ICC 2009 - Advice/guides.

RVallant

School Cricketer
Joined
Aug 10, 2009
Online Cricket Games Owned
Hey all,

thought I'd ask for some advice on ICC 2009 with regards to setting things up for the newer players, the tips from the manual are threadbare personally so I thought I'd give a few sections and ask for contributors... =D

Note: I'm not trying for a "be all end all" guide as in "follow this and you win every game" sort of thing. But some general base pointers for the newer players would be fantastic giving them (and probably some established players) a base on what to operate and experiment on.

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FC/Test Games:

Batting: -

General consensus seems to be that you should always bat at 2 aggression until 30-50% settled and move onto 3 aggression.

First class games might want to bump up to 4-5 aggression if going for the run points total once the overs are spent.

I personally find dropping aggression to 1 in overcast conditions then bumping to 2 once 30-40% settled is a safer way of keeping batsmen "in" long enough to get settled. I have noticed Aggressive batsmen have a tendancy to continue to play risky shots in these conditions so it may be worth bumping up a more moderate/defensive player if you get stuck in those conditions to save the aggressive batsman for better weather.

Bowling: -

Medium bowlers are flat out lethal in overcast conditions, it's well worth putting them on. I'm unsure if MF/FM get the same effect I've read some posts which say only one of them get a bonus to their wicket taking ability.

I personally advise against having a full pace bowling attack, bring a spinner or two if the wicket is turning.

Aggression ratings - I bowl one short of full aggression if I have a 3-500 run lead and its the second innings. I find that the opposition tend to try and bat it out but, you have plenty of runs to play with to have an attacking field and it generally results in a wonderful batting collapse.

Bowling normally, I tend to open with one off full aggression at batsmens weaknesses and reduce the aggression to 3 once they start pushing around 20-30 runs.

Personal thing - Left arm bowlers always go around the wicket for me >_>

**Any advice on aggression settings? I don't really have that much of an idea on them they tend to be hit and miss for me though I win more than I lose but that's really down to my personal strength of batting within my team >_> **

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One day/ODI

Batting:

Openers: One on 5 the other on 4. Bump up to 5 when settled and have one batsman bat on 6 while the other remains on 5 as an "anchor".

All other batsmen should come in on 4 aggression then move onto 5 when settled.

Some advice I've seen on the forums state to bump up to one short of full aggression in the last 10 overs if you have plenty of wickets to play with.

Bowling:

1 bar of aggression during power play

0 bar of aggression at all other times.

I agree with this "lack of aggression" bowling, frustrating the batsmen into losing their wicket seems to be the order of the day here rather than attemping to get them out. Additionally it cuts the run rate down quite a bit.

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20/20 games:

Batting: I open at 6/7 and once the player faces around 5 balls I bump up to max aggression. If a batting collapse is on the way it's worth dropping back to 3-4 aggression just to "set" him and then go full whack as there's no point hitting the odd six and four if you're down to the 9th wicket by the 10th over.

Bowling:

No aggression, aim at batsmens weaknesses rotate bowlers in a 2 over spell.

A somewhat successful rotation for me has been:

"opener bowler" / "opener bowler" - 2 each (pace)
"Pace bowler" / "Medium bowler" - 2 each (pace)
"Spinner" / "medium bowler continues to 4"
"Spinner continues to 4" / "Pace bowler"
"opener" / "opener"

Obviously don't have to use it or even stick to it, I find it works for my team and the middle gets two bowlers who get "settled" quite quickly while varying both the pace and types of bowling.

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Field placements:

I'm not an expert on this, I generally make do with the default settings. I do suggest checking where the batsman is taking his runs. For example a batsman scoring heavily on the offside, may warrant dropping a close-in fielder back a bit perhaps even to the boundary to limit his scoring to singles.

Note that this is a rather basic strategy but if the player can't get runs on the leg side and your fielding placement just cut off his offside flow you're likely to frustrate him into an error.

There are some downloadable field placement packs floating around, but I've yet to use them. Any suggestions welcome.

