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  1. 117 points
    Hoping to god it gets released tonight... i have a good feeling what about you? Does anyone recall what time on average does the BETA get released on those BETA release days?
  2. 73 points
    MEGAPACK 55 UPDATES: http://www.mediafire.com/file/ogaa99brm0c7nzs/megapack-leagues-fm19-by-claassen.rar/file Several updates have been updated compared to the workshop. ( details below) EUROPE: 55 updates Albania: 1st and 2nd division, Cup, Super Cup. (Skenderbleu: European cups suspension for 10 years) Andorra: 1st and 2nd division, Cup, Super Cup Armenia: 1st and 2nd division, Cup, Super Cup Austria: 3th, 4th and 5th division activated. Addition of 9 Regionals Cups qualifying for the Austria Cup. Azerbaijan: 1st and 2nd division, Cup, Super Cup Belarus: 3rd division activated. Improvements for 1st and 2nd division Belgium: 4th and 5th division activated. Cup extension (312 clubs) and various improvements Bosnia-Herzegovina: 1st and 2nd division, Bosnia Cup, Republika Srpska Cup and Federation of Bosnia&Herzegovina Cup (qualifying for the Bosnia Cup). Lower leagues divised in 2 for good relegation/promotion with the 2nd tier. Bulgaria: 3rd division + Cup of 3rd division activated. 2nd division OK (16 clubs in 2018 then 18 clubs in 2019) - Crimea: 1st division, Cup, Super Cup Croatia: 3rd division activated. 2nd division OK (14 clubs en 2018 then 16 clubs in 2019) Cyprus: 1st, 2nd and 3rd division, Cup, Super Cup Czech Republic: 3rd and 4th division activated Denmark: 4th division activated. Various improvement for 1st to 3rd division. England: 7th, 8th and 9th division activated. Real format of promotions. FA Cup extension (736 teams) FA Trophy extension (296 teams). FA Vase, Isthmian League Cup, Southern League Cup & Northern League Cup activated. 20 clubs in Bostick South Division (L8), Hellenic Football League and Northern League (L9), from season 2019/20 Estonia: 1st, 2nd and 3rd division, Cup, Super Cup. Faroe Islands: 1st and 2nd division, Cup, Super Cup Finland: 3rd division activated. Cup extension from season 2019. France: 4th and 5th division activated. Gambardella U19 Cup. Regional limits for the 5th division. Cup extension, with the 11 overseas clubs to 7th round. FYROM: 1st and 2nd division, Cup Georgia: 1st , 2nd and 3rd division, Cup, Super Cup (with new format for 3rd division, from season 2019) Germany: 4th and 5th division activated (with real promotions/relegations). Fix B teams (3 players maximum 23 years and +) Gibraltar: 1st and 2nd division, Cups, Super Cup (improvement of SIgames update) Greece: 3rd division + Cup of 3rd division activated. Fix bugs for 1st, 2nd division and Cup. New formats OK for 2018,2019 and from 2020 Hungary: 3rd division activated. Small improvements for 1st and 2nd division. Iceland: 3rd, 4th and 5th division activated + League Cup B and C activated. Extension Cup + fix U19 bugs. (U19 for all teams in my update) Ireland: 3rd, 4th and 5th division activated + FAI Intermediate Cup (with regional draw for the 1st and 2nd round) Israel: 3rd, 4th and 5th division activated + Cups of 4th and 5th division activated and qualifying for the State Cup! Extension Cup.  Italy: 4th division activated (with Scudetto Dilettanti for the 9 champions) . Regional limits. Cup of 4th division activated Kazakhstan: 1st and 2nd division, Cup, Super Cup Kosovo: 1st, 2nd and 3rd division, Cup, Super Cup Latvia: 1st and 2nd division, Cup, Winter Cup Lithuania: 1st and 2nd division (with 16 clubs in 2nd div. from season 2019), Cup, Super Cup Luxembourg: 1st, 2nd and 3th division, Cup Malta: 1st, 2nd, 3rd and 4th division, Cup, Super Cup (with new rules on the foreigner from season 2019/20 for the 1st div. and cups: 11 foreigners instead 7) Moldova: 1st, 2nd and 3rd division, Cup, Super Cup (with 10 teams by group for 3th division, from season 2019) Montenegro: 1st and 2nd division, Cup Netherlands: 3rd, 4th and 5th division activated (with periods, matchs rules zondag/zaterdag and real promotions/relegations!). Cup extension (107 teams) Northern Ireland: 4th, 5th, 6th and 7th division activated. Irish Cup extension and rebuilding like IRL. Norway: 4th and 5th division activated Poland: 3rd and 4th division activated. Various small improvements. Portugal: 4th division activated (20 leagues with each their format). Lower division inactive divised in 16 leagues for good promotions/relegations by region with the 4th tier. Romania: 3rd division activated. Fix various rules Russia: 3rd and 4th division activated. Cup extension (100 teams) San Marino: 1st division, Cup, Super Cup (with new formats for league and cup) Scotland: 5th and 6th division activated . Addition of South Region Challenge Cup, Highland League Cup & Lowland League Cup Serbia: 3rd division activated (4 leagues). Add Reserve leagues for 1st and 2nd division Slovakia: 3rd division activated (4 leagues). Cup extension Slovenia: 3rd division activated (4 leagues) Fix Bug U19 Cup Spain: 4th division activated (18 groups). Real format of promotions. Good promotions/relegations by regions with the 5th tier. Sweden: 5th division activated. Improvement Dates for 1st Division Switzerland: 3rd, 4th and 5th division activated Turkey: 4th and 5th division activated. Various small improvements Ukraine: 3rd and 4th division activated. Amator Cup activated. Cup extension (50 teams). Promotion/Relegation play-off between 2nd div. & 3rd div. 12 teams by groups in 4th division, from season 2019/20. Placed 50 points deductions for Kobra in 2nd division & Kobra Ostrog in 4th division because withdraw this season Wales: 2nd, 3rd and 4th division activated. Cup extension (92 teams). Cymru Alliance League Cup , Welsh Football League Challenge Cup and FAW Trophy activated
  3. 59 points
    This is a difficult and complex idea to get across, so I’ve done a quick mock up of a screen that could help make it easier to understand and relate to. Main Objectives: More interesting and less repetitive media interaction A more compelling context for media and opportunity for long term strategy More compelling impacts of media interactions and potential long term impacts A format that could still yield surprises 10-20 years into a save. Here is the screenshot, which I’ve titled The Media Centre. Like Dynamics and Medical Centre it would be another recent addition deserving of a sidebar of it’s own. I’ve tried to make the screenshot, the Overview screen, hint at a lot of the different features at play. The situation is based on taking over at Man United with a low reputation. First I’d like to focus on the three pie-charts which represent the overall sentiment towards my club in recent media reports. At the moment they are titled “Newspapers & Magazines,” “Television & Radio,” and “Social Media.” Newspapers and Magazines The example in this screen says “Most football writers are hugely unimpressed with your appointment.” Television & Radio Two examples here. “Paul Pogba’s recent television interview went exceedingly well,” and “Your relationship with some pundits has had a slightly positive effect recently.” What this is supposed to show is that in-game characters (players, managers, chairman, agents, etc) have the ability to appear in the media. In this case it was Pogba who did a television interview, such as Football Focus or Soccer AM. It could also have been Karen Brady writing an article for The Sun, or Raymond Verheijen causing a storm on social media. For more Television and Radio examples you could have an ex-player of yours appearing as a pundit for one of your televised matches, or a current player ringing up Talksport. Anyway, in Pogba’s case the event went well, which would be determined by factors like Morale, Current Media Issues and random chance. This is represented in the pie chart as an increased proportion of positive coverage. The second thing hinted at is that you could have relationships with pundits and that these relationships could influence the proportion of positive/negative coverage that you or your club receives. Some players would retire and become full-time pundits, giving you a permanent boost to your coverage within his area of media. Of course if you dropped the player and forced him to retire early then you may have made a powerful enemy. Social Media Three examples here. “Rival fans have been mocking our manager,” “Our players’ social media profiles are not considered either controversial or entertaining,” and “we have one of the biggest fanbases in the world.” The first thing here is that Social Media would be much more heavily influenced by fans opinions. In this situation Man City fans have been laughing at United hiring such a terrible manager. They may also mock us successfully if they win a derby, especially one in the latter stages of a cup, or if they do better than us come the end of the season. Of course the opposite could also be true and we could be “winning” the social media war, which would then be represented by green text and an increased proportion of positive coverage. The second thing here is that (some) players would technically have social media profiles (although the specific tweets would almost never be shown.) Some of the following would have to be Newgen specific, but I think you could also see negatives here such as “(high ambition) player X has been vocal about leaving the club,” or “(high controversy) Player Y got in an argument with Miers Porgan.” The third thing is fanbase size would be more important to social media, and a large fanbase is really a positive on it’s own. The next thing I’d like to focus on is the three bars in the bottom right hand side which are in the section called “Current Coverage.” As you can see there is a bar for the board, the manager and the players. In this example the text says “Most people are blaming the manager for the current state of the club.” The manager bar, which is red and almost full, shows that there is a lot of coverage about the manager and it is mostly negative. In comparison, there is very little coverage about the board which is neither positive or negative. Some people are talking about the players and mostly positively. These bars would change over time depending on how the game world unfolded. Is the chairman a tycoon? Is he stingy? Have the players been overperforming? Or underperforming? Is the Manager the next “special one?” Or could anyone do it with the players he has? If one of these bars gets “fully red” then the associated person or people become highly under threat. If it is the board then there could perhaps be a hostile takeover attempt, or boycotts and demonstrations by the fans, calling for blood. If it is the Manager then your job could become untenable as the media mock you and the fans call for your head. If it is the players then it could cause a very hostile atmosphere at matches and immense pressure on the players. The bars could also get “fully green” which would be awesome. For the board - boosts to attendance, merchandising and season ticket sales. For the players - more likely favoured personnel, icons etc, electric atmosphere at matches, more likely to pop up in media in the future. For the manager - more likely icon, legend etc, more power in board requests, more chance of stadium being named after you or even just a single stand within the stadium being named after you, etc. Fully red or fully green bars would also come with unique Events and Media Items that would play out in the game and/or have a special news item appearing in the "Media Digest" section. Each of these three groups should have a slight preference towards being seen positively and so it should be assumed that this will be at least one factor influencing their actions and choices and also their opinions (should they have a media appearance.) My Media Interactions (explained later) would have knock-on effects on these bars for obvious reasons. If my perspective is that the chairman shouldn’t have been so stingy, and I happen to say that, then in some cases that could destabilise the chairman’s position. That choice could either lead to me getting fired or lead to me getting the money I want in future. Or perhaps the perspective that I express is that the players haven’t been giving 100%, which could shift some of the blame on to them. This may make them work harder, or may make them dislike you. Perhaps an ex-player speaks out, pushing the blame back on to you. Etc. The next thing I would like to focus on is the bottom left section called “Current Issues.” The text says “There is currently a great deal of interest in our club but most of it is negative. Most people think that the decision to appoint you as manager is a joke.” As you can see from the bars the main source of interest right now is “New Manager” and you can also see that the discussion is mainly negative. There is also some interest in “New Signings,” with no judgement yet passed, and some interest in “Attacking Play,” and “Recent Successes,” both of which are mostly positive. Other ‘Topics’ which you could see appearing here could be: New Manager, Under-Fire Manager, Player Power, Iron Fist, New Signings, Lack of New Signings, New Owner, Tycoon Owner, Attacking Play, Defensive Play, Unsporting Play, Team Overachieving, Team Underachieving, Unbeatables, Whipping Boys, One-Man Team, Recent Successes, Recent Failures, and many more. Each Topic could have its own triggers and effects. One of the major impacts of these issues would be the effect on player confidence/morale/pressure/motivation etc. Generally speaking, the more interest there was in a topic then the more pronounced the effects would be. Using the above example where there is a great deal of negative interest in “New Manager,” I could find that the players are under too much pressure to perform, or perhaps aren’t interested in performing because I am being undermined by the media. The fact there is some lingering praise for our “Recent Successes”(Europa League win) may cause the players to have more confidence. My Media Interactions would allow me to try and influence the level of interest and overall tone of the discussion, ideally to my benefit. Playing The Media Finally I would like to focus on the calendar near the top of the screen. This shows upcoming media events that you may attend. In this example I’ve used ‘Global 24/7’ who were the fictional outlet used in the FM18 hype video. Ideally these could be real outlets, or at least modifiable using workshop content. The vast majority of media interactions would NOT involve specific questions. Instead you would use the “Press Office” (at the top next to the Overview button) to see your Press Officer’s summary of upcoming media obligations and the likely issues that will be raised/addressed, before selecting your GENERAL APPROACH to the issue. Let’s say that the Global 24/7 media event is a short feature that will be broadcast on their football show. My Press Officer tells me that they are likely to focus on “New Manager” and “New Signings.” My personal perspective is that there is too much negative discussion about my appointment. So in the Press Office I could select this Topic and then choose to “Play Down Significance.” The broadcasters will want a story, so perhaps I select the “New Signings” Topic and choose to “Build up Significance.” In my head by making these choices I am saying something like “It’s not all about me, we’re a team and we have to all work together blah blah blah. We’ve also added quality over the summer, blah blah, I think people will be surprised how good they could be, etc.” If things go as planned (and they would not always do so) then hopefully I could end up with something like this: The level of interest in “New Manager” has decreased, in the short term keeping me away from the dreaded full red bar. I’ve also successfully increased interest in the “New Signings” topic AND caused it to transition into a green, rather than grey, bar. Other Random Bits There would be a variety of Media Events. These would range from an interview on the morning football show to actually being invited to do punditry work for a televised match or International tournament. For punditry you would be taken to the match flow and similarly to the above you would select your general approach to the proposed issues. This could be the poor form of one of the teams leading into this game, a bad refereeing decision, or the performance of a player who is rumoured to be leaving. This could affect your relationships with other players/staff and also cause you to be viewed more favourably. As in the Pogba example, many Media events would be happening in the background that you had no control over. For scheduled events such as an appearance on Soccer AM you would be alerted by the Press Officer ahead of time. For random events such as a player winding people up on Social Media or ringing up TalkSport you would be alerted after the fact and informed of the fallout. In some cases you may be required to select 2 or more players to fulfil a Media Event. This could be a charity gameshow or a video for the Official Youtube channel. You may choose your best players, or the players of a certain nationality, or two players who are friends, and then receive a brief summary of how it went and what the fallout is like. When the Current Interest bars completely fill up then this is when you might be approached by journalists with specific questions and also you would see special and unique media items in the Media Digest section. There is so much I would like to add to this as a lot of it needs other areas of the game to improve. One of those areas is the Manager Profile and Personality which I had an idea for here: If something like that were also implemented then it would open up a lot of avenues for further depth here. For example, highly controversial managers could be much more influential and vulnerable to the stories of the media, while more reserved characters may not be influential but may also avoid intense scrutiny. Thanks for reading.
