Monday, March 31, 2025
The AssMan cometh....!
Monday, December 30, 2024
BOYCOTT the New Chip!
I have written before about why I think FPL's silly innovation of the 'Assistant Manager' Chip is a terrible idea in principle (and also about why it's badly thought out, and severely impractical, difficult/dangerous to use...).
And I mentioned in those posts that I was so appalled by it that I am inclined to quit the game in protest - when the new chip becomes available, after Gameweek 23. (You could just refuse to use the chip; but I don't think that will be a sufficiently clear and emphatic denunciation of its introduction into the game. Others - probably the great majority - will use it. And since it is likely to be worth far more points than both of the other bonus chips combined, it will effectively determine overall rank outcomes for the season on its own. If you soldier on in the game without using the chip, you'll have to suffer a really terrible end to your season.... I'd rather just not bother.)
You might perhaps find this new chip merely a tolerable irritation for this one season only; maybe even you're intrigued by the challenge it poses.
But if you like 'challenges' you can do Bridge problems or Sudoku. The game of Fantasy Premier League already presents a well-defined challenge - and this innovation falls utterly outside of that existing definition. It is a completely new game, grafted on to the old one - and spoiling it.
And the danger is that if we tolerate it now, it will become a permanent feature of the game, and RUIN IT for all time. (With the further - horrific - possibility that, additionally or instead, other bizarre new rule changes will now be introduced every year.... to keep up a continual 'novelty factor'!!) I DON'T WANT THAT; and I don't think anyone with any sense, anyone who truly loves the game of FPL, does either.
So, I'd like to propose that we start trying to organise a boycott. Denounce The New Chip online at every opportunity. And if you, like me, decide it's appropriate to quit the game in protest - do so straight after the close of Gameweek 23. And make sure EVERYBODY knows why you've done it.
We can beat this thing. But it's going to take a lot of effort....
#QuitFPLinGW23 #DownWithTheNewChip
Sunday, December 22, 2024
The biggest PROBLEM with the 'Assistant Manager' chip
I've already explained why I so dislike this vile novelty chip the FPL powers-that-be are foisting on us this year - briefly here, and in elaborate detail here.
There are a number of irksome obstacles to deploying the damn thing at all (which may perhaps be enough to dissuade some people from bothering to use it).
Many on the online forums have been bitching most about the 'transfer charge' for your selected manager for the chip, complaining that it overstrains an already inadequate player budget. I think that's a greatly overstated complaint: the sums are relatively trivial, and shouldn't have much of an impact on your squad strength. But the initial purchase of your manager is likely to necessitate you having to sell at least 1,... maybe 2 or 3, or even 4 players in order to free up the necessary cash; and that is a substantial irritation.
A rather greater irritation, to my mind, is the restriction of your per-club player quota - meaning that you will be denied the opportunity to bring in a third player from the same club as your selected manager.
However, both of these annoyances pale into insignificance beside the three-week duration of the chip - coupled with the prohibition of using more than one chip at a time (it was not originally specified that the new chip would be bound by this old rule; but that point has now been clarified - to everyone's disadvantage). Being blocked from the possibility of using any other chip for three whole gameweeks is a HUGE handicap - one that should perhaps make all of us question whether we want to use this chip at all. Its potential rewards are indeed enormous (game-distorting, unfair), but the risks attendant upon it could also prove to be quite disastrous.
There are TWO 'blank gameweeks' in the latter part of the season (when some teams will miss their scheduled league fixtures because of the League Cup Final or the FA Cup Semi-Finals), followed by a pair of Double Gameweeks, in which the clubs who had games postponed will make them up by playing twice in a few days, within the same gameweek. There will now be an additional Double Gameweek, just for Liverpool and Everton (replacing the fixture cancelled a couple of weeks ago because of Storm Darragh). There may yet be others added to the schedule, because of more severe weather or other unexpected events.
Blank Gameweeks can affect multiple teams, and can easily wipe out half or more of your squad. And so, you really want to try to keep your Free Hit available to help protect you from the potentially devastating consequences of a big - and perhaps quite unexpected - Blank Gameweek.
Double Gameweeks are prized as particularly good occasions to try to take advantage of the game's regular bonus chips, the Triple Captain and Bench Boost. And it is often desirable to 'set up' for the Bench Boost by playing the second Wildcard a week or so before the target Double Gameweek, to optimise the squad (getting in as many players with double-fixtures as possible, and as many players as possible with the best fixtures) and to try to ensure that you will have a full bench for that week (which is the first essential for a successful Bench Boost).
Rescheduled fixtures typically only have their dates confirmed a fairly short time ahead. At the moment, there is still no date fixed for the postponed Everton v Liverpool match. It seems likeliest that it can be slotted into Gameweek 25 or Gameweek 28, or perhaps even as late as Gameweek 33. But it is very possible that we still won't know when it is to be played when the 'Assistant Manager' chip first becomes available (after the deadline of Gameweek 23). Since almost everyone who hasn't yet used their Triple Captain chip is now hoping to play it on Mo Salah in that unique Double Gameweek for Liverpool, those people will probably feel precluded from trying to use the new chip until a new date for that missed Merseyside derby is announced.
