Simulation
Ready
After losing the ball
Run many sims for a result
How the simulation works
Players accelerate at about 6 m/s² up to about 5 m/s, and up to 7 m/s when sprinting or pressing. React time is 0.7 s. Ground passes travel at about 15 m/s, driven and lofted balls at 17–19 m/s. Before every pass the player weighs each option. He asks whether the ball will get there, using the same time-to-intercept model analysts use for pitch control (σ = 0.45 s), and how dangerous the receiving spot is. Longer passes miss their target more often. The opposition defends as a compact zonal block of about 27 m by 40 m that slides to the ball side. Their nearest man presses and curves his run to block the most dangerous pass. Back passes, square passes and balls to the touchline trigger a harder press. In positional play two midfielders dictate from behind the ball. The third, the free 8, supports the winger or arrives late in the box. Forwards drop into the pocket between the lines for passes that split two defenders. A team-mate makes a decoy run past the winger so he can go 1v1, defenders track those runs, and switches to the far side come only from midfield once the block is drawn over. The team counter-presses for 5 seconds. Direct play uses vertical passes, runs in behind, a short team and a four-man counter-press. The counter-attack defends as a block, wins the ball in midfield, then attacks with four or five men into the channels behind the full-backs, with no counter-press. Each run plays out slightly differently.