  4. 52 points
    Hi, Back for Football Manager 2018 ! All leagues and cups will be redone with their format and rules 2017/2018 (then their new format if they change (ex Bolivia from 2018)), and there will be small improvements and adjustments in most my updates, compared to FM17 Year after year, it's better All my updates are made with the advanced editor, to give you the updates + realistic as possible in all competitions! All leagues are with initial tv money and final rankings money depending their initial reputation and continent! MEGAPACK 279 UPDATES: https://files.manageronline.fr/claassen/FM18/megapack-leagues-fm18-by-claassen.rar Changes to 20/08/2018: - 8 new competitions: International: ABCS Tournament, Commonwealth of Independent States Cup, Windward Islands Tournament Continental: Caribbean Club Shield, Copa ABC, Livonia Cup, Mapinduzi Cup, SAFF Club Championship - Suruga Bank Championship: remove from Japan and put in continental competition (it's more logical) - CFU Championship: divided into 2 parts as in reality: Caribbean Club Championship & Caribbean Club Shield - Bolivia: new format for Apertura Stage, from season 2018 - Colors more legible on certain competitions Changes to 13/07/2018: - 7 new competitions: International: Concacaf Nations Leagues A, B, C ; World Cup 2018 with real groups, South American Games, WAFU U-20 Championship, Baltic Cup U19 and Arabian Gulf Cup U19. Continental: Campeones Cup - Fix El Salvador for compatibility with new update - Fix AFF-U19: Australia don't participate Tested until 2038 without bugs or crash. AFRICA: 57 updates Algeria: 1st and 2nd division, Cup, Super Cup Angola: 1st division, Cup, Super Cup Benin: 1st division, Cup, Super Cup (with 20 clubs, from season 2018) Botswana: 1st division, Top8 Cup, FA Challenge Cup Burkina Faso: 1st division, Cup, Super Cup Burundi: 1st division, Cup, Super Cup Cameroon: 1st and 2nd division, Cup Cape Verde: 1st division, Cup, Independence Cup, Super Cup Central African Republic: 1st division, Cup, Super Cup Chad: 1st division, Cup, Super Cup Comoros: 1st division, Cup, Super Cup Congo: 1st division, Cup, Super Cup Djibouti: 1st division, Cup, Super Cup DR Congo: 1st division, Cup, Super Cup (with new format, from season 2018/19) Egypt: 1st division, Cup, Super Cup Equatorial Guinea: 1st division, President Cup, Super Cup Eritrea: 1st division, Cup, Super Cup Ethiopia: 1st division, Cup, League Cup, Super Cup Gabon: 1st division, Cup, Super Cup Gambia: 1st division, Cup, Super Cup Ghana: 1st division, Cup, Super Cup Guinea: 1st division, Cup, Super Cup Guinea-Bissau: 1st division, Cup, Super Cup (with 14 clubs, from season 18/19) Ivory Coast: 1st division, Cup, League cup, Super Cup Kenya: 1st division, President Cup, Top 8 Cup, Super Cup Lesotho: 1st division, Cup (with 14 clubs, from season 18/19) Liberia: 1st and 2nd division, Cup, Super Cup Libya: 1st division, Cup, Super Cup Madagascar: 1st division, Cup, Super Cup Malawi: 1st division, Cup, League Cup, Super Cup Mali: 1st division, Cup, Super Cup Mauritania: 1st division, Cup, League Cup, Super Cup Mauritius: 1st division, MFA Cup, Republic Cup, Super Cup Mayotte: 1st division, Cup, French Cup, League Cup Morocco: 1st and 2nd division, Cup Mozambique: 1st division, Cup, League Cup, Super Cup Namibia: 1st division, Cup, Super Cup Niger: 1st division, Cup, Super Cup Nigeria: 1st division, Cup, Super Cup Reunion: 1st division, Cup, French Cup Rwanda: 1st division, Cup Sao Tome & Principe: 1st division, Cup, Super Cup (Sao Tomé Islands + Principe Islands) Senegal: 1st division, Cup, League Cup, Super Cup Seychelles: 1st division, FA Cup, Airtel Magic Cup, Super Cup Sierra Leone: 1st division, FA Cup, Super Cup (with 14 clubs, from season 2018) Somalia: 1st division, Cup, Super Cup South Sudan: 1st division, Cup South Africa: 3rd division activated Sudan: 1st division, Cup, Super Cup Swaziland: 1st division, Bank Cup, Castle Premier Chalenge, Ingwenyama Cup, Super Cup Tanzania: 1st division, Cup, Super Cup Togo: 1st division, Cup, Super Cup Tunisia: 1st and 2nd division, Cup Uganda: 1st division, Cup, Super Cup Zambia: 1st division, Cup, Super Cup Zanzibar: 1st division, Cup Zimbabwe: 1st division, Cup, Independence Trophy, Super Cup ASIA: 47 updates Afghanistan: 1st division Australia: 2nd division activated (8 NPL leagues) Bahrain: 1st and 2nd division, King's Cup, FA Cup, Super Cup Bangladesh: 1st and 2nd division, Federation Cup, Independence Cup, Super Cup Bhutan: 1st divisions then National League Brunei: 1st and 2nd division, Cup, Super Cup (with 10 teams by division, from 2018) Cambodia: 1st and 2nd division, Cup, Super Cup (with 10 teams in 2nd division, from 2018) China: 3rd division activated (with 2 groups of 14 teams, from season 2018) DPR North Korea: 1st division, Cup East Timor: 1st and 2nd division, Cup, Super Cup (with 14 teams in 2nd division, from season 2018) Guam: 1st division, Cup Hong-Kong: 2nd, 3rd and 4th division activated (with new formats, from season 18/19) India: Hero Indian Super League and 2nd division activated Indonesia: 3rd division activated (with new formats, from season 2018, for 2nd and 3rd division) Iran: 1st, 2nd and 3rd division, Cup, Super Cup Iraq: 1st division, Cup, Super Cup Japan: 1st, 2nd, 3rd and 4th division, Emperor's Cup, League Cup, Super Cup Jordan: 1st and 2nd division, Cup, Shield Cup, Super Cup Kuwait: 1st and 2nd division, Emir Cup, Crown Prince Cup, Federation Cup, Super Cup Kyrgyzstan: 1st and 2nd division, Cup, Super Cup (with 8 clubs in 1st division, from 2018) Laos: 1st division, Cup, Super Cup (with 14 teams, from season 2018) Lebanon: 1st and 2nd division, FA Cup, Elite Cup, Super Cup Macau: 1st, 2nd and 3rd division, FA Cup, President's Cup Malaysia: 3rd division activated (with 2 groups of 8 teams, from season 2018) Maldives: 1st division, Cup, President's Cup, Super Cup Mongolia: 1st and 2nd division, Cup, Super Cup Myanmar: 1st and 2nd division, Cup, Super Cup (with 12 teams in 2nd division, from 2018) Nepal: 1st division, Aaha Gold Cup, Budha Subba Gold Cup, Birat Gold Cup Northern Marianas Islands: 1st and 2nd division, Cup Oman: 1st and 2nd division, Sultan Cup, Federation Cup, Super Cup Pakistan: 1st division, Cup Palestine: 1st and 2nd division (West Bank and Gaza), Palestine Cup, West Bank Cup, Gaza Cup, West Bank Super Cup, Gaza Super Cup Philippines: 1st division (PFL) Qatar: 1st and 2nd division, Emir Cup, Crown Prince Cup, Stars Cup, Sheikh Qassim Cup Saudi Arabia: 1st, 2nd and 3rd division, King's Cup, Super Cup Singapore: 2nd and 3rd division activated South Korea: 3rd, 4th and 5th division activated Sri Lanka: 1st division, Cup Syria: 1st division, Cup, Super Cup Taiwan: 1st division Tajikistan: 1st and 2nd division, Cup, FFT Cup, Super Cup Thailand: 1st, 2nd and 3rd division, Cup, League cup, Super Cup (with 16 teams by group to 3rd division, from season 2018) Turkmenistan: 1st division, Cup, Super Cup (with 10 teams + 1 relegation, from season 2018) United Arab Emirates: 1st and 2nd division, President's cup, Emirates Cup, Super Cup Uzbekistan: 1st, 2nd and 3rd division, Cup, Super Cup Vietnam: 1st and 2nd division, Cup, Super Cup (with 10 teams in 2nd division, from season 2018) Yemen: 1st and 2nd division, Cup and Super Cup EUROPE: 48 updates Albania: 1st and 2nd division, Cup, Super Cup Andorra: 1st and 2nd division, Cup, Super Cup Armenia: 1st and 2nd division, Cup, Super Cup Azerbaijan: 1st and 2nd division, Cup, Super Cup (with 14 teams in 2nd division, from 2018/19) Belarus: 3rd division activated + Points deductions Belgium: 4th and 5th division activated Bosnia-Herzegovina: 1st and 2nd division, Cup Bulgaria: 3rd division activated Crimea: 1st division, Cup Croatia: 3rd division activated Cyprus: 1st, 2nd and 3rd division, Cup, Super Cup Czech Republic: 3rd and 4th division activated Denmark: 4th division activated Estonia: 1st, 2nd and 3rd division, Cup, Super Cup Faroe Islands: 1st and 2nd division, Cup, Super Cup Finland: 3rd division activated France: 4th and 5th division activated FYROM: 1st and 2nd division, Cup, Super Cup Georgia: 1st , 2nd, 3rd, 4th and 5th division, Cup, Super Cup Gibraltar: 1st and 2nd division, Cups, Super Cup Greece: 3rd division activated (with new formats, from season 2018/19) Hungary: 3rd division activated Iceland: 3rd and 4th division activated + League Cup B Ireland: 3rd, 4th and 5th division activated Israel: 3rd, 4th and 5th division activated + Cups of 4th and 5th division Kazakhstan: 1st and 2nd division, Cup, Super Cup (with 10 teams in 2nd division, from 2018) Kosovo: 1st and 2nd division, Cup, Super Cup Latvia: 1st and 2nd division, Cup, League Cup (with new formats, from season 2018) Lithuania: 1st and 2nd division, Cup, Super Cup Luxembourg: 1st and 2nd division, Cup Malta: 1st, 2nd, 3rd and 4th division, Cup, Super Cup Moldova: 1st, 2nd and 3rd division, Cup, Super Cup (with new formats and dates, from season 2018) Montenegro: 1st and 2nd division, Cup Netherlands: 3rd and 4th division activated Northern Ireland: 4th, 5th, 6th and 7th division activated Norway: 4th division activated Poland: 3rd and 4th division activated Romania: 3rd division activated (with new format, from season 2018/19) Russia: 3rd division activated San Marino: 1st division, Cup, Super Cup Scotland: 5th and 6th division activated Serbia: 3rd division activated Slovenia: 3rd division activated Sweden: 5th division activated Switzerland: 3rd, 4th and 5th division activated Turkey: 4th and 5th division activated Ukraine: 3rd division activated (with 12 teams to GroupA, from season 2018/19) Wales: 2nd, 3rd and 4th division activated NORTH AMERICA: 42 updates Anguilla: 1st division, Cup, President's Cup Antigua and Barbuda: 1st and 2nd division, Cup Aruba: 1st division, Cup Bahamas: 1st division, Cup, Super Cup Barbados: 1st and 2nd division, Cup Belize: 1st division Bermuda: 1st and 2nd division, Cup, Friendship Trophy, Super Cup Bonaire: 1st division, Cup British Virgin Islands: 1st division, Williams Cup, Terry Evans Cup Canada: Canadian Soccer League, League1 Ontario, PLSQ, PCSL, Ontario Cup, PLSQ Cup Cayman Islands: 1st division, Cup, President's Cup, Super Cup Costa Rica: 1st and 2nd division Cuba: 1st division Curacao: 1st division Dominica: 1st division, Cup Dominican Republic: 1st division, Cup El Salvador: 1st and 2nd division, Cup French Guiana: 1st division, Cup, French Cup, UNAF Cup (with 12 clubs, from season 18/19) Grenada: 1st division, Cup (with 10 teams, from season 2018) Guadeloupe: 1st division, Cup, French Cup, Trophee des clubs champions Guatemala: 1st and 2nd division Guyana: 1st division, Mayors Cup, Kashif & Shanghai Knockout Tournament (with 12 clubs, from season 18/19) Haiti: 1st division, Trophee des Champions Honduras: 1st and 2nd division, Cup, Super Cup Jamaica: 1st and 2nd division, Cup Martinique: 1st and 2nd division, Cup, French Cup, Super Cup Mexico: 3rd and 4th division activated Montserrat: 1st division Nicaragua: 1st and 2nd division Panama: 1st and 2nd division, Cup Puerto Rico: 1st and 2nd division Saint Kitts and Nevis: 1st division, Cup, Super Cup Saint Lucia: 1st division, Cup Saint-Martin (FR): 1st division, Cup Saint Pierre & Miquelon: 1st division, Cup Saint Vincent and the Grenadines: 1st division Sint-Maarten (NL): 1st division Suriname: 1st division, Cup, Super Cup (with 14 teams, from season 18/19) Trinidad & Tobago: 1st, 2nd and 3rd division, FA Trophy, Pro Bowl, League Cup, Toyota Classic Cup, Goal Shield, Charity Shield Turks and Caicos Islands: 1st division, Cup USA: NASL & USL activated US Virgin Islands: 1st division (Saint Croix League & Saint Thomas League) OCEANIA: 15 updates American Samoa: 1st division, Cup Cook Islands: 1st division, Cup Fiji: 1st division, Battle of the Giants, FA Cup, Inter district championship, Champions vs Champions Kiribati: 1st division Micronesia: 1st divisions (Pohnpei & Yap), Cups (Pohnpei & Yap) New-Caledonia: 1st division, Cup New-Zealand: 1st, 2nd and 3rd division, Charity Cup, Chatham Cup Papua New-Guinea: 1st division Samoa: 1st division, Cup Solomon Islands: 1st division (with 9 clubs, from season 2018) Tahiti: 1st and 2nd division, Cup, Super cup Tonga: 1st division Tuvalu: 1st and 2nd (B teams) division, Independance Cup, NBT Cup, Tuvalu Games, Christmas Cup Vanuatu: 1st and 2nd division, FA shield, PVFA Cup Wallis&Futuna: 1st division, Cup SOUTH AMERICA: 7 updates Bolivia: 1st and 2nd division (with new formats, from season 2018) Chile: 3rd and 4th division activated (with new formats, from season 2018) Ecuador: 1st and 2nd division Paraguay: 1st and 2nd division, Cup Peru: 2nd division activated (with 16 teams, from season 2018) Uruguay: 3rd division activated Venezuela: 1st and 2nd division, Cup CONTINENTAL COMPETITIONS: 21 updates - Arab Club Championship : Every year, between 22 champions of 22 leagues (12 of Asia + 10 of Africa) - Campeones Cup :Super Cup between MLS Cup winner and Campeón de Campeones from Liga MX - Canadian Championship : Format 2017 then New format, from season 2018, with the winners of Ligue1 Ontario and PLSQ which are qualifed for the 1st Qualifying round. - Caribbean Club Championship : Every year, between the 1st and 2nd of leagues of Dominican Republic, Haiti, Jamaica and Trinidad, qualifying for the Concacaf Champions League and the Concacaf League - Caribbean Club Shield : Every year betwwen the 27 other champions of Carribean countries, qualifying for the Carribean club championship. - Concacaf League : New Competition for Central American countries, + 3 carribean teams (2nd, 3rd and 4th of the CFU Championship) - Concacaf Champion's League : Rebuilt identically, for correct continental qualification with my Central America's updates and the winners of the Concacaf League and CFU Championship are qualified for the competition, like IRL! - Copa ABC : Every year, between clubs of Aruba, Bonaire and Curacao - Gulf Club Cup Champions League : Every year, between 12 clubs (2nd and 3rd of 6 Asian leagues) - Gulf Club Cup Winners Cup : Every year, between the winners of national cups of Bahrain, Iraq, Kuwait, Oman, Qatar, Saudi Arabia, UAE and Yemen - Indian Ocean Champions Cup : Every year, between the champions of Comoros, Madagascar, Mauritius, Mayotte, Réunion and Seychelles 1st divisions. - Kagame Interclub Cup : Every year, beween the 12 champions of 12 East and Central African 1st leagues. - Ligue des Antilles : Every year between the Top 4 Guadeloupe 1st league and the Top 4 Martinique 1st league - Livonia Cup :Super Cup between Estonia and Latvia leagues winner - Mapinduzi Cup : Every year, between clubs of Tanzania, Zanzibar and Uganda - Mekong Club Championship : Every year, between the champions of Laos, Cambodia, Thailand, Vietnam and Myanmar 1st leagues - Melanesian Super Cup: Competition between the 1st and 2nd of Vanuatu and Solomon Islands leagues - Oceania Champions League: Rebuilt identically, for correct continental qualification with my Oceania's updates. - Qualification Place in Africa: 2 clubs (League Winner and Cup Winner) of Malawi, Mauritania and South Sudan are qualified in Africa Champions League and in Africa Confederation Cup instead of Reunion, Djibouti and Cape Verde (these countries never enter teams in these competitions IRL) - SAFF Club Championship: Every 2 years, between the champions of 8 South Asian leagues - Suruga Bank Championship :Super Cup between Copa Sudamericana.winner and J.League Cup winner INTERNATIONAL COMPETITIONS: 42 updates - ABCS Tournament : Every year, between Aruba, Bonaire, Curacao and Surinam - AFF U19 Youth Championship: Every years, between the 12 South East Asian Nations and Australia, for U19 players - African Games: Every 4 years, between the 16 best African countries, for U23 players - Arab Nations Cup: Every 4 years, between the 22 Arab countries - Arabian Gulf Cup: Every 2 years, between 8 Middle East countries - Arabian Gulf Cup U23: Every 2 years, between 6 Middle East countries, for U23 players - Arabian Gulf Cup U19: Every 2 years, between 6 Middle East countries, for U19 players - Baltic Cup: Every 2 years between Estonia, Lituania and Latvia - Baltic Cup U21: Every 2 years between Estonia, Lituania and Latvia, for U21 players - Baltic Cup U19: Every year between Estonia, Lituania, Latvia and Finland, for U19 players - CECAFA Cup: Every year, between the 12 East and Central African countries - CECAFA Cup U20: Every year, between the 12 East and Central African countries, for U20 players - Central American & Caribbean Games: Every 4 years, between 16 countries of North and South America, for U21 players - Central American Games: Every 4 years, between the 7 Central American countries, for U20 players - Central Asia Championship: Every 2 years, between the 6 Central Asian countries - Central Asia Championship U19: Every 2 years, between the 6 Central Asian countries, for U19 players - Commonwealth of Independent States Cup: Every year, between the 15 ex-USSR countries + 1 invitational country, for U21 players - CONCACAF Nations Leagues: The new Concacaf competition, with the same format than the UEFA Nations Leagues, from 2019 - COSAFA Cup: Every year, between the 14 Southern African countries - COSAFA Cup U20: Every year, between the 14 Southern African countries, for U20 players - East Asian Games: Every 4 years,, between the 9 East Asian countries, for U23 players - Francophony Games : Every 4 years, between 16 countries, for U20 players - Hong Kong-Macau Interport: Every year, between Hong Kong and Macao - Indian Ocean Islands Games Every 4 years, between 6 African Nations + Maldives - Islamic Solidarity Games: Every 4 years, between 16 countries, for U23 players - Lusophony Games: Every 4 years, between 10 countries, for U20 players - Mediterranean Games: Every 4 years between 16 countries, for U20 players - OFC U20 Championship: Every 2 years between 11 Oceania's countries, for U20 players - Pacific Mini Games : Every 4 years, between 16 islands Pacific countries (14 of Oceania + 2 of Asia) - PanAmerican Games: Every 4 years, between the 16 best countries of South and North America, for U22 players - Pan-Arab Games: Every 4 years, between 16 Arab countries, for U23 players - SAFF U-19 Championship: Every 2 years, between 7 South Asian countries, for U19 players - South American Games: Every 4 years, between the 16 South American countries, for U19 players - South Asian Games: Every 2 years, between 8 South Asian countries, for U23 players - Southeast Asian Games: Every 2 years, between the 11 South East Asian countries, for U23 players - UEMOA Tournament: Every year, between 8 West African countries, for B teams - UNAF U20 Tournament: Every year, between the 5 North African countries, for U20 players - West African Nations Cup: Every 2 years, between the 16 West African countries (B teams for the 6 best countries) - West African U-20 Championship: Every 2 years, between the 16 West African countries, for U20 players - West Asian U23 Championship: Every 2 years, between the 12 West Asian countries, for U23 players - Windward Islands Tournament : Every year, between Dominica, Grenada, St Lucia and St Vincent - World Cup 2018: World Cup 2018 with real groups
  5. 50 points
