Setting aside my profound antipathy towards this silly new gimmick chip for a moment... I thought I'd put together a few key thoughts on what you need to consider if you are going to use this chip.
1) Since the adoption of an 'assistant manager' involves paying a transfer fee, you may have to use one or two transfers to juggle your squad to free up the money (it's not very much money; but it has the potential to be a bothersome inconvenience). Because an 'assistant manager' is treated as part of your per-club player quota, you may also need to make transfers to get rid of a third player from a club that you want the manager from. And you will almost certainly need to give yourself the flexibility of changing your manager during each week that the chip is active, potentially costing you 2 more transfers. Thus, you really ought to try to get as many Free Transfers as possible saved up (under a new rule this season, you can now bank up to 5 FTs at one time) to help you deal with these issues when you decide you want to use the chip. It is also probably worth trying to avoid using the 'Assistant Manager' chip in the run-up to one of the season's two expected 'blank' Gameweeks (GW29 and GW34, when a number of League fixtures will be cancelled because of Cup ties on the same weekend), since you might also need a lot of saved Free Transfers to negotiate those. Similarly, for a major 'turn' in fixtures, when the difficulty of the upcoming fixture sequence shifts drastically for a number of teams at around the same time, you may want to have as many Free Transfers in hand as possible to be able to make multiple squad changes in a short space of time.
2) The so-called 'table bonus' (for obtaining a result against a side ranked 5 or more places above you in the League at the start of the Gameweek) is HUGE: it is the most important aspect of the 'Assistant Manager' rules, and has to be the main focus of strategy for this chip. (It's worth 10 extra points for a win, 5 extra points for a draw. Absent that bonus, you only get 10 points for a 2-0 or 4-1 win. Even a 0-0 or 1-1 draw with a 'table bonus' can be worth as much as a win without one. So, one successful use of the chip to obtain this bonus is likely to be worth as much as or slightly more than backing a top manager for two wins in a double gameweek. If you can pull off the 'table bonus' twice in a double gameweek, that can be some very big points.)
3) Unfortunately, it's impossible to know exactly which teams are going to be 5 or more places above your target 'Assistant Manager' team until the end of the preceding gameweek; particularly so this season, when the majority of the table is so tightly packed together that it is very possible for most teams to rise or fall several places in only one or two weeks. With the 'Assistant Manager' being in play for three weeks, you can't expect to know which teams/managers will be most likely to produce good returns in its 2nd and 3rd weeks when you first activate it (and, of course, there may be changes in form or injury troubles affecting the picture too). Also, it's rather easier for players to maintain consistent form over an extended period, and sometimes to do well even when their team isn't. Team form, by contrast, can lurch very suddenly from one extreme to the other, sometimes even from week to week (ahem, Newcastle). But even more importantly for this chip, team form is much more fixture-dependent; a good, in-form attacking player can score goals against almost anyone, but teams mostly settle at a level - where they're likely to beat certain teams and likely to lose to others. Moreover, the fixtures rarely or never line up obligingly - so that you have a run of three fixtures that all look like likely wins (and include a double gameweek, and a few likely opportunities to earn a 'table bonus') for the same club. Unlike our best players (most of the time!), the same manager can't be expected to have anything like the best chance of the best return in successive gameweeks. This is the reason why it is almost certainly going to be essential to change your 'assistant manager' every week in order to derive maximum value from the chip - or at least to be able to keep open your option to do so.
4) There is also an 'opportunity cost' involved in choosing a manager from a top club. You might well be trebled up on players from that club. And whenever you choose to take three players from the same club (something better avoided, if possible, because it does expose you to a risk of very heavy impacts from occasional bad results or an unexpected postponement), it's because you regard all three of them as extremely valuable. If you're picking a manager who cannot earn a 'table bonus' in that gameweek, the most he can earn for you with this chip is 10-12 points (and, of course, it can be much less); that is likely to be not much better - and potentially rather worse - than you might hope to get from any of his players. At the very best, his advantage over one of those players is likely to be uncertain and only fairly marginal. Plus, of course, there's the possible inconvenience of having to sell a player from that club to make room for your manager, and/or the disadvantage of losing the opportunity to bring in a third player from that club while you have that manager; and the fact that this can cost you additional transfers (you'll probably want to get that third player straight back in when you finish using this manager....). By contrast, choosing a manager from a club from whom you'd never want more than 1 or 2 players - if any - represents a 'pure profit' on the use of this chip; there are no concerns about needing to use up extra transfers to make room, or worries about a player you've been forced to drop or go without potentially out-performing your manager. (Of course, you won't have lost all of the dropped player's points, because you will have brought someone in to replace him, who might have done very nearly as well; but having to drop a key squad player to accommodate your manager pick does undercut the manager's value to some extent - particularly in a double gameweek [when these players may be part only a small number having the advantage of playing twice, and are thus likely to outscore almost everyone else]. To correctly identify the true value of the 'Assistant Manager' chip's return, you should calculate if there's a surplus of points earned by the third player from the manager's club who you might have chosen over the points you got from the player you have instead of him.... and deduct that points difference from the AM score for the gameweek.) For these reasons, managers from top clubs do not represent 'good value' for this chip.