Having the Free Hit available to help negotiate the Blank Gameweeks in GW29 (League Cup Final) or GW34 (FA Cup Semi-Finals) is probably even more valuable - if not essential.
And the 'BIG' Double Gameweek following the postponements for the FA Semis (probably in GW36 or 37, but possibly earlier; GW33 also looks like an 'available slot') is the prime opportunity this season - the only obviously good one - to use the Bench Boost chip.
Because we don't know exactly when these Double Gameweeks will be - and we might not know for sure until just a week or two beforehand! - it's pretty much impossible to plan how to use the 'Assistant Manager' chip..... either to take advantage of them with that chip, or to avoid them so that we can use other chips instead. The bloated three-week duration of the chip makes it completely unmanageable.
So, many managers would probably have preferred to use a multi-week chip straight away in January. After that, there are few if any convenient gaps in the schedule that would allow you to play it without messing up your plans for your other chips. But the churlish FPL gnomes have strangely decided to delay the launch of the new 'Assistant Manager' chip until the beginning of February - so, it is now really difficult to identify good opportunities to use it without compromising, or completely abandoning, your original chip strategy. Most of us are looking at trying fit 7 weeks of chip play into just 15 gameweeks - and that's a huge headache.
Now, as I mentioned the other day, the 'Assistant Manager' chip is going to be worth far more than either of the two existing bonus chips - and probably far more than both of them combined - so it might be worth sacrificing your previous plans for these other chips in order to try to maximise your return from the new chip. Some folks have conjectured that it could be worth more to play the 'Assistant Manager' chip in a Double Gameweek (although I think it would probably not yield as much as a good Bench Boost return from a DGW; and perhaps not even quite as much as a really good Triple Captain return, unless you manage to successfully exploit the bonus for a result against a much higher-placed team in at least one of the two fixtures).
But this all becomes insanely complex to try to calculate. Because.... there are very limited opportunities to get a good return from any of the bonus chips; and so, where it seems that the 'best' week for two (or now, all three) of them might be the same, you have to try to estimate whether 'Chip A in Best Week' + 'Chip B in Second Best Week' is likely to be worth more or less than 'Chip B in Best Week' + 'Chip A in Second Best Week'. That's plenty hard enough with just two bonus chips that both benefit from Double Gameweeks; adding in a third - which has a longer duration, and might conceivably wipe out two opportunities (two Double Gameweek opportunities!) to play the other chips - makes it close-to-uncomputable.
Moreover, it can be really valuable to stay flexible - and opportunistic - in your approach to the bonus chips. It may be that at a certain point in the season, you find yourself with an unexpectedly strong bench, and suddenly - for the first time in ages - everyone appears to be fit and likely to start.... in a week (though only a regular Single Gameweek) where almost everyone has a really good fixture. When circumstances come together for you like that, it's probably going to be your best chance to use the Bench Boost chip - much better than gambling on getting good fixtures in a Double Gameweek (because you don't know for sure who's going to be playing who until very shortly beforehand) and that you're going to have everyone still be fit for it (even if you 'set up' with a Wildcard in the week before, you can still be hit by a rash of last-minute injuries); this is particularly so when, this year, there's seemingly only going to be ONE 'big' Double Gameweek, and it doesn't fall until the very end of the season.
Something similar might happen with a Triple Captain opportunity. Although it's obviously much more difficult to get 15 fit players in your squad in a week when nearly all of them have good fixtures than it is to ensure that one of your handful of star players is fit to play in one of his most promising fixtures, and there are thus usually several tempting opportunities to risk the TC chip in a season,.... nevertheless, unexpected shifts in team form can suddenly make it appear that your best player's best chance of a big haul is in a different game to any of the ones most anticipated in the early part of the season.... perhaps it may even be in the next game.
Thus, I would argue, ruling yourself out of being able to play either of your bonus chips for three weeks at a time may have an enormous - and perhaps quite unforeseen - opportunity cost.
But ruling yourself out of being able to play the Free Hit could be.... absolutely catastrophic. More widespread and serious 'extreme weather' events than Storm Darragh could very conceivably wipe out most or a weekend's fixtures (or, occasionally, even all of them; but at least that's the same for everyone; and we'll all later enjoy an extra - HUGE - Double Gameweek!). So could other forms of disruption, such as a major terrorist incident or widespread industrial action or another pandemic scare, or.... well, King Charles is 76 years old, and hasn't been in the best of health; as we saw with his mother's death two years ago, the passing of a monarch could lead to major fixture rearrangements over two or three gameweeks across a season.
Such eventualities might be relatively remote, but they're extremely possible. And if such a thing were to occur in a gameweek where someone has their 'Assistant Manager' chip in play..... they are terminally screwed. Small though the risk may appear to be, it's not one I'm sure I'd be willing to take.
But I really don't want to spend any time even attempting to address these endless conundrums. For me, the 'Assistant Manager' chip is a game-ruining abomination - and, in order to make sure that FPL does not try to make it (or, god help us, perhaps some other innovation that's even worse...) a recurring feature of the game, we really need to protest against the idea as strongly as possible, in as many different ways as possible.