    Hey All, As a way to pay forward some of the awesome tactical help I was offered here so many (many) years ago, I've been enjoying getting involved and helping out a number of fellow players/newer managers over the past few months to seemingly great effect. What's become apparent during numerous conversations, forum/private messages and Discords is that whilst there is probably enough tactical advice to fill all of the worlds stadiums, when it comes to some of the more simple - and even abstract - parts of the game, the quality, variety and quantity of information dries up very quickly. Obviously we still have some great sites standing strong and some legendary FM-ers still around spreading the knowledge, but I drew up a few things as 'fill in the blanks' for some of the less known/exciting aspects of the game and was encouraged/asked to share them with the wider FM community soooo, um, here we are? I've written a '4-and-a-thing' page guide/did you know/maybe try to some of the bits of the game we all assume we're good at (and many of us are), but perhaps we neglect a bit more than we should? The ' thing' however is what led me to start this work at all... Mentality in game is something that rarely seems to get mentioned in any serious context, yet it can have such a dramatic effect in-game? I read many (many) posts from people complaining (understandably) about how the AI continually fights back when multiple goals down, or score so ruthlessly on the counter despite being 'attacking-ed' to death? Some people create a late game tactic to combat comebacks, others have a complete set that they change through as the game evolves. As a 'disciple' of some of the FM07/FM08 era tactical legends I subscribe mostly to the latter school of thought but realised that in order to learn that, I had a lot of detailed and helpful posts written out for me - but where is that information now? The point -> What I've created is a guide in how to survive 90 gruelling minutes in Football Manager - primarily 2019 but the methodologies apply to all games in the series (just watch for differences in terminology and checkpoint timings!). Players are one aspect, tactics another, but what about the times when we’re not playing as Barcelona, or haven’t got Diablo-2019 hidden as a sneaky plan B? When victories turn into defeats and walkovers turn into upsets, there’s often not a lot wrong tactically, just perhaps a subtle wrong turn somewhere during the game that - unbeknownst at the time - leads to our downfall, sometimes repeatedly. As with so many things, none of this is a guarantee and much of it is opinion (mostly my own) - things will happen in game very much off script - this is more to teach the ebb and flow of a usual game, how a successful manager MAY react, and to help get you thinking a bit more about why - tactics and players aside - things may be happening as they are. This is in no way definitive, the quality - and more importantly mentality - of your players will also play a big part in how they react to events unfolding (complacency /anxiety/disillusion). Hope it helps someone out in any case! PS: To the lovely moderator guys n girls; a lot of this is tactical, a fair bit isn't - wasn't sure whether to put this in the tactics discussion or here (quick group vote decided here) but please move/let me know if you'd like me to move if you don't feel it's the right place, consensus was that most new players come to general first and most helpful for them etc!
  6. 48 points
    I’ve been thinking about how I would like to see the fans represented in the game and I’ve created another mock screenshot to help me put across the idea. My suggestion involves a new tab on the sidebar which would be dedicated to the supporters. Two notes: 1. In the editor clubs already have values that define their supporters - these attributes are: Loyalty, Patience, Passion, Affluence, Temperament. 2. The database also already includes geographical data that divides a country into regions, with data for cities and towns (such as population and co-ordinates) also available. There are 9 regions in England, for example, such as London, East & West Midlands and the North-East. Hopefully these two things could be used (along with other already-existing data) to provide an interesting outlet for the clubs’ supporters and their hopes, dreams and experiences. So this is the screenshot; it’s the Overview page of my suggested Supporters tab. The top section on this screen is called “Fan Happiness Summary” The first bar is called “Overall Happiness.” This would be a general reflection of things like your achievement versus your expectations, your form, your transfers etc (in that order.) The fan attributes could come into play here, with an attribute like ‘Patience’ helping keep the fans happier for longer, or with an attribute like ‘Temperament’ dictating how they are likely to act when very unhappy (for example booing players who make costly mistakes, or demonstrating against the board.) The second bar is called “Match Atmosphere,” and in my example you can see that it is a special blue colour with the status of “Electric!” Other things you may see here could be descriptions such as “Buoyant,” “Tense,” “Subdued,” etc, depending on your specific situation and form. Of course the fan personality attributes would also affect the likely match atmosphere, particularly with attributes such as “Passion”and “Temperament.” The Match Atmosphere would obviously affect the pressure/motivation/confidence of the players during a match. Big Note!: For the “Match Atmosphere” thing to be as good as possible the match sounds would need to be seriously improved. It would be great to be able to hear and feel a different mood in my own stadium depending on whether things were going good or bad, and to be able to hear the electricity of the crowd in a fierce rival game. The last three bars represent the fans’ current happiness with the Board, Manager and Players, (as mentioned in previous suggestions.) The link at the bottom right goes to the Fan Confidence page. The next section is called “Biggest Rival.” In this situation Arsenal would be considered the biggest rival to Tottenham based on things like having similar reputations and playing in the same league. Next to Arsenal’s badge is the basic information about the rivalry. It’s a Local/Historic rivalry as opposed to a Competitive one, with a Rivalry level of “Intense,” partly due to the sharing of a region (London) and partly due to other factors such as frequency of derbies. The bar in the middle is called “Bragging Rights” and in this example you can see that Arsenal fans have the upper hand at the moment. One of the biggest factors in determining who has the bragging rights is the final result of the most recent derby, but there can be more long term factors at play too. The link in the bottom corner goes to the new “Rivalries” sub-tab which would have a variety of extra information such as a list of rivals, comparative league finishes, comparative trophy hauls, and maybe even some kind of map showing Regional/National/International Rivals. The bottom left section is called “Top Seller” and it relates to merchandise sales. This section would tell you who was currently the most popular shirt-seller and give you a rough breakdown of their popularity in terms of volume and regions. The full-list of shirt sellers could be seen at any time in the “Tickets & Merchandising” sub-tab. Also in the Tickets & Merchandising sub-tab you could see information such as estimated ticket demand, a ranking of merchandising income by country, and maybe even a list of countries in which you have some kind of club shop. The final section is my personal favourite and it is called “Recent Fan Opinions.” In here you would see a digest of 1 or 2 bits of information available in the “Fan Focus” sub-tab, which would be compiled by your Supporter Spokesman. This could be interesting in different ways depending on the size of your club, either getting feedback exclusively from locals or gradually gaining new fans in new territories. I created two fans. Lucy Lucy from Perth in Australia and Lesley Grubbs from Walthamstow. In this example you can see that Lucy Lucy is hoping Spurs come and play a game in Australia, whereas Lesley Grubbs is reminiscing about the good old days. Fans would be randomly generated and the towns and cities in the database could be used here - for instance Lesley is obviously quite local to Tottenham. You may notice Lesley has a lock icon next to his head. This is because I am imagining that I have locked him so that he will remain a choice even once the random fans have been regenerated, allowing me to follow his experiences specifically. There would be a few other pieces of information, such as the year they began supporting the club, the last match they attended, and their favourite player, in the “Fan Focus” sub-tab. It could also be fun to run a competition whereby the winners get to be immortalised in the game as a randomly generated fan! Thanks for reading!
  7. 46 points
    I'm getting too old for this ****, just give me a bunch of screens to look at instead of having to sit through ~4 minutes of youtube "experts" just to watch 10 seconds of game footage
  8. 43 points
    Beta comes out, feedback thread full of people demanding the German Third Division sayings it's a disgrace it's been taken out. SI involved in a huge, costly, legal battle to get the Third Division available but unlicensed. Full game comes out with German Third Division in it. Thread full of people complaining they've worked so hard to get it in. They can't win, can they. I wouldn't be stunned at all if the Stadium Editor is in the works, I doubt it's something they can hand over to the public without major testing though, so it'll take more than a year for them to develop it then release it. Some features have taken five years to go from request to reality. Maybe best to just forget about how unrealistic the stadium looks when you're managing Man City as a 27yo with no managerial experience..
  9. 42 points
    What I can tell you is that the public-beta will go up a few gears in the next week - so for those of you wanting more than just stability fixes, we have something for you. We're just trying to get 19.1.5 out of the door and want to ensure that there are no knock ons. You've all made an effort to say you want to be involved and help us, it's appreciated. I strongly believe in this way of working. The rough part of that deal is that by making that effort to opt in, you also have to accept that you might sometimes get bugs and issues (stop sniggering, I know what you're thinking!). We RE : Match engine We might not come out and say it directly, but we are watching all the feedback and constantly making improvements. I've sat in a match engine meeting where matches were watched on a very big screen, the play was analysed in detail (all we were missing was Gary Neville) and action points to fix were planned for the next week. We dont always get it right, it's a tricky one to balance across leagues and levels. Your time to shine with a new ME is coming.
  10. 40 points
    Your footballing philosophy defines who you are as a manager and in Football Manager 2019 the tactics system has been revamped. We’ve added so many things to this area in the last few years and player roles in particular have become more important to both FM and the real world, but we felt that with all these additions and other things we wanted to add, we hadn’t successfully presented them to you, the managers, in a cohesive manner so you could get the best out the power at your fingertips and cope with the new additions we wanted to make for this year. The first thing you’ll notice when using the tactics creator in FM19 is the addition of tactical styles which reflect some of the most famous tactical systems in football such as ‘Gegenpress’, ‘Tiki-taka’, ‘Catenaccio’ and many more. When you first click on the tactics screen, you’re presented with the full list of available styles with descriptions, as well as the option to create your own style or to ask your assistant to select a style for you. Once a style is selected, you’re shown an overview of the team instructions associated with that style and the formations that it works best with; you can then select a formation and complete the tactics set-up. You’ll notice that player roles have been pre-selected to suit the tactical style that you’ve chosen to use although, of course, you’re still able to tweak these – as well as the formation if you want to try to mesh a style with your own formation. You can now also set specific team instructions for three different phases of play - when you have possession, when you are transitioning between attack and defence and when you don’t have possession. This means there are also lots of new instructions that are now part of the tactics module to make this all possible. So, let’s look at a few of these new options now. When your side have lost possession, you can ask them to be more aggressive in their approach and ‘counter-press’ the opposition to try and recover the ball quickly. Alternatively, you can prioritise maintaining your team’s defensive shape by using the ‘regroup’ option which aims to prevent your side being hit quickly on the counter. You can mirror these instructions when your side have won possession too, opting to either counter to take advantage quickly of the gaps left in your opponent’s defence or choose the ‘hold shape’ option to take a more patient approach that could suit a possession-orientated tactical style. There are also a number of goalkeeper distribution options contained within the ‘in transition’ menu. You now have complete control of how quickly your goalkeeper distributes the ball, what area of the pitch or player that they target and the method that they employ to distribute the ball. The ‘in possession’ options focus on your attacking intent, including: attacking width, approach play and what you do with the ball in the final third. There’s a new instruction included in here called ‘play for set pieces’ which can be useful if your team is especially effective from dead-ball situations. The ‘out of possession’ options focus on the defensive aspect of the game including your defensive shape as well as marking and tackling options. New additions include the ability to set your line of engagement and defensive line by dragging the relevant arrows on the tactics pitch. There are also similar sliders to set your pressing intensity and defensive width. In addition, there are a few new player roles that have been added this year such as the Pressing Forward, which is a role that is designed to put pressure on your opponent’s defensive line by having your striker press them and restrict their time on the ball. Defensively, there are now No-Nonsense Full-Backs and No-Nonsense Centre-Back who focus predominantly on basic defensive duties and very rarely move forward into attacking areas. We’ve also tweaked the mentality terms to make it clearer what each mentality does. There are still seven different mentalities to choose from but it’s goodbye to Contain, Counter (as you can set that in the transition instructions now), Control and Overload and hello to Very Defensive, Cautious, Positive and Very Attacking. These are all clearly explained in-game, so you can easily learn which mentality should be used in each situation. The way that your tactical style, team and player instructions and player roles work together is crucial to success in FM19. It’s important to consider how all of your tactical options fit together and, in particular, whether your instructions, mentality and player roles are representative of the tactical style you’ve elected to play. Last year we introduced the pre-match briefing and we have built upon this for FM19. Firstly, you’ll notice that the briefing has been redesigned make it easier to navigate through and clearer on how you can talk to your team, with more options available. Your assistant manager will also provide recommended topics for discussion. The new tactical implementations in FM19 marks a real step forward in the way that you are able to instruct your players and put your footballing vision into practice. With the integration of Tactical Styles alongside new instructions, new player roles and a revamped pre-match briefing you have more tools at your disposal to create your footballing philosophy.
  11. 38 points
    hey all please stop asking every second day questions like 'are you going to do next this and that / is this going to be finished today etc.' ... please understand that claassen is doing all that in his free time, nobody is paying him for it ... it is just not respectful putting him constantly under pressure with this stupid questions! sorry it had to be said, it is just annoying to read in this theard always this spaming questions. be patient and / or contribute by yourself to the community.
  12. 38 points
    Just sack your GF for unprofessional behavior.
  13. 38 points
    Make tactical gestures to my screen while not changing anything, but still getting annoyed when the players don't follow them.
  14. 36 points
    "This issue is currently under review".
  15. 36 points
    We're now only a few days away from the full release, but given the amazing reception and feedback we've been getting on the Pre-Release Beta, we've rolled out a full update to take the Pre-Release Beta to version 19.1.0. As before we appreciate everyone who has taken the time to post here, engage with us on social or leave us a Steam review. Every little bit certainly helps us gauge the reception of the game and allow us to make the improvements to make Football Manager 2019 the most realistic football management simulation it can be. Please do raise any issues you come across via our Pre-Release Beta bugs forum so our team can make sure they can be addressed as soon as possible. This update as always is save game compatible and upon continuing your save will include the fixes listed below*. If you're already in your game, save and close down to allow the update to start via Steam. If it doesn't update, just try restarting Steam and it should then force the update through. Selected 19.1.0 Update Changelist - Various stability fixes - Match spectating is back - Fixed various VAR issues - Match Injuries toned down to expected levels - Increased Penalty Conversion - Fixed line-ups panel getting stuck on goalkeeper on Macs - Improvements to opposition instructions - Resolved a couple of issues related to players on loan - Resolved issue where clubs transfer budget was incorrectly reduced - Fixed Danish Superliga not scheduling in future seasons due to Relegation Stage problems - Tweaks and fixes to how fatigue is displayed - Fixed display issues indicating players weren't training or progressing correctly - Fixed various unhappiness and interaction issues - Balancing work regarding the sacking of managers - Various Match Engine improvements - Fixed various UI issues - Addressed various additional issues *Fixes related to competition rules/scheduling or database changes will require a new save game.
