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Quickfire Questions and Answers Thread (Tactic and Training Questions Only)


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5 hours ago, Putzibram said:

Is there any way to improve the bravery of a player ?

I've got a regen AM with real star potential but abysmal bravery and I have the impression that it really hurts his game.

Not really, no. A couple of the roles do train bravery (BWM and CD I believe) but even the it doesn't move much. It can also increase naturally, but again, not very much. All you can probably do with this guy is stick him on BWM training and hope he gets a couple point increase. This is one area where I would like to see some more dynamism in player development. As it stands, you get a regen with low bravery and you have to pretty much accept that it won' really change.

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On ‎3‎/‎21‎/‎2017 at 22:39, Tcufrog said:

I'm struggling to determine when I should use the TI's "work ball into box", "hit earlier crosses", and "look for overlap." Can someone please explain what team traits or tactical ideas work best with each of these three instructions?

Thank you 

Work ball into box is useful when you find that your players taking too many shots from outside the area, or if you are putting in too many crosses that are going nowhere. This TI reduces both of those. Hit earlier crosses tells your wide players to put the crosses in before getting deep or to the byline. This can be helpful if you have pacey attackers who like to break forward when you recover possession or can make a quick transition to offense. The idea is to get the ball behind the defense quickly and catch the defense moving or flatfooted. Look for overlap is help your attacking minded fullbacks get space- your midfielders will hold up the ball to allow the fullback to overlap them- can be helpful if your midfield is drawing defenders and leaving space out wide.

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On ‎3‎/‎21‎/‎2017 at 19:58, ppl_unicode said:

Thank you. 

I should have made it clear that I am using the overall/positional instructions, not the in-match ones. But I'm guessing it works the same way. 

So just to make it clear - when I set a complete OI scheme (general), there's not need basically to use other defensive instructions ( closing down / marking / tackling,  that is ).

Is that correct? 

If you have OI set (no matter how you do it) for every player on the pitch then yes, ii would reduce the need for defensive instructions.

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On ‎3‎/‎22‎/‎2017 at 02:57, Liverbird93 said:

I'm hoping someone on here can help me out. 

 

I currently play in the German Third tier with a 4-1-4-1-0 formation on control with pass into space and higher tempo. The idea is that there is a lot of space in behind for my RM and CM to exploit and it works they go through one on one regularly. However that's where the problems start they very often miss these chances. It's not unusual for them to miss between 3 and 5 one on one chances in a game. When looking at signing players who will be better when they go through one on one, what should I be looking for

 

Finishing?

composure?

something else?

 

thanks in advance 

Finishing and composure are the two big ones, but also I would look at decisions, as that will govern when a player shoots and what type of the shot he uses. Technique is also good. It could also be that at a high tempo they are rushing their shots a bit.

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Quick CD training question. I've just started a save as a L1 English team, and I have little money to sign or spend. I have a lack of depth at CD but a plethora of DM/CM options. I have a 39 year old DM who has pretty good CD stats, is it worth/possible retraining someone this old? Obviously game time etc. would factor in, but I have never tried to retrain someone this old and wondered whether it was worth the effort or might even be detrimental to his longevity.

 

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6 hours ago, Marabak said:

Quick CD training question. I've just started a save as a L1 English team, and I have little money to sign or spend. I have a lack of depth at CD but a plethora of DM/CM options. I have a 39 year old DM who has pretty good CD stats, is it worth/possible retraining someone this old? Obviously game time etc. would factor in, but I have never tried to retrain someone this old and wondered whether it was worth the effort or might even be detrimental to his longevity.

 

At that age he probably won't retrain very well and you could actually see some of his attributes decline to compensate for position training.

However, if he has the right attributes he'll probably make a decent enough back up central defender as the only real "penalty" for playing a player out of position is a bit of a hit to his Decisions attribute.

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On 3/21/2017 at 08:27, herne79 said:

If that is what you want you are better off starting with the control or attack mentality as the counter mentality is none of those things.

Sorry, but why wouldn't counterattack do that? Playing on the break and getting the ball forward with purpose.

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1 hour ago, Colorado said:

Sorry, but why wouldn't counterattack do that? Playing on the break and getting the ball forward with purpose.

Because the person asking the question wanted to play "fast, direct, vertical football".  The default tactical settings which the counter attack mentality uses is pretty much the polar opposite of that.  

The counter mentality aims to pass the ball around patiently waiting for a decent chance to open up.  Whereas the Attack mentality (and to a slightly lesser extent the Control mentality) aims to get the ball forwards much quicker and in a more direct manner, hence my response.