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Starting a new game:

For those who aren't up to date on the knowledge of cricket, ICC 2009's weakness is a lack of information on your players outside of averages and "play-and-see what happens". There's no stats or "coach reports" to give you an indication of who your best/weakest players are or what areas they need improving in, which personally makes the first season pure guesswork.

I'd say go on the basis of averages for regular team members and try and blood in a few youngsters. At least at the end of the year you can chop and change and rebuild.

I've noticed the lack of player ability stats has been brought up in a few topics and generally tend to be a bit "fobbed" off by those linked to development of the game (which, kind of plays into the hands of reviewers regarding "stagnation and resisting change" - something I kind of agree with considering I picked ICC 2009 up and the last I played was the 98 version iirc, Mike Gatting was still playing... for Middlesex hehe and there's not really much between the two games O_o) Though, that's a discussion for other topics.

Either way, any advice for new gamers / non cricket experts as to determining their best squad once they start a new county game? (note: "Play the game and find out" is not sound advice as I would assume people would be intending to play the game anyway but looking for some form of overview of what to look out for.)

Things brought to my attention:

Batsmen who average over 60+ in the first few games have been said to have a short life-span. In other words they'll score freely and quite highly early in their career and then drop bringing their final average down to 20-30 midway to late in their career. The higher their starting average the quicker the "bang" and "peak". I've yet to run into this.

Players generally need 15 matches before you can judge their general ability. I personally let them go for around 30-40 matches, 15 to get the experience and a further 15+ to show what they can do with that experience. I personally feel only then, should you make a judgement call on their ability.

An example on international level in a game I'm running: Samit Patel averages 40 with the bat and 28-32 with the ball (numbers a bit off) for FC games. In his first 15 test matches (debuting against Australia no less) his scores vary from 0 - 20 his average with the bat hitting 25 and with the ball 38. Continuing with him however his batting and bowling figures are much more healthier, he hit his first 50 and continued with two scores of 48 in his following three matches and his bowling figures continue to drop his average. I fully expect him in this game at least to become a lethal all-round player.

Side-note: Personal experience may vary, I feel there is (or should) be some scope of randomness to each new game. This means if I play a new game and plump for Patel he could in that game be quite crap leveling out with a batting average of 10 and a bowling of 130 for example. Outside of the "core" established players expect some fluctuation between abilities with each game, though it's not "wrong" to rely on players you take a liking to as we all have done at some point in Football Manager for example.

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Issues:

Form bug - There seems to be a form issue regarding bowlers. Unless you get 5/10 wickets a game bowler form seems to never rise above three stars. I haven't read the latest patch notes yet so this may have been fixed but it has been brought to my attention through the forums.



Any contributions? Advice for the newbies and established players? =)

--Conclusion--

That's about everything I can think of.

Feel free to throw in some more information, probably regarding transfers and coaching - I haven't really contributed to those as I've not really experimented in those areas yet. =)

Cheers,

-Rob
 
General consensus seems to be that you should always bat at 2 aggression until 30-50% settled and move onto 3 aggression.
Yes, thats what I do and it seems to work perfect for myself. I only up to 4 or 5 if I need runs quicker then usual (and only if the batsman are full confidence).

Medium bowlers are flat out lethal in overcast conditions, it's well worth putting them on. I'm unsure if MF/FM get the same effect I've read some posts which say only one of them get a bonus to their wicket taking ability.

I don't know which one it is, but I don't really notice to be honest - I get wickets either way. :laugh

I personally advise against having a full pace bowling attack, bring a spinner or two if the wicket is turning.

I am currently going in with a four pace attack and it works fine. No point playing a spinner just for the sake of it.. Only worth it if he is actually good.

**Any advice on aggression settings? I don't really have that much of an idea on them they tend to be hit and miss for me though I win more than I lose but that's really down to my personal strength of batting within my team >_> **

1 star mate.

Thats all I use, I only go more if I'm bowling against the lesser batsmen.

Thats all I can be bothered with at the moment... Your post was pretty huge.
 
I also go with an all out Pace Attack. 4 pacers, who each get spells of 8 overs each. The Spinners tend to either be lethal or just duds. The Pacers seem to be somewhat good every time.
 
