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If a bowler is using an aggressive field against you it is sometimes worth taking the risk to score some quick runs to get your batsmen settled. This aggression should just be used for batting against very bad bowlers, during run chases or while making runs before the 120 overs is up in county games. No player will do well batting at six notches in a county game. Other players do far worse in one-day games and should bat at 2 notches in county games. These players will probably benefit from batting at 4 notches (or 5 against bad bowlers) in county matches. There are some players who, you will notice, do just as well in one-day games (or even better) as they do in county matches. It's also useful to have an attacking batsman in at number 7 in county matches because they can score their runs before running out of partners. It's important to bear this in mind when selecting one-day sides, because an aggressive batsman will find it easier to score at the required run rate even if they are a generally poorer player. The batsman's own aggression rating refers to the scoring rate of the batsman if they are on three aggression bars.Īn aggressive batsman will score at a strike rate of 50% or above in county matches, while a defensive batsmen will score at below this if they are both on 3 aggression bars notches. Generally all batsmen perform at their best on 3 aggression bars, but should bat more defensively while getting settled, and with greater aggression against bad bowlers.
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Try to get maximum batting points as well. Give it a go until you lose a couple of wickets and then shut up shop completely to get the draw. If the other team scores 600 in their first innings you are unlikely to win. In all other situations it is a good idea to bat first. If it is cloudy or raining on the first day, put the opposition in to bat. If conditions are very cloudy but will improve later, bat defensively until the conditions change. Take note of bad or expensive bowlers and use extra aggression against them. Don't use maximum batting aggression unless you have lots of wickets to play with. Batting second in one-day matches, try to keep up with the run rate all the way through the match. The computer will use his best bowlers, though so it's sometimes a good idea to put lesser batsmen in so that you don't lose important wickets. In one-day matches try to score at about 4.5 to 5 per over for the first 15 overs (or faster if you're chasing a big target), while the fields are restricted. If a good bowler is taking lots of wickets be more defensive. In county and Test matches you should have your batsmen on two aggression bars until they are 30% settled, and then move up to three. If you are in a very strong position, declare an hour before the end of the day to give your main strike bowlers an extra spell. The opposition is more aggressive the more wickets they have left. If you don't take wickets it's often worth taking the risk to be more aggressive to stop the fast run scoring. Bowl outside off stump and use defensive fields. If you can tie a batting team down in one-day games they will get more aggressive and get themselves out. Attack new batsmen before they are settled by setting bowlers aggression close to the max. Use the attacking field-settings if you've got plenty of runs to play with but not much time. Use the defensive field-settings if a batsman has a big score or you are going for a draw. Bowlers in county matches will perform at their best on medium aggression and balanced field setting. An ordinary medium pacer can become dangerous on a very cloudy day. Take note of the effect of conditions on bowlers. Spin bowlers will generally not take wickets until the ball is about 15 overs old.
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Success could be yours.įast bowlers get an advantage with the new ball. But persevere and take heed of the some of the tips that follow. But International Cricket Captain presents a tough challenge to most captains - especially if you're captaining England. Unlike many games, your computer opponent does not cheat.