5) Because, like the other bonus chips - Triple Captain and Bench Boost - the 'Assistant Manager' chip can potentially gain a big points-lift from being played in a Double Gameweek, there is a further 'opportunity cost' to be evaluated when you decide on a DGW chip use. In the upcoming DGW24, for instance, many people are currently favouring playing their Triple Captain on Mo Salah; if this works out, it could well be worth 20-30 extra points for the gameweek. However, setting up a bench with doubling Everton players and playing Bench Boost could potentially bring you 30 or 40 extra points, or even more. It is very unlikely that either of this week's double-fixture managers, Arne Slot or David Moyes, can reach 20 points (though Moyes at least has the theoretical chance to pick up a 'table bonus' against Liverpool, which would boost his return substantially; and he may have the better prospect of a comfortable win against Leicester).
6) Because the 'Assistant Manager' chip has an extended activation period of three gameweeks, rather than just the usual one gameweek, you need to be very wary of playing it at any period when you might potentially want to call on one of your other chips. This would certainly include any likely blank and double gameweeks (until you've finalised a desired 'chip strategy' for making the best use of all your bonus chips, in the light of the likely Double Gameweek opportunities), when you might need Free Hit or Wildcard in order to put out a full eleven for a week with a lot of postponements, or want to use the Triple Captain or Bench Boost to take advantage of extra fixtures in a gameweek. Arguably, you might also want to steer clear of using it in February, while there is still an elevated risk of sudden postponements due to bad weather.
In summary:
Focus on the possibility of extra points for the 'table bonus', not just secure wins; look for managers/teams and fixture runs that look like they could offer good opportunities to win some of these bonuses.
Consider fixture runs for multiple clubs, not just one, within the period of possible chip activation - and be prepared to change your manager selection every week, if necessary.
Be ready to take risks. You're going to have to bet on low-ranking clubs, clubs who've performed poorly and/or inconsistently for much of the season, to have the chance of getting these 'table bonuses'. There's a very good chance they'll often let you down. But if they don't, it will be worth it!
Beware the managers from the top teams. It might be easier to predict their results, but missing out on the 'table bonuses' is a massive disadvantage. And there are further risks involved in having to go without one of their players - who has the potential to score more points than the manager (and very probably will at least slightly outscore another player you have instead of them, especially in a Double Gameweek - which will detract from your 'Assistant Manager's contribution).
Carefully weigh up the merits of the Double Gameweek opportunities for each of your bonus chips: Triple Captain or Bench Boost will be better options for some of them.
Try to stock up as many Free Transfers as you can, to make activating and using the 'Assistant Manager' chip as painless as possible. (And try to avoid using the chip when you need to save up Free Transfers for other reasons, such as a big 'turn' in fixture difficulties for several teams, or a looming Blank Gameweek.)
Be careful about using the 'Assistant Manager' chip in a period when you might want to use one of the other chips instead - particularly around the Blank and Double Gameweeks. (You might have chosen to use it to take advantage of a Double Gameweek; but if you've played the chip a week or two ahead, you can't change your mind if circumstances relating to the attractiveness of that Double Gameweek change. And remember that using the chip may create an extra drain on your stock of saved transfers - something you'd like to avoid in the last few gameweeks before a Blank or a Double.)
This damned new chip is, of course, in play now. But, rather than playing it,.... I urge you all to quit the game in protest as soon as possible; or at least commit to refusing to use the chip. And please also criticise and complain about it online as much as possible.
#QuitFPLinGW23 #DownWithTheNewChip