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[FM21] Realistic Injuries 1.0 *UPDATED 12/12/20* Added Reduced Frequency


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54 minutes ago, karanhsingh said:

So I just finished one season with this mod - overall a lot more injuries for sure. Some of the tips have helped manage things a little better.

Here is the overall injury table at the end of the season -

Injuries.thumb.jpg.2df277571e9d0ea46b836feb0a2728be.jpg

I think I have realized that the biggest issue is recurring injuries - a player comes back and then within a few days he is struck down again. Although it's not usually the same injury, which is strange. Here are the 3 main culprits -

Yeison Guzman only joined us in January and had no less than eight injuries in 5 months. Insane. 

I used an editor to check the injury proneness of these 3 players - Ariza is 11, Yeison 12 and Pelagio 14. So not that high, except maybe the latter. 

I have started resting players for a day or two when they are considered high risk for injury, but I think I need advice on how to tackle this particular issue - how do you ensure a player does not get injured again when they just get back? I noticed one of the posts said sending them for rehab - is that the general rehab option that pops up in the additional focus in training? That's the only thing I haven't done as yet.

Can I ask out of interest at what date in game did you start making changes to alleviate injuries? I am still not struggling with injuries too much tbh and I have just got ouy of a murderous schedule that has seen me play games with one days rest in between two weeks in a row.

I will say that one of my players despite not having a predilection for injuries listed is picking up a lot of niggly one week injuries so I will take a look at him a bit more closely.

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1 minute ago, Crazy_Ivan said:

Can I ask out of interest at what date in game did you start making changes to alleviate injuries? I am still not struggling with injuries too much tbh and I have just got ouy of a murderous schedule that has seen me play games with one days rest in between two weeks in a row.

I will say that one of my players despite not having a predilection for injuries listed is picking up a lot of niggly one week injuries so I will take a look at him a bit more closely.

I made the changes in February so a few months back - main issue since then has been the 3 guys who are perpetually injured - they literally come back to training and I just know it's a matter of days before they are down again.

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1 hour ago, karanhsingh said:

I made the changes in February so a few months back - main issue since then has been the 3 guys who are perpetually injured - they literally come back to training and I just know it's a matter of days before they are down again.

Just had a look at my repeat injury prone guy and he had two weeks off for personal problems so that has taken his numbers up. This is my breakdown and just realized 4 of my key players haven't had an injury so far going in to January.

image.png.04fbdc4df3888d69490d8e58f50bdf90.png

image.png.82b280c2dd8d41eb90cb3a8a3e845e96.png

And last season. You can see the absolute balls up I made in December by going easy on my guys and letting them have a break without keeping their match fitness up. But after implementing the help I received we reduced them right down and leveled off nicely.

image.png.61d316f2f7f0fadec2f8eae70de0c047.png

image.png.eff197665e445ee4391808402ba92a05.png

 

 

Edited by Crazy_Ivan
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5 hours ago, karanhsingh said:

I made the changes in February so a few months back - main issue since then has been the 3 guys who are perpetually injured - they literally come back to training and I just know it's a matter of days before they are down again.

Here's one to add to the squad view. I noticed my guy who is often injured is an above average risk. The other guy with above average has missed 16% of games and surprisingly the third guy has a good record and has only missed 5% of games. Ill bet your three players are in this bracket or higher without it being listed as an attribute weakness? I think we need to make a more specialized training regime for these guys.

image.png.345ce45241fc4b5c687d5df7511e0ed2.png

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  • 3 weeks later...
vor 15 Minuten schrieb majesticeternity:

Well it’s a lot of injuries to create description for, but you can PM me the ones you don’t understand and I’ll help you

Oh, i mean, where is a good website to look for this?

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I wonder if any other players suffer from their wing backs being perma-injured. I have moved to having 3 wing backs per side in my squad at this point, as every match an injury is picked up by them. I wonder if perhaps this file struggles with the massive amount of kilometers and work wing backs put into the game in FM? Another note is on the frequency of personal problems and the length of it. Should not be 1-2 weeks if you ask me.

 

Other than that great file! Love the increased realism

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9 minutes ago, Nikopol said:

I wonder if any other players suffer from their wing backs being perma-injured. I have moved to having 3 wing backs per side in my squad at this point, as every match an injury is picked up by them. I wonder if perhaps this file struggles with the massive amount of kilometers and work wing backs put into the game in FM? Another note is on the frequency of personal problems and the length of it. Should not be 1-2 weeks if you ask me.

