Skill Training Regimes
When you want to train a player’s skills you must place them into a training regime. A training regime will last for a number of days, based upon the tech invested in regime length, and each day will have a training session attached to it. There are a wide variety of training sessions that can be used, but which ones your club has access to will depend on the tech invested in Training Session specialisations.
Every session type trains a different set of skills (see below for the types and skills they train) at different advancement rates. A session will supply a number of skill points to a skill and skills increase levels if they accumulate enough skill points. The amount of skill points gained is based upon a percentage of the club’s CPL.
Training Session Types
Your club starts with two general session types: a Forwards session and a Backs Session. To acquire other types of sessions you must buy them off the Training building tech tree with your tech points.
There are ten positional session types available to be purchased (Prop, Hooker, Lock, Flanker, Number 8, Scrum-half, Fly-half, Centre, Wing, and Full-Back) and a large number of Specialist training sessions that have prerequisite positional session types that must be purchased first before they become available.
General Sessions
- Group 1 = 7% CPL
Session Name |
Skills Trained |
---|---|
Forward Session |
Skills: Scrum, Maul, Rucking, Counter-Rucking, Tackling, Lineout-Jumping or Lineout-Throwing (lineout throwing if best position is Hooker) |
Backs Session |
Skills: Passing, Catching, Kicking, Linebreaking, Tackling, Awareness |
Positional Sessions
- Group 1 = 11% CPL
- Group 2 = 6% CPL
Session Name |
Skills Trained |
---|---|
Prop Session |
Group 1: Scrum, Maul, Rucking Group 2: Counter-Rucking, Tackling, Lineout-Throwing |
Hooker Session |
Group 1: Scrum, Lineout-Throwing, Rucking Group 2: Maul, Counter-Rucking, Tackling |
Lock Session |
Group 1: Lineout-Jumping, Scrum, Maul Group 2: Counter-Rucking, Rucking, Tackling |
Flanker Session |
Group 1: Counter-Rucking, Rucking, Tackling Group 2: Maul, Scrum, Lineout-Jumping |
No. 8 Session |
Group 1: Scrum, Tackling, Rucking Group 2: Maul, Lineout-Jumping, Counter-Rucking |
Scrum-Half Session |
Group 1: Passing, Awareness, Linebreaking Group 2: Catching, Kicking, Tackling |
Fly-Half Session |
Group 1: Awareness, Kicking, Passing Group 2: Linebreaking, Catching, Tackling |
Centre Session |
Group 1: Passing, Linebreaking, Tackling Group 2: Catching, Awareness, Kicking |
Wing Session |
Group 1: Linebreaking, Catching, Passing Group 2: Tackling, Kicking, Awareness |
Full-Back Session |
Group 1: Catching, Tackle, Linebreaking Group 2: Passing, Awareness, Kicking |
Specialist Sessions
- Group 1 (1 skill) = 30% CPL
- Group 2 (2 skills) = 10% CPL
Session Name |
Skills Trained |
---|---|
Ball Protector Session Requires: Number 8 Session |
Group 1: Rucking Group 2: Counter-Rucking, Tackling |
Ball Winner Session Requires: Flanker Session |
Group 1: Counter-Rucking
Group 2: Rucking, Tackling |
Mauler Session Requires: Lock Session |
Group 1: Maul
Group 2: Tackling, Scrum |
Scrum Session Requires: Prop or Hooker Session |
Group 1: Scrum
Group 2: Maul, Tackling |
Lineout Jumper Session Requires: Lock Session |
Group 1: Lineout-jumping
Group 2: Catching, Maul |
Lineout Thrower Session Requires: Hooker Session |
Group 1: Lineout-throwing
Group 2: Passing, Awareness |
Distribution Session Requires: Scrum-Half Session |
Group 1: Passing
Group 2: Kicking, Awareness |
Ball Handling Session Requires: Full-Back Session |
Group 1: Catching
Group 2: Passing, Kicking |
Kicking Session Requires: Fly-Half Session |
Group 1: Kicking
Group 2: Passing, Awareness |
Linebreaker Session Requires: Wing Session |
Group 1: Line breaking
Group 2: Passing, Awareness |
Defender Session Requires: Centre Session |
Group 1: Tackling
Group 2: Counter-Rucking, Rucking |
Oracle Session Requires: Fly-Half Session |
Group 1: Awareness
Group 2: Passing, Kicking |