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EOMA's International Cricket Captain Site

International Cricket Captain Players Guide

I could go on all day about ICC, but following is a selection of the most useful hints I can give, in the form of a PLAYER'S GUIDE. This page may take a while to load on slower modems.

Download the Ultimate ICC Guide in Text Format for Printing

 

Team Selection

New Players

Player Selection

Player Fitness and Injuries

Match Conditions

Player Form and Training Points

Batsmen and Batting

End of Season negotiations

Bowlers and Bowling    

TEAM SELECTION

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Before you start the game proper, it is firstly worth considering which team would suit you best. If you want to go all out for the best players, then Surrey, Yorkshire and Lancashire are your best bets. However the last of these is probably the best to choose if you don't want to lose players on England duty too often.

Of course, if you have an allegiance to a particular county in real life, you'll end up picking them all the time! This is not really a bad thing, as player team skills seem to even out the longer you play through the game.
One thing that I have noticed from playing the game is that Glamorgan always seem to do well, so it might be worth a go with them.

PLAYER SELECTION

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In the end, the quality of the players of your squad will dictate the balance of your team. Whichever team you choose, it is worth first studying your players' career averages. Generally, for a batsman, 40 is a good county and 30 is a good OD average. For bowlers, 25 or below is excellent in both forms of cricket.

Of course, these figures should be treated as a rough guide, as quality may only be judged on most recent performances. This is where the recent statistics button is useful. However, since these figures are not available at the beginning of a season, there is a bit of guesswork required.
The figures also do not take into account bowlers' economy rates which are especially important in the one-day game. These must also be analysed - below 4 is excellent, 4.5 is good-ish and 5 is quite poor. The figures also vary slightly for International cricket, where quality of opposition is much higher. This means a batsman with an average of 38 in the county game may only be able to achieve an average of 25 in the Test arena.

MATCH CONDITIONS

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On top of this, you'll have to develop a knowledge of pitch conditions based on past experience. For example, if the pitch is described as in 'good' condition at the start of a match, it's likely to break up as the game wears on. Therefore, it may be wise to play a spinner, or even two. This is particularly important on the sub-continent when touring with England.

Otherwise, it would be advisable to play to your strengths - i.e., pick your best players. If you've got four top quality seamers, play them along with an all rounder for one-day games, or even a part time bowler for first class games. Star bowlers such as Darren Gough or Dominic Cork should be the first on the team sheet, and the rest of the attack based around them.

Dominic Cork, Derbyshire

Secondly, it is important to consider the state of the outfield. Usually it starts off slow or  very slow right at the beginning of the match. This means it's usually slightly harder to score runs until it becomes faster. coupled with the outfield is the weather, which may have the effect of dampening it, slowing it down, or drying it out, which would speed it up. Therefore, if your seam attack is good, and you're confident that the pitch will stay in good condition for a while it may be worth bowling first and attacking like mad in the hope of getting some wickets.
Don't worry if you lose the toss, though, because if you manage to bat through the majority of the first day without losing too many wickets, then your batsmen can make hay whilst the outfield becomes good, and hopefully, the sun shines.
The best batting conditions are when the pitch is good, the weather's sunny and the outfield is very fast. Bowlers will almost always be made to work hard in these circumstances, and the runs will come at a pace. Conversely, conditions are best for bowling when the pitch is turning, the weather's very cloudy and the outfield is slow. Often, winning the toss can be a huge advantage as the captain winning it can dictate the pace of the match.

BATSMEN AND BATTING

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The team you have chosen should, ideally be be batting heavy. Otherwise, you'll end up 75 all out with Mike Atherton stranded on 45 not out! In ICC, every player has their own attributes including preferred scoring areas and favourite types of bowling to bat against. These can be useful when playing a more detailed version of the game.

As a general skeleton of your batting line up, it may be wise to select two specialist openers at 1 and 2. These are more resilient players who can stick out the new ball bowlers for a bit. A quick note about openers, don't, whatever you do, put a pinch hitter like Glen Chapple or Dominic Cork in first like Lancs do in real life. In ICC, they usually fail, and their form will fall as a consequence. At three, have a bit of a madman like Freddy Flintoff, Graham Thorpe or someone similar who'll knock a quick fifty before getting out. This'll give a good base for numbers four and five to come in and consolidate a bit.
Numbers four and five should be your best batsmen, like Fairbrother at Lancashire, Hussain at Essex and Brian Lara at Warwickshire. These are the crucial positions, as they should, ideally, be your major source of runs throughout the season. Numbers 6 to 11 will be made up mainly of your all-rounders and bowlers. Generally, it should be the case that from 6 onwards that players are ordered by their batting average. You may also have to fit your wicket keeper in here as well. The majority of keepers in the game are pretty good batsmen with averages of around 25. Place these at 6 if you're not playing an all-rounder. Of course, if you've got Andy Flower or Simon Willis, then all the better - play them higher up the order.