Whenever I sign an overseas player, I always sign a Sri Lankan or Indian spinner. Normally I just try and find one with a bowling average under 20, and they will do the trick. Bowl them as much as possible in FC matches and it will result in a lot of low scores for the opposition. If there isn't a bowler with under 20 average, just sign the best batsmen you can.

For aggression - I use this strategy with Bangladesh which works well.

For test matches, this is how I bat with Bangladesh. I have adopted it to play for the Tigers - their batsmen aren't world class so I can't afford to have an aggressive start so this might only work if your team isn't as accomplished.

Start on one bar for every batsman as soon as they come to the crease. Normally your batsmen will not be that great so trying to bat too aggressively early is not a great thing. Once their confidence bar reaches about 75% full (I line it up with the aggression bar - once the metre passes the second line from the end on the aggressive bar) then I move my batsman up another aggression, to two bars. After that, once their confidence metre reaches the end I move it to three bars.

Once your confidence metre reaches the end, you will notice there are thin orange lines around the outline that continue to go backwards the more your batsmen get their eye in. Once it goes backwards past the second line from the end on the aggression metre I move the batsmen to four. If the confidence lines lineup with the fifth level of aggression, I move the batsmen to five and leave it there.

If I have a batsman, keeper or all-rounder that is on two or more aggression and they are batting with someone who averages under 20, I get them to retain strike.

Confusing, but worthwhile.
 
I have to agree with you blake with the Sri lankan/Indian spinner.
I normally try to pick one up with under 20 bowling/over 20 batting which there are a few out there. If you get a good spinner he can hold up an end for about twice as long as a pace bowler and on a turning pitch they can demolish opposition sides.
In shorter formats i also find spinners have a smaller RPO than pace bowlers.

Also what line ups do you guys go with for your average team.
I like to play 2-3 all rounders as it lets you bat a bit deeper. In real life a team may play 4 specialist bowlers but in ICC i feel this really lets your batting down.

I tend to go with: 4 out and out batsmen, 1 batsmen who can bowl a few overs, 1 batting all rounder, 1 keeper, 1 bowling all rounder and 3 bowlers.
This gives me versatility with both bat and ball plus you can also add in another bowler and still have reasonable depth with my batting.
Your thoughts on the XI you like to play???
 
I've been doing well in county games with:

2 openers
3 mid-order Batsmen
Allrounder RFM
'keeper
3 pacemen and a spinner. Normally a couple of these are ok with the bat.

I would much prefer having an extra allrounder, but my three pacemen are all England players or nearly England players, and my spinner is a relatively cheap sub-continental spinner, so I can't really do that. It does tend to increase the likelihood of a result in the CC.
 
The orange bar is for stamina I believe. I usually set my batsmen more aggressive when it starts to reduce as they are tiring and are likely to get out anyways.
 
I find that it can be worth starting out with 0 bars of aggression when batting in the County Championship. Sure, you'll be slow to start with, but I've found that I can rack up the runs very quickly indeed when I have two settled batsmen, so its worth taking the time to make sure the batsmen do get settled.

For instance, I just finished a game where, in bad light (I had turned down the light) and cloudy conditions I managed to chase down 60 in 6 overs to get my 4th batting point.
 
1 star mate.

Thats all I use, I only go more if I'm bowling against the lesser batsmen.

Thats all I can be bothered with at the moment... Your post was pretty huge.

Hm doesn't seem to do the trick for me on Test matches. I find it's a lot easier to get wickets bowling aggressive and changing the field settings in terms of runs scored. Lots more chances et al.
 
Interesting thread for myself who has just started playing this game, so all tips welcome.:)
 
Great guide, I'm managing to et more wickets in 50 Over Matches along with more runs however I'm still struggling to post big scores in 20/20 matches.
 
