Social Introducing NZW Ultimate Team

  • 3 forward bench players handle all your tactical rotations. Typically 2 Props +
    1 Lock/Second-row, or 2 Props + 1 Hooker.
  • 1 utility back sits on the bench as injury/HIA insurance. If no backs get hurt,
To me 2 props and a second row is = to 2 props and a hooker with a utility back being a must have.
Correct. A back utility is a cover for injury/HIA if you want to go that route. Otherwise they may not get used at all. All teams will view this differently based on the players they have especially with primary and secondary positions. Some may choose to take the route of not using up a bench spot for a back utility and thats fine too. Horses for courses. You choose how you want to play.
 
If some players/ teams get stuck in a rut and other teams are winning and get confidence, could the game diverge and lock in winners and losing teams based on form?

How do you break the cycle as a coach?
This is actually a good question.

Losing streaks can drag morale and form down, making it harder to win (based on factors you can control anyway, but remember that there are waaay more other factors than play than just those), but the game also have built in safeguards to precent a permanent spiral.

Form is based on individual performane, not team results. A player who puts up good performances even in a loss will see their form rise. Only players who are consistently poor will get stuck in a bad form.

Morale has offsets too. Even in a loss, a strong performer can potentially cancel out the morale hit from the loss.

As to how to break the cycle as a coach?

- Rest struggling players - i.e. give them a week off. Optionally you could also move them to the bench as bench players recover fitness and barely lose morale over a team loss.
- Change your game plan - Different tactics can change which players get involved and how. Who are the players inside/outside them that can make them better? This game is not about individual stars but the team as a collective.
- Making a trade - bringing in a high morale player may give your team a lift.

If all else fails, maybe its time to sack the coach? :)
 
I don’t suppose there an option to have a ‘primary kicker’?. If I want to avoid my halfback kicking as much as possible could I nominate my 5/8 to make the majority of kicks?
You do not nominate a primary kicker. The engine handles this automatically based on your team. In general NRL, the halfback kicks ~60% of the time, the 5/8 ~30%, and say fullback 5-7%. That is the base rate. If all your players have equal kicking rating, that is what you would see.

However, you will find all players have differing kicking ratings. The engine will favour whichever half has the better kicking rating. If your 5/8 is the better kicker, he will generally take more of the kicking duties. The bigger the gap in the kicking ratings, the more dominant the better kicker becomes. But that also means that defence knows where the ball is going to go on the last tackle as well.
 
I just noticed that Ivan Cleary is 8 points better in goal kicking that Matthew Ridge despite Ridge being more accurate in his Warriors career 🤔
Its ok. i cant perfectly align all 14 attributes for all warriors players and have noone question it.

The OVR dictates how much of an influence the player had in his time AT the warriors, not over their entire career. The ratings of attributes are then calculated based off that guiding principle to ensure that the completeness of the player and better OVR players have more attribute points to play with. Attribute ratings are weighed based on what is most important for that player. So for example if i made Ridgey a better goal kicker, he could then become a better OVR fullback for the club and depending on the weighting of that attribute could potentially become one of the top fullbacks the club has had - which was not the case. This also applies to a host of players like Kevin Iro, Botica etc who have dumbed down attributes based on how they played here. The OVR defines the compleness of the player as well as taking into account the weightings per the position per attribute(a 50 speed for a winger is different to a 50 speed prop etc).
 
It was at 7pm NZDT. I can bring it earlier if people want. Infact i would want to bring it earlier for my own tests.

is 6pm NZDT ok with people?
ok by me. Is there a countdown clock or a time for kick off listed anywhere in the Ultimate team tab for games?

I think there may have been one that said how much time was left to choose your gameplan but if there was it disapeared once team was saved
 
ok by me. Is there a countdown clock or a time for kick off listed anywhere in the Ultimate team tab for games?

I think there may have been one that said how much time was left to choose your gameplan but if there was it disapeared once team was saved
Done - ill update the 'expiring' incorrect logic later but the countdown is there now.

 

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Injuries in trial matches are frustrating! But its quite an intriguing game with managing your squad and positions. Its going to be a fun season.
trials are going to be used for rebalancing -theres a bit of stuff thats been added that seems to have made other balanced data gone awry. BTW noticed that some of the injuries were incorrectly worded. Minor Injuries, players certainly can play next week even if you got the alert, but they play at a reduced rate.
 
trials are going to be used for rebalancing -theres a bit of stuff thats been added that seems to have made other balanced data gone awry. BTW noticed that some of the injuries were incorrectly worded. Minor Injuries, players certainly can play next week even if you got the alert, but they play at a reduced rate.
Does playing a player in a secondary position or out of position increase the risk of injury?
 
Defensive game plan and had 3 players over 200m. Cant wait for an attacking game plan!

Bit gutted JFH got injured. Why do we bother with these meaningless trials 🤣
 
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