Playing on the break is a different kettle of fish entirely.

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I kinda get what you're saying but how would you suggest playing on the break then?

My understanding is counter retains possession until they can outnumber players/have space to attack and then get bodies forward quickly.

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30 minutes ago, Colorado said:

I kinda get what you're saying but how would you suggest playing on the break then?

My understanding is counter retains possession until they can outnumber players/have space to attack and then get bodies forward quickly.

With counter attacking football (aka "playing on the break") you're primarily looking to sit deep, standing off the opposition and inviting them forward to attack you.  The idea here is that they over commit numbers forward in their attack before you win the ball back and then hit them at pace with the ball, flooding players forward quickly to overwhelm their now fragile defence before they can reorganise.

To achieve this, it's important to understand how the match engine behaves here.  When the ME recognises a counter attack is on (it follows a set of logical rules), the ME takes control of your players, making them ultra attack minded for the duration of the counter.  Therefore any tactical settings you employ are only used when your team are not counter attacking.

So, if you are looking to play in this manner, it's useful to set your team up in such a way that will encourage this behaviour in the ME.  Your formation is a big part of that - if you have a top heavy formation such as a 4-2-3-1, it's unlikely your opponent will over commit players forward in attack as you have 4 advanced players of your own.  Thus the opponent will likely keep several players deep to mark them all rather than sending them forward.  Therefore deeper formations (such as the 4-1-4-1) can become more useful as you are leaving fewer players forward, so the opposition may become more free in over committing players in attack.

Your chosen mentality can also help here.  The Defensive and Counter mentalities can be useful as those mentalities set your defensive line deep with little closing down, thus encouraging the opposition forward.  That may sound contrary to what I said earlier, but remember this is only to do with when you are defending.  In possession, and when a counter attack is not on (which will be most of the time) you'll be playing in a slow patient manner using those mentalities (ie., not fast, direct, vertical football).  It's only when a counter attack starts, which immediately follows the defensive phase, that the ME takes control and gets things moving quickly.

One other important thing to remember.  The AI managers are more than capable of playing in this manner against you.  Have you ever seen someone on these forums say they've been "FM'd"?  "I had 20 shots on goal, couldn't score yet the AI had 2 shots, scored and we lost".  Sound familiar?  It's usually because the AI team set up in such a way as to play deep and wait for that time they could quickly hit the player with a counter attack.

I've only given you a brief overview here.  If you want to know more (there are some other technical aspects) this thread is the best place to go https://community.sigames.com/topic/362162-the-art-of-counter-attacking/.

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Hey guys, I developed this new tactic in my save for this season and it works okay, and serves as a better attacking impetus than my other two more solid style tactics.

A huge problem I am having however is with long shots. Even with the work into box shout and no players having the shoots from distance PPM, players try long shots rather than wait for their chance. Just wondering if any of you have any ideas why?

6fb71f9d77e88831e67372380031530a.png
https://gyazo.com/6fb71f9d77e88831e67372380031530a 

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5 minutes ago, oakesypvfc said:

Hey guys, I developed this new tactic in my save for this season and it works okay, and serves as a better attacking impetus than my other two more solid style tactics.

A huge problem I am having however is with long shots. Even with the work into box shout and no players having the shoots from distance PPM, players try long shots rather than wait for their chance. Just wondering if any of you have any ideas why?

With the counter mentality you are telling your players to play in a slow patient manner when attacking, hoping to create few chances, but good ones.  Work Ball Into Box increases this behaviour.  So, you need movement to create space for players to be available for passes.

But the opposition aren't just going to sit around and let you do it.  With a narrow formation like that, space in the central zone is at a premium and the opposition will do everything they can to deny you that space.

So if your players cant find space to be available for a pass, your player with the ball can end up taking a shot (or getting tackled).  They simply run out of options.

You're probably playing a little too patiently with not enough movement in a packed area.  Someone with great passing at AMC can also help - someone who has the ability (and role) to help find that all important final through ball.

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6 minutes ago, herne79 said:

With the counter mentality you are telling your players to play in a slow patient manner when attacking, hoping to create few chances, but good ones.  Work Ball Into Box increases this behaviour.  So, you need movement to create space for players to be available for passes.

But the opposition aren't just going to sit around and let you do it.  With a narrow formation like that, space in the central zone is at a premium and the opposition will do everything they can to deny you that space.

So if your players cant find space to be available for a pass, your player with the ball can end up taking a shot (or getting tackled).  They simply run out of options.