 

Other than that great file! Love the increased realism

Haven't noticed about personal problems, only once in 2 seasons, and yea a week. I can reduce that in an update if you wish.

 

As far as wingbacks, no, I haven't had issue there, and I play with them.

Remember that every team, save, player, etc will be different. But, you are right, if your players are running a ton, getting very tired, and in a demanding tactic, they will come up with more injuries. The more intensity, the more chance for injury. You may want to reduce the intensity of your tactic, or rotate your wingbacks when they start to get tired, or reduce their training. You can also send me screens, or your save, if you really feel you have done well at handling them and there's a real issue.

Thanks for the feedback!

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4 hours ago, majesticeternity said:

Haven't noticed about personal problems, only once in 2 seasons, and yea a week. I can reduce that in an update if you wish.

 

As far as wingbacks, no, I haven't had issue there, and I play with them.

Remember that every team, save, player, etc will be different. But, you are right, if your players are running a ton, getting very tired, and in a demanding tactic, they will come up with more injuries. The more intensity, the more chance for injury. You may want to reduce the intensity of your tactic, or rotate your wingbacks when they start to get tired, or reduce their training. You can also send me screens, or your save, if you really feel you have done well at handling them and there's a real issue.

Thanks for the feedback!

I havent noticed any problems with Wingbacks either and I use them too.

Majestic I was wondering if you could please screenshot and share a couple of your training schedules I am very curious what they look like with the realistic injuries compared to mine.

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45 minutes ago, Crazy_Ivan said:

I havent noticed any problems with Wingbacks either and I use them too.

Majestic I was wondering if you could please screenshot and share a couple of your training schedules I am very curious what they look like with the realistic injuries compared to mine.

 

I can't show you the previous months, as they disappear, but here's my "rotation" that just repeats as the normal setup:

image.thumb.png.d89cab6d46ccc048b11b4dd262ca64fe.png

 

Each time there is no match, I schedule a physical training slot, like this:

image.thumb.png.1cde2434b181370f963a624836a5acd7.png

 

For injury-susceptible players, I use normal intensity in training, for all others, I use double. They also all have individual training focuses.

In Squad View, I sort by Condition, and those not with a green heart, I rest for a day or two or three, depending on how much they need.

It's start of November, and here is squad:

image.png.7a46931c6dc3286c9824cd8bcd54898f.png 

Only the bottom player is injured really, for about 8 weeks. The other two can play with equipment. 

For me, I think the biggest issue is match fitness/sharpness. if you let that drop too much, and they play a game, they probably will pick up an injury in that game, or in training in the following days.

And of course to manage fatigue.

 

 

 

Edited by majesticeternity
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13 minutes ago, majesticeternity said:

 

I can't show you the previous months, as they disappear, but here's my "rotation" that just repeats as the normal setup:

image.thumb.png.d89cab6d46ccc048b11b4dd262ca64fe.png

 

Each time there is no match, I schedule a physical training slot, like this:

image.thumb.png.1cde2434b181370f963a624836a5acd7.png

 

For injury-susceptible players, I use normal intensity in training, for all others, I use double. They also all have individual training focuses.

In Squad View, I sort by Condition, and those not with a green heart, I rest for a day or two or three, depending on how much they need.

It's start of November, and here is squad:

image.png.7a46931c6dc3286c9824cd8bcd54898f.png 

Only the bottom player is injured really, for about 8 weeks. The other two can play with equipment. 

For me, I think the biggest issue is match fitness/sharpness. if you let that drop too much, and they play a game, they probably will pick up an injury in that game, or in training in the following days.

And of course to manage fatigue.

 

 

 

That is awesome, thanks so much.

One thing that has been bugging me a lot is that I love your mod a lot and I understand the importance of match fitness with regards to injuries but I think SI have not got the match fitness levels right compared to real life. 

It takes far too long to get players up to acceptable match fitness levels and they lose match fitness too quickly which has a knock on effect with your mod because obviously more intense training keeps match fitness up for longer but you dont want to do that because the injury risk increases too.

It's difficult hitting that sweet spot for the fringe younger players which makes having a reserves vital imo  how do you see it?

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8 minutes ago, Crazy_Ivan said:

That is awesome, thanks so much.

One thing that has been bugging me a lot is that I love your mod a lot and I understand the importance of match fitness with regards to injuries but I think SI have not got the match fitness levels right compared to real life. 