I like the idea of simply refusing to use the chip. But I fear it will not be an emphatic enough gesture to have much impact on the FPL hierarchy. (Many FPL managers might simply forget to use the chip, or be too daunted by its complexity; and more and more managers get disillusioned with their progress and drop out of the game during the later stages of the season. So - a mass refusal to use the chip would not become apparent until the last opportunity to deploy it [GW36] has passed; and it might be largely masked by all these other reasons why the chip might have gone unused by many people.)
No, if we are to make the FPL 'bosses' take notice, I think we need to encourage as many people as possible to drop out of the game at the moment that this horrendously gimmicky new chip comes into force - immediately after Gameweek 23. [I did so, quitting after GW23 in hopes of setting an example for others.]
#QuitFPLinGW23 #DownWithTheNewChip
Thursday, December 19, 2024
I HATE the 'Assistant Manager' Chip (EXTENDED version)
Today I thought I'd take the time to enumerate my objections to it more fully:
1) It is a radical departure from ALL previous chips introduced in this, or any similar game, or even just mooted for possible introduction.... or dreamed of in jest! Fantasy games for international tournaments have typically had a chip where you can get a doubled-points 'captain' bonus without needing to designate a captain, automatically receiving the addition for your highest-performing player in the gameweek (I like that one...), or a suped-up 'Free Hit' where you can remake your squad for a single gameweek with the additional advantage of having the budget cap removed (just a slight riff on the two 'squad makeover' chips we're familiar with in FPL). Over the past year, FPL has been running occasional 'side games' under the 'Fantasy Challenge' banner, which have offered novelty points systems such as defenders getting more points, or forwards getting more points, or players from particular clubs getting more points - inviting you to consider a major squad makeover for one week, to adapt to this modified points weighting. And this has prompted many FPL managers on the forums to joke about even wackier new bonus possibilities.... such as extra points for players with beards, or players with double-barrelled names (Definitional problem: Does a double-barrelled name have to be hyphenated? Sorry, Emile, yes it does!). But the point about all of these is that they are just small modifications to the existing structure of the game, simply allowing you to earn more points - for one week only - for things you already earn points for.
Sometimes, variations in the rules might allow you to earn points in slightly different ways, for different kinds of game actions. In the last Fantasy Euros tournament, additional points were awarded for 'ball recoveries'; although it was rather unclear how this was defined or tabulated, it did add an interesting extra wrinkle to the game, potentially giving a big boost to the points returns from defenders and defensive midfielders. And the popular Swedish Fantasy Football game, Allsvenskan, does something similar, wtih additional defensive points available for actions like this, and additional attacking points awarded for every 2 'key passes' (rather than faffing around with the obscure and often perversely erratic 'Bonus Points System' that FPL inflicts on us!). But again, these are just small modifications to the points structure: we're still getting points for defined game actions by individual players week by week.
By offering points for team results over a number of weeks, this new chip falls completely OUTSIDE the current scope of the game.
2) By extending the duration of the chip far beyond that of 'normal' chips (which have until now, without exception, been effective for one gameweek only), by adding in 'charges' for it (a sum of money to be deducted from squad budget and an impact on your club quota for players!), by making it variable from week-to-week (this wasn't mentioned in the early posts about the chip, and I think might be part of a series of subsequent 'revisions' they've made to the rules: you can now change your choice of 'assistant manager' in each of the 3 weeks that the chip is in play). by awarding points for such a swathe of different things (wins and draws and goals and clean sheets.... and additional bonuses for getting a result against teams 5 or more places higher in the table!!), they have made the new chip absurdly over-complicated - needlessly difficult to understand, difficult to evaluate (this alone may, I suspect, put many people off using the bloody thing at all).
3) The imposition of a 'transfer cost' for your chosen manager is particularly irksome. Although the sums of money demanded are relatively trivial (from 0.5 to 1.5 million), you will - if you're making as close to full use of your budget as possible (which you should always be striving to do!) - find yourself obliged to make at least 1 or 2 transfers to free up some extra cash before you can activate the chip... and make do with a slightly suh-standard squad of players while the chip remains active. Moreover, they've added in (this feature appeared to be absent in the first published version of 'the rules') the provision that subsequent changes of manager choice within the three-week period of the chip being active will cost you a transfer.... so, that's a bummer too.
4) The additional bonus for team performances against clubs higher in the table seems to me to be a particularly unnecessary over-elaboration. Originally, there was no explanation offered of how the 5-place gap between clubs was to be defined. It might have been at the time of kick-off of the game in question, at the deadline of the Gameweek in which the match is played, or at the deadline of the Gameweek in which the chip first becomes active,.... or at the moment that the chip is played (all perfectly possible, and all potentially very different!!).
It now seems that they intend that the gap is measured at the start of the Gameweek in which the indiviidual match is played (although the wording still isn't absolutely clear on that point: "at the start of the Gameweek" isn't enough, when a number of different Gameweeks mght be understood as relevant to the applicaton of the rule; they really need a few more words in there to specify what they mean with absolute precision). And the (late added?) ability to change 'assistant managers' from one Gameweek to the next potentially gets over the problem that it would be nearly impossible to predict where or how big gaps in the league table would be more than one week in advance (particularly with the middle of the table so congested as it is so far this year: there are currently only 8 points separating 3rd and 13th positions, and only 5 points between 4th and 12th!). However, I think most FPL managers were originally expecting - and probably hoping - that this would be a set-and-forget deal where you simply chose one manager for the chip for all three gameweeks. (The 'club quota' rule will restrict the extent to which anyone can take advantage of this facility: you're not going to want to waste transfers on removing someone from your squad when you happen to have three players from the club with the most promising manager for that gameweek; you'll probably rather pass on that manager option than use a transfer, and sacrifice a top player [when you treble up on a club, it's because you regard all three of those players as extremely valuable....]. Hence, most FPL managers will have at least one, maybe two or three clubs whose managers are effecively excluded from consideration for this chip.)
