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Bit of advice for making a comeback to the FM series


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Hi everyone, merry christmas and all that!

Basically, I was an avid Championship manager/football manager player from 95 through to the 2003 edition, then almost in an instant I just stopped playing the game completely. I used to plays hours on end, days without sleep, I bloody loved that game.

This Christmas I've had the game bought for me and I was very tempted to start up a new game. So I did earlier with Leicester City, the team I support. My only problem is, I don't bloody have a clue where to start. I made zero signings and just tried playing standard tactics and I'm losing almost every game.

So what I'm asking is, those of you that play this game regularly, what is generally your procedure of getting yourself all set up when you start a new game? What are the essentials and what do you not pay so much attention to.

Thanks :)

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First of all i would suggest trying a big team with a decent transfer budget to cut your teeth on. The tactics are very tough on 09 but you can always download one from here or just try tinkering around until you find one that works! I tend to start out at the top and go a league lower each time i start a game, its my kind of way of changing the difficulty. Then when i get to a point where i feel confident, I load up all the leagues i would want to manage in (England, Scotland, Spain, Italy) and the countries i wnat to load players from then go for a career

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Welcome back, and Merry Christmas!

Let's see .. where to start?

My list when I take over a team is:

Training

Staff Evaluation

Post Adverts

Squad Evaluation

Scouting

Tactics

During a season, I think that the key variables are:

Psychology

Tactics

Captain

. . .

Covering each of those in turn:

1. Training

I typically set up a Pre-Season training schedule (plenty of Aerobic and Strength training), plus two training schedules for each "position" - you could make those as generic as "Attacker / Defender", or get super-specific like "Striker, AMC, Winger, DM, FB, DC, Free-Kick-Specialist", but the gist is, one "Heavy" version and one "Mild" version.

I typically set everyone to the Pre-Season version at first; about four to six weeks into the season, I go to the Heavy version; when the weather turns bad and the fixtures start getting congested, I'll go to the Mild version; when Spring hits, I'll go back to Heavy.

2. Staff Evaluation

Part II of training is getting your Coaches assigned better than they are. Even the "Suggest" button does a better job - your goal is to set it up so that all Training categories are on "Light" workload and 7 stars.

That won't be possible with your initial coaching staff, so I'm usually figuring out who is deadwood ("Offer Mutual Termination"), who isn't ("Offer Contract" and lock 'em up long term), and what categories I need to improve.

Same with Scouts: who has enough Judging Ability, Judging Potential, Determination, and Adaptability to be worth keeping, and who is on their way out? Do I need to sign new Scouts?

For the "Openings", I

3. Post Adverts

Jobs | Post Advert | Assistant Manager, Coach, Scout

Usually.

Given all the Assistant Manager advice features - he's no longer completely useless! - I find myself valuing Judging Ability, Judging Potential, Man Management, Motivation, Discipline, and Tactical Knowledge.

- JCA / JPA - help him give you more accurate "Coach Reports" on your players

- MM / Mot - help him give you better advice if you ask him what Team Talk he would give

- Disc - helps him give you better advice on disciplining your players

- TK - helps him give you better advice in-match

4. Squad Evaluation

I start evaluating the squad by asking my Assistant for "Assistant Advice | Get Team Report". That'll give me the gist - who my best players are, what my weaknesses are, and which of my young players may be future stars.

Next, I'm going to head through my entire playing staff, getting Coach Reports on my players, and combining that with my own "read" of the players attributes.

Important things I'm noting are my best JPA Coach's opinion of the player's potential; key visible Attributes for his position; lines such as "Really enjoys the big matches" or "Is an inconsistent performer", which now give us direct insight into "hidden attributes"; and his Personality, which we'll get to later but is much more important than it once was. I also make sure to visit the Positions screen, where I'm looking for three things: Natural position, other "green" or Accomplished positions, and "Player Preferred Moves" (PPM)s - these will affect the player's style of play and basically do what they say on the tin.

Here I'm trying to figure out what my weaknesses are, and what holes I need to fill.

5. Scouting

Yeah, you still want to send your scouts out, the way you used to. Staff, click on each Scout, "Scout Assignments", "Add New Assignment".

However, you also have a couple other things you can do. Back to Assistant Advice | Get Team Report, the assistant may suggest a couple of players who might address your weakest position. Click on one of those players. "Get Scout Report" | pick a scout | "For 3 matches". Now, as he plays, you should get scouting reports on him, including a recommendation about whether or not your A.M. was right that he might fit your squad.

Another possibility is Assistant Advice | Get Loan Players Availability Report | Position. Your A.M. will come back with some good loan suggestions. You might then start scouting them for a match or three, before eventually deciding whether to bring them in or not.

Finally, go find one of your veteran players, preferably your captain or vice-captain. Try "Player Interaction" | "Ask Joe Bloggs if he can recommend a potential new signing". That can also generate some leads.

6. Tactics

A monster section, honestly. There's a whole Tactics & Training Forum dedicated to it - I highly recommend Tactical Theorems and Frameworks as a guide to the general world of FM'09 tactics.