It takes far too long to get players up to acceptable match fitness levels and they lose match fitness too quickly which has a knock on effect with your mod because obviously more intense training keeps match fitness up for longer but you dont want to do that because the injury risk increases too.

It's difficult hitting that sweet spot for the fringe younger players which makes having a reserves vital imo  how do you see it?

Well, to me that’s actually good. It should be difficult to keep them all fit. IRL, could you put a player that hasn’t played a competitive match in a month, right onto the first team? 

I have no idea if they have match fitness reducing too quickly, but I do believe that cardiovascular fitness and VO2 Max rapidly decline, compared to muscle. Just a few days already sees a decline, and about 2-4 weeks of detraining, a top athlete can lose like up to 15% ability. So who knows.

But no I don’t really find issue in game. I keep all first team in green, subs and others in yellow as much as possible. If they’re red, I try to sub them on and give them 20 or 30 mins of play and gradually get them fitter. Most of my red are from injuries, or a couple I just can’t bring myself to play at all.
 

on an international break, if they aren’t on a national team, I play a in-club friendly to help them. but it’s not much of an issue.

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16 minutes ago, Crazy_Ivan said:

Actually I also meant to ask, you use the green heart to decide for rest? You don't use "injury risk" at all?

I use the green heart for rest when they just finished playing a match. So they’re tired, need rest. 
if injury risk for a player is high, at any time, I’ll give them a day of rest.

and of course I throw in the odd recovery session.

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2 hours ago, majesticeternity said:

Well, to me that’s actually good. It should be difficult to keep them all fit. IRL, could you put a player that hasn’t played a competitive match in a month, right onto the first team? 

I have no idea if they have match fitness reducing too quickly, but I do believe that cardiovascular fitness and VO2 Max rapidly decline, compared to muscle. Just a few days already sees a decline, and about 2-4 weeks of detraining, a top athlete can lose like up to 15% ability. So who knows.

But no I don’t really find issue in game. I keep all first team in green, subs and others in yellow as much as possible. If they’re red, I try to sub them on and give them 20 or 30 mins of play and gradually get them fitter. Most of my red are from injuries, or a couple I just can’t bring myself to play at all.
 

on an international break, if they aren’t on a national team, I play a in-club friendly to help them. but it’s not much of an issue.

I personally think it's a bit inaccurate compared to real life and I will give two examples. 

image.png.77f28517c348d5290e86be2befe8e6d9.png

Both of these guys are at 3/4rs of full match fitness. Atal has just finished his third full match after returning from injury and will still require two more full games(or around 150 mins over the next two games) to get up to speed which I don't think is accurate personally. Thuram has over 100 mins in the league off the subs bench and one full 90 mins reserves game(so 200 mins) in the last six available matches and after a full pre-season is losing match fitness and I don't think that is similar to real life. So now because of the proximity of reserve matches to my league fixtures instead of getting those valuable Ligue 1 20-30 mins as a sub he has to play for the reserves to boost his match fitness which even then one full match wont get him to full match fitness now. 

I am not averse to Thuram losing match fitness by being a regular substitute option but I do think that with nearly 200 match mins out of his last six available matches he should be far closer to full match fitness than being close to dropping in to the red area and with that a higher injury risk and as a real life example I would take someone like Willian who has 197 mins in his last 6 games with actually a similar spread of mins as Thuram and he isn't going to have to play a reserve team match because his match fitness has declined to an unacceptable level.

I have been looking at a lot of longer term injuries irl and lets take someone like Partey who was injured for five weeks earlier this season after being fully match fit. On his return he didn't play a reserve game and after one sub appearance he was fully starting games again yet here Atal is still probably a full 150mins away from full match fitness the other issue I have is as I have shown with Thuram giving Atal 20/40 mins over a prolonged period after a long lay off is not going to really boost his match fitness in any meaningful way. 

Sorry for taking the thread off topic but it does tie in somewhat with your mod and how it impacts injuries.