And one final potential problem on this: the league's ranking is occasionally determined on alphabetical order alone. Now, this is really just a formatting convention; I believe there are 'tie-break' rules in place - even if it's ultimately just a coin-toss?! - for deciding the crucial European qualification and relegation places at the end of the season. And in practice, everyone considers teams with equal points, goal difference, and goals scored to be in a tie - even though one of them will be listed higher than the other. It would seem rather unfair, for the application of this aspect of the chip, if two such clubs were not to be treated equally - i.e., that they're not both regarded as 5 places above your manager's team, even though one of them is listed only 4 places above. It might be an unlikely eventuality, perhaps one that won't arise this year; but it is something that the FPL gnomes ought to have considered and clarified in framing the rules for the new chip - and they have omitted to do so.
5) There is, I feel, a dangerous lack of proportionality about this chip. It is potentially worth 2 to 3 times as much as the other two bonus chips combined! And since it is offering points for team results as well as game actions, and over a number of weeks rather than just one, its minimum return will certainly be far higher (as the other chips carry a significant risk of returning zero points, or close-to-zero; the 'Assistant Manager' chip clearly does not); its average return is likely to be far higher too. And it's difficult to gauge what its upper-end might be; but certainly far, far more - perhaps over just one week, and certainly over its full three-week span - than the Triple Captain chip... and substantially more than the Bench Boost (unless you manage to get a very, very good return from that in a Double Gameweek).
Thus, it will be the single biggest determinant of FPL rank outcomes this year. (Well, after terrible refereeing decisions, anyway....) And that, to me, does not seem FAIR.
6) There are still a number of lacunae in the 'rules', unexplained gaps about how things are supposed to work with this chip.
They seem to have now added in a gloss about a manager leaving a club having no impact on the chip: you will continue to get the points from that manager's (former) club, unless you select a new manager. (Thus, it's not really a 'manager' chip at all, but a 'club' chip.) That seems somewhat illogical and unfair: if you're supposed to be getting points for the manager, you would expect to stop getting points for him if he loses his job... or start getting points for him from a new club, if he switches clubs.
And this still doesn't address the issue that there can be a number of other ways in which the manager may not actually be 'managing' the club, without having left it. If his assistant has taken over because he's absent with illness or a personal problem - why should you still get points for your manager? If he's serving a touchline ban and not able to coach the team directly this week - why should you still get points for you manager? If he's been suspended because of allegations of misconduct - why should you still get points for your manager? Most people would surely feel that you shouldn't (just as you shouldn't - but apparently will - when he's been sacked by his club!).
However, at the moment, I suppose we must assume that the intention is that this is really a 'club' chip, and you keep getting points from the designated club, regardless of the status of the manager - but this hasn't yet been explicitly stated. And I suspect this has the potential to cause some controversy later on - particularly if we had a manager suspended by his club in a 'Me Too' case.
Moreover, the rules also fail so far to specify whether you can choose to go without an 'assistant manager' during one of the gameweeks that the chip has been activated for (if you perhaps decided that you'd just much rather bring a more expensive player into your starting eleven than continue with a manager that week). I suspect that the interface won't let you remove a manager without adding a replacement; but they don't appear to have said as much (yet).
In addition, the rules appear to remain silent thus far on whether there is any possibility to cancel the chip before its three-week span is up. As I went on to elaborate more fully here, a raft of unexpected postponements could be devastating if you're not able to to use the Free Hit to create a workaround squad. And if you had your 'Assistant Manager Chip' in play in such a gameweek, you'd almost certainly want to cancel it, if you could. And to me, it would seem fair that you should be able to do so - voluntarily giving up the benefits of the remaining weeks of the chip (perhaps even all three of them!) for some more immediate advantage. However, I imagine that the absence of provision for this in the rules is intended to mean that it won't be possible. [This point was subsequently clarified; but it had not appeared in the first published version of the 'rules' for the new chip.]
I think there's potentially also some doubt as to whether you could choose to use the 'Assistant Manager Chip' for less than the full three weeks by playing it right at the end of the season. Again, I suspect the chip will cease to be available after Gameweek 36; but this hasn't been specified as yet.
7) There is also - as yet - no reference to whether the chosen manager would be subject to penalties for receiving yellow or red cards in a game. The commonsense answer would be YES, since the chip is represented as making the selection of a manager directly analogous to that of your players. But since the rules omit to say anything about this, we should probably assume that the answer is in fact intended by FPL to be NO.
8) For some unstated reason, the launch of the chip has been delayed until Gameweek 24, at the beginning of February (originally it was said that it would become available at the beginning of the second half of the season - i.e. from Gameweek 20). Because of the chip's bloated duration, this actually leaves fairly little time in which to take advantage of it; and it will be difficult to juggle it around other priorities for using the other chips. [I discussed this problem much more thoroughly in a further post a few days later.]