You're probably playing a little too patiently with not enough movement in a packed area.  Someone with great passing at AMC can also help - someone who has the ability (and role) to help find that all important final through ball.

Would you advise any changes to make to the tactic then? I do have a decent AMC but players at that level with great passing aren't really at a premium.

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Is it possible to play a high pressing possession style game with a few players in your starting 11 with low teamwork / work rate? I'm Schalke but if you look at their attacking players, they have quite a few who have low work rate / teamwork. Will I possibly have to compromise 1st season and play a different style?

Edited by Gee_Simpson
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Where can you see a description of a payer's weak foot ability?

 

 

 

Ah, it's under the development tab.

Edited by Fosse
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On 25.03.2017 at 13:02, herne79 said:

With counter attacking football (aka "playing on the break") you're primarily looking to sit deep, standing off the opposition and inviting them forward to attack you.  The idea here is that they over commit numbers forward in their attack before you win the ball back and then hit them at pace with the ball, flooding players forward quickly to overwhelm their now fragile defence before they can reorganise.

To achieve this, it's important to understand how the match engine behaves here.  When the ME recognises a counter attack is on (it follows a set of logical rules), the ME takes control of your players, making them ultra attack minded for the duration of the counter.  Therefore any tactical settings you employ are only used when your team are not counter attacking.

So, if you are looking to play in this manner, it's useful to set your team up in such a way that will encourage this behaviour in the ME.  Your formation is a big part of that - if you have a top heavy formation such as a 4-2-3-1, it's unlikely your opponent will over commit players forward in attack as you have 4 advanced players of your own.  Thus the opponent will likely keep several players deep to mark them all rather than sending them forward.  Therefore deeper formations (such as the 4-1-4-1) can become more useful as you are leaving fewer players forward, so the opposition may become more free in over committing players in attack.

Your chosen mentality can also help here.  The Defensive and Counter mentalities can be useful as those mentalities set your defensive line deep with little closing down, thus encouraging the opposition forward.  That may sound contrary to what I said earlier, but remember this is only to do with when you are defending.  In possession, and when a counter attack is not on (which will be most of the time) you'll be playing in a slow patient manner using those mentalities (ie., not fast, direct, vertical football).  It's only when a counter attack starts, which immediately follows the defensive phase, that the ME takes control and gets things moving quickly.

One other important thing to remember.  The AI managers are more than capable of playing in this manner against you.  Have you ever seen someone on these forums say they've been "FM'd"?  "I had 20 shots on goal, couldn't score yet the AI had 2 shots, scored and we lost".  Sound familiar?  It's usually because the AI team set up in such a way as to play deep and wait for that time they could quickly hit the player with a counter attack.

I've only given you a brief overview here.  If you want to know more (there are some other technical aspects) this thread is the best place to go https://community.sigames.com/topic/362162-the-art-of-counter-attacking/.

In my opinion, fast, direct and vertical football means rapid counterattack after tackle; high pressing, normal/slightly higher defensive line, normal/higher tempo and counterattack (maybe attack or control) mentality should work. I want to create tactic similar to Mourinho's Real, or Heynckes's Bayern.

More questions:

Who is better option for 4-2-3-1 formation? BBM or DLP (S)?

How to blend possesion and counterattacks? normal tempo, control mentality, short passes?

Edited by Pivot
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Does anyone use "pump ball into box"? I imagine it has the same effect of limiting long shots as "work ball into box", but without the endless passing around a parked defence?

As it appears to encourage long forward passes, does it have any conflict with "cross more/less often". Does it double up if you have a TM? Could you in fact use it instead of a TM if you wanted your strikers to act slightly different?

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On 25/03/2017 at 20:20, Gee_Simpson said:

Is it possible to play a high pressing possession style game with a few players in your starting 11 with low teamwork / work rate? I'm Schalke but if you look at their attacking players, they have quite a few who have low work rate / teamwork. Will I possibly have to compromise 1st season and play a different style?

Anyone help?

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23 hours ago, Coulthard's Jaw said:

How do I adjust my tactics to cope with second season syndrome?

I always get a little confused as what this actually is and what people mean by that.

If you mean your tactical system doesn't seem quite so effective as it did first season, that can be (generalisation incoming) to do with your relative success.  The AI is quite capable (it's actually pretty good at it) of adjusting how it plays against you depending on your performance, so if you perform well the AI might tighten up against you for example, or vice versa.

This can happen at any time - from AI changes during individual matches through to changes season on season.