The quick gist that I suggest is a minimum of four pre-prepared tactics. Let's say you were running a 4-4-2. I'd suggest having a "Defend a Lead" tactic, a "Counter-attack" tactic, a "Standard" tactic, and a "Break Down a Packed Defense" tactic.

Defend a Lead = all four defenders on "Rare" forward runs, "Stay Back" for set piece instructions. Other players might be "Mixed". No Offsides Trap, deep Defensive Line. This is what you tend to run from the 80th minute with a one-goal lead. Don't go to it too early; you're inviting too much pressure to survive indefinitely.

Counter-attack = all four defenders on "Mixed" forward runs. Maybe one central defender gets forward on corners, but for the most part the defense is still "Stay Back" or "Back If Needed". You might have a medium Defensive Line, with Offsides Trap, and Counter Attack ticked; the basic idea is, you're ahead, or you're playing against a better team, so you want to sit back, absorb pressure, and hit them on the counter.

Normal = whatever your normal tactic is. For example, mine has the fullbacks on "Often" forward runs, but "Stay Back" on corners. Both my centre backs come forward for corner kicks to make use of their height. Higher Defensive Line, no counter .. we're at home against a decent side, or on the road against a weak side.

Break It Down = you're expecting them to bunker down. Only one defender stays home on corners and set pieces; the fullbacks make Often forward runs .. its definitely a High Defensive Line, Offsides Trap: you're on the road against a bunkered defense.

7. Psychology

I think this is the most important part of the modern game. You absolutely have to motivate your side, keeping Morale high as best as you can. When you're good at this, you can work wonders - I once managed a side that lost or drew every game until March, but was still giving good effort and keeping Morale at Good, Very Good, or Superb.

One part is the media side: Player Interaction, interviews, etc. For best understanding that, I recommend Communication and Psychological Warfare.

The other part is the team-talks. Unfortunately, some of the "intuitive" selections turn out to be demotivating. Wolfsong's Guide to Team Talks is the definitive guide.

Both hinge on understanding the player's Personality: a Determined or Professional veteran is going to react differently from an Ambitious or Temperamental youngster. I definitely have one striker who really reacts well to "No Pressure"; I also have a player who gives his best to "Expect a Performance".

8. Captain

Of all of your players, your interactions with your Captain are most critical. If he isn't properly motivated for a match, the rest of the team will be negatively influenced.

Likewise, selection of Captain is critical.

In older versions, the guy with the highest Influence was the obvious choice.

Nowadays, its crucial to consider his Personality - Determined, Professional, Model Professional, and Iron-Willed are excellent choices - as well as attributes such as Determination, Teamwork, Work Rate, and Composure. I also think about PPM's - a Captain who has the PPM "Argues with Officials" is going to inspire other players to argue their way into cards as well.

In addition, Language, age, and time with the squad are important factors as well. I rarely wind up with my most Influential player as Captain .. but given a year or two in the role, his Influence will grow to match the role.

. . .

I think that's a good starting point .. hope you enjoy the game!

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Yeah great post. My advice contrary to the one above would be not to start with a big club, they tend to be two unforgiving. Choose a team with expectations of a mid-table finish so you at least have a bit of time in charge. The other advice is patience in all areas of the game.

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I have been playing for roughly the same time span - and used to start with Sutton, now unavailable so I pick Bromley. I feel for completely new beginners to a new game (any new game, actually) but it isnt that half the fun. I remember my early CM days!! For me the tactics arent as completed as some make out, they are just a bit more sophisticated than attack or defend of the early CM which I think is about right. You can give players a better framework, and then I suspect (as IRL) they just go out and play.

In terms of gameplay: I use the same tactics (the same tactics) I have been using since CM albeit modified slightly. With each new iteration of the game I find I have to fiddle with the tactics so they have evolved other time - which is why I feel for the new player. But I use

442 Home

442 Away

442 Ultra (Defensive)

I am guessing my titles are self explanatory. For big games I may flit between the three (and often use ultra defensive in closing minutes) otherwise I just tweak in game. Once in a blue moon (big cup games, I use 532 defensive or 541).

I started badly: losing first two games (and first five matches not much better) but have now charged to 5th. I notice the game punishes you now for hastily formed squads or players who clearly dont fit, dont want to play - like my on loan West Ham midfielder (who keeps rating below 6)

Have fun - remember why you used to play (and trust me it aint changed that much!)

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PS I do agree with Amaroq's excellent post - though I find it more fun to start with the small teams; and the key (the key) there is to make sure you play to your teams strenght and weakness. If your winger cant driblle, and your defence cant pass (though i never ever use long ball for CB) then dont ask them to - or they will make mistakes.

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I don't really know how I manage to do so well with my team, as I pretty much started the game, put my players training to work on their weak spots, loaded default 4-4-2 and pulled a MC to DMC and used the preset positional personal instructions. Shifted the mentality around to fit my slightly attacking approach and started playing.

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