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???

Writing superlatives about your admiration of Fiji coaching and strategy, and then denying you wrote what you did when you ween off the daily meds?
Well played sir, well played
I have been spending day and night thinking about the "pro fiji programming" and how to make it look less suspicious. I dont think we need to go the loss route so early. My early version script of events for the game are as follows:

2nd min - AFB makes a big 40 metre bust and Mannering in support to score the try - gives Tauranga early hope and excitement.

8th min - AFB makes another big run, but noone in support - Early signs look good for Devils

11th min - AFB breaks 3 tackles but again noone in support - AFB on Rampage, long night ahead for Fiji

From 11th min onwards, cut AFB's effectiveness to 1% - seems plausible hes already had highlight plays so can refer to the above 3 if questioned and inline with Wizard's assertion earlier that he looks uninterested. This has an impact on his team mates, and they stop caring - so drop their effectiveness to 50%. Can also let this fire a player event after gane that he wants trade and first offer for him is auto accepted.

From there on, its all one way traffic, and my average props run over, and around Devils with every touch. Missed tackles by Devils to be around 45-50.

Its subtle and less suspicious.

Devils to not have any injuries or players replaced (their spine is crap anyway, so Barnett at 7 would prob be an improvement), and this alleviates all the heat i got for injuring Hawaii spine members, and their replacements, and the great toll it took on me knowing that Hawaii coach was onto what i was actually doing.

How does the above script look? Plausible? As a bonus in the post match review, their attack and defence will be rated A to signify that it was the best they could do abd were just beaten by a stronger team.

Fiji to win 42 - 10. Villasanti to run for 260m and score 3 tries and take top spot on try scorer list.

Any refinements? @Inruin
Sounds very plausible. Though I don't think you can go from taking out half a spine and an HIA to a game with nothing. Very suspicious and feels like a guilty over correction.

Suggest one of your players gets an HIA but comes back on, perhaps off early while AFB on fire? Maybe a minor injury late in the second half to someone who plays on? And Fiji battle bravely through adversity for a 20-12 home win.

Followed by an aftermatch notification that half of Wiz's team have caught Dengue Fever with a -30 fitness impact per player.
 
Sounds very plausible. Though I don't think you can go from taking out half a spine and an HIA to a gane with nothing. Very suspicious and feels like a guilty over correction.
I dont think it looks guilty or an over correction. There will still be injuries, mostly in Hawaii's next game. Noticed that there were no judiciary charges for round 3, so need to fire off some key outs for Fiji's next opponents in round 5.


Suggest one of your players gets an HIA but comes back on, perhaps off early while AFB on fire? Maybe a minor injury late in the second half to someone who plays on? And Fiji battle bravely through adversity for a 20-12 home win.
Yeah good point, ill choose my lowest rated starter to get HIA and ensure that i have a replacement for his position on the bench - stroke of luck and emphasises what a genius coach i am to have the forward planning in mind by covering for a back on my bench. I dont like the idea of 8 point win though, its too low and doesnt highlight my superior coaching skills. I want it to be a thrashing, similar to what Hawaii experienced.

Followed by an aftermath notification that half of Wiz's team have caught Dengue Fever with a -20 fitness impact per player.
Good point, in all seriousness now though, there have been additional player/team events added that do have a similar impact.

Refer to this FAQ: What are all the player event types?
 
???

Writing superlatives about your admiration of Fiji coaching and strategy, and then denying you wrote what you did when you ween off the daily meds?


I have been spending day and night thinking about the "pro fiji programming" and how to make it look less suspicious. I dont think we need to go the loss route so early. My early version script of events for the game are as follows:

2nd min - AFB makes a big 40 metre bust and Mannering in support to score the try - gives Tauranga early hope and excitement.

8th min - AFB makes another big run, but noone in support - Early signs look good for Devils

11th min - AFB breaks 3 tackles but again noone in support - AFB on Rampage, long night ahead for Fiji

From 11th min onwards, cut AFB's effectiveness to 1% - seems plausible hes already had highlight plays so can refer to the above 3 if questioned and inline with Wizard's assertion earlier that he looks uninterested. This has an impact on his team mates, and they stop caring - so drop their effectiveness to 50%. Can also let this fire a player event after gane that he wants trade and first offer for him is auto accepted.

From there on, its all one way traffic, and my average props run over, and around Devils with every touch. Missed tackles by Devils to be around 45-50.

Its subtle and less suspicious.

Devils to not have any injuries or players replaced (their spine is crap anyway, so Barnett at 7 would prob be an improvement), and this alleviates all the heat i got for injuring Hawaii spine members, and their replacements, and the great toll it took on me knowing that Hawaii coach was onto what i was actually doing.

How does the above script look? Plausible? As a bonus in the post match review, their attack and defence will be rated A to signify that it was the best they could do abd were just beaten by a stronger team.