If you notice this sort of thing happening it becomes a case of how you in turn start to adapt.  And that's the million dollar question.  Unfortunately there's no magic win button - sometimes a small change to mentality is all it takes.  Or changing a role.  Or Team Shape.  Or Team Instructions.  Or all/none/some of the above.  And different matches can need different types of change.  It really comes down to experimentation, although mentality can be a decent starting point.

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Is it better to train players on a role that covers more attributes than focusing fewer ones.I mean, I always set my strikers training as "Complete Forward" role so that he develops all those attributes even thouh I use him as "Advanced Forward" in my tactic.I always do this to all my players(Goalkeepers are set to Sweeper Keeper,Midfielders are set to BBM,Forwards are set to CF etc.).Some disagree with this and the less attributes players are focused the more becomes his development quicker.So, what are your opinions about this ?

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Anyone got any ideas on how to stop your players just running into the opposition?!  Since the last ME update I find that ball turnover is extremely high with even players with excellent dribbling skills seemingly just running in a straight line at an opponent to get tackled rather than any lateral movement to go around that opponent.  In the original ME dribbling seemed far better but as I say now nothing I seem to do stops even the best dribblers just as I say running straight into an opponent.

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11 minutes ago, D_LO_ said:

Dribble less PI, unselect run with ball TI... move into channels PI encourages runs between the lines and in theory away from opposing players, roam from position PI may have a similar effect enabling players to find space. I'd recommend you test whichever of these you haven't already considered (if any) I would have thought the first two suggestions would be sufficient for this issue but you may want to consider the latter two after if it's really that much of a problem and/or you want to retain any dribbling instructions. 

Yep tried most of that.  Added roam on my wide midfielders because it was happening to them and then even tested "dribble less" on those wide players but they just keep running into full backs.  I notice that this is how the bigger teams like Man United and co score a lot of their goals against me.  Their full back just blocks my wide man who makes no attempt at riding a tackle and their full back hoofs it forward to their wide man who crosses for their striker to score.  So the AI can get a counter attack right!!!  I even took off ~"look for overlap" because I thought the wide men maybe holding on to the ball for too long awaiting the wing back but to no avail.  Thing is my wide men have good dribbling stats so asking them to dribble less is counter productive and yet they lose it anyway. 

One thing it has taught me though after all these years is that "move into channels" must be pull out to the wings because wide men have no option to move into channels so it can't be the space between the centre backs and full backs because your Wide midfielders and Inside Forwards don't have that option.

Thanks for the assistance though I'll see if there is an option I missed.

Edited by Sussex Hammer
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I'll look at tempo I didn't think of that cheers.  I may well try hit early crosses as well although I suspect they will just cannon off the full backs legs as they seem to do now.  Yeah most wingers certainly aren't exactly strong especially the fast paced ones so it's a shame they don't seem to shine really because I don't notice quick players particularly outrunning their slower counter parts in this edition.  Some major changes probably happened in the last patch because first patch my wide men were probably my best players goals and assists wise but they seem to have lost their shine as has crossing since the last patch so I'm definitely struggling to get anything good out of wide play now.  Probably why a lot of people are using narrow tactics this year.

Edited by Sussex Hammer
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8 hours ago, whoopy said:

Is it better to train players on a role that covers more attributes than focusing fewer ones.I mean, I always set my strikers training as "Complete Forward" role so that he develops all those attributes even thouh I use him as "Advanced Forward" in my tactic.I always do this to all my players(Goalkeepers are set to Sweeper Keeper,Midfielders are set to BBM,Forwards are set to CF etc.).Some disagree with this and the less attributes players are focused the more becomes his development quicker.So, what are your opinions about this ?

If that works for you, you find your players develop well and according to how you want them to develop then carry on doing it.

The name of the role that you select for training is irrelevant - it's the attributes that are trained that's the important thing.

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11 hours ago, herne79 said:

I always get a little confused as what this actually is and what people mean by that.

If you mean your tactical system doesn't seem quite so effective as it did first season, that can be (generalisation incoming) to do with your relative success.  The AI is quite capable (it's actually pretty good at it) of adjusting how it plays against you depending on your performance, so if you perform well the AI might tighten up against you for example, or vice versa.

This can happen at any time - from AI changes during individual matches through to changes season on season.

If you notice this sort of thing happening it becomes a case of how you in turn start to adapt.  And that's the million dollar question.  Unfortunately there's no magic win button - sometimes a small change to mentality is all it takes.  Or changing a role.  Or Team Shape.  Or Team Instructions.  Or all/none/some of the above.  And different matches can need different types of change.  It really comes down to experimentation, although mentality can be a decent starting point.