  16. 35 points
    Yes, it's that time of year again. After a busy and eventful last few months of my life I have decided to keep myself busy and do this massive database again, maybe with added leagues... these will be listed below with NEW next to them when I get around to adding them Playable leagues so far will be: Level 1 Premier League Level 2 Championship Level 3 League 1 Level 4 League 2 Level 5 Conference Premier Level 6 Conference North Conference South Level 7 Isthmian Premier Southern Premier Northern Premier Level 8 Isthmian Division 1 North Isthmian Division 1 South Southern League Division 1 East Southern League Division 1 West Northern Premier Division 1 North Northern Premier Division 1 South Level 9 Combined Counties League Premier Eastern Counties League Premier Essex Senior League Hellenic League Premier Midland Football League Premier Northern Counties East League Premier Northern League Division One North West Counties League Premier Southern Counties East League Spartan South Midlands League Premier Southern Combination League Premier Division Southern Counties East League Premier United Counties League Premier Wessex League Premier Western League Premier Level 10 Combined Counties League Division One Eastern Counties League Division One East Midlands Counties League Hellenic League Division One East Hellenic League Division One West Midland Football League Division One Northern Counties East League Division One Northern League Division Two North West Counties League Division One South West Peninsula League Premier Division Spartan South Midlands League Division One Southern Combination League Division One Southern Counties East League Division One United Counties League Division One Wessex League Division One Western League Division One West Midlands (Regional) League Premier Division Level 11 Anglian Combination Premier Division Essex Olympian Football League Premier Division Kent County Football League Premier Division Hampshire Premier League Premier Division Humber Premier League Premier Division Liverpool County Premier League Premier Division Southern Combination League Division Two South West Peninsula League Division One East South West Peninsula League Division One West Surrey Elite Intermediate Football League West Cheshire League Division One Middlesex County Football League Premier Division Manchester Football League Premier Division Leicestershire Senior League Premier Division Cheshire Football League Premier Division West Lancashire Football League Premier Division Northern Football Alliance Premier Division Wearside Football League Midland Football League Division Two Gloucestershire County Football League Bedfordshire County Football League Premier Division Essex & Suffolk Border Football League Premier Division Dorset Premier League Wiltshire Football League *NEW* Lincolnshire Football League *NEW* Nottinghamshire Senior League Premier Division *NEW* Somerset County League Premier Division *NEW* Peterborough & District Football League Premier Division *NEW* Level 12 Mid-Sussex League Premier Division Brighton, Worthing & District Football League Premier Division West Sussex Football League Premier Division East Sussex Football League Premier Division Hampshire Premier League Division One Surrey County Intermediate League (Western) Premier Surrey South Eastern Combination Intermediate Division One Anglian Combination Division One Liverpool County Premier League Division One Middlesex County Football League Division One (Central & East) Middlesex County Football League Division One (West) Manchester Football League Division One Leicestershire Senior League Championship Cheshire Football League Division One West Lancashire Football League First Division Northern Football Alliance First Division Midland Football League Division Three Gloucestershire Northern Senior League Division One Bedfordshire County Football League Division One Essex & Suffolk Border Football League Division One Dorset Football League Senior Division Portsmouth Saturday Football League Premier Division Kent County Football League Division One Central & East Kent County Football League Division One West Devon & Exeter League Premier Division *NEW* Bristol Combination League Premier Division *NEW* Plymouth & West Devon League Premier Division *NEW* Cornwall Combination League *NEW* East Cornwall League Premier Division *NEW* Nottinghamshire Senior League Division One *NEW* Somerset County League Division One East *NEW* Somerset County League Division One West *NEW* Essex Olympian Football League Division One *NEW* Level 13 Mid-Sussex League Championship Brighton, Worthing & District League Division One West Sussex Football League Championship North West Sussex Football League Championship South East Sussex Football League Division One Surrey County Intermediate League (Western) Division One Surrey South Eastern Combination Intermediate Division Two Liverpool County Premier League Division Two Middlesex County Football League Division Two Cheshire Football League Division Two West Lancashire Football League Second Division Northern Football Alliance Second Division Gloucestershire Northern Senior League Division Two Dorset Football League Division One North Leicestershire League Premier Division Portsmouth Saturday Football League Division One Kent County Football League Division Two Central & East Kent County Football League Division Two West Devon & Exeter League Division One *NEW* Bristol Combination League Premier One *NEW* Plymouth & West Devon League Division One *NEW* Trelawny League Premier Division *NEW* East Cornwall League Division One *NEW* Nottinghamshire Senior League Division Two *NEW* Somerset County League Division Two *NEW* Southampton Saturday League Premier Division *NEW* Level 14 Mid-Sussex League Division One Brighton, Worthing & District League Division Two West Sussex Football League Division Two North West Sussex Football League Division Two South East Sussex Football League Division Two Surrey South Eastern Combination Junior Division One Middlesex County Football League Combination North Leicestershire League Division One Kent County Football League Division Three Central & East Kent County Football League Division Three West Devon & Exeter League Division Two *NEW* Plymouth & West Devon League Division Two *NEW* Trelawny League Division One *NEW* Duchy League Premier Division *NEW* Southampton Saturday League Senior Division One *NEW* Bristol & District League Senior Division *NEW* Level 15 Mid-Sussex League Division Two East Sussex Football League Division Three West Sussex Football League Division Three North West Sussex Football League Division Three South Surrey South Eastern Combination Junior Division Two North Leicestershire League Division Two Devon & Exeter League Division Three *NEW* Plymouth & West Devon League Division Three *NEW* Trelawny League Division Two *NEW* Duchy League Division One *NEW* Southampton Saturday League Junior Division One *NEW* Bristol & District League Division One *NEW* Level 16 Mid-Sussex League Division Three East Sussex Football League Division Four West Sussex Football League Division Four North West Sussex Football League Division Four South Surrey South Eastern Combination Junior Division Three Devon & Exeter League Division Four *NEW* Trelawny League Division Three *NEW* Duchy League Division Two *NEW* Level 17 Mid-Sussex League Division Four East Sussex Football League Division Five West Sussex Football League Division Five North West Sussex Football League Division Five South Surrey South Eastern Combination Junior Division Four Devon & Exeter League Division Five *NEW* Duchy League Division Three *NEW* Level 18 Mid-Sussex League Division Five Surrey South Eastern Combination Junior Division Five *NEW* Devon & Exeter League Division Six *NEW* Isles of Scilly Football League *NEW* (Not part of the Pyramid) Level 19 Mid-Sussex League Division Six Devon & Exeter League Division Seven *NEW* Level 20 Mid-Sussex League Division Seven Level 21 Mid-Sussex League Division Eight Level 22 Mid-Sussex League Division Nine LINKS: *ADVANCE RULES NEWEST LINK* E22 - England to Level 22 ADVANCED 2.0.fmf
  17. 35 points
    I don't think the frustration always stems from "unrealistic expectations", but, at least in my case, it's more due to "input-output difference". Even the most basic instructions and formations don't always (ever?) play out in the ME like logic and names would suggest. The TC was supposed to make things more realistic and straightforward, and while the former is true, the latter is debatable, to put it mildly. IIRC, instructing the team to play Rigid or Flexible sort of clashes with individual instructions and duties, which in turns can negate other team instructions, basically creating a disjointed set of contradicting instructions. And even the most basic setup can have plenty of hidden pitfalls that are neither immediate to spot nor pointed out by the staff's feedback. Not to mention how arbitrary some names and labels are. You pick a role and expect it to be X, only to find out later it's set up as Y, or even as Z. The "too many crosses" thread was a good indicator of how people "expect" a formation to work according to real world's logic, but the ME follows a different set of rules, so an apparent "non-crossing" formatin ends up yielding as many crosses as a good old "hoof and run" 4-5-1! And that's just one of the many examples that can be made to explain why people get confused and frustrated. Would it be so difficult to have a more efficient TC Wizard where you can set a few basic ideas and then the game automatically applies the instructions? E.g. I want to play a direct 4-4-2 with emphasis on the wingers and with a TM up front to have as many headers as he can. Or, I want to play an extenuating possession game through the middle to walk the ball into the goal. Or a good old Catenaccio+Counter. Or 1990s total 4-3-3 Instead I have to read 20 pages essays about team shape and how to properly have a DLP, only to find out the game will still feature way too many crosses or passes because that's this year's thing, or because "Counter" doesn't really mean "Counter" or something similar. P.S. On a sidenote, it doesn't really help that most "supertactics" are built for Man City, Barça or PSG... Or, at the opposite end of the spectrum, they require a very specific kind of player to work.
  18. 35 points
    2D all the way. Although improvements have been made over the years, I still find it difficult to watch the 3D match engine when the movements are so unrealistic and wooden.
  19. 34 points
    This is taken from my blog https://teaandbusquets.com/blog/ When I normally write an article it’s normally based on something from my own save game, I don’t really do request for articles as such. But for the last few years I’ve been asked quite regularly when I would be writing about the 4-2-3-1 and the answer as always been never. The reason for this was I don’t really use the formation, I find four defender formations boring. I’m more of a three at the back and then experiment with the players in front kind of guy. Using four defenders you don’t really have many options you can use, so that’s always been my preferred method of play. This year though I thought I’d bite the bullet and write about the 4231 to give people a better insight into how I’d use it. The only downside is I’ll be writing about the 4-2-3-1 and explain why this is my preferred option throughout the article. So over the next few weeks I will hopefully have this series about the 4-2-3-1 finished :). But for now, here is the introduction to get familiar with what I'll be doing and why The 4-2-3-1 formation is a very popular formation, however on Football Manager, it’s always been one that a lot of users struggle to get working. There are a few reasons why users struggle to implement the system into the game. A few of those reasons are; A 4-2-3-1 as we see it in Football Manager isn’t the actual shape we see real life teams line up as. Top heavy formations are hard to balance out and require a different type of thinking compared to the less top heavy formations. The defensive/central midfielder combo confuse people, they don’t understand how important and vital these players are. The Shape I mentioned this further up, but one of the reasons I believe people struggle is due to the shape they use. Logically you’d think the 4-2-3-1 that we see in FM would be a replica of what we see used in real football. But it’s not because on FM the formation is very top heavy and starts off this way. In real life the formation is deeper. So this is what we see on FM; As we can see (ignore the roles and duties they’re not important) the formation is really top heavy naturally. Then when we add roles, duties and the mentality the team will use then it changes even more.If you use an attack duty then the player is likely to be pushed higher and the same when you use a high mentality. If you was to use support roles and a lower mentality then you can get the players deeper but they’ll still be high due to the natural shape. If you wanted to replicate a real life 4-2-3-1 into Football Manager then I’d recommend this shape instead; This is a better version due to the players starting lower down the pitch, this means you can replicate the defensive aspects much better than you can compared to the first image I posted. However you lose nothing in the attacking shape because you can push players as high as you want and can replicate any of the roles you can in the normal shape. Another positive about this shape is if you used an aggressive mentality then the player shouldn’t be as isolated as they can be in the normal 4-2-3-1 shape. I understand that people don’t want to play this way on Football Manager even though it's a better replication and more accurate real life comparison. You can also use the 4-1-2-2-1 shape to give a similar effect with the right use of roles. But for this article I’m going with the deep 4-2-3-1 which looks like this; The main reason for preferring the deep version with two defensive midfielders over the two central midfielder version is actually simple, it’s not something that requires lots of explaining. It’s due to the behaviour of the defensive midfielders, you can make them act like normal midfielders however you can’t really make central midfielders act like true defensive midfielders. This means defensively I can replicate the defensive shape and behaviours I need more accurate while still having the same attacking intent when in possession and have them act like normal midfielders. This particular shape offers the best of both worlds. Another one of the reasons why this shape is also hard to create on Football Manager is the defensive shape. Most real life versions of this tactic tend to defend in a 4-5-1 or a 4-4-1-1 shape for most parts. Now depending on which roles and duties you’ve used this becomes harder to replicate on Football Manager. Top Heavy Formations One of the biggest obstacles people have with top heavy shapes is they don’t know how to firstly create space and movement and secondly don’t know how to use it when they have created it. Unlike deeper formations, it’s easy to have your front four isolated from the rest of the team when using this shape especially on higher mentality structures. When you use attacking duties and high mentalites you push the players even further forward, which isn’t always a good thing. If players are too high how can you create space let alone use it? Not only that but it also requires the deeper players to supply them the ball constantly because they’ll be too high and attacking to be involved in most build up plays. When this happens it puts a lot of pressure on the full backs and the central midfielders and requires them to work even harder than normal while still carrying out their own duties. Basically you split your team into two different bands rather than a well oiled cohesive unit playing this way. This brings lots of issues, which I’ll be talking about in great depth a little further in the article. Depending on how the opposition play, top heavy formations can naturally struggle to find space in behind the opposition. Especially if the opposition is sat deep and defending, then it gets harder to break these teams down. All the space that exists naturally is actually in front of the defensive line not behind. This means the role and duties you use here are vital in creating the space. Somehow you have to balance these roles out to offer the kind of movement you need. Another important factor in this is the team shape you use. On the more fluid end of the scale players will be closer together and this again takes away space compared to the lower end team shapes. So if space is an issue then what kind of team shape you use will be vital. In fact all of the issues I’ve mentioned so far could mean you are restricted to long-shots without creating any real quality chances, at least not consistently. Don’t worry though, I will be covering all of these issues a little later and discussing how we can stop it from happening and how to fix it, if you currently suffer with any of these issues. The Central Defensive or Midfield Players These two players whichever way you utilise them, are vital to how the formation functions as a whole. Many people think when they use a 4-2-3-1 that the two central midfielders need to be aggressive and support attacks so tend to set them up to get further forward. This is great but brings implications. One is that again it asks players to move into already crowded space assuming the opposition is defend deep. Secondly it leaves you exposed when the ball is turned over because the player will have to get back into his defensive position. Considering you only have two players centrally who are expected to cover the entire midfield then it a major issue if one is caught out of position or can’t recover in time. It leaves you badly exposed and you get run ragged. So ideally because the players for this position need to be workhorses even if you want them to support attacks. It’s a demanding role but often this is overlooked. You shouldn’t need them to go forward and get into the box or be very deep in the final third. That’s not to say they can’t be used like that but I’d have to question why you’d set up like that and wonder what the other four front players were doing? They can support and aid attacks from deeper positions, four players should be more than enough to break down any side or to create that important space and movement. Balance is key to everything and that’s what makes a good tactic into an excellent one, it’s a fine line. Now we’ve got some of the common issues and mistakes out of the way, it's important we understand how and why the shape we use actually works. You need to understand the basics to know if it's working or not. So what does the 4-2-3-1 offer. Strengths The strengths of the formation without a doubt is the flexibility when attacking and that you have three attacking midfielders positioned high up the pitch with a striker. You can make the formation shape into various different shapes with clever use of the roles and duties. In a proper balanced set up the central midfielders provide the needed cover to allow the forward four to be more expressive. It’s also hard for you to be overrun in the midfield area with essentially five players across the midfield. Another strength is how you utilise the ball. Generally speaking it ulises possession more effectively than a 4-1-2-2-1 which is more focused on retaining possession. So having four players advanced up the pitch allows the ball to be used much quickly. With the two deep central players supporting behind you can distribute the ball more effective due to not having to pass in straight lines and creating lots of different triangular passing options. This is where the 4-2-3-1 excels for me. Weaknesses Due to the high positions of the three attacking midfielders, tiredness can be a major factor. In Football Manager terms the issue here might not be tiredness, it might be that those three players don’t track back further enough in their own half. In real life tiredness is a factor because they’re expected to be almost like box to box players, so it’s a lot of physical exertion. This can also make it hard to defend against quick counter attacks depending on how high your players are when the ball is lost. A simple ball over the top or across the midfield can potentially take up to six of your players out in one go, depending on the positioning of the central two players. Another known on effect of having three attacking midfielders high up the pitch is opposition wingers. They can harass your full backs and create 1v1’s or 2v1’s if you don’t get your own wide players tracking back enough. It’s quite demanding to expect players to be really advanced yet deep in defensive transitions. That’s why the 4-2-3-1 is really tricky to set up on Football Manager. I’ll split this into a series of articles, if not it’ll be a 15k word essay and I don’t want to bore you all to death (although I likely do that anyway).In the next part of the series we will look at the 4-2-3-1 I’ll be using and discuss the roles and duties and how I imagine it will all work and link together. The System Now that I’ve covered the basics, it’s time to explore the practical side of things and how to implement our ideas into the game. So