Fiji to win 42 - 10. Villasanti to run for 260m and score 3 tries and take top spot on try scorer list.

Any refinements? @Inruin
So your just repeating the handicap changes when I played the Dictators again?
 
Good to see you are making up for our last match by giving the Salamanders players injuries.
Oh sorry. I should have clarified that the injuries were for Hawaii.

So your just repeating the handicap changes when I played the Dictators again?
Not exactly. There will also be moments of Metcalf and Bell brilliance due to their mentorship that Metcalf is overseeing.
 
Just my 1 cents worth on the Fijian franchise - I reckon they’re comfortably the strongest squad in the comp, def the team to beat. I’m kicking myself for not understanding the rules better during the auction phase (& immediately following it) & if there was an advantage for tajhay then it was during that period when the rest of us possibly hadn’t fully grasped how it all worked.
 
Just my 1 cents worth on the Fijian franchise - I reckon they’re comfortably the strongest squad in the comp, def the team to beat. I’m kicking myself for not understanding the rules better during the auction phase (& immediately following it) & if there was an advantage for tajhay then it was during that period when the rest of us possibly hadn’t fully grasped how it all worked.
kisser GIF
 
Just my 1 cents worth on the Fijian franchise - I reckon they’re comfortably the strongest squad in the comp, def the team to beat. I’m kicking myself for not understanding the rules better during the auction phase (& immediately following it) & if there was an advantage for tajhay then it was during that period when the rest of us possibly hadn’t fully grasped how it all worked.
I think a few advantages tbh. Like i do know some of the attributes of some players having rated them. Though i do not actually know the impact ie AKP. For example i am interested to see how the legends go and was surprised at Hanley's first game but he dominated in his second and third. Offiah is interesting too. 6 linebreaks or something in his first game. Thought his defence was rightfully low but didnt seem to make much of a diff. I think from a player attributes perspective for Auction i did have a advantage, and also knowing knowing about how discipline, leadership, chemistry etc work.

I also have an advantage for press conf and player events and actions as some i know what possible repercussions would be. In hindsight i should have made the FAQ earlier as the info there is far more than i know/remember.

There are prob tips i am finding along the way as some of you guys tho - for example there is no benefit in doing press conf and training early, and more advantageous to do it later. Hence there may be changes to that.

But all i can give is my word i am not using anything to my advantage. For example i am too scared to change my tactics as i dont really know how itd play out or if id get player injured/suspended after seeing what happened to some teams.

And the main reason i am a participant in the comp is so i can see what other teams see to fix bugs (theres prob still a lot out there), that i otherwise wouldnt be able to see. This season from my own perspective is to iron things out, refine/tune things where needed so there is balance.

In my tests if two teams ie fiji v hawaii play, the expected winner will win majority of times but scores will vary depending on a variety of reasons.

But ill still beat Tauranga 42-10 next round.
 
In my tests if two teams ie fiji v hawaii play, the expected winner will win majority of times but scores will vary depending on a variety of reasons.
Can we change much with game plans?

Eg if we do an excellent job we can turn a lose into a win? or is it all pretty much down to the base teams and we’re just tweaking the edges?

(Just checking for you guys with the inferior squads obviously)
 
@Ultimate Team

Just a note that please lay off doing gameplans until probably later today. Testing some enhancements regarding substitutions.

For example, bench players with Auto will show something like this....

The green -> red indicates the projected fatigue levels. Please note that this varies in reality based on how much work the player does, how much under the pump their team is in defending etc and also takes into account the players's position and attributes ie endurance (note how Metcalf's endurance is lower hence tires quicker than the other starting backline)

1776044330914.webp

At the bottom it shows you the expected interchange time and mins.

Now, for more advanced coaches, you may want a bit more control than just Player B on for player A, and then Player A replaces player A as auto will most likely do.

So...you will now be able to do something like this with full control ie at what time players are interchanged, and slot shifts to make use of benches.
1776047135049.webp

Need to test it all works before ill provide more info on how to do this.
 
@Ultimate Team[/UTTEAM][/UTTEAM]

Just a note that please lay off doing gameplans until probably later today. Testing some enhancements regarding substitutions.

For example, bench players with Auto will show something like this....

The green -> red indicates the projected fatigue levels. Please note that this varies in reality based on how much work the player does, how much under the pump their team is in defending etc and also takes into account the players's position and attributes ie endurance (note how Metcalf's endurance is lower hence tires quicker than the other starting backline)

View attachment 16867

At the bottom it shows you the expected interchange time and mins.

Now, for more advanced coaches, you may want a bit more control than just Player B on for player A, and then Player A replaces player A as auto will most likely do.

So...you will now be able to do something like this with full control ie at what time players are interchanged, and slot shifts to make use of benches.
View attachment 16869

Need to test it all works before ill provide more info on how to do this.
OK this is now working and you as coach can dictate how your interchanges are used. A fatigue level chart is shown to indicate an approximate on how your players fatigue so you can plan your interchanges better.