Brian Lara, Warwickshire

Star Batsman

All rounders can be extremely useful. Look out for young ones with ratings of 'Excellent' for both batting and bowling and snap them up at the end of the season. Then you can train them up to be very beneficial to your team. They may be able to dig you out of tough situations and get you a good few wickets. As for bowlers, don't rely on them too much for batting. Anything Darren Gough or Andrew Caddick may get act as bonuses (Note: some bowlers are quite good batsmen - look out for Peter Martin, Stuart Thomas and the like who sometimes achieve first class centuries!).

Selection of batsmen may differ according to match conditions, type of match and quality of the opposition.

  Match Conditions

On a good or very good pitch, it may be worth selecting players with a preference to fast bowling because the computer team is likely to select mainly pace bowlers.
Conversely, when pitch conditions are 'good', it may be worth choosing batsmen good against spin, such as John Crawley bowling because the computer team is likely to select a spin attack.

  Type of Match

In first-class games, it is more suitable to select  more slow-scoring, but good quality players such as Mike Atherton as there is more time available. In one day games, the batting line up is much more subject to experimentation. It may be worth including a young player or two to build up their experience levels.

  Opposition

Before each game, research your opposition's batsmen. Are they much cop, or are they in terrible form? Select your batsmen accordingly - choose appropriate skill and experience in your team. When playing lesser opposition such as Combined Universities or Minor Counties, you may be able to afford to play one or two younger, rawer players to give some of your mainstream players a rest. Watch out, though. Once I saw Scotland, and on another instance Cheshire get through to the Semi finals of the C&G!

BOWLERS AND BOWLING

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In ICC, bowling is much more complicated than batting. There are many different types of bowler which will suit different situations. However, it's your bowlers' skills which are the first and most important factor in selection. Don't favour a young youth team graduate over a more experienced bowler, unless it is absolutely necessary. It may be a good idea to blood your young bowlers in less crucial games. Remember, experience is an important factor in this game. Usually, a player will not pull out his best performances until he has played a certain proportion of matches, perhaps about ten games.

A good bowling attack - squad to aim for.

Three Seam bowlers averaging under 28 for first team play.

Two more Seam bowlers averaging around 30.

One top quality spinner. (Average around or under 30)

One or two all rounders, perhaps a spinner. (Average around or under 30)

One or two youth team graduates as back up.
Remember that though subject to much variation, this line-up would give you plenty of options as well as back-up in case of crises. Of course, this is by no means the only way to success - as you get more experienced at the game, you'll develop your own strategies based on the team you have moulded over the seasons. The bowling tips following, however, will be based upon the squad shown above.
OK, down to business. Like batsmen, select bowlers on the quality of the pitch, and how you think the pitch may deteriorate. If the pitch is average at the start of day one of a CC game, it may be worth bowling your spinner, as the track is likely to deteriorate fast. On the subcontinent, when touring with England, the pitch becomes spinning by tea on the first day! Play two or perhaps one and a spinning batsman, such as Mike Atherton, in this situation.
If the pitch is good, you may want to play your top spinner and hope you win the toss and bat first, thus giving him the chance to bowl on a worn pitch on the last day. However, it may be worth selecting your spinning all-rounder alongside your seam attack to perform the same task. This will give your team more batting strength in case you lose the toss and have to bat last.
If the pitch is very good, it's a bit of a gamble as to whether the pitch will spin, so it's probably better to play a spinning batsman just in case. On the whole, though, your seamers should do the job.
Remember to link pitch conditions with the weather. A lot of sun means the pitch will bake and become conducive to spin. Lots of rain slows the outfield down. When it's cloudy, bowl your seamers as they are likely to get some swing.
Try to get a bowling attack to gel as soon as possible. If you are winning with a certain line-up, keep to it as much as you can. Obviously, though, there'll be injuries and perhaps international call ups. This is where your backup bowlers can come in handy - make sure you've got one or two top quality bowlers and another two reasonably skilled ones, perhaps youth team graduates. Make as little change to a winning attack as possible, though.
Don't ever discard part time bowlers such as Michael Vaughan, Graeme Hick and Mark Butcher. They can be particularly useful at times, picking up wickets when you're in a hole. If you can't break a certain partnership, bring one into the attack and bowl at leg stump on zero aggression. You'll be surprised at how often this actually works! Even terrible bowlers such as Graham Thorpe and Neil Fairbrother can pick up the odd wicket every now and then using this tactic.
In fact, in the case of Mark Butcher, you can almost play him as a fourth or fifth seamer alongside your main bowling attack, and with a bit of training, he can be turned into more of an all-rounder and an England regular. See the best players page for more info on Butch and other players worth looking out for.

New Players

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As the game progresses, the computer generated young graduate players become more and more important as they increase in number in the database. It's hard to judge their potential because the new player ratings can often be vague and variable. You can do some things to find out how good they are - mainly sign them for a season or two to check their performance. However, there are other little hints the computer drops - are they included in the default line-up at the start of the season? Do they go on winter tours with England? Are their wages quite high? (see cheats page) If so, they are likely to turn out as good players. Ensure they constantly have a training point or two when they're on your books.
You can also sign young players to save money you would have otherwise used to buy more expensive established players. Remember to sign any players under 25 on three year contracts to gain full economy on them, as their performance is reviewed and a new salary calculated at the end of their contract spell. If you sign someone on a 1-year contract, you'll have to pay them a higher wage if you want to re-sign  them next year. Signing them on 3-year deals means their salary stays consistent throughout their spell.