My team

I find this team is very effective as I have now won every competition successfully for the last two years. The team is in 2014 and this is the batting order

1 - Eoin Morgan
2 - Joe Denley
3 - Ed Joyce (captain)
4 - Umar Akmal
5 - Samit Patel
6 - Matt Prior
7 - Luke Wright
8 - Johnothan Clare
9 - Tim Bresnan
10 - Adil Rashid
11 - Imran Arif

There's been some doubt regarding the usefulness of spinners. If you have a couple of good ones as I do, change your pitch to spin friendly as many opposing teams will struggle. Additionally spinners are particularly useful in one day games particularly off spinners. They may not get too many wickets but run rates of 3-4 are not uncommon.
 
Excellent thread and generally good advice, much of which I need to take to heart. But just a couple of comments from me.

Batting aggression (FC). Don't be afraid to use zero aggression, and stay there until you're good'n'ready. It's much easier to counteract the effect of a maiden than a wicket. I just had a game which I managed to save by batting for more than 4 sessions, after being down by 400 on the first innings. In such a situation, never be tempted to step off zero aggression, unless you're super-confident of your batsmen (who just let you down).

One-Day Batting: while it makes sense to be more aggressive than 'normal' in the powerplays, you certainly can't afford to lose more than 1 wicket every five overs, so I would seriously temper my aggression if I got ahead of that rate (ie. three wickets in the mandatory and bowling powerplays). Whereas with reasonably set batsmen (in double figures, say), five wickets left and five overs to go, I wouldn't hesitate to put them on one-off-maximum. Don't be afraid to go to maximum if you're behind the required rate and have wickets in hand.

When chasing a moderate to large total, if your aggression has paid off and got you back ahead of the required rate, consider backing off a bit to conserve your wicket - assuming that there's still a way to go. Your new batsmen tend to struggle in the death-overs - even more than they do in real-life*

If you're batting first in the Challenge Trophy, and have wickets in hand, I'd recommend increasing aggression incrementally if you're not progressing at five an over.

I THINK (could be wrong) that increasing aggression by one bar an over for 5 overs is safer than 5 bars all in one go.

Bowling aggression: Zero or one aggression bar doesn't do it for me. With appropriate field settings, full aggression from a reasonable bowler needn't go for dozens an over. The batting side will attempt to guess what your aggression levels are, and bat accordingly. I find I need to be unpredictable with my bowling aggression level, make big shifts - at least three bars - at regular intervals.

Of course, if you're 400 ahead and runs aren't an issue, you can be as aggressive as you like. I would still recommend making a big reduction at least one over every spell, to keep them guessing.

One other thing I'm starting to learn about the sort of totals that the computer will chase in the fourth innings. I recently set a computer opponent 284 to get in the fourth innings with about three hours to play. They shut up shop completely from the very first ball. Whereas this is a gettable (if daunting) 50-over scenario! I wonder where the computer draws the line between tempting and impossible. I myself have never (yet!) chased down quite such a total, but I think I would be willing to risk a wicket or two to gauge the feasibility! I do have one 30-over run chase to my credit, where I was set 150-something to get in around a session - and got it with 3 wickets and about an over and a half to spare. The (only?) upside of Twenty20 is that it's taught us that 'impossible' run rates can be achieved over sufficiently short distances.

* whatever that is
 
County & International saves

One more thing that's just become an even bigger issue for me. If you're starting a county-and-international save, don't do it with a country that plays many internationals during the domestic season. Initially the big no-nos are England and the West Indies, but then there's the World Twenty20 comp, so no-one is completely unaffected!

The reason is that the program takes control of domestic games out of your hands when you're on international duty. Not just during games, but also certainly between them - and possibly before them too. AND it then punishes you for giving it all this work by getting your beloved domestic team the worst results that it can.

I started with three county-and-England saves, but I've resigned from England on two to save my counties! My remaining one with Durham is past saving. They've lost all 3 four-day matches and are 1&5 in the Challenge Trophy. One win, no draws, 8 losses. Last in their division and their group.

Correct me if I'm wrong, but it seems to me that coding the county-international option was a complete waste of effort if it's going to work like this. :mad: They SAY ICC10 handles it better. I certainly hope so.

Also, you can resign from your country, and thank heavens for that. But remember your country is where you've been able to focus your efforts and get some halfway decent results. You don't have an option to resign from the county which the AI has decimated. Not happy!
 

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