So how do you do this?

Well you can the option of now selecting of selecting a simple interchange i.e.

Screenshot 2026-04-13 at 8.01.28 pm.webp

You determine which positions the player will interchange and how many minutes. In the above example even though i have selected 2 players this player can cover, the likelyhood is that itll cover one. Auto leaves it to the simulation to determine how long to put him there. Its not the most robust way of doing interchanges especially if you have an idea on how you want your interchanges to run. BTW you can also put in how long for the interchange to be, i have just set it as auto for demonstration purposes.

Now if you want better overall control and stagger interchanges, players to do multiple stints and cover more slots, i would recomment the custom stints option.
You can do this well with players with just one primary position but if you have players that can cover multiple positions, it might be even more useful.

Lets have a look at how i have setup Tevaga in this example
So first stint, he goes to hooker at 45 min.
At 62nd minute he moves to lock.
At 74th minute he moves to prop.

Because you are changing slot of a player, and not doing a player on bench comes on, player on field goes off, you can utilise interchanges to manage fatigue better.

Screenshot 2026-04-13 at 8.06.46 pm.webp

Screenshot 2026-04-13 at 8.13.25 pm.webp

The interchange timeline will show you what is happening as you update your interchange strategy. Its probably a little bit better on desktop than mobile so just a caveat there as mobile has very limited space to play with for something like this.

Have a play, ask questions. If you plan more than 8 interchanges it will warn you, but the onus is on you to correct it. Manage fatigue well, as a fresh bunch of players is certainly much better than a bunch of tired elite players.

Just a note that HIA/Injuries can still wreck havoc on your planned substitutions. I will probably try to make it work better with this but if you have any suggestions please feel free to make them.

Above screenshots are for illustration purposes and are not my actual teamlist/substitutions lol

I would recommend doing one player at a time and then play around so there is less red in the lineup.
 
OK this is now working and you as coach can dictate how your interchanges are used. A fatigue level chart is shown to indicate an approximate on how your players fatigue so you can plan your interchanges better.

So how do you do this?

Well you can the option of now selecting of selecting a simple interchange i.e.

View attachment 16876

You determine which positions the player will interchange and how many minutes. In the above example even though i have selected 2 players this player can cover, the likelyhood is that itll cover one. Auto leaves it to the simulation to determine how long to put him there. Its not the most robust way of doing interchanges especially if you have an idea on how you want your interchanges to run. BTW you can also put in how long for the interchange to be, i have just set it as auto for demonstration purposes.

Now if you want better overall control and stagger interchanges, players to do multiple stints and cover more slots, i would recomment the custom stints option.
You can do this well with players with just one primary position but if you have players that can cover multiple positions, it might be even more useful.

Lets have a look at how i have setup Tevaga in this example
So first stint, he goes to hooker at 45 min.
At 62nd minute he moves to lock.
At 74th minute he moves to prop.

Because you are changing slot of a player, and not doing a player on bench comes on, player on field goes off, you can utilise interchanges to manage fatigue better.

View attachment 16877

View attachment 16878

The interchange timeline will show you what is happening as you update your interchange strategy. Its probably a little bit better on desktop than mobile so just a caveat there as mobile has very limited space to play with for something like this.

Have a play, ask questions. If you plan more than 8 interchanges it will warn you, but the onus is on you to correct it. Manage fatigue well, as a fresh bunch of players is certainly much better than a bunch of tired elite players.

Just a note that HIA/Injuries can still wreck havoc on your planned substitutions. I will probably try to make it work better with this but if you have any suggestions please feel free to make them.

Above screenshots are for illustration purposes and are not my actual teamlist/substitutions lol

I would recommend doing one player at a time and then play around so there is less red in the lineup.
If Jazz were to start & the instruction was for him to come off after 25 mins and to be replaced by Luck (to play the remaining 55 mins) would Jazz remain on the pine or would he come back on to replace someone else based on their fatigue?
 
If Jazz were to start & the instruction was for him to come off after 25 mins and to be replaced by Luck (to play the remaining 55 mins) would Jazz remain on the pine or would he come back on to replace someone else based on their fatigue?
He would remain on the pine.

The only way he could enter the field again is if there was a HIA(and best fit) or if there was an injury or failed HIA which tries to simplify the custom stints from that point onwards and kick in some smarts that the planned custom stints set would no longer work due to the injury.

Custom stints is a more advanced way of using your interchanges where you have more creative control especially with slot movements so you use less interchanges.

Another thing to note is that your interchange strategy of "Early, Balanced, Save' is ignored if you set custom stints as you are directly controlling that.

i would suggest that custom stints if used well can give you more advantages than using the simple interchange plan which is still an option for teams.
 
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