So, now that the Group Phase is over, we get into the real meat of the tournament - sudden death, put up or go home. And FIFA's Fantasy game is kindly giving us unlimited transfers (during this tiny 15-hour gap between the end of the 3rd Round and the beginning of the 4th!!): a de facto 'Wildcard', so that we can completely rebuild our squads for the second half of the competition.
In the Group Phase, we were concerned to try to optimise returns from the more mismatched fixtures, where the strongest teams and players seemed likely to have a better-than-average chance of really high returns because they were up against one of the competition's weaker teams (although it often didn't work out like that; none of this year's 'expansion teams' were completely toothless, and a few of them have proven to be quite formidable). This often means that the teams with the best prospects in Round 2 are completely different from those in Round 1, and there can be a case for playing the game's Wildcard chip straight away in that round to optimise for the apparently vulnerable fixtures (though that's a very risky ploy, as you often need your Wildcard later to fill huge holes suddenly appearing in your squad); but that didn't really happen this year, as the best performers were looking so much better than everyone else, you could trust them to probably give good returns against anyone. The other major hazard of the Group Phase is that there will be a huge number of rotations in the 3rd Round, with teams that have already secured first-place qualification resting most of their star players; but again, that didn't really happen this time - only four teams had secured top spot in the group after only two games, and two of them, surprisingly, fielded full-strength teams in the third match anyway. Messi and Pulisic, though rested, got decent run-outs and could contribute some points; Haaland was the only big name who didn't feature on the final MatchDay.
But that's all behind us now. How should we prepare our Fantasy squads for the knockout rounds to come?
Some things to keep in mind....
Elimination roulette - In the knockout phase, you need to take care to spread risk by never taking too many players from one club. You can't afford to leave yourself short for the subsequent round by landing yourself with a lot of eliminated players. The game tempts you toward self-destruction by allowing you to take far more players from one team than you should sensibly want; you don't want to be taking anywhere near the full allowed 'quota' of players from one country until the Semi-Finals and Final. Moreover, the larger number of transfers than we're used to in extended league format competitions encourages the dangerous hope that we might get away with it, that one wrong guess about a result won't leave us having to take 'hits' for additional transfers. But, oh yes, it can; it very often does.) As a general rule of thumb, I'd say - try to take no more than 2 players per team in the 'Round of 16', 3 players per team in the Quarter-Finals, and 4 players per team in the Semi-Finals. Of course, this may vary, depending on whether there are any fixtures in the round that you feel you can trust as absolute gimmes (always a bit of a gamble!), whether you're making do with any empty spaces on your bench, and how many Free Transfers you're allowed for the next round.
In the Semi-Finals, and perhaps also in the Quarter-Finals, you should consider spreading risk by taking roughly even numbers of players from both sides in a match. Although this guarantees that a certain number of players will be lost from the subsequent round, it also guarantees that a certain number will be saved. If you only take players from one side in each fixture, you lay yourself open to the possibility that you might guess the results wrong in every game and be left with no squad at all!
Also, of course, in this World Cup, there's a Third Place Play-Off game forming part of MatchDay 8 along with the Final; so, you don't necessarily lose anyone from the Semi-Finals. But you'd rather have as many players in the Final as possible, because it will be a more competitive match, and isn't likely to omit any of the teams' top players. The Third-Place game is usually quite unpredictable; neither side is hugely motivated by it, and often they play their second-string teams.
Also, you need to be mindful that, if you max out your number of Free Transfers replacing eliminated players, you may be further screwed by injuries or suspensions, which tend to become more numerous towards the end of a month-long competition; then, you might find you have absolutely no wiggle-room for additional elective transfers to swap out players who've shown disappointing form.
Gambling on a thinner bench in the later rounds - In the last two or three rounds, you can consider gradually emptying your bench. As the games in each round become fewer (and less far apart; and, often, much more closely contested - meaning there might be low points for all attacking players, and perhaps scarcely any for keepers and defenders), the value of the manual substitutions is progressively diminished. In the Final, manual substitutions are no longer posssible (unless you have some players in the Third-Place Play-Off - not recommended), and the remaining value of your bench in being able to replace any unexpected non-starters by automatic substitutions (as in the regular Fantasy Premier League game) might be fairly minimal; so, you can consider having at least one or two gaps on the bench for that last game, perhaps even leaving it completely empty. For the 'Round of 16' - and sometimes, perhaps, for the Quarter-Finals too - with multiple games spread across multiple days, it is still worth trying to keep a full and strong bench; but after that, you can hang on to one or two eliminated players - ideally a cheap goalkeeper or defender - as a 'budget enabler' to leave yourself more transfers, and more money, to use on the rest of your squad. However, leaving gaps in the squad puts you more at risk of needing to use large numbers of extra transfers to rebuild the squad if some of your players are unexpectedly eliminated from the competition - that's why I would try to avoid it until the last couple of rounds.
It's even worse this year! - In last summer's Club World Cup, there was quite a broad stratification of ability levels among the participants; and so, many fixtures were relatively easy to predict - even in the early knockout rounds. In this World Cup, such disparities seem to be fewer, and not so dramatic; I fear most of the knockout games are going to be quite tough to predict the results of with any confidence. Moreover, the ridiculously biased bracket ths year means that most of the leading contenders are stuck in the same half of the draw and will all play each other relatively early on.