Also, of course, with the late-season reschedulings around the League Cup Final and the FA Quarters and Semi-Finals, we often don't get three weeks' notice of the new fixture dates. So, trying to plan how to use this new chip alongside the existing ones is just going to be horrendous.
Again, there was originally no explicit statement as to whether the new chip would follow the usual rule that only one chip may be played at a time. Since it is utterly unlike any of the other chips in any other respect, it was not unreasonable to suppose that it might not abide by the one-at-a-time rule - and that is what many FPL managers seemed to hopefully assume at first. But now there has been a clarification that other chips will not be available during the three weeks this chip is active. And that..... is a HUGE pain-in-the-arse.
This 'Assistant Manager' Chip is just a HORRIBLE, HORRIBLE, HORRIBLE idea - ill thought-out, clunkily implemented, unclear in its details, maddeningly over-complex, utterly divorced from the usual format of the game we so love. It actually threatens to ruin the game this year.
And I would strongly recommend people to boycott using this silly chip.... or to give up the game altogether, before it starts being spoiled by people using the chip - in Gameweek 23.
#QuitFPLinGW23 #DownWithTheNewChip
Tuesday, December 17, 2024
I HATE the 'Assistant Manager' chip (Short version)
Last week, FPL unveiled its big innovation for the second half of this season: the new 'chip', previously identified only as a 'Mystery Chip', is now revealed as the 'Assistant Manager' chip.
In the intitial announcements on the FPL Facebook page, there was a terrifying lack of detail about how this - insanely complicated - new bonus was actually going to work. And although they rushed to revise and amplify the rules concerning it, I fear there are still a few holes in them. I think I will have a more extended rant enumerating the many insanities and inanities of this silly new gimmick soon; but I will try to keep this initial response to the news fairly brief.
What I love about this game of ours is its simplicity. It is closely tied to the game we love to watch every week, English Premier League football. It makes you a virtual 'manager', allowing you to assemble a squad of players and choose a starting eleven each gameweek, and to earn points for specified game actions by the individual players you've chosen within each gameweek.
I've said before that I don't particularly like the game's current 'bonus chips' (a relatively late introduction), as they are superfluous to the regular gameplay, and an irksome additional element of randomization (you only have about a one-in-three chance of getting much from them, and perhaps only a one-in-ten chance or less of doing really well from one of them). However, they do at least fit within the regular structure of the game: they simply give you more points for things you already earn points for.
This new bonus chip is something completely different, it falls entirely outside the points structure of the game as we know it. Instead of points for individual player performances in a single gameweek, it gives us points for team results over a run of gameweeks. So, it is essentially a completely separate side-game crudely grafted on to the game that we enjoy at the moment.
Moreover, with the existing bonus chips that I don't like, there is at least some proportionality: the chips can be worth little or nothing if you get unlucky with them, and rarely yield much more than 15-20 points for each. This new chip is potentially worth such a HUGE number of points that it will completely distort the outcomes of the game - and will thus, alas, be impossible for most FPL managers to resist using (though I'd really love to see a mass boycott of this abomination).
To make things even worse, the new chip doesn't just offer points for one thing, but for a whole range of things: not just for wins or draws, but also for goals and clean sheets. And it offers yet a further set of potential bonus points for gaining a win or draw against a team currently well above your chosen manager's team in the league ranking. And, unlike any of the other chips that have ever been tried in this or any similar game, they want to impose 'charges' for it. You will need to give up a small amount of your player budget to play the chip, and also sacrifice part of your player quota from the club you pick for it - over-complication upon over-complication upon over-complication, all completely needless.
It might be an intriguing challenge, but... it has absolutely NOTHING TO DO WITH THE REGULAR GAME. It is a gimmicky side-game idea that would be better accommodated within the occasional 'Fantasy Challenge' series.
Sunday, November 17, 2024
BONUS CHIPS - who needs them?
I dislike FPL's 'bonus chips' - for me, they are an unncessary gimmick, just a further randomising element in a game that is already plenty random enough.
And they are a relatively recent innovation, only being introduced into the game for the first time in the 2015-2016 season.
Even the best players won't manage a double-digit haul much more than once every three or four games on average across the season; and they'll probably 'blank' (i.e., produce nothing beyond basic appearance points), or only return a very low score, at least one game in every three. So, you won't get a really good haul from your regular captaincy pick more than one week in three (unless you're very, very lucky). And even when you do, it's unlikely to be your best haul of the week - because, if you have a good squad, there are usually at least 5 or 6 potential candidates for the captaincy (and very often one of your other squad players will surprise you with an outstanding week, while all the 'usual suspects' falter....). So, even getting the captaincy choice 'right' for an individual gameweek is largely a matter of luck, something that only comes good for you perhaps 20% to 30% of the time.