Is the AI reacting specifically to my tactics, or is it a general "that team is performing really well, I'll go more defensive to combat it" type approach?

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7 minutes ago, Coulthard's Jaw said:

Is the AI reacting specifically to my tactics, or is it a general "that team is performing really well, I'll go more defensive to combat it" type approach?

It doesn't react specifically to your tactics, its more generic.

As you've said if the AI team are favourites to win they'll play more open & attacking, if they aren't they'll go more defensive.

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I find playing on the control mentality just makes play too aggressive with players starting positions too high, too many forward passes, too much urgency etc etc, this is a daft question is anybody actually achieving success with the control mentality?

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13 hours ago, Cougar2010 said:

It doesn't react specifically to your tactics, its more generic.

As you've said if the AI team are favourites to win they'll play more open & attacking, if they aren't they'll go more defensive.

Any guides you or anyone can recommend to playing against teams who treat you as the favourite? Literally every career game I play I end up having to give up after the second season because this just destroys it and I'm a bit stumped as to what I'm meant to do.

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25 minutes ago, Coulthard's Jaw said:

Any guides you or anyone can recommend to playing against teams who treat you as the favourite? Literally every career game I play I end up having to give up after the second season because this just destroys it and I'm a bit stumped as to what I'm meant to do.

I usually work it out myself so don't tend to read many of the threads personally, maybe someone else can recommend some but in general anything by Cleon or Rashidi is normally good.

My advice though if you are the favourites and facing a lot of defences teams I would be looking to play a more possession based game.  Generally start with a lower mentality like defensive and then maybe change a couple of the team instructions so its a little more aggressive but still lower risk.  In terms of roles/duties you also need players moving between the lines to drag the defence out of shape and create space.

Best thing to do is start a thread, include a pic of a tactic you've made which shows shape/roles/duties/instructions and explain what you are trying to do with it.

You also need realistic expectations as well which means you will drop points in around 20%-30% of matches that you dominate.

 

EDIT

Any of the threads linked in this thread are a good start: https://community.sigames.com/topic/373937-tactic-building-and-training-guides-start-here/

Llama's pairs & combinations might be a good read if its the creating space and getting players moving between the lines that you think might be an issue.

 

EDIT 2

Watching is often easier than reading so this is Rashidi's you tube channel: https://www.youtube.com/channel/UCWUCWx5HNWSuzwGxwVczGPQ/featured

Edited by Cougar2010
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Cheers :thup:

Quote

You also need realistic expectations as well which means you will drop points in around 20%-30% of matches that you dominate.

Yeah I don't mind that, it's the death spirals that I'm going into where the club just self destructs that I want to stop :D 

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3 minutes ago, Coulthard's Jaw said:

Cheers :thup:

Yeah I don't mind that, it's the death spirals that I'm going into where the club just self destructs that I want to stop :D 

Ah that might not be tactical, could be more man management.

Bad runs are going to happen, your job is to extend the good runs & minimise the bad ones.

Generally this means you have to control things like complacency by keeping the players focused so they don't get over confident.

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Just now, Coulthard's Jaw said:

Hmmm that would actually be a better reason because I really feel my tactics are pretty sensible.

Main things I would mention which you may or may not already know are:

A) Your starting point is the post match team talk for the match you last played.  Every team talk/media comment between ending one match & kicking off the next counts.

B) Green on team talks isn't always good & red isn't always bad, it needs context.

If in doubt get an AM who has high level of motivating/man management and take note of what he recommends in different situations.  He won't always get it right but normally they are pretty good.

I generally work on something like:

high morale but poor performance = shout at them.

low morale + poor performance = encourage/unlucky.

high morale + good performance = try not to over praise, warn against complacency.

low morale + good performance = praise.

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On March 29, 2017 at 17:28, Fosse said:

I find playing on the control mentality just makes play too aggressive with players starting positions too high, too many forward passes, too much urgency etc etc, this is a daft question is anybody actually achieving success with the control mentality?

I'm 2 seasons into a save and I've found success playing a control mentality with either a flexible or fluid team shape. I mostly use a 4231, and found that shouts and player instructions seem to manage the riskiness of the control mentality. My usual shouts are shorter passing, work ball into box, dribble less, fairly narrow width, and a normal defensive line... Running the shape on fluid seems to keep things more compact. A lot of it depends on the team I'm playing against, but I don't assign more than two attack duties, usually my CAM and one of the wingers. Any more than that and I found myself getting burned on transitions. 