Also, I think this Fantasy competition is being especially niggardly with the extra Free Transfers. I can't remember for sure, but I think last year's Club World Cup, and most of the summer tournament Fantasy competitions I've played in before, gave 1 or 2 more transfers per round than this one is! That is going to make things particularly tight: suffering losses to your squad if you make some wrong guesses on game outcomes in a round will more easily necessitate having to resort to taking multiple 'hits' (at least additional transfers only cost 3pts each in this game, rather than the 4pts we're used to in FPL).
Hence....
Selection Strategy - In an ideal world, we'd try to focus on choosing players that we were reasonably confident were going to go deep into the competition (so, even if we were only right about some of them, at least there would be that strong core of players in the squad that we'd never have to change, never have to use precious transfers on). But with the way the draw is this year, half of the competition's best teams will be gone before the Quarter-Finals, and some of them might fall out even in the 'Round of 32'.
So, I think we have to spread our selections especially thinly - no more than 1 or 2 players from each country (because even if they do get through the current round, most of them are sure to be eliminated in the next round or two after that).
I would also avoid taking any players from a fixture that is hard to predict in the 'Round of 16' - because we're going to get enough grief from unforeseen upset results in this round, and from the inevitable carnage in the immediately subsequent rounds; we just can't afford to take any risks on players who look like they might not progress beyond this next game. For me, Holland v Morocco, Portugal v Croatia, and Belgium v Senegal are too close to call - so, I'm not touching players from any of those teams (even though I love Ismael Saibari - he's been my breakout 'player of the tournament' so far!).
Chip Strategy - This competition is rather over-cluttered with chips. And, if you didn't manage to offload one or two of them in the Group Phase (I tried, but failed - owing to an infuriating glitch with the FIFA website!), you might well find yourself with one left unused - probably the Wildcard, which is really a 'luxury' in competitions like this that is often not needed, best kept in reserve for possible emergency firefighting (if you find yourself missing half or more of your squad after a particularly bruising Round...!)
Moreover, most of the chips are probably going to work best in the same Rounds of the competition - but you can only use one per Round, so..... Yeah, it is pretty much impossible to choose how to make optimum use of them.
The Maxmimum Captain is probably the most flexible chip: it could work well in any Round. And I fancy it might actually yield the biggest advantage in the Final - where probably only one player will deliver a really big points-haul,.... but it's impossible to know for sure who that will be out of so many capable players on the pitch.
The other three, however, the 12th Man, the Qualification Bonus, and the just-announced Clean Sheet Shield, would probably all work best in the 'Round of 32' or the 'Round of 16'.
The Qualification Bonus, where you can get an additional 2pts for every member of your starting eleven who progresses to the next round, is probably going to work best in the 'Round of 32' - where you can have the highest confidence about anticipating almost all the results correctly. In the 'Round of 16', anticipating the game outcomes immediately becomes a lot harder - and you're much more likely to get some of your picks wrong. To have a good chance of getting somewhere close to the optimum 22-point haul from this chip, I think we really have to play it in the 'Round of 32' (although you might fancy that some of the 'Round of 16' ties are also sufficiently predictable to make this a valid option for playing this chip).
The Clean Sheet Shield (only revealed as such after the 3rd Round was under way; previously referred to only as a 'Mystery Booster') is rather more flexible, could go well in any round. I think it's a badly designed chip: it would have presented a more intriguing challenge if they only raised the threshold for earning 'clean sheet points' from 0 goals to 1 goal. But they're saying you can get 'clean sheet points' for any player who doesn't concede more than 2 goals. - which is basically everyone: very few teams have conceded 3 goals or more in this World Cup so far; and you would imagine that that is going to become even rarer, as the ties become more closely matched and more high-stakes. However,... we have quite often seen in recent tournaments that there can be some high-scoring games in the later rounds - partly because teams have to chase the result if they're behind, and may leave themselves vulnerable; and partly because there's the possibility of extra-time to factor in. Also, of course, some unexpected, unpredictable events may occur that lead to a team crumbling disastrously: an injury to a star player, an early penalty conceded or an early sending-off can lead to a very one-sided final scoreline. Something like this can happen in any round; but I think it seems slightly more likely to happen from the Quarter-Finals onwards. Also, of course, in the later rounds, you have fewer teams to choose your squad from, so the chance of you having one of these unlucky disasters impacting the points of multiple players in your squad is elevated. In earlier rounds, where you don't have any representation from some teams, and only 1 or 2 players from any one country, such disasters won't impact this chip too heavily. So, I'm inclined to regard it as a coin-flip option with the Qualification Bonus: you play one of them in the 4th Round and one of them in the 5th Round - you don't really want to risk hanging on to either of them any longer than that.
There is a temptation to play the 'individual bonus chips', the 12th Man and Maximum Captain, during the Group Phase - when we're likely to get some higher-scoring games, and it's easier to predict which those will be. But these chips can also work well later in the competition. The 12th Man (which allows you to field an additional player in your 'starting eleven', free of all the usual restrictions on budget, formation, and country quota), in particular, I think, will be an attractive option in the Quarter-Finals or Semi-Finals - when, with a bit of luck, nearly all of the top-performing players will be pitched against each other; but... we probably can't afford them all and/or we don't want to run the risk of having them all in our permanent squad, knowing that some of them must certainly be eliminated.
ADDENDUM: Looking at the bracket now, I reckon the Quarter-Finals are going to be.... France v Morocco, Spain v USA, Brazil v Mexico, and Argentina v Colombia.
I hope these observations may have been of some use to someone.
BEST OF LUCK, EVERYONE!!!