Now, there are certain fixtures where you might reasonably expect your star player to have a particularly high chance of a big score (and a particularly low chance of a poor score); but in practice, it doesn't often work out like that. I don't think the 'soft fixtures' actually produce significantly better outcomes most of the time. The odds in your favour are, hopefully, slightly enhanced if you choose your fixture to play the Triple Captain chip wisely, but you're still probably more likely to be disappointed than pleased with the outcome; and things can go very badly wrong. (Last year, I bet on Haaland against Bournemouth. The Viking was in smokin' form, and Bournemouth had started the season dreadfully, were deep in the relegation zone and conceding goals every week. This week, of course, was the week they suddenly began to turn things around. And our Erling apparently picked up an injury mid-way through the first half, and didn't reappear after the break - although it looked very much as if he might have been carrying some problem from the start, as he was completely off his game. The most in-form player in the league at the time faces one of the weakest defences.... and comes away with 1 point! Shit like this happens in our game all too often....)
And yet, at the other extreme, you might once-in-a-blue-moon (I mean, once every decade... or two....) happen to pick the week in which your favourite captaincy choice produces a monster haul for your TripleCap!! Even more galling, there are some people who seem to play the chip completely randomly on some not particularly fancied player... who produces a blinder out-of-the-blue - like Noni Madueke in Gameweek 2 of this season. Yep, it all too often happens that someone can take a wild punt on a frankly idiotic choice for the chip, and come away with 50, 60 or 70-odd points. There's little skill in it, little justice, just a huge amount of randomness.... and LUCK!
The Bench Boost chip isn't much better. You can identify gameweeks which seem auspicious to play it because of their heavy density of unbalanced fixtures, and perhaps even a good number of double-fixtures ('big' Double Gameweeks can indeed offer a significant lift to your Bench Boost return; but there aren't many of them to aim for - well, only ONE this year! - and it's a risk to wait until the very end of the season for this chance to play the chip); and you might even carefully 'set up' for them, with judicious use of transfers in preceding weeks - or perhaps the deployment of the Wildcard - to try to ensure that you have a stronger bench than usual, and a full bench. But that's the main problem with this chip: you really need to be absolutely sure that all 15 squad members are going to start in order to take advantage of it - and that hardly ever happens. It has been as rarely as 3 or 4 times in the entire season for me (and not on weekends with many 'good' fixtures!). Last year I was geared up to play my Bench Boost 3 or 4 times,.... and every time I found myself undone by one or two last-minute injuries, unable to go ahead with using the chip on a bunch of good fixtures because I suddenly had huge gaps on the bench.
Even on a Double Gameweek, it is quite possible for all of your bench players to disappoint in both games and leave you with a single-digit return for the chip. If you have to use it on a Single Gameweek, you can easily end up with next-to-nothing. And a haul of 15-20 points is really about the best you can reasonably hope for; most of the time, you'll probably come out with a bit less than that. But, again, some people can get absurdly lucky with the chip, racking up 30 or 40 points or more on it.
It's just a roll of the dice! Why do we need this extra gambling element in the game?? We DON'T.
But gambling, alas, is addictive. Too many FPL managers enjoy this additional thrill of uncertainty, and would be loath to give it up.
At least these chips are still tied to the regular points-scoring structure of the game, still rewarding shrewd choices of players for the current fixtures. This season the game's controllers are threatening us with a further novelty, an as yet undefined 'Mystery Chip'. There has been much speculation online about what this new chip will turn out to be. There are a number of possibilities that aren't too wacky, such as additional points for one week for defenders or for forwards (encouraging you to switch to a different formation for that week). And I'm quite fond of the Super-Captain chip they have in Fantasy World Cup, which retroactively assigns your double-points captain bonus to your highest-returning player in the Gameweek (a rare example of a de-randomising chip; I like that!). Even the 'Limitless' chip they usually have in the international competitions (a Free Hit with the additional benefit of an unlimited budget) is harmless fun.
But I have a foreboding that the FPL overlords may be plotting something far more extreme for this new chip - something far more randomising, and far more remote from the normal structure of the game. I do hope I'm wrong; but I get a sinking feeling in my stomach every time I think about it. They're supposed to be announcing it just before it becomes available for use in the second half of the season, so we'll find out in a month or so. Let's keep our fingers crossed!
It is obviously too much to hope for that FPL would scrap the Triple Captain and Bench Boost chips. But we really don't need ANY MORE 'bonus chips' like this added to the game.
Tuesday, October 15, 2024
What's DIFFERENT this year...?
Well, it often feels like.... EVERYTHING.
This year is certainly very different to previous years in FPL in several important ways:
1) The tweaks to the BPS scoring. Quite a subtle thing, and something most FPL managers are likely to miss, or simply ignore. But it is likely to have quite a significant impact: something like 15-20% of your points come from bonuses - i.e., equivalent to ALL of the points-spread you'll typically see across a good quality mini-league! While it's difficult to project exactly how much effect the various little modifications to the scoring scale that decide bonus point allocation will have, it seems likely that the most important change will be the significantly bigger penalty now applied to defenders or keepers conceding a goal. The BPS is already somewhat stacked against defences, and this further disadvantage imposed on them is likely to mean that it's going to be very difficult for a keeper or a defender now to score any bonus points in a match in which they haven't kept a clean sheet. That will reduce returns from defenders quite a bit. (At least keepers can still pick up points, and BPS credit, for 'saves' - and that's usually what earns them bonus points. They'll probably earn slightly fewer bonus points this year too, because of the new change; but they won't be as hard hit as defenders.)
