by 1 goal

 

The actions:
System change 4-2-3-1 defensive counter
Defensive / Walls
Substitution: DM comes in for Striker

 

This means that if the team is leading by 1 goal until 10 minutes before the end of the game, they switch to a defensive system, stonewall and a defensive midfielder comes in for a striker. So the result is to be kept.
 
The following conditions are available: 
Score

 

Here you set the goal difference. Positive value means: your team is leading. A negative goal difference means that your team is behind. Example: The condition is set to a difference of -2. Means: The condition is fulfilled, if the own team is at least 2 goals behind
Minute of play

 

Restricts the time. So the action will only be executed within the set from / to time.
Game system opponent

 

As soon as the opponent plays a certain game system this condition is fulfilled. For example, you can react to a tactical change of the opponent.
Failed chance to score

 

If a player fails to convert a certain number of scoring chances (adjustable from 2-11), this condition is met
Goalkeeper mistake

 

If the goalkeeper had a bad day and started a certain number of mistakes (2-11 mistakes adjustable) this condition is fulfilled.
Unnumbered

 

Using this condition, you can set how many players of your own team are on the pitch. This can be used to react to an outnumbered situation. Or you can set an action that is only executed if your team has all 11 games left on the field. The number of players in your team is set here.
Injured player

 

Takes an action whenever a specific player gets injured
Lost duels

 

As soon as the player has lost the specified number of tackles, the condition is fulfilled
 

 

The following actions are available
Offside trap

 

Enable or disable.

An offside trap can effectively restrict the opponent's offensive actions. Provided the right system of play and tactically well-trained players, of course. Otherwise, an offside trap can also be very dangerous and counterproductive.

Substitution
Substitutes one player for another. Specifies both the substitute and the substitute.
Defensive / Stonewalling
Activated, it causes your team to retreat far back and counter only sporadically. So the team concentrates almost exclusively on the defensive. The effects vary depending on the team's own system of play, the abilities of its own players and the opponent.
This action can have counterproductive effects if the conditions for wall tactics are not met.
Pressing / Total Attack
Actively, the team plays total on offense and stands very high. Additionally, you can set which should be the preferred attack type. The effects vary depending on your own game system, skills of your own players and opponents.
This action can have counterproductive effects if the prerequisites for the total attack are not given.
System change
Changes the game system during the game. All saved lineups can be selected
If a player of the selected lineup is not currently on the field, the position is replaced with the best matching player who is on the field and is not assigned to a fixed position.
Note: You can change systems a maximum of 2 times per half. Further system changes will be ignored.
The set conditions and actions are summarized in plain text
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