New Players

Player Fitness and Injuries

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In an ideal situation, you'd want to stick to a successful line-up as much as possible. This is, however, not always possible due to players being in poor condition and injuries. Individual player condition is ranked out of 100. In general, the lower the number, the worse condition the player is in. Players over 35 are more likely to sustain injuries, and likewise players under 25 are less likely.
You can do a number of things to regulate player condition. The first, and most popular would be to rest a player for a spell once his condition drops below around the 88 mark. A resting player's condition will not drop, only rise in number. There is, however, a problem with this - beside losing one of your squad for a match or two, in-form players can lose their form when not playing (see player form). Bring the player back once they're up above 90.
A second method, only applied by the strongest of county sides, is squad rotation. This generally relies on the player having a large squad with a lot of strong players. There's nothing stopping a smaller squad trying it to a certain extent, though - 18 players might be enough if you've got some good players. This method requires some flexibility, as you will need to base team line-ups on players available on a game by game basis.
Play almost your strongest squad in the first few games before the league cup qualifiers and England one-dayers come along. This intense period in the season means player condition drops like mad, so keep an eye out so as it does not drop too much, say, under 90. Put in some weaker players against Combined Universities etc, replacing the more tired players in your team, and you should still absolutely batter them. In the second part of the season, after the league cup qualifying stages, you could develop separate strategies and player line-ups for one-day and four day games. Going out of the League Cup early may not be such a bad thing, as those quarter and semi finals later on sap your squad's energy. After all, there is more financial benefit for a good finish in the County Championship than winning the League Cup.

For more information and tips on injuries occurring to your England team, click here.

Player Form and Training Points

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Like condition, player form is rated out of 100. However, because form can increase or decrease as a result of playing in matches, this ranking is set to start out at 40, which can be translated as playing at 40% of the player's maximum potential. The lowest point this can decrease to is one, at which point the player is totally demoralised and completely out of form. I have seen a player's form drop to zero, but I think this is another way of expressing form to be 100% in the game, perhaps a glitch which can come about due to player editing in ICEd.
There are two ways to increase player form. These are training and match experience. I think training, from experience, is more effective, especially if the player is given two training points. If a player's form becomes very low, that is, below 25, drop them from the team and their form will gradually increase back up to 40, even if they are not currently assigned any training points, though this will decrease the amount of time it takes. If a player's form climbs above 70, then it is probably a good idea to re-assign their training points to a player in poor form.
If you are England captain, make sure that before you leave on international duty you take any training points off your county's England players and re-assign them to non-internationals. This way you can make the most of the training points feature, and county players will perform better  whilst you are away.
Of course, you'll want to pick the players who have the best form rating. However, you should always bear in mind that a good player will always be better than a bad player in good form. The best way to keep a balance in your team is to take your time, make deliberate, decisive decisions regarding squad selection and constantly check back to the training screen. There'll always be changes to make to your training regime, so review it every week rather than every month when the screen loads up automatically.

End of season negotiations

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At the end of every season, you'll get the chance to renew and terminate contracts and buy new players. This, as you could imagine, is as much a part of the game as team selection, training points etc.
First up is contract renewals and terminations. Go through each player individually, looking at their career stats, but more importantly their current ones. If you signed someone on a three year deal and they are consistently underperforming (eg average under 20 for batsmen, over 35 for bowlers) and have done for the last couple of seasons, it is probably better to get rid of them. However, bear in mind that good players have bad seasons, and injuries can decrease overall player form. If expensive players are of no benefit to your team, they are not worth keeping.
The subject of England internationals is an interesting one. When they do appear in the available players pool, is it worth signing them? Well, it varies from player to player, but my advice is if you have the money to spare, snap them up. In some cases, due to high cost, though, you run the risk of pinning your hopes too much on them being fit all season, and your 13 other squad players will struggle to fill the gap left by them when they are on international duty. On the plus side, the more consistent ones can often win you matches and get you out of sticky situations.
Overseas internationals pose a similar dilemma, as some of their asking prices can be ludicrous. Keep away from the really expensive players as they never perform as well as you expect. Take the example of Sachin Tendulkar, his skill does not necessarily live up to his average. Exceptions to this rule are South Africans Kallis and Klusener, who more often than not deliver the goods if not batting, then in bowling. Brian Lara is also the best batsman in the game, but often has an off season or two. In the 2003 database on CricketWeb, Brian Lara lives forever! He's also English, but can play only international cricket after he leaves Warwickshire.
In the bowling department, Shaun Pollock, Shane Warne and West Indian pace pairing Curtly Ambrose and Courtney Walsh usually perform well. However, I can't remember if it's possible, but it's worth checking England's opponents for the forthcoming season. Don't, whatever you do, sign an international from this nation. Don't sign Muralitharan after the first season, for example, because you'll pay his wages but he'll be on international duty for all of the English season! This means he's a waste of good money. Instead sign someone from another country. All other nations other than England's opponents play each other during the winter period, so you won't have this problem.

Player Guide Part 2: Captaining England


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