2) Lower returns for defenders in general. There are two factors here: the demise of the attacking full-back (mainly Pep's fault??), and generally lower prospects of clean sheets this year. Arsenal's defensive performance last year was a real freak: what was it, 18 clean sheets? They are very unlikely to get anywhere near that this time. Nor, by the look of the opening two months, is anyone else. Arne Slot has quickly made Liverpool a bit less gung-ho in attack and a bit less leaky in the middle of the park, so they're looking favourites to take the clean-sheet crown this year - but I doubt they'll get far into double-figures (they've been flattered so far by a bit of good luck with the refereeing decisions, and a very soft opening run of fixtures); and I'm not sure anyone else, apart from Arsenal, will get anywhere close to them. City have looked leaky; and could be in big trouble now that they've lost Rodri for the season. I think Forest, Bournemouth, and Palace show some promise, though they've not had the best of luck so far. Really, you can't fancy many teams to reach 10 clean sheets for the season this year.
And in the past we've almost always had a few points-monsters in defence: usually a progressive full-back who'd bombard the box with crosses, occasionally threaten a goal of their own, and perhaps provide additional points potential through taking corners, free-kicks, or even long-throws. Where are the Ashley Cole, Rory Delap, Leighton Baines, Aaron Cresswell de nos jours? Well, Cresswell, of course, is still around; though he's been phased out of the first team over the last two or three years. Trent provided a lot of assists in the past, but his numbers fell off a cliff last season, and aren't looking likely to rebound that strongly this year (yes, he was very unlucky to have that goal disallowed early in the season; but Slot's playing him much deeper, and he's not looking likely to play balls into the box any more - being on corners should be a plus, but Liverpool aren't nearly so focused on them as a main source of goals as Arsenal are; I fear his only likely assists will come this year from long balls over the top to Salah - useful to have, but perhaps not reaching more than 5 or 6 over the season). And there was that one magnificent season from Joao Cancelo a few years back, before he fell out with Pep. And Ben White did pretty well last year, linking with Saka down the Arsenal right. But the old-style attacking full-back who regularly pushed forward to make overlapping runs beyond the wide attacker, and was playing balls into the box all the time - we don't really have that any more. Porro is an occasional goal-threat, but is now tending to invert into deep midfield rather than pushing down the flank, so won't offer that many assists; Gvardiol is a hell of a finisher, but not a crosser, and doesn't seem likely to keep many clean sheets with City this year; White looks a bit out-of-sorts, is said to be carrying an injury. I would have said Henry and Hickey at Brentford looked our best prospects for this sort of defender; but they're still injured; and - if they ever come back - they might find that Thomas Frank has permanently changed the team's style of play to omit the use of advanced wing-backs any more. I like Robinson (and Tete), Aina (and Moreno), Kerkez, Dalot, and Munoz and Mitchell; but I'm not sure any of these will produce the really regular attacking returns we used to enjoy from top full-backs in the good old days.
3) Fewer penalties. A modification of the interpretation guidelines for the Handball Law seems likely to greatly reduce the number of penalties awarded for the ball hitting a defender's arm; and that's surely a good thing. Alas, the revisions have been drafted in an inept way which renders them ridiculously over-complex - and hence their application is going to be even more subjective and riddled with controversy than it has been in the past. But at least the overall number of penalty awards will be down. A modification in the VAR protocols also seems likely to have a HUGE impact: there now seems to be such a hesitancy to embarrass the on-pitch referee by suggesting he's been in error that VAR is constantly hiding behind the 'clear and obvious error' threshold for intervention, and is sitting on its hands - even when the referee has committed an obvious goof. We've seen good penalty shouts unaccountably waved away in every single gameweek so far. (And it's hitting some teams far more than others. City seem to be magically immune to conceding penalties this year; while poor Chelsea are just not being awarded any.) And of course, players who derived an especially large number of their overall points return from converting penalties - like Cole Palmer and Bruno Fernandes - could take a pretty serious hit from this.
4) Being able to save Free Transfers. This is the most massive (and surprisingly positive) change in the rules of the FPL game that has ever been made. In the past, with it only being possible to save a measly 2 Free Transfers at a time, you were constantly under pressure to 'use it or lose it' - to make a transfer even when there was no particularly urgent need, just because you would miss out on receiving an extra transfer from the following gameweek if you didn't. That was an irritation - and could lead to some rash, unnecessary, self-damaging squad changes. Ah, but now - with the option introduced this year to store up to 5 FTs at one time, the tactical landscape of the game is dramatically changed: we have far more flexibility to negotiate fixture speed-bumps like blank and double gameweeks, or one-week batches of awkward fixtures. Of course, it remains to be seen how easy it will be to store up transfers; in the last two seasons, injuries seemed to come so thick-and-fast that I was only able to consider rolling a transfer half a dozen times during the year. While we can hope that this year won't see quite such an avalanche of injuries... I think it's likely to be near-impossible to store up the full quota of 5 transfers, and it will probably be misguided - self-damaging - to try (just for the bragging rights!!). But it might be possible to stock up 3 or 4 occasionally; and there will be a strong incentive to try to do so. Being able to use 4 transfers at once is effectively an extra mini-Wildcard, and could make it possible to completely revise traditional chip strategy (which is focused on using Wildcard and/or Free Hit to get around the late-season blank and double gameweeks). Moreover, for any challenging gameweek where you may need to make multiple changes - or, for instance, when offloading Asian and African players just ahead of their regional nations cup competitions, which take place in December/January every other year - in the past you'd have to do that over a number of weeks; now you can save up the necessary transfers and use them all at once, only at the moment they actually become necessary (when you'll know which of the replacement players you're contemplating are fit and in good form; if you make a choice a week or three earlier than you really need to, you can often be caught out - find yourself with a wasted pick that needs to be replaced with another transfer); that too can be a massive help to us this season.