Edited by Crazy_Ivan
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To be honest the more I think about it the more I actually think it's not very well modelled at all. I think the term match sharpness is actually a better term than match fitness but then it begs the question how this player with over 430 mins of game time in 5 weeks is only just getting up to full match sharpness. It takes an excruciating amount of time to get players up to full match sharpness and it's over-cooked how quickly they lose it if they have a couple of cameos in between.

image.png.3b92d46943e4a683935bfc6886512571.png

image.png.96789aa4d5d3623bad031cf79e1a83ae.png

 

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6 hours ago, Crazy_Ivan said:

To be honest the more I think about it the more I actually think it's not very well modelled at all. I think the term match sharpness is actually a better term than match fitness but then it begs the question how this player with over 430 mins of game time in 5 weeks is only just getting up to full match sharpness. It takes an excruciating amount of time to get players up to full match sharpness and it's over-cooked how quickly they lose it if they have a couple of cameos in between.

image.png.3b92d46943e4a683935bfc6886512571.png

image.png.96789aa4d5d3623bad031cf79e1a83ae.png

 

Yea, as you are showing, you’re probably right. It is too hard to get them to full sharpness. Perhaps If it was easier, the decline wouldn’t be such a problem. As I said before, cardio declines quickly, but it also improves quickly. So perhaps players should need less games, or better yet, that giving them sprints and cardio sessions would actually increase it, like IRL.

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  • 2 weeks later...
8 minutes ago, pow4h said:

Can you tell how can I translate this into my language? 

If you message me, I can help, ask anytime.

But you simply open FM21 Editor, load the injuries file, go to Injuries section on the left. Then open the injury, click on the name, highlight all of it, and type in the name you want.

After you've done a few, save it, and reload it, just to make sure the changes you make are working. Then do all the rest and make sure you SAVE regularly, then keep going. Save, keep going.

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Overall impression good after half season. But a bit tweaking is needed, i just got injury and got two choices, other one was to send specialist with medical cost of 2k or something and out for 2-3 weeks or leave it to club physio which was free and out only for 8-12 days.  I have pretty good physios.. :D

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Good work, ME. Still seems high to me even with the reduced injuries version, though. I checked in the editor and noticed a number of duplicate injuries and my current theory is that the presence of duplicates is causing more injuries than intended. Anyone else notice the duplicates?

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4 hours ago, toni2244 said:

Overall impression good after half season. But a bit tweaking is needed, i just got injury and got two choices, other one was to send specialist with medical cost of 2k or something and out for 2-3 weeks or leave it to club physio which was free and out only for 8-12 days.  I have pretty good physios.. :D

Ha, that's funny! I've never seen that!

Would be SI's setup though, I can't change how they calculate that info

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2 hours ago, mfp40 said:

Good work, ME. Still seems high to me even with the reduced injuries version, though. I checked in the editor and noticed a number of duplicate injuries and my current theory is that the presence of duplicates is causing more injuries than intended. Anyone else notice the duplicates?

It could be high. It's hard to tell. From our testing, as long as you work to prevent injuries, it's a very good level. And for AI, not on full detail, they won't see any increase. So the only real issue is the AI clubs in your league or any on full detail, as they don't manage injuries as well. For me, I use the regular, not reduced version, and it is good for me. Throughout the season I have 0-4 players out at a time. That's still low compared to IRL. But we're in Championship not EPL or champions league, so maybe thats why.

Good thinking to investigate yourself on how to change the mod to your liking!

The duplicates are there for a reason. IRL, it's much more common to have a bruised shin or sprained ankle than a broken foot. But SI only allows for injury occurance to be 0-5.0(9.0 for their default values). So, to achieve realistic injury frequency for certain types of injuries, I had to duplicate them. So then a sprained ankle will be much more common than head trauma or back sprain and so on.

And yes, these ones may cause more injuries in number, but they are often able to be played through with protective equipment, so do not "count" as injuries that make a player sit out, but ones that make the player perform a little worse, perhaps, or require a bit more rest to get back up to full fitness, just like IRL, where a player may just have a knock or nagging injury or just not feel totally well.

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Just now, wazzaflow10 said:

@majesticeternity for in-game injuries is there any way you can improve the feedback given on the player injury? So instead of a "possible leg injury" it says something like possible grade 1 strain or bruise?  

I don’t believe so. We can really only change databases, or textures, images, and such. That’s probably ME related. Though, one place you could look is the translation file. Maybe search for the phrase “possible leg injury” and see if something is there. Still..even if it was, you’d need multiple triggers to create different phrases...

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On 03/03/2021 at 19:58, majesticeternity said:

I don’t believe so. We can really only change databases, or textures, images, and such. That’s probably ME related. Though, one place you could look is the translation file. Maybe search for the phrase “possible leg injury” and see if something is there. Still..even if it was, you’d need multiple triggers to create different phrases...