this is the shape with the roles and duties I’m using; It’s really just a standard deep 4-2-3-1 formation but now I’m going to explain how all the roles link together and work to create the overall style I’m creating. I’ll also go into detail about why I chose a specific option over the others available to give you a real insight into how it should work.This will happen in the analysis section of the article. I probably should also point out that the roles might not be set in stone and can change depending on what I see happening in the analysis parts. The tactic so far hasn’t been used and is just the base I’ll start with before making any changes. But below I want to focus briefly on why I choose these settings and explain how I believe it’ll function, before comparing whether my ideas on paper are being translated into the game properly. Then at a later stage in the article some of this might change but then again it might not when we start the actual analysis. At the minute everything is still is the idea stages. Either way I’ll document any changes and discuss why in the analysis parts should I have to make any. Mentality Mentality is probably the biggest factor for me when creating a tactic, it’s the most important part of the puzzle. A lot of people want to create a style of play, let's say for example they want to play attacking football. Automatically people think that the attacking strategy is the best one and will give them everything they need. But this isn’t entirely true as I’ve pointed out before with some of the other articles I did. You can be just as attacking on a lower mentality scale than you can on a higher one. Due to the shape being top heavy I’m not a fan of playing on a higher mentality. I’m not saying higher mentalities don’t work but for me, my personal preference is to create a base formation that works in majority of scenarios I’m likely to face. That way they need less micromanaging and less changes during a game. If I was to use a more attacking mentality then I’m pretty certain I’d end up making changes more frequently in game compared to what I will using a standard one. Especially if faced with sides who sit deep. I’ll still have to make changes at times and in certain circumstances I might need a higher mentality, although based on the roles I’m using maybe not. Either way, I feel I can create all the space and movement needed on a standard setting. In the analysis sections a little later on you might be surprised to see the actual differences and benefits I get from playing on standard compared to control or attacking mentality. Team Shape This is another tricky one that people like to spend hours agonising over and giving it a greater influence than really needs to be. I’m not saying it isn’t important because it can be but I don’t believe it to be as important as is made out. It’s just one piece of the puzzle not the entire puzzle. For me team shape comes down to two things; The more structured you go the less compact you’ll be. The more fluid you go the more compact you’ll be. All the base roles you use will get slightly more creative freedom than normal if you use a fluid team shape compared to a more structured one. It can be slightly more complicated than that but for most parts I like to keep it in simple basic form rather than complicating something that doesn’t require it being complicated. If you’re unsure on what to select then always go with flexible as you can’t go wrong, flexible is basically the neutral setting you see. I like to use flexible a lot unless I want to create a specific style of play that requires players to be closer together then I’d use a more fluid approach. There are lots of articles that already cover team shape in great detail though so I’d have a quick look for them if you want to learn the inner workings of the setting. But I honestly believe it’s not needed. A little further in the article you’ll see why flexible is the best base for me and how it works compared to a more structured or fluid shape. Team Instructions These are used to refine and create the style I’m going for which is, to create a build from the back strategy that is focused on being a bit aggressive when we don’t have the ball, but not overly aggressive. It’s important that I build out from the back because I’m using two defensive midfielders, so moving the ball forward quickly by the keeper wouldn’t really benefit me as those deeper players wouldn’t be involved. That’s why we play out from the back. Player Roles and Duties In the whole of the tactic making process, the roles and duties you used are what will make you function a certain way. These are what determine what you’ll do during a game, all the other settings are just things that alter the behaviour slightly. But ultimately any style you want to create must use roles and duties that allow so. Gk - His job is to save shots and distribute the ball of the defenders. Simple I know, but that’s basically it. Right Wing Back - In defence he’s expected to pick up the oppositions wide players and hopefully reduce the amount of crosses we see the opposition doing. In attack he is expected to provide support and overlaps for the winger on the same side. He is also expected to get to the byline at times and provide with. Left Wing Back - Almost identical to above but due to the support duty will be more of a deeper option when attacking and either create stuff deeper or be a late option getting into the final third areas. I wanted to create variety and because I have one on an attack duty already then I wanted to create a staggered effect and have someone who does all the same things but from a deeper area of the pitch. In defensive situations he should provide everything the right sided player does. Central Defenders - Pretty simple really, just mark strikers, attacking midfielders, reduce shots we are likely to have against us. Win tackles and be strong in the air. In attacking situations they should look to distribute the ball to the wide players or the defensive midfielders. Nothing too fancy, just basic run of the mill stuff. Defensive Midfielder - If any role changes I can see it being this one. I’m not sure if an anchorman would be better here or if that would make me too deep at times. It’s something I’ll find out during the analysis I guess. However the main idea is that the defensive midfielder will provide a screen for the central defenders and look to win the ball back and cut off passing lane for the opposition. When attacking I don’t expect him to offer much at all apart from being a deep passing option and maybe someone who recycles possession naturally rather than making him a playmaker and trying to force it. His only real responsibility is to provide cover. Segundo Volante - Without a doubt this is my favourite role on Football Manager ever. I expect him to act like a normal defensive midfielder when not in possession. But when we are in possession this is where he should shine because he is the heartbeat of the side. I want him to bring the ball forward and be the complete midfielder than I need. I also expect him to get his fair share of goals and assists. The whole build from the back approach relies on him and the wingbacks bringing the ball forward. While also providing running from deep and offering support to the advanced players Winger - Defensively he should track back and try and cut out overlaps from the opposition or stop them from creating a 2v1 situation against my wingback. In attack he is expected to link up with the wingback and allow him to overlap naturally. He is also to provide crosses from deep and the byline into the box. On top of this he is the main player along with the wingbacks to create width. Attacking Midfielder - I want him to pressure the defence and midfielders when we don’t have possession and along with the striker, defend from the front. On the attacking side of things his main responsibilities will be passing, supporting the striker and making later runs into the box. I didn’t want a playmaker here as I want all play to feel natural and not forced, which using a playmaker does at times. It makes things seem forced but I didn’t want him to attract the ball more than he has to, as that would take away from the winger and inside forward’s game. Inside Forward - I don’t expect him to do much defensively because he is too high up the pitch and I want him to be the main source of goals. This means the position he will take up makes it harder for him to fall back to the defensive position you would expect him to take up. When we attack I want him to drift inside and get into space and gaps created by the attacking midfielder, striker and possible segundo volante too. I also expect those three players to pass to him frequently so he can score those goals I want him to score. How this role functions and is utlised is heavily based on how the players around him perform. Supply is the most important thing here. Deep-lying Forward - While he should score goals for me, that is only his secondary job. His main responsibility is to occupy the opposition's defenders and creating space by pulling them out of position. This will hopefully create space that will be used by the movement created from the attacking midfielders behaviour and the inside forward.. Those are the two players who should be looking to move into any space created by the forward. He should also be a passing outlet too and the one who makes things happen in the final third. So that is how I imagine it will all play out, whether it does or not though is something different entirely. That is why in the next section we will start with the analysis.
  20. 34 points
    Hi there, excited for my first post here on the forum! I'm afraid it might be awfully long and don't want to bore people, so feel free to skip a little introduction I give and focus upon my new approach to creating a successful tactic with my side predicted to finish bottom of Serie A. I hope you enjoy! Before I get started I wanted to acknowledge that this is my first forum post here. I have dipped in and out of reading threads and articles over the years but I feel inspired to share my recent approach that I formed from reading, watching and trying out a lot of ideas to find something that worked for me. I'm not sure exactly where this will take me, but I've recently learned a lot about the game and have always struggled making my own successful tactics and system. I usually stumble upon a successful save by copying popular user tactics and just gathering a good squad. I felt the quality of the team was what was working, mixed with tactics created by other people, and not me being involved that much in a strange way. I felt as though I understood the game at an okay level, but I didn't feel as though I had really accomplished anything. Whenever I tried to create my own tactic it usually ended in disaster, with no aims, ideas or inspiration behind my systems, they almost always failed. I then decided to get back into FM19 after the winter update, previously having a fairly casual save with Doncaster that never went anywhere. This time I wanted to make my own tactics, and play like an actual manager, rather than sitting back and using someone else's work. I wanted a fairly challenging save, so I picked Catania in Serie C, to try and re-establish the club in Italy's top flight after a few years out. It wasn't until we reached our second season back in Serie A that I can say I fully implemented my ideas into the team and created my first tactic, but the results speak for themselves. I coasted through Serie C and Serie B, as my squad had enough quality, but again as I tried to give the club an identity, something would fail and I would throw everything out the window and try again. I started using an Atalanta influenced 343 system and wanted to utilise Alessandro Cortinovis in the Alejandro Gomez role, but it didn't work that well so I panicked and copied a tactic to coast through the rest of Serie C. I then wanted to use a Simeone influenced style, as he was a former manager of Catania and this saw us through Serie B fairly comfortably but again I didn't see the tactic as my own. 1st year in Serie A I changed again and decided I wanted to try a Total Football influenced game, which failed miserably. I then tried a possession tactic that saw us get some good results but I wasn't happy with certain games only creating 1 or 2 chances and not having a shot on target. This was again mostly taken from other user's tactics and I still didn't feel the work was fully my own and we had a moderately successful 1st season back in Serie A, finish 12th after being predicted 20th. I was reading and watching a lot of content but I couldn't translate what I thought I learned into the game. I then re-read everything with a different mindset. I thought I should give some sort of background but I digress and don't want to bore in my first post. Cleon's thread regarding a step by step guide to creating a tactic gave me a lot of ideas and things to try. I also took a lot of inspiration and idea's from Herne's thread on his Tiki-Taka based system. tLdR: Struggled finding an identity for the club and constantly changed ideas and direction when things went wrong, resorting to using community tactics, when I wanted to make my own. However, the one thing that didn't change during my tactical identity crisis was my transfer policy and squad building. I had gathered a fairly decent side, focusing on attributes influenced by a post I read on total football, the attributes I targeted were: Good on the ball/Technical - (Technique, Passing and First Touch) Intelligent players - (Vision, Anticipation, Composure, Concentration, Decisions, Off the Ball and Teamwork) Fit and hard working players - (Determination, Work Rate, Stamina, Natural Fitness) Specialised positional attributes - (e.g Jumping Reach for a defender, dribbling for a wide man, Flair for attackers etc.) My inspiration for this policy was taken from Ozil to the Arsenal's Total Football series of threads. Over the seasons I gathered players (with very limited funds) who fit these attributes and only signed those with a majority of those attributes that I wanted, there were some exceptions but I have reasoning for choosing these players. I will go into more detail on each player I brought into the club maybe not in this post though depending on it's length. But I do think it's important to show the team I assembled which lead to decision making when it came to the tactic itself. I just wanted to state the consolidation over several years of my transfer policy which left me with players that could play a lot of different systems and tactics. Inspired by articles and threads, and really wanting to improve my understanding and skill at the game, I made the decision to stick to only making my own tactics and if they fail, they fail. This was my process into creating my first successful tactic for my Catania side. I wanted to pick a few ideas on how I wanted to play and base the rest of the tactic off of that, keeping it as simple as I could. Looking at my squad, it lacked depth and quality, as we used a lot of loans to make enough money to work in our second Serie A campaign. One of those loans was Adrien Bongiovanni, a young Belgian (how is that name not Italian???) winger and midfielder from Monaco. He played well for us and he was available to buy for a cheap £4.3mil so I decided I wanted to build the team around him. He was quick, had a great mind, excellent passing ability and worked hard. Deciding to build the side around Bongiovanni was my first step in creating my tactic. Aim One: Build the side around young Adrien Bongiovanni in the play-maker role. With my first idea in place, I then came up with a second idea/target that I wanted to accomplish playing in Italy; Having the fewest goals conceded over a season. Known for it's defending, I took influence from the Italian league and wanted my side to be the meanest defence in the land. There were two ways I came up with to accomplish this: -Play a very defensive style of football, which might limit creativity from the player I wanted to build the side around. -Play a possession style of football to keep teams off the ball and away from my goal. I went with the latter but I didn't want to stifle my final third with having too much useless possession and not doing anything with it. I would use it when I needed it, not going overkill and picking a couple of TI's to help us keep the ball away from our goal. but still having a threat in the final third. Reading about a possession philosophy, I was inspired to try a high press/block to keep the opposition pinned back and win the ball high up the pitch, thus seeing more possession of the ball but in better areas. This meant using a Much Higher Defensive Line and Line of Engagement, counter-pressing and closing down like animals. So that was another thing already decided for me which became the second step in my creation. Just by setting myself an in game target, and the aim of building a team around a creative threat in midfield, things were decided for me and made logical sense. We obviously needed the players required to play such a risky high line who were always switched on and quick enough to react to fast striker/ ball over the top. Aim Two: Try to conceded the fewest goals in the Serie A by employing possession tactics with a high press. With these elements in place the tactic began coming together like a puzzle, it was quite surprising to me. I finally understood how being simple and having a few ideas can make decisions for you in the tactical creator as things came together logically. For example, playing a high press game, it made sense to try a Pressing Forward. We already had Bongiovanni selected as an advanced play-maker, and to allow him to get up the pitch I needed a man to screen the back. This lead me to a Defensive Midfielder/Anchor Man/Half Back at DM. The role ended up changing depending on in game situations but usually started as a DM-Su. To be more solid at the back and to allow a DM, I opted for a 4-1-4-1 formation. Since I had a very high line, it made sense to add a Sweeper Keeper. The inspiration to use a 4-1-4-1 came from reading posts from this thread: I liked the idea of players making space for our to CM's to operate as it essentially fit will with my idea to get the most out of Bongiovanni and build the side around him, specifically this post with in the thread: (originally from the Pep Guardiola thread but was also quoted in this one.) This is what the tactic looked like at this point:` PF(s) WM(a) CM(s) AP(a) WM(a) DM(s) FB(s) CD(d) CD(d) FB(s) SK(s) Play out of Defence (for possession) Distribute to CB's, Counter-Press, Counter Much Higher Defensive Line, Much Higher Line of Engagement, Extremely Urgent Closing Down, Use Tighter Marking (High Press) I then began looking at the players I had that could fit into this system. I then had an epiphany about a player I had bought in January. Vlad Dragomir, a young Romanian Midfielder and Winger reminded me a lot of one of my favourite players of all time, Steven Gerrard. Dragomir had all good to great attributes that I wanted, but it was his traits that led me to the comparison. Il Drago -Gets forward whenever possible -Tries Killer Balls often -Shoots from distance -Places shots -Likes to switch ball to other flank He possessed great energy and work rate to get up and down the pitch, and had the ability to pull off a trademark long pass or long shot just like Gerrard. So I thought it would be interesting to add a Gerrard-esque role to my system, next to my play-maker. I didn't want to use a Box to Box Midfielder, as I had established I wanted to play far away from my goal line so why would he need to run up and down? (even though he could) I wanted something with more attacking flair, so I tried the Mezzala on support and it worked well. He would drift wide like Gerrard tended to do and burst through to the box to finish off moves, unlock a defence or blast a shot into the net. After this decision, I was afraid I could become exposed in the middle, so I added an Inverted Wing-Back on the left to in theory compensate for the two CM's to cause havoc. I also thought about changing the DM to Defend but I thought that it could be a change I would make in game. Aim 3: Create a Gerrard-influenced role for Vlad Dragomir. The roles and duties now formed this: PF(s) WM(a) MEZ(s) AP(a) WM(a) A(d) IWB(s) CD(d) CD(d) FB(s) SK(s) Suddenly I had found that my roles and duties chose themselves logically, as my idea developed. It made sense to me that one thing influenced another decision and so on. I was left with the two WM roles and the RB to decide on. I kept it fairly simple and took influence from Guardiola's use of wide men staying wide, with players either playing with their strong foot towards the touch-line or the middle. This would change based on opposition and game plan, but usually defaulted at a right footed player on the right, and a left footed player on the left. I looked at my wide-men's attributes and found one of them lacked good enough work rate, which is why I didn't choose the winger or inverted winger roles. I was afraid that they wouldn't put the work in that the role of a Wide Midfielder would. The WM also allowed me to click stay wider, and depending on personnel, run wide or cut inside with the ball. I then decided to switch