5) No more 'early' Double Gameweek. For the last several years, we often had one of our top sides getting an extra double-fixture, rather earlier than any of the others, in February or March... as a result of the club having had to miss a gameweek in mid-December to participate in the Club World Cup. This could be - depending on the fixtures, of course - a very tempting option for the Triple Captain chip, with top players like Haaland or Salah enjoying a unique DGW.... in mid-season, before they get knackered. But with the expansion of the Club World Cup format this year, and the tournament being moved to the summer, that nice little Spring Treat is now denied us. [Oh, I hadn't realised the winter tournament is continuing after all, in a very slightly revised format; it's now rebranded as The Intercontinental Cup. So, we might still sometimes see that additional small Double Gameweek in the Spring. But not this year... because Real Madrid won the Champions League again.]
6) No more 'big' Blank/Double Gameweeks. As I just mentioned above, chip strategy traditionally revolved around negotiating the blank and double gameweeks that pepper the last two months of the season. But the biggest of these, by far, was the Blank Gameweek caused by the FA Cup Quarter-Final weekend (usually around GW29 or 30), and the huge Double Gameweek that followed it, usually with most or all of the rescheduled fixtures being made up at the same time. Now, it was perilous to hang on that long, waiting so late in the season for a Double Gameweek to drop a bonus chip; but it was undoubtedly a very tempting option for the Bench Boost - because with so many teams playing twice in the same week, it was usually quite easy to find 15 players with two good fixtures (or at least one good fixture! [It's really not worth loading up on players who have two tough fixtures - particularly defenders - but many people do!]) This year.... (drum roll)..... it has been decided to suspend the League programme on Quarter-Final weekend - so there will be no Blank Gameweek then, and no following BIG Double. This will give us a lot more flexibility in how to use our Free Hit and 2nd Wildcard. (Indeed, with the new facility to bank up to 5 Free Transfers at a time, these chips may sometimes be somewhat superfluous! Certainly, they're not going to be so life-savingly essential as they have been in the past.) The focus of chip strategy will shift to the blank FA Semis weekend (this year, Gameweek 34) and the double (or doubles; the rearranged fixtures might be split over different gameweeks, further diluting their value for FPL) ensuing from that; but that is much less of a big deal. Such small double-fixture weeks are not that compelling as a Bench Boost opportunity; and even the Blank Gameweek might be possible to address adequately with saved transfers. Oh, brave new world!
7) A plethora of decent forwwards. Also, damn - for the first time in quite a few seasons we have a good number of forward options to choose between. For a few years now, we've had so many forwards injured for most of the season, or chronically out of form, or just nowhere near the level of the obvious top one or two picks, that.... well, you didn't usually start more than two of them... and quite often only one! And there was very little FPL differentiation going on in the forward area. But this year, we have Chris Wood and Danny Welbeck having the best season of their careers, and appearing newly immune to injury worries! Raul Jimenez, too, finally seems to be recapturing the early promise he showed with Wolves, before that horrific head injury. Haaland started incredibly hot, but has faded a little; while Isak and Watkins look to be potential challengers for the top forward honours this year. A lot of people are optimistic for Solanke's prospects now at Spurs too; and indeed Havertz's at Arsenal (he's started really well; but I'm still not convinced he's always going to play at No. 9, or be their primary goal outlet). And there are tempting options for third seat in the ultra-budget category too - such as Liam Delap at Ipswich. Not only do we suddenly have a lot of decent attacking options to choose from, but - with a lot of the usual high-scoring midfielders misfiring so far, or suffering injuries - it's actually becoming legitimate to prefer the 3-4-3 formation, sometimes, at least... and that's something I've very rarely used in the past.
And then.... there's the new 'Mystery Chip' FPL is springing on us this year. For me, this is just a further irritation, an unwelcome additional uncertainty in a season which has already got too much going on! If they'd tell us what the damn chip is a bit earlier in the season, launch it a bit earlier in the season, it wouldn't be so bad. But making us wait until January to even find out what it is; and leaving us to figure out how to accommodate it in the closing months of the season, which is when most people play all of their other chips as well,.... that's just going to get very complicated, the schedule is going to be too crowded with chip options to evaluate.
And it wouldn't be so bad if it were just a simple bonus chip - perhaps just a second Bench Boost or Triple Captain, as has been mooted by some; or a Double Bench Boost, perhaps, where you get twice the points earned by your subs for a week; but I rather fear it is going to be something much more arcane and convoluted - something that may really throw a spanner in the works. [And, oh boy, was I proved right in my misgivings about that damned new chip - and then some!!]
There are quite enough 'new challenges' in this season already. We don't want or need a stupid new Novelty Chip thrown into the mix as well!
Too close for comfort...
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