The 500 bucks to go and see a "specialist" was a lovely touch. :D:applause:  

image.png.6273f1dd612d939c451b4e2c6c262528.png

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12 minutes ago, lembergman said:
I have never had so many injuries. not a single match with the same squad
 

Wow, that's crazy. I only have 3 injuries total in a 24 man squad. You're in National League too, so should be even less injuries a bit...

Are you applying the tips found in this thread?

Are you keeping an eye on player's injury risk levels?

What's your pitch quality?

You can message me if you need any help. You can send me screenshots of your player's injury risk, your training schedules...match fitness, physo, training quality, etc.

Edited by majesticeternity
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On 03/03/2021 at 12:58, majesticeternity said:

I don’t believe so. We can really only change databases, or textures, images, and such. That’s probably ME related. Though, one place you could look is the translation file. Maybe search for the phrase “possible leg injury” and see if something is there. Still..even if it was, you’d need multiple triggers to create different phrases...

Thanks. Maybe if I get bored one day i'll look into it. I'll be sure to send you something if it happens.

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Any tips on how to not get as many injuries? I have restarted this entire save (as in from complete scratch) twice due to injury crisis immediately. This is my team 2 games into the season, having to make 2 or 3 subs due to injury in the first 30 mins of games. I rotated in pre-season, trying to work out training schedules so that we aren't overworked but I am having nothing positive from this mod.

 

image.thumb.png.64bb276e1e057757e5a227ac257548ab.png

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1 game later and I have both staring MC's injured as well, I am going to have to start again without this mod as this is ridiculous, 3 games into the season and I haven't got enough players for the bench even after promoting II squad players, for the second save game in a row

 

image.thumb.png.14d010358975e6df14ad3cf4daac35a9.png

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35 minutes ago, KeegBCFC said:

1 game later and I have both staring MC's injured as well, I am going to have to start again without this mod as this is ridiculous, 3 games into the season and I haven't got enough players for the bench even after promoting II squad players, for the second save game in a row

 

Ok that’s crazy! I’ve never seen anything like that, even on AI teams that manage poorly.

 

are you using the regular or reduced frequency mod?

do you have any saves like a week or two prior to those screenshots?

have you applied all the tips in this thread, so that most of your players are on medium injury risk or less at all times?

Edited by majesticeternity
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Regular frequency mod, I've done everything I can to prevent the injuries but they keep on coming. I don't have a save before the injuries sorry, I am going to change my training up and see if that has any effect, or if it is just ridiculously bad luck.

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I know that it's September but what point in the season is that? The first thing that sticks out for me is how much match fitness you're lacking through the team which is a big negative especially when using the mod.

The first aim in preseason is to get all your players up to match fitness asap. Start friendlies the first few days of pre-season starting. If you have a reserve team which i think you could if you download a German leagues mod then use that as often as possible for your first team fringe players to keep their match fitness up.

If you need further help let me know because I have been close to where you are and through help from the OP and others managed to get it right.

Edited by Crazy_Ivan
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At that point I had just played my third league game. The issue with pre-season was that I couldn't use it to get players fit as I was having 2 or 3 injuries every first half. I think it's an extreme case of bad luck and will persevere. 

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I downloaded this previously and whilst the injuries are realistic, it just completely depleted my team. 

I had this installed on multiple saves and usually your top 4-5 integral players are injured at the same time - the common theme being up to 3-6 weeks a time per player on average. I can't be doing that! 

Great work though majesticeternity!

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I average 6 injuries per month through both(1st team and reserves) at the club(in very differing saves) So in my save because I have got rid of my u18 setup there are around 42 players which at an average of 3 injuries per month per squad I feel is an acceptable level. I have made my thoughts clear on here about match sharpness which I think is overcooked from SI's side compared to reality but unless you have a squad of injury prone players then I don't think you should be getting anywhere near those injuries. 

You can see at one point my injury situation got so low that I had to check if I definitely had the mod installed up until this week when my goalie had to go off on leave for personal problems and my LB caught his STD just before the cup final. :mad:

image.png.8b6bbd0e50dc466fcddf70155f81c476.png

Btw that is a ridiculously big squad you have there, I am counting 33 players in that squad which with I am guessing no 2nd Team means you are going to have a ton of players that aren't match sharp and have very little to no chance of getting match sharp which spells viscous cycle of chucking players with no match sharpness in to a game who end up getting injured.

