Rugby Manager: A Strategy for All Seasons

Updated on September 4, 2018

The Losing Strategy

Sometimes you want to lose. Why? The main reason is due to the current guild challenge system, which results in a bunch of your guildmates missing out on cash if you don't. Regardless your motivation, here's how to do it.

The Losing Strategy Settings

Play Style
Setting
Rhythm
0%
Hand-Off Agression
100%
Pass Speed
100%
Penetration Rate
0%
Kick Rate
0%
Attack Speed
0%
Defence Speed
0%
Attack Spacing
0%
Defense Spacing
0%
Kicker
14
Line Out Target
1
Players on Lineouts
7
Kick Off Target
13
Ruck Aggressiveness
0%
Players on Ruck (Attack)
1
Players on Ruck (Defence)
4
Scrum Aggressiveness
0
Attack Depth
100%
Forwards-Threequarters
0%
Rear Cover
0%
Kick Distance
0%
Penalty Distance Max
20m
Drop Kick Rate
0
Drop Kick Distance Max
20m
Pass Distance Max
10

How Does the Losing Strategy Work?

Basically your players just walk around the field. They don't push in scrums and never pass the ball outside the forward pack. If your forwards are set up to pass everything, then the forwards will run up to their opponents and pass backwards. You'll frequently drive 80 meters towards your own goal line without anyone being tackled.

When the opponents do get the ball, your entire backline is standing behind the forward pack so all they have to do is pass it out and run it in. This is made even easier by the fact you pull your right wing in to kickoff the ball, or directly to their 13, who has a straight run into your goal line. If their 13 is not rubbish, you should only ever touch the ball when you kick off.

The Beat-The-Big-Guy Strat

So, you know how to beat all the half-prepared players at your own level, but what about when you have to play 10 levels or more to get a point in a guild challenge? The opposition is guaranteed a win at pretty much every scrum and lineout because they have higher starred players. You can't increase your penetration because their tackle is still 100 points higher. There's only one way to beat these teams: If you can't go through them, you have to go over them, and that means high-rhythm kick and chase. Basically, you have to hope that you get lucky in where your players choose to kick.

Note: This strategy is not for teams a level or two higher. Your regular strategy should be able to put those teams away. This is for when the difference in player star levels is so extreme that you are going to lose every contest in the game.

The Beat-the-Big-Guy Strategy Settings

Play Style
Setting
Rhythm
100%
Hand-Off Agression
41%
Pass Speed
10%
Penetration Rate
10%
Kick Rate
100%
Attack Speed
100%
Defence Speed
100%
Attack Spacing
85% (Varies based on opponent)
Defence Spacing
84% (Varies based on opponent)
Kicker
15
Line Out Target
3
Players on Lineouts
7
Kick Off Target
15
Ruck Aggressiveness
61%
Players on Ruck (Attack)
3
Players on Ruck (Defence)
3
Scrum Aggresiveness
73
Attack Depth
13%
Forwards-Threequarters
100%
Rear Cover
100%
Kick Distance
57%
Penalty Distance Max
45m
Drop Kick Rate
0
Drop Kick Distance Max
40m
Pass Distance Max
40m

How Does the Beat-the-Big-Guy Strategy Work?

Basically, you hope they kick it. If they run it, you are stuffed.

If they kick it the game becomes a complete lottery on who gets their kicks right. Most of theirs will go dead, but they might get lucky and have it bounce into touch.

If they pull up in your in goal and you win the race back, your guys should run up to around the 22. Kick deep and your superior rhythm will hopefully be enough for your guy to get to the ball first, scoop it up and run it in. Because kicks can become random, you'll usually need to change your individual players strategies to ensure the kick happens.

As with any high-rhythm strategy, it is critical that you sub your players or they will urn out.

The Offline Strategy

I'm assuming you can't be online all the time. Work and an annoying need for sleep will constantly get in the way of that. Some of you may also have a social life and want to keep it. So, from time to time you won't have Rugby Manager up on your spare monitor or buzzing in your pocket. The offline strategy is basically a watered down version of the Online strategy, and compensates for the fact that you can't sub. It also minimizes the damage of your players running out of puff later in the game.

The Offline Strategy Settings

Play Style
Setting
Rhythm
74%
Hand-Off Aggression
27%
Pass Speed
51%
Penetration Rate
74%
Kick Rate
75%
Attack Speed
100%
Defence Speed
100%
Attack Spacing
76
Defence Spacing
77
Kicker
15
Line Out Target
3
Players on Lineouts
7
Kick Off Target
11
Ruck Aggresiveness
25%
Players on Ruck (Attack)
4
Players on Ruck (Defence)
2
Scrum Aggressiveness
25%
Attack Depth
35%
Forewards-Threequarters
100%
Rear Cover
100%
Kick Distance
70%
Penalty Distance Max
30m
Drop Kick Rate
10%
Drop Kick Distance Max
30m
Pass Distance Max
40m

How Does the Offline Strategy Work?

I find 74% rhythm is about right for my team to stay competitive for most of the match when I am offline. Against a weak team, they will still be scoring points up to the final whistle. Against a good team, they will not disgrace themselves.

The kick percentage is an interesting one here. Against weak teams, it doesn't tend to make too much of a difference if I kick and chase or just run it direct, so I tend to change it based on who I expect to play. For championship games and cup matches, I tend to drop it and rely on my runners to do the damage. If I am offline during a guild challenge, I tend to set kick higher and sometimes sneak a win against a higher level team who challenges me while I'm not around.

Questions & Answers

    © 2018 The GOID

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