the DM to an anchor man, to compensate for some fairly aggressive roles in-front of him and to his sides. I still wanted him to support attacks though and be an option in build up but it was something that I could tweak depending on the game. I had this inspiration from reading the Pep Guardiola thread - Aim 4: Use the idea of Guardiola's wingers staying wide tLdR; I came up with four aims/ideas of how I wanted my side to play; 1-Build around Bongiovanni, 2-Concede the fewest goals in the Serie A, 3-Use a Gerrard-esque role in midfield & 4-Use idea of Guardiola's wingers staying wide. It now became an almost complete system and I had a good idea on how it would work in theory, but in practice is another story. This is essentially what I wanted/expected from each position. (Changed depending on game-plan and opposition.) GK- Mop up behind our defensive line if a long ball comes over or our offside trap is broken. Become a passing option in possession with the ability to start attacking moves. If we were getting pressed high up the pitch I asked him to kick the ball wide to our WM's. RB)- Work hard to support attacking moves and in transition to keep our defensive shape at the back. He could support a wide player by being a deeper option to deliver a cross or overlap when playing with a left-footer at RM. Good positional awareness and concentration required to play our high defensive line. Would sometimes add get further forward PI in certain situations. eg. to overlap RM or to add further support to be an extra man in attack. CBs- Very basic and standard. No PIs but players who are quick enough and smart enough to play a High Line and offside trap were needed. Ability to jump is also important to nullify aerial threats and keep our sheets clean. LB- A player to in theory take up the position of the MCL who has more attacking freedom. Would be in line with the DM in possession but I was afraid we could be taken advantage of on our left flank. He should recycle possession and be an extra man available for a pass. DM- Very good positional awareness needed here. To be able to cover holes left by our midfield and LB, whilst being solid defensively and being another passing option in midfield. MCR- Our key player and the initial muse for our system. He would start attacks with his excellent passing, or could dribble through the middle, drawing markers and unleashing a runner into space. Should contribute a lot of goals and assists. Work hard in our high press to win the ball high up the pitch. MCL- Gerrard inspired role. Be able to carry the ball through the middle and half spaces, switch the play and hit accurate passes to advance us up the pitch.Link with the ML to create overloads on the left wing and arrive in the box to finish off attacks. Utilise hard working player in the high press to hassle opponents high up the pitch. Be a threat from long shots. MR/L- Players that should stay wide and offer a switch of play to stretch a side to allow our CM's to play. Possess enough dribbling and flair to cause trouble in a 1v1 and be on the end of crosses from the opposite wing. Work hard in our high press and drop into a 4 when defending. PI's are Stay Wider and depending on the foot, run wide or cut inside. ST- Hassle defenders and lead our press. Work hard for the team and link up play between midfielders, whilst being a goal threat himself. Score, create, press. I added roam from position to allow him to easily receive the ball and pull around markers, making space for the midfield to attack. Sounds and looks good in theory, I tested it out in pre-season and the first three games of the season, watching in 10 minute intervals to see what was happening. This was the first time I had ever done some on field analysis so I'm not sure on all the things to look out for but here are some examples of my ideas being translated onto the pitch. Please give feedback on how to be more informative with this, as sometimes it's hard to see what is happening or choose good examples of what I want to show. On The Ball- Here is an image of one of the first games of the season vs our rivals Palermo. They set up in a 4-4-2 and this is early in the game. I am pausing the game at random points to see if what I want to happen is happening. Not an amazing example but this was my first attempt. You can see my CD Demiral on the ball after receiving it from a goal kick. This is where I want to see us build from the back. Demiral has 3 passing options, being 1 which is our IWB, 2 our DM and 3 our MEZ. 2 would be a safe option if he got closed down, allowing an easy pass into our AP in the middle of the pitch, although he is marked he has some space to receive the ball. A pass to our MEZ(3) might be risky as the striker is cutting off the lane, but he is facing square so could play a great pass to 4 our WM who has a lot of space to his left and behind him. The final option is number 1, our IWB. This is a risk free pass as he is completely unmarked, and the easiest option for Demiral, but notice the amount of space our IWB has to move into if he receives the ball. Yes he could be closed down by the RM, but a quick ball to number 4 and we are behind their midfield with a pacey winger carrying the ball forward. Either of these options is a good one, but he opts for 1, who ends up being closed down and we recycle around the back. This is the same move but further advanced, our WB started at the red dot and played a ball into Castrovilli. I switched the WM's so Castrovilli was cutting inside, and our LB acted more like a WB rather than an IWB. Castrovilli plays an easy ball into Dragomir who is on the ball. We managed to move Palermo around, bringing their RB high and their CM across which allowed a one touch pass into our AP in the centre circle followed by another one touch pass into the space where our WB is making a run. We are in behind their RB and essentially have a 3v3 on their back line with our WB, ST and MR vs 2 CB's and LB. Patient play leading to an opening which we exploited. The move continued and ended with a blocked cross from our WB. We swapped wings later again turning LB back to IWB. I was a bit worried here, after popping the ball around the back I noticed how close my IWB was to my MEZ. They are practically holding hands. A bit too deep for my liking here but Palermo's strikers were pressing us high. I wasn't sure how to separate the IWB and MEZ here, however a long ball over the top from Owusu on the ball led to our ST being clean through and winning a penalty to put us 1-0. Not my preferred way to goal but having the ability to do this is nice. Here is a more advanced move. We played our way nicely into midfield and found Owusu in a great area after switching him to a DM on support. After thinking about changing the IWB role my thoughts were consolidated here. 1 is our IWB on support, very high in our attack and tucked in, being an extra man in midfield. We could easily give him the ball and recycle, or do what actually happens and play in 2. Dragomir receives the ball and draws 3 players toward him, opening up a great opportunity for our IWB to drive into the box or shoot. Ends up getting to him and he curls one in from range to put us 2-0 against our rivals. The IWB is acting more aggressive than intended, but he does have 'Gets further forward' so it might become a balancing act or a risk factor allowing him to travel far or asking him to stay deeper. This image is from a 5-0 thrashing of Sassuolo away. This the build up to our second goal and let me know my plan to unleash Bongiovanni was working here. We moved the ball around nicely, dragging Sassuolo's midfield to the left, leaving acres of space for Bongiovanni to explode into and pick his pass. Another key pass from Owusu here, getting the initial ball into Bongiovanni, informing my decision to let him play with a support duty. As you can see 4 players numbered being our other four attacking players, 1 is our WM, 2 our PF, 3 our MEZ and 4 our other WM, all bursting into the area to get on the end of the pass. Bongiovanni dribbled forward before choosing our Striker as his pass and assisting our second goal with a perfect through ball. Our other goals came from a set piece, a great utilisation of the high press to catch a defender in possession leaving our ST 1on1 with the keeper, an own goal and a great shot from our DM outside the box. This came from a big game at home vs Lazio. Bongiovanni again receives the ball from our DM and enough space has been opened for him to dribble through the middle toward the box. He chose to attack the space, and unleashed a shot outside the box scoring a huge goal in a 1-0 win. This is enough to show me he is operating exactly how I want. Probably our best performance of the season was away at Roma. We absolutely dominated the heavy favourites at their own ground in a 3-0 win for Catania. This is our second goal. I noticed how narrow Roma were playing, again we used patient build up to move their midfield across. Our LM is on the ball a has a good amount of space in front to dribble and our RM is in so much space on the wide right. Our LM ends up dribbling and crossing the ball into our RM for an easy second goal. Demolished in Rome- 3-0 and 3pts to Catania. These are two screenshots of a game against Juventus at home. Bongiovanni receives the ball initially from our IWB(1) and begins his dribble into space and beginning to play-make. He passes to our MEZ who dwells on the ball before playing to our LM who is right footed cutting inside. Notice where our IWB starts and where he ends up when our LM Castrovilli gets the ball. The movement of our striker is key here, as he has opened the space for our IWB (1) and Bongiovanni (2) to attack. An excellent curled pass into our on-running IWB saw us score the opening goal against Juve. Some great team understanding here, I absolutely love this move as it began with Juve clearing the ball and us pinning them in their half. The move started with our IWB allowing our play-maker to dribble, linking up with our Mezzala who played an easy ball to our winger, whilst our Striker pulled away the CB's, we had two runners surging onto the through ball. An excellent team move here. Another top side dominated, as Juve never threatened us at all and their only goal came from a penalty. A 3-1 win for us at home with our two other goals being started by the high press, both ending in through balls to our surging midfielders. This comes from our final game of the season vs Juventus away. Bongiovanni had been moved upfront in the dying minutes as our striker wasn't effective. He ran onto a ball over the top from our centre back and controlled the ball here. This goal highlights how I wanted my Gerrard-role to work, as you can see him in the D bursting into the box. An easy cutback here and we score our second goal in the 90th minute to win 2-1 away at Juve. Beautiful! I think I have provided some okay examples on how my CM's played, both scoring and creating in the manner I wanted them too. Bongiovanni being our play-maker and making daring runs and splitting open backlines, whilst our Gerrard role linked play up and got on the end of moves to smash them home. I could show many more examples of this but I would be here all night. The goal against Juventus at home is one of my favourite goals and highlights perfectly how the tactic can create space for our forward running midfielders to attack, and shows a great sense of teamwork as many parts were key in this move. So I managed to achieve (atleast I myself believe it) what I wanted from my midfielders, allowing to drive my side forward and be the prime suppliers and scorers. I also utilised possession when needed to move teams around and create space for our midfield to operate. One image also shows how we implemented the idea of Peps wide players staying wide, being able to allow more space inside and become narrower in the penalty area to get on the end of crosses or through balls. My LM ended up contributing 15 assists whilst scoring 5, and my RM scoring 8 and assisting 10. It let me know we had more than one route to goal and more than one player who could finish off a chance. But how did I do defensively? Did we reach our target of conceding the fewest goals in a season? 22 goals conceded in 38 matches, with 24 clean sheets. Extremely happy we managed to achieve this, especially with my very average side which lacked great quality in depth. Our high line and high press has been greatly effective, only occasionally falling asleep to a ball over the top. I felt a great sense of achievement, outperforming big European clubs with an average and very young squad. We were tipped for relegation and predicted to finish rock bottom of the table, so how did we do in the league? A very successful overachieving campaign with a cup final defeat to Juventus on pens (We got our revenge in the end) and I finally felt like I have understood the game better from trying things from simple ideas I wanted to see play out, with help from other ideas that people had suggested in other threads and bringing together aspects to make it work for me. The knowledge I gained from reading threads and watching videos massively helped and it has really given me a good sense of accomplishment finally in this game that I had been looking for. Don't get me wrong, I still learned and recognised where to change things and make tweaks to counter teams or to get back into a game or close a game out, and I also acknowledge that this is definitely not a revolutionary tactic and is fairly similar to ones I took inspiration from, but this is more about my process getting there, trying different things and choosing things that fitted my idea and what I liked. Now finally it's time for the tactic. What I will present is more of a baseline that allows me to make changes when required, however with the chosen roles and duties, allows the team to play how I wanted them to play as outlined above and backed up by examples. A few things changed during the season so this was our final tactic going into face Juventus away to secure the title. The whole point of this post was to explain what I wanted to do, how I did it and the results with examples, but the initial idea for what I wanted to create could of been entirely different I would be here with a very different tactic for it. This post is aiming to present how I finally had a light-bulb moment and how I allowed myself to learn, adapt and understand the game better after years of stumbling around. Not too many changes, but the attack duties became support if we ever went positive/attacking. The changes I made most often were asking my wide-midfielders to either cut inside or run wide, alter mentality, tempo and passing range to the circumstances. I used be more expressive when faced with a hard defence to break down, which sometimes came with play wider. My DLine dropped to higher but often moved around as we gradually shifted pressing styles throughout the match. My MEZ could also become a DLP and my AP could also become a CM(a). My DM also moved between an Anchor-Man, a Half-Back and a Defensive Midfielder. I chose balanced on this occasion as we were up against Juventus on the final day of the season, and I didn't want to be too cautious or too aggressive. Shorter Passing and play out of defence is there too help with keeping the ball away from the other team, but our passing length and tempo was something I changed a lot depending on how the game was going. I picked pass into space as the tactic basically aims to make space by moving teams around, allowing space for my CM's to attack, so passing the ball into that space would help with that. It was also useful to hit balls over the top for my striker which usually led to goals. Distribute to CB was used to help build from the back, and whilst we start with Counter & Counter-Press these would often get switched on and off throughout games depending on the circumstances. Higher Defensive Line and Much Higher Line of Engagement, mixed with Extremely Urgent Closing Down and Tighter Marking was there for my high press, but again we weren't afraid to drop to mid or low blocks when we needed too. Offside Trap is there to help with our high line and use the intelligence of our back line effectively. Final PI's WM- Stay Wider and Run Wide with Ball or Cut Inside AP- Roam from Position PF- Roam from Position Situational PI's - FB- Get Further Forward, Take Fewer Risks, Sit Narrower CD's- Take Fewer Risks IWB- Take Fewer Risks AP- Remove Roam from Position Like I said, this is not any revolutionary tactic and definitely took loads of inspiration from others. I'm not claiming it to be a fully self thought out tactic but it's my first one that I haven't directly taken from one source like for like, but added loads of ideas together to fit me and what I wanted to do, which started with a few basic ideas that I came up with, and as it moved on took inspiration from other ideas I had seen and wanted to try. It has been a real enjoyable learning process. I tried everything and kept aspects of things I liked, things that worked and things that fit my ideas. I would be very grateful for peoples feedback on how they view this tactic and how it can be improved, but I will add another post after this one highlighting my squad building process and picking certain players for certain scenarios, which informed my tactic heavily. Could this work with another team? Maybe, it's definitely one where you need to assess the game and make correct changes when necessary, and one that demands a certain type of player. I think my next post will explain how I built my squad, the reason for choosing those players and how they worked within the system. Alongside this would be how the players, especially the front 5, could all inter-change and offer something different to each role. I know it's a long one and I may of bored a lot, but showing my process is what this is all about. I felt the next logical step would be to get feedback from others and see how we can become better and adapt it. My target for next season is to concede the fewest goals again and also to remain unbeaten at home. I would also love feedback on the style and format of the post and how I can improve, considering this being my very first attempt. Thanks for reading and I hope to see some discussion and feedback below!
  21. 34 points
    What is Team Shape? Team Shape is one of 3 primary factors which determine a players individual mentality. Team Mentality determines the team's collective mentality / strategy. Player Duty determines an individual's duty, within that collective team strategy. Team Shape how individual players prioritise the collective team mentality vs their own individual duty. → More Structured team shapes instruct players prioritise their individual duty over the team mentality. → Flexible team shape means players balance team mentality and individual duty equally. → More Fluid team shapes mean players prioritise the team mentality over their individual duty, hence why we talk about "compactness". How do we apply this in the Tactics Creator? Select the most logical Team Mentality for your overall strategy. Apply Team Instructions to tailor defensive, build-up and attacking strategy. Select a Formation which sets defensive structure and facilitates your overall strategy. Apply Individual Duties to define your attacking structure. Choose your Team Shape depending on how players should prioritise their Team Mentality vs Individual Duty. Select Player Roles and Instructions based on their movement and status as a playmaker (not their name). Set your Set Pieces. When you look at it this way, it makes the Tactics Creator pretty simple, logical and easy to relate to real life football. There. That's it. Simple. Next question. World peace? ============================================================ This is a very short article but can be a work in progress, if people don't understand it clearly. I actually wrote a much longer article in the first place but boiled it down and it's actually not as complicated as we often make out.
  22. 34 points
    I just pre-orderd another copy because of this topic.
  23. 32 points
    Match engine is still a really dull watch. Movement is still practically non-existent (though I did see a striker make a run in behind before the ball was played once 😱). There’s never any intensity when in possession. This often results in long balls from defenders when you want to play out of the back Still a load of balls wide going out of touch. Though there is an improvement there. Seen a few through balls played in behind fullbacks Wingers choice of when to try and get past players is baffling at times. I’ve seen my full back and winger in a 2 v 1 vs opposition fullback and the winger just runs straight into the player and loses the ball. The same is happening when I’m good crossing positions. They just run at the player or cross way too late Goalkeepers animations are still hilariously bad, and I only see 3d highlights after goals. i could go on a bit more, but why bother. This update is an improvement but still sucks. What sucks even more is that after less than half a year of release, you will now give up with any major updates for this game and come out around October telling us why FM20 will be the most realistic FM yet 🙃
  24. 32 points
    I think I'll be happy if the regens don't change race every 20 minutes...