I am saying all of this as someone who really struggled with the mod at first but it does require a definite change in attitude to your training schedules, how you monitor injury prone players and how you monitor players who have a higher injury risk and this is a biggie if you have players who are returning from international duty. 

The two keys I can see is despite what you have said I don't think you have handled pre-season as optimally as you can, and also if you want that many players then downloading a mod with expanded German leagues is a priority to make sure you have a reserve team to provide match fitness for all your players.

This squad and tactics view is a priority for me to monitor players fitness. You can spot there that one of my above average susceptible to injury players in the red zone for risk so now he becomes a priority in making sure he is managed till he is out of the red zone.

image.png.722bee2a29780e316300d7ba3cc2b12c.png

Edited by Crazy_Ivan
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Actually Majesticeternity covers it himself here.

 

On 18/02/2021 at 07:11, majesticeternity said:

For injury-susceptible players, I use normal intensity in training, for all others, I use double. They also all have individual training focuses.

In Squad View, I sort by Condition, and those not with a green heart, I rest for a day or two or three, depending on how much they need.

It's start of November, and here is squad:

image.png.7a46931c6dc3286c9824cd8bcd54898f.png 

Only the bottom player is injured really, for about 8 weeks. The other two can play with equipment. 

For me, I think the biggest issue is match fitness/sharpness. if you let that drop too much, and they play a game, they probably will pick up an injury in that game, or in training in the following days.

And of course to manage fatigue.

 

 

 

 

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2 hours ago, Crazy_Ivan said:

I average 6 injuries per month through both(1st team and reserves) at the club(in very differing saves) So in my save because I have got rid of my u18 setup there are around 42 players which at an average of 3 injuries per month per squad I feel is an acceptable level. I have made my thoughts clear on here about match sharpness which I think is overcooked from SI's side compared to reality but unless you have a squad of injury prone players then I don't think you should be getting anywhere near those injuries. 

You can see at one point my injury situation got so low that I had to check if I definitely had the mod installed up until this week when my goalie had to go off on leave for personal problems and my LB caught his STD just before the cup final. :mad:

image.png.8b6bbd0e50dc466fcddf70155f81c476.png

Btw that is a ridiculously big squad you have there, I am counting 33 players in that squad which with I am guessing no 2nd Team means you are going to have a ton of players that aren't match sharp and have very little to no chance of getting match sharp which spells viscous cycle of chucking players with no match sharpness in to a game who end up getting injured.

I am saying all of this as someone who really struggled with the mod at first but it does require a definite change in attitude to your training schedules, how you monitor injury prone players and how you monitor players who have a higher injury risk and this is a biggie if you have players who are returning from international duty. 

The two keys I can see is despite what you have said I don't think you have handled pre-season as optimally as you can, and also if you want that many players then downloading a mod with expanded German leagues is a priority to make sure you have a reserve team to provide match fitness for all your players.

This squad and tactics view is a priority for me to monitor players fitness. You can spot there that one of my above average susceptible to injury players in the red zone for risk so now he becomes a priority in making sure he is managed till he is out of the red zone.

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You are seeing such a big squad due to me having to move players from the second team into the first team in order to cover for injuries, only for them to also pick up injuries. Regarding the actual injuries, 4 of the 12 fractures (ribs and 3 ankles), 1 is a back strain and 1 is a bruised knee, all sustained during matches. That is half of the injuries that have happened due to impact in a match, regardless of the training or sharpness (back strain could be in the other half rather than this half).  As I say, I am going to persevere and trial/error with training etc and try to work out where I am going wrong, and hopefully get a little more luck.

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1 hour ago, KeegBCFC said:

You are seeing such a big squad due to me having to move players from the second team into the first team in order to cover for injuries, only for them to also pick up injuries. Regarding the actual injuries, 4 of the 12 fractures (ribs and 3 ankles), 1 is a back strain and 1 is a bruised knee, all sustained during matches. That is half of the injuries that have happened due to impact in a match, regardless of the training or sharpness (back strain could be in the other half rather than this half).  As I say, I am going to persevere and trial/error with training etc and try to work out where I am going wrong, and hopefully get a little more luck.

I have done that first pre-season in Germany, it's brutal how little time you get to prepare but there is one solitary match fit player in our whole team. If you're saying to me in one month you have had a massive rotation of injuries in both your first and 2nd team then that has limited you to only one match fit player then that is very unlucky.

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