Limiting attack duties and shorter passing works for me when playing with control, just my own experience for what it's worth.

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I want to retrain some players in different positions. I remember back in fm14 or 15 i could just play a player in that position and he would become "accomplished" in it after a while, even without new position training. Does this still apply to fm17 or is new position training necessary now (i think that's how it was in fm16?)? Also, does new position training increase training workload?

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Dunno where to ask this.

Do staff star ratings matter? Like for example a HOYD as an Assistant Manager, the star rating drops. Or should I only go by their attributes and not worry about the star ratings?

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I've just joined a new team and can see that my first choice goalkeeper is already tutoring my third choice goalkeeper. Tutoring lasts 180 days doesn't it? Is there any way that I can see when the tutoring started and therefore work out when it is due to end?

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On Sonntag, 2. April 2017 at 17:28, Gee_Simpson said:

Dunno where to ask this.

Do staff star ratings matter? Like for example a HOYD as an Assistant Manager, the star rating drops. Or should I only go by their attributes and not worry about the star ratings?

If they have good attributes for the job but low star rating it means that they haven't adapted to that staff role so try to get staff with high adaptability.

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1 hour ago, hxp said:

If they have good attributes for the job but low star rating it means that they haven't adapted to that staff role so try to get staff with high adaptability.

Thanks. Does the star rating matter though if they have the right attributes? I haven't played FM since FM13 so I'm not sure about these suitability ratings.

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1 hour ago, Gee_Simpson said:

Thanks. Does the star rating matter though if they have the right attributes? I haven't played FM since FM13 so I'm not sure about these suitability ratings.

It should matter but with FM you never know since it's so undocumented. It probably scales down the attributes according to his job familiarity so that's why you get the low star rating and it should scale the attributes back up the more he adapts to that job, resulting in higher star rating.

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Is it a disadvantage to loan out a player to an non-activated league ?( e.g. to make someone eu citizen to gain workpermit for England- by sending him spain)( I unlocked everyplayer in the world with large database and including around 310.000 player)

Edited by whoopy
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I'm going to try something which is a bit new for me but purposely set up a team with a heavy emphasis on short passing, possession and good movement. I'm going to do this with an MLS team on FM Touch.

I'm not sure what approach I'd need to take, I presume fluid or very fluid, in order to keep the team moving together in order to keep passing options open. I have read though that rigid is usually better with more specialist player roles so a little confused.

I've not yet created the game or considered role, formation yet.

Any advice on this or relevant pointers would be much appreciated!

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4 hours ago, Colorado said:

I'm going to try something which is a bit new for me but purposely set up a team with a heavy emphasis on short passing, possession and good movement. I'm going to do this with an MLS team on FM Touch.

I'm not sure what approach I'd need to take, I presume fluid or very fluid, in order to keep the team moving together in order to keep passing options open. I have read though that rigid is usually better with more specialist player roles so a little confused.

I've not yet created the game or considered role, formation yet.

Any advice on this or relevant pointers would be much appreciated!

I'm no expert but I imagine you're on the right track there with your thinking. Fluid or Very Fluid compresses your team together so they will naturally be closer and more available for a short pass.

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9 hours ago, Colorado said:

I'm going to try something which is a bit new for me but purposely set up a team with a heavy emphasis on short passing, possession and good movement. I'm going to do this with an MLS team on FM Touch.

I'm not sure what approach I'd need to take, I presume fluid or very fluid, in order to keep the team moving together in order to keep passing options open. I have read though that rigid is usually better with more specialist player roles so a little confused.

I've not yet created the game or considered role, formation yet.

Any advice on this or relevant pointers would be much appreciated!

Check the pinned thread at the top of the forum.  There is a link there to tactical guides, one of which is about possession football with good movement.

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This may not be posted in the right place as it inst tactical, but it is a stupid question i think (and didn't want to start a new thread for it).

My star centre back from last season Semi Ajayi requested a transfer at the start of the season if a bigger club came in... Well they came in but with shocking offers so we never came to a deal.
A manager from a club who are interested him has started turning up at our games and watching him... on all three occasions, he has 'looked very nervous'... never happened once last season and we have started life in League 1 very well, and he is the only player like it... both at half time and full time and no matter what I say it doesn't help.

So... my question, is he nervous because he knows another potential club's manager is watching him? Or is it a coincidence? Never seen it before in previous FM's...

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