  25. 32 points
    Okay, this is griping me now. I've put countless hours into FM over the years, but the past two editions meant I've found myself less immersed due to the simple fact that regens must be way down on the list of importance for SI, because their faces definitely keep changing for the worse. I understand that the gameplay/match engine etc. is a big deal for SI at the moment, but for someone like me who enjoys long saves where the whole of my team will be regens that I've taken the time to scout, train and bring through the ranks, having about 6 or 7 hairstyles for 20+ players and faces that look like clay really takes a lot of the enjoyment out of longer saves due to the lack of personality I feel the regens have. What makes it worse is that with the new 3D face models (most pointless feature ever because the majority of players don't zoom right in on faces in game) you can't even use talented modder's resources to make them look more varied, such as Debski's hairstyles. It feels like a pointless backward with the alien looking regens of last year and now the clay-putty-like ones we've got this year. I get you're trying to make them look better for the long run but it clearly isn't ready to be implemented yet, the old regens from FM'16 and before looked way better, and with added hairstyles from content creators, helped players feel distinguishable from one another, really helped the immersion-factor. Why change it for the worse? I've seen a few threads on this already, with replies such as 'get used to it', 'it's not a gameplay issue, its in your mind' or 'it'll be better in the long run'. Don't come at me with those cop-out excuses, firstly, why should we have to 'get used' to poor graphical choices with no logical reasoning to make them worse? And if it'll look better in the long run, why not wait until it's ready to be implemented instead of rushing it out and claiming it to be a 'new feature'. As for it not being a gameplay issue, if multiple people are complaining about it and it's actually forcing people to skip this addition of FM then why not address our concerns properly? Seriously, if a modder can make the image attached in 2 minutes, why can't there be more effort from SI's part when they have a year to perfect it?
  26. 31 points
    Now try it with a club that isn't the wealthiest in the world.
  27. 31 points
    12 Step Guide to Tactics STEP 1 Understand what Mentality, Shape, Roles and Duties do for your team Mentality affects HOW a team plays, do they have a higher appetite for risk, do you want them to be more aggressive going up or do you want them to be calculated in possession? Mentality affects closing down, width, length of passing, tempo and defensive lines. Shape affects how a team plays during transitions. On lower shape players will stick to their duties more, whilst on higher shapes a team is more likely to play as a unit. So if you want your team to play by sticking to the shape of the formation then you want to play on the more structured shapes. Roles and duties serve to create individual distinctions in mentality, and shape acts to distribute it within the team. For Example: Defensive - Highly structured - Attack duties will be further away, their risk appetites will be higher and you are likely to need them to be good at using the ball on their own. It may take time for others to come up and support them. If you don’t use the shout play out of defence you could see quick counter attacks. Defensive - Very fluid - most of the team will be playing on the same mentality, the side will appear compressed, it will move as a unit. Since you are so calculated in your movement up the pitch, you could find that the opponent is already firmly in their defensive positions when you get the ball up the pitch. A poacher in a Defensive Highly structured system will always have a higher mentality and a greater risk appetite to do things than one in a Defensive/Very Fluid system As you increase mentality, the teams style of passing, closing down, its defensive line, tempo will all change. How the team plays as a unit however will stay the same, unless you change mentality or duties. STEP 2 Analyse your squad 1. Check Season Preview to determine how you rank vs the other teams 2. Study your squad to identify strengths and weaknesses: Use Team Reports - a simple snapshot that gives you a good indication of overall things like work rate, decisions, jumping reach etc. Use Squad Comparison - to give you a comparison to the rest of the league, always use the highest value. Use Squad Depth - to find out how many players you have and how they stack up on current ability. Remember to use the option to show Roles currently selected for your tactic. Use a Club DNA view - Break your side down by attributes and analyse their strengths 3. Once you have identified your team : draw up a list of positions and rate each one with what you have The game is all about defending space, controlling space and attacking space. To that end we need to know how the players can perform defensive and offensive tasks on the pitch. Rate them according to how well they can perform these tasks, when a transition fails I will look at these attributes when I analyse why, please understand attributes are relative for the league you are in!! : 
 DEFENSIVE TASKS a. How good your central defenders are at dealing with crosses - Jumping Reach, Heading, Positioning, Anticipation b. How many players you have good enough to get back quickly and play on support to help out the defence - Concentration, Acceleration, Stamina, Determination, Work rate, c. How good your players are at tight marking their opponents - Concentration, acceleration, marking, strength. d. How many players you have good enough to spot a danger before it happens - Anticipation, Concentration, Positioning e. How many players you have who are good enough to put in a challenge if needed - Bravery, Strength, Tackling If you have central defenders who are strong aerially and good positionally then you can play on various mentalities. Your side can adopt defensive postures and allow the opposition to cross the ball. However if the players attributes are just average vs the league, then you will need to adapt dynamically and decide on a per game basis whether its too risky to sit back and allow the opposition the time and space to cross the ball. When your team has low acceleration and poor positioning they are going to find it a challenge to play on higher shape settings. Determine if your players have good acceleration, determination and work rate too since these will influence whether you can play a game on higher shapes and higher mentalities as support and defend duty players may need to get back quickly when defending. If your team is average or below average at defensive tasks, then you are recommended to play with at least a defensive midfielder so that your backline gets more support. Here you need to recognise your sides weaknesses and be prepared to deal with them if necessary. OFFENSIVE ASPECTS Creating chances is all about controlling space and using space. We need to know what kind of players are at our disposal, and what they are capable of. Players who can exploit space and what the attributes influence specific action during an attacking phase. Those who go into and attack the spaces (eg, Players who may be expected to play either attack or support duties on the flanks or are expected to move into channels centrally )- Acceleration, off the ball, anticipation, determination, work rate Those who can control the ball - First Touch, balance, agility Those who can control and work the space ( Players who have been given the support duty and are expected to drop deep or hold up the ball) - Strength, balance, first touch, decisions, off the ball, determination, work rate, composure Those who can find players in spaces - (Players who are expected to be making risky passes) First touch, decisions, passing, vision Understanding what the players are capable of will influence your decisions on what kind for tactical formations you can use and how you can use the space. If you opt to use a structured shape, then players in attack duties will be expected to either attack space or control them, depending on the role. If their roles demand they dribble or move into channels then you will need to make sure they have the attributes to do their roles well. Technical attributes such as crossing, dribbling, finishing will need to be taken into account for specific tasks you have in mind for them. For example, I want to play a winger in a structured shape and I want him to attack the space out wide. Then I will need him to have Go into and Attack Space - Acceleration, off the ball, anticipation, determination. Once he gets there, I need him to control the ball - First Touch, balance, agility. Finally I need him to dribble with the ball go down the flank and cross - Dribbling, Crossing. When you have a systematic way of analysing whether a player can perform a role within an overall shape it becomes a lot easier. In more structured shapes, players in attack duties are more likely to wait for support, these players will need to be able to attack the space and control the ball. In more fluid shapes, players will need to be able to move around, control and work the space. Regardless of shape you will always need players to find others in spaces, these will most likely be your playmakers, or any role that has been assigned risky passing. Why is this important? You've heard the advice, "give passing options", "defend against the cross", but how do you do this effectively? Understanding how a play breaks down gives us insight into what actions could have failed. - Did a player get closed down too fast and lose the ball, because his support players didn't come up quickly enough? - Did his control of the ball let him down? Knowing if your defenders can deal with the cross allows you to use defensive strategies more effectively. Knowing that you have players who can win balls in the box and clear them allows you to play a conservative strategy, knowing fully well that on defensive strategies you give up the flanks. Understanding how attributes kick in on defensive and offensive phases will help you. FM18 also makes it easier for you to compare players in specific roles along key role attributes. Click on a position in the tactical grid, now go to the squad list and drag someone over and study the comparison tab that pops out on the right. STEP 3 Create a balanced tactic with more than one route to goal Tactics don’t need to have 10 attacking duties to score, a tactic with no attacking duties can do just as well, provided you have considered carefully what your players are capable of. Always think about how you are doing to defend the spaces vacated by your attacking duties. If you are using a Complete Wingback, understand that he will venture forth aggressively on an attacking duty. So how do you defend that space in his absence? Is your tactic capable of creating more than one type of goal? Don’t be too one-dimensional with your tactics. You could create a tactic that has one flank delivering crosses while you have another flank crafting short little passes that serve to drag a team around. A balanced tactic is all about controlling the space. Worry about keeping a clean sheet first. Sort out your defensive shape before you create your attacking shape. The with and without ball screens only give you a general guide on what your team looks like in attack and defence. Look at passing network diagrams in Team Reports to see what your key pass combinations look like to make sure players are using the space effectively. When you create a tactic consider how you place your duties first. When deciding how to set up your duties, account for the attacking duties and make sure that you have adequate support to cover for them when they go off attacking. When creating a balanced tactic, we are always trying to balance duties to make sure there is enough cover to account for these attacking duties. For example if you choose to use an attacking duty on a side midfielder in a 3 man midfield, consider using a support duty behind him to cover for him when he goes attacking. This way during a transition from attack to defence, you will have cover on that side of the pitch. Once you have distributed your duties, you can then think of the roles that your tactic may need. Remember that you have the option of using Match Plans in FM18, this powerful tool gives you the ability of saving pre-sets of your tactic with different team instruction combinations. This allows you to create scenarios to make subtle changes to your system under certain circumstances. STEP 4 Adapt the roles to the player Many roles in the game may not suit your players strengths and weaknesses. Use the player instructions to fine tune the players skill to the role requirements. If a player can’t dribble, then choose a role where you can get him to dribble less. If he has poor vision and decisions then don’t give him a role which requires him to take risky passes. You can even look at your tactic and set specific roles for specific players in your formation. If you are playing a 442, then one player can be set up as a Winger and if you have a plan b, where you need to bring on a defensive winger in the second half, then set a specific role for the second player in the player instructions sub panel. This way you don’t need to fiddle with player instructions each time a player is brought on. STEP 5 Focus on how the roles and duties work together in your tactic Roles and duties can work together to create effective passing triangles on the pitch. If you want a tactic that attacks space in wide areas you may want to use attacking duties in wide areas. Duties can be combined together to make sure you have as many players split across different stratas of the pitch. For example you could have one defend duty in defence followed by a support duty on a fullback. Together they have been offset to provide support to each other. The same holds true in a two man strike partnership. One striker could work off another, as one striker could play a deeper role holding up the ball for another player who is in a more attacking role. When you think of roles and duties you need to think of effective combinations that work the ball seamlessly through transitions. STEP 6 Use Team Instructions Wisely Team Instructions allow you to create styles, but not understanding what they do can be even worse. When in doubt, don’t use any instructions. If you are not sure what these do, choose one at a time and watch the effects. Most of the Team Instructions are self explanatory. There is no hard and fast rule on which team instruction to use in the game. As long as you think about it logically and keep it simple you should be fine. Whenever you play with a fluid setting always remember that higher defensive lines combined with offside traps can be risky as you are compressing your side even more. The best option when using team instructions is always to keep things simple by observing how these changes affect your team and do these changes liberally in pre season. STEP 7 Analyse the Opposition Before each match, check the weather conditions and check the scout reports on the opposition. Pay close attention to their key pass combinations and try and identify how they move the ball around and who their creative players are. You can elect to use a strategy of shutting them at the source or defending against their threat. If you choose to shut them down at the source then you want to isolate key pass combinations that indicate where most of their support play is occurring and this will be the area you disrupt, either by overloading or by reducing the influence of their creative players. If you plan to sit back and defend against their threats then you will need to focus on roles and duties in the team that can perform this task by being positionally good and/or aerially strong. 
For example, you could adopt a plan to sit back and defend, by allowing them the freedom of the flanks. Here you could be playing a game of sit back and soak, without the need of countering. A suitable mentality may be defensive/fluid. Then you would be making sure that your defenders are aerially strong and positionally suitable for the task. It’s definitely one way of playing if you are the sort that like to shout “backs to the wall”. STEP 8 Understand Transitions So we have analysed our players, now how do we know when our tactic isn’t working? We need to look at how our team transitions the ball from defence to attack and how the team transitions from attack to defence. When attacking we want to see a seamless move from defence to attack. Whenever each move breaks down we need to find out what has happened. Once the event occurs we need to look at it carefully and track back a few moves. You could have conceded a goal, not because your defender failed to tackle a player in time but a midfielder 5 moves back could have failed to move into position allowing the ball to be intercepted. When you have identified these transition failures as I like to call them, then you should revisit Step 2 and try and use those guidelines to understand how and why those transitions failed. STEP 9 Don’t be rigid in your approach, prepare to adapt This means you may need to change your approach in a game. If the AI is attacking you down the left, you may need to change duties there to compensate. Or you may find that the opposition is sitting back and this may require you to push up, go wider or even get more players up in support. When the AI scores a goal its prepared to change mentality, shape even roles and duties to maintain the lead. When it expects to win it could even decide to go attacking and fluid on you. The AI manager plays dynamically to get a result, we should be prepared to do the same whether its a slight change to roles and duties or a significant change like changing the style of play altogether. Get into the practice of trying strategies where you push up to try and score a goal and then sit back to defend. You can make tactical changes to play more defensively by telling your team to retain possession and work ball into box to encourage your side to hold onto the ball. Or you could have a strategy where you switch to counter and structured and pass into space if you expect the opposition to push forward for the flank. STEP 10 Learn to use Opposition Instructions Opposition Instructions act to target a specific opposition player as opposed to player instructions like tight marking and closing down which are more zonal. Consider using OIs to put opposition backlines under pressure. You can also use them to hard tackle dangerous crossers of the ball, put players under pressure who are unfit or even tackle harder players who are carrying an injury. Who said we have to be nice? STEP 11 - Have a bench strategy The players on the bench can present an effective change in strategy for you. If you find that you need to stick a strong player upfront to hold the ball up and play others in. Don’t be afraid of thinking of different players who can perform different roles to create varied styles of play. Consider as well, the possibility that you may want to bring on players just to waste time to hold on to a lead. STEP 12 Never ever forget to set up your set pieces If you have a player who can take long shots then set him lurking at the edge of the box, and hurl corners to the penalty area for him to take strike. You can also set corner routines up to help with keeping possession of the ball. And never forget to check attacking routines to make sure you have enough cover in case the opposition launch a quick counter.
  28. 31 points
    Hello @Dagenham_Dave could you, for once, make a constructive post and tell me how to put you on ignore list?
  29. 31 points
    Absolutely love the social feed, it's a great addition. #feature #socialfeed Not sure what to think about this social feed just yet. #feature #socialfeed Not seen a worse addition to Football Manager since the social feed. #feature #socialfeed
  30. 31 points
    Newgen faces play a big role in immersing myself in long-term saves. If done well, newgens can feel as ‘human’ - for want of a better word - as real-life players, and I can relate to them more. If done badly, the in-game universe feels like a horrible sci-fi programme where all the footballers are gradually replaced by what David Icke would call the Lizard Illuminati. The newgen faces in FM13 were great, even if they did get samey after a while. The newgen faces in FM15 and FM16 weren’t perfect, but they were steps in the right direction. In FM17, though... dear God, where do I begin? I didn’t have the devil eyes other users complained about. What I did have, though, were enormous foreheads, youth teams full of recuperating drug addicts, and players who started suffering from male pattern baldness as soon as they began secondary school. Complete hair loss in 16-year-olds? I can accept that in a world where Jonjo Shelvey exists. What truly breaks the immersion for me is seeing goodness knows how many teenagers who resemble Bobby Charlton, Alan Cork or my old school headmaster. Adding a third-party hairpack helps, but it’s not foolproof. Players can often switch between very different hairstyles, seemingly based on their morale. I’ve got one player who sometimes has a glorious 19th-century handlebar moustache and sometimes has barely any hair. Another usually has a full head of hair, but every now and then, he turns into this guy (minus the glasses, of course). As trivial as they may seem to some, the newgen faces were the only aspect of FM17 I really did not like. If this has not been improved in FM18, then it’s just another reason for me to consider skipping the latest version.
  31. 30 points
    So as some of you who have joined the Public Beta may already know, over the last few weeks we've been working on update 19.2.0 for Football Manager 2019. We're delighted to be able to say we've just released this and the update can be downloaded automatically via Steam now. As always it's save game compatible, so you can continue your current save without issues. However any fixes related to competitions rules or schedules may require you to start a new game. As always just launch Steam and the update should begin automatically. If you're already playing FM19, we'd suggest saving the game and exiting. Once you've done so it should automatically update but if it doesn't we'd recommend restarting Steam. The changelist contains a number of fixes and tweaks included in this version. Please remember that this changelist contains but is not limited to those listed below. We very much hope you're enjoying the game and continue to do so over the forthcoming holiday period. We'd also like to take this opportunity to state how much we appreciate how active our community has been in helping us make Football Manager 2019 the best in the series to date. Thanks from all of us here at Sports Interactive. Changelist 19.2.0 - Further stability/crash fixes - Fixes for freezes occasionally occurring during network games - Number of general AI transfer tweaks - Changes to situations when player would demand new contract - Fix for incorrect future transfer date appearing - Further balancing work on happiness conversations - Training happiness tweaks - Number of general training fixes - Fixed being unable to attend matches via team’s schedule panel - Fixed issues with Continue Game Timeout not being responsive enough. - Number of general UI fixes - Carabao Cup winner not qualifying for Europe if previous Euro Cup winner was English & outside top 4 - Players spawned in Belgium will have the correct Belgian Homegrown status - Premier Division and Championship now have Goal Line Technology in all matches - Number of fixes related to Romanian league - Number of competition and rule groups fixes - National U19 team selection criteria fixes - Fixes for media items appearing erroneously in certain situations - Fixed match sharpness increasing too quickly during matches - Fixes for commentary only replays and commentary - Tweaks to referee’s decision making - Tweaks to player reaction times - Improvements to set piece defending - Lowering cross-field clearances from dangerous positions - Toned down too many players chasing the ball with Counter-Press - Changes to heading logic and accuracy - Improvements to dribbling, shooting crossing and players joining attack calculations - Further general AI improvements - AI tactical improvements - General instructional changes
  32. 30 points
    As a paying customer I feel the need to get this of my chest in a post. Ignore it, accept it , criticize it or delete it. I'm gonna post it anyway. Perhaps is the wrong part of the forum, but whatever. While I appreciate SI making an effort in making this Public Beta available to us in order to help them improve the ME, I feel like this should be done before official release a month ago and it should be done by their paid testing team. Why should we pay to buy a game and then spend a month or two months testing Betas and uploading pmks to help them do something that should've been done already by their team? We have lives, jobs, family, etc. We spend money on a product and if it doesn't work, then we would just not buy it anymore until the makers make it good. The ME is the bread and butter of the game. It is one thing SI can't afford to not have right at release. I realize it may be hard work to get right, but that is your problem/job, not mine or ours. If the ME is not right and not working as it should be, then the game is not worth it in this condition. I have played every edition of FM since 1993 and CM Italia edition. I paid for every one of them. I was born in Europe and started playing there. And continued to do so when I moved to America even though it was difficult getting the game at first. I'm not some random guy ranting. I've been loyal and patience customer for years and years. But this year the ME is atrociously bad and unacceptable. I had high hopes and was positively excited about the release once new Tactical and Training modules were announced. I think it's only right I make you aware of my feelings, for whatever its worth or if its even worth it to you (SI). Thus I will end by putting it in simple business terms you should understand. If the game is good, I will play it and buy it again. If it isn't, then I won't. Business 101. Consider me Americanized - for better or worse.
  33. 30 points
    It's a 3rd save for Ash Brook-Friend!! ST. BURYAN ARE THE EUROPEAN CHAMPIONS!!!!
  34. 30 points
    So I think I'm putting FM18 aside permanently at this point. Steam says I've logged 266 hours, which is actually the least amount I've ever spent with an annual FM release since I started playing in 2011. This jibes with my general feeling that this is perhaps the weakest release since that time. Here are my thoughts on the game, and what really needs to be improved for next year: 1) UI A lot of changes were made to UI screens this year, almost all of which require extra clicking. The player and staff search screens now have popups to enter search criteria, instead of search criteria being permanent fixtures on the screen. That's more clicking. Team talks now need to be confirmed. That's more clicking, and singlehandedly convinced me to let my assman handle team talks. Scouting meetings require you go to through each recommendation individually. Again, more clicking. These UI issues need to be streamlined. FM is already a time-intensive game, attention needs to be given to making the most common functions more readily accessible. In match, the tactics screen is turned sideways. Why is this? In every other place in the game it appears in an up/down orientation. This is confusing and ugly. Additionally, changing things like opposition instructions or set piece takers requires (you guessed it) more clicks. You have to click to open a popup, then click to switch tabs. Even finding match stats from the post-match analysis screen requires multiple additional clicks. Specifically regarding set piece takers, why do I have to set my set piece takes separately for each tactic? Why is there no option (or at least none that I have found) to have them be shared across tactics? Now that there are different situational free kick taker lists in addition to just left/right side lists, the problem is even worse. I have to set like a dozen lists. The amount of clicking is endless. Just let me copy/paste, please! 2) Scouting I think SI's heart was in the right place with this overhaul, but it needs work. My scouts repeatedly recommend the same extremely expensive, world-class players over and over again. Players that are completely out of price range. It takes manual labor to tune your assignments to find players that are both worthwhile and affordable in the positions you require. It would be nice if your scouts implicitly searched for players in your budget, in positions that your tactics utilize. The distinction between standard and short-term scouting is not particularly clear. Why is position-specific scouting only short-term? In most transfer windows I am only searching for players in one of a few positions. Scouting meetings themselves are painful. You have to click on each player, most of whom you've seen already, and to add to the annoyance, the "Acknowledge" button moves around so you can't rapid-fire click. Just give me a list so I can see everyone at a glance! 3) Match Engine This year's match engine was very problematic for me. There are a few big issues that really hurt the experience. First and foremost was shooting. There are multiple problems surrounding shooting in this ME. First of all, accuracy. Players frequently shoot from what you'd think are dangerous locations at the edge of the box, and the vast majority of these shots go nowhere near the goal. The same goes for DFKs where it seems incredibly rare for a shot to even test the keeper. The issue exists for short range shooting too, albeit less so because short range shots are simply harder to miss. But long shooting as a tactic is completely ineffectual in this ME regardless of your players attributes, and the amount of horribly off-target shots breaks immersion. Another issue regarding shooting is decision-making. It seems like the tendency to shoot is just a little too strong across the board, and it becomes especially apparent when you see shots from some bizarre areas of the pitch that you almost never see any RL player shoot from. I've seen too many shots from the corner of the penalty area, or even halfway between the corner of the penalty area and the endline, that had a 0% chance of success. You also see a few too many cases of players firing off crazy shots from 20 yards out instead of passing to an overlapping fullback sitting all by themselves on the wing. Pressure on the ball is absolutely nil. Poor teams can often counter-intuitively dominate possession simply by playing low tempo and hanging onto the ball non-threateningly. This is perhaps the biggest contrast between watching FM and watching the sport in action at a high level. The real sport is much more frantic. There is more sloppy play caused by pressure and it is much more difficult for poorer quality players to pass the ball around accurately and maintain control when they are being closed down. Defensive players seem extremely slow to react to just about anything. It is far too easy to ping long balls into the channels and have strikers run onto them. Defenders react slowly and are too slow to switch between backtracking and turning and sprinting. All this poor shooting and lax defending means that crossing seems to be the absolute best way to score. I played a narrow tactic where my only wide players were fullbacks, and the vast majority of my assists still came from crosses. The "long ball to pacey forward -> cross -> score" pattern is way too prevalent. 4) Bugginess I was one of the folks affected by the Nvidia stuttering bug and I also thought the UI in general was more choppy and stuttery (when processing) than usual considering this was my first FM played on a new, very fast computer. But I guess that's a minor consideration. --- Anyway, I still had fun with FM18 and I do appreciate the difficulty of SI's task. But as a loyal customer I thought I thought it was worth laying out my feelings on this iteration of the game, which I hope is a transitional effort.
  35. 30 points
    Thomas Tuchel is one of these rather new managers I've grown quite a big fascination for. His first half season at Dortmund, the 2015-2016, stands out for me as a quite unique team with a very fascinating way of playing football. Tuchel's positional play got paired with Klopps intense counter pressing and together it produced something quite unique. Tuchel gave them a better positional sense on the field, a better pre determined structure where each player knew what half spaces and positions between the lines to occupy according to where the opposition and the ball was. Something they really lacked in the last days of Klopp. Instead of being direct and very vertical under Klopp, the passing under Tuchel got shortened a bit. A bigger focus came on retaining possession but for for possesions' sake. The real goal was to move the opposition by controlling the match through posession. A possesion side who constantly scanned the field for space. When it got applied best best it looked like this. It was fast, positive football when applied best, but also quite clever in it's focus to lure the the opposition on one side of the pitch to create space somewhere else, then quickly spring the trap, launch the ball into that area and attack. I have been trying for countless of days and hours to emulate Thomas Tuchel's footballing philosophy directly to Football Manager, but I find the play would often be way to forced and the many Team/Player-Instructions would drown even the most intelligent players. So I go for a new approach. You could say that I did something similar to Tuchel before he in 2015/2016 took over Dortmund. Like Tuchel took a sabbatical year to study how Guardialo sets his team up, I took some "time off" from the game to study a great community member who has been the biggest influence on. There is of course talk of @Özil-to-the-Arsenal's many threads on his Very Fluid playing style with Ajax and his vision to make a general playing style which can easily be applied in various formations. I thought then instead of trying to replicate Thomas Tuchels way – how the players exactly move and what roles they have played on the field and so on – I will instead take the essential philosophy of Tuchel and translate it into a overall style of play. So, lets narrow down what Tuchel essentially asks of his teams: The research: http://spielverlagerung.com/2015/09/15/team-analysis-tuchels-borussia-dortmund/ - and everything they have written about Tuchel. http://spielverlagerung.com/2016/11/20/tuchels-play-with-fire-pays-off/ http://bundesligafanatic.com/tactical-analysis-tuchels-borussia-dortmund-finally-beat-bayern/ Tuchels Tactical Philosophy The german managers stands, as I see it, on two great pillars: The Counter Press: - His team defends from the front and tries to win the ball back quickly after lost possession. Very much like the school of Klopp. To give a better framework for this, the team is rather compact between the lines when the defense transitions happens, operating with a high defensive line to control and squeeze the space for the opposition to play in. Positional Play: - Tuchel organises his team to facilitate certain and very specific overloads on certain areas of the pitch. The team is structured in passing triangles and diamonds so several passing options opens up – especially in the half spaces and between the lines. - The goal of this is to make the team to be more able to control possesion, dictating the game and create space. One of the things that is so fascinating about Tuchel's approach is that in the 2015/2016 the team prefered to open up - through rather short diagonally and vertical passes - passing options rather than opening up dribbling routes. When this certain style peaks, it's like watching a german and more aggressive version of Pep's Barca. A fast one-two unit of players with an incredible high understanding of teamwork. - They build out from the back often retaining the ball with clever passing, patiently trying to open up a route to attack. So how do we apply this overall philosphy into Football Manager? This is where it gets extremely tricky. Because, simply, you can't. Not directly. At least not a 1:1 version. The pressing: In Football Manager, you can tell your players how much they should press overall, but not when they should press. There isnt certain pressing triggers. We can however control the defensive line and we can take the essential of the philosophy of counter pressing: - We want to put the opposition under huge pressure. Making it difficult for them to organise their own play, forcing them into stressed long balls. They should simply not be given time to breath. - We want to squeeze the space they can play in by having a extremely high line - and to start our own closing down as soon as possible. The possession play: We got a lot of control of how a player should act on the field - generally. Do we want them to roam outside of their area? Should they defend? Should they attack? Should they support? What space should they hit, who stretches the field horizontally and vertically? We can all do this, but what we cant tell our players, is how to exactly operate according to firstly where the ball is and where the opposition is. We cant be so detailed. Instead we can focus – like with the counter press – on the essentials of this philosophy: - I will use formations that naturally favours the creation of diamonds. We will change the formation and the movement inside the formations according to how the opposition play to take advantage of the opposition's formation's weaknesses in certain areas of the pitch. Like Tuchel does, I will not be afraid of changing formation from opponent to opponent. How do we do this? We give ourselves a set of rules to follow. They will be like this: - We need an advantage of at least one man in central areas of the pitch, namely in the defense and midfield. Example: Against formations that has two strikers we will have 3 defenders (well hello there, Bielsa). Against formations with a central attacking midfielder we will have a DM to nullify that threat. But the main question I always should ask is this: How can we build from the back against the specific formation? If I manage to answer that correctly I have come far. The key here is to adapt, but the overall playing style should stay the same. The overall framework aka. the playing style After all this writing and reading I will now try to create a framework which facilitates what I want. Team Shape: Very Fluid: Why? Very Fluid secures the team acts like one unit. Every player should be a part of the transitions. Is this exactly how Tuchel structure his team? No, maybe not. Its an endless debate of how guys like him and Guardiola and so on sets up his team in Football Manager terms. You could argue Tuchel prefers a Structured approach. He is telling his players exactly what he wants them to do. Meanwhile he gives certain player on the pitch creative freedom to move around. An example of this was the ARM (Auba, Mhiki and Reus) in the first season. They moved all over the place in offense to create overloads, while Kagawa came from deep and acted very much like the “Iniesta”, the most offensive of the creative quartet, Gundogan, Weigl and Hummels being the other three. But as I stated before I can't tell my players in detail how to act under specific situations, like Tuchel and Guardiola does. Instead I want to create a framework of where free flowing, yet defensively compact, football with a high amount of creativity and movement. A framework that, like Tuchel, favours intelligence and technique over raw physique. In other words; Julian Weigl > Sven Bender. Team Instructions Mentality: Standard - As Özil-to-the-Arsenal has championed, the Standard mentality balances out the mentalities in a Very Fluid shape. By choosing Standard I can still organise my team in to who is mainly in charge of defending, supporting and attacking while the team still acts like a unit . You could argue that Tuchel plays on the Control mentality, but after I - nearly - only been playing the game on a high mentality I want to try out something new. This is our starting point in every match. We can always go higher or lower if the situation gets desperate (if we want the unit to act more aggressively or just park the bus). Much Higher Defensive Line: - As previously stated, we will defend from the front, squeeze the space the opposition can play in. This requires a high defensive line. Closing Down Much More: - Tuchel employs an intense kind of pressing – even though this changed a bit during his two seasons – but the kind of playing style I want is the pairing of the two pillars: The german aggressive counter press and the possesion based game. Passing: Mixed - You could argue that the passing directness should be shorter – and it is something I will evaluate further on – but for now I want a style that gives my intelligent players a frame to where they can decide for themselves. The best passing option will often (thanks to the formation(s) I choose) be shorter, but Tuchel's Dortmund was also famously known for their fast counters and at certain points very direct passing - when the situation was suited for it. Play Out of Defense - We want to build out from the back. This is where our possesion game starts. We want to be in control and not give away possesion by simply kicking the ball up the field. Work Ball Into Box - I am having my doubts about this, as it might limit our directness when it comes to counter attacks, but Work Ball Into Box organises the team around the box and also reduces crosses attempted in to the box. Having players around the box also gives us a good chance to win the ball back high. It tells the players to be more patiently when looking for an opening and this is very much what Tuchel wants. Pass the ball around, move the opposition and attack the free space. Also Tuchel rarely tell his two very high wingbacks to cross the ball into the box, they often do a cutback. Their main objective is to stretch the opposition's defense, providing a wide passing option high up the pitch. They are often the first recievers when the switch of play happens after an overload on one side of the pitch. Prevent Short GK Distribution - We want to press the opposition high, disturbing their build up play. This team instructions should do that. Dribble less - Tuchel favours a pass before dribbling mentality. That players pass and move. Circulating the ball, instead of dribbling relentlessly. I am having my huge doubts of this as I have no experience using this. But as the tool tip states: "Dribble Less instructs players to adopt a pass-first mentality rather than retain possession and dribble their way into attacking situations." I am really interested in hearing others what their experience is with this. Formations Now I have the overall playing style set I need to apply it on the field. A couple of key points here: - Tuchel often favours a deep lying creative midfielder that can rotate the ball, retain possesion and provide a screen for the defense (something very much needed when it comes to the central defenders, that Dortmund has (Sokratis 13 positioning, 12 for Bartra, yikes!). In many of his formations, being it the 4-1-4-1, 4-2-3-1 or 3-1-4-2, he often gives two players the job of providing the width in the attack. This is often done through the two wingbacks that push forward and stays wide in most cases. In the 3-1-4-2, when playing with 3 central defenders the wingers/very aggressive wingbacks provides the width. The 4-1-4-1 Why? The 4-1-4-1 can be ever changing. It provides a strong midfield presence and with simple changes it can adept to certain opponents. Like; If the opposition fields a top heavy, aggressive pressing 4-2-3-1, the deep lying midfielder can turn into a Half Back, dropping in between the two central defenders to get a nummerical advance, while the two wingbacks push high up and help with the build up in the midfield, creating an overload on the wings. Against a 4-3-3, the space in front of the defense is rather free and the deep lying midfielder can turn into a more creative and supporting role, like a regista, where the play can be dictated from deep. The possibilities in this formation is, almost, endless. The 3-4-3 Against formations, that has two strikers up front, we want to have a nummerical advantage. This formation can be changed too. For example if we face a formation, the 3-4-1-2, with two central strikers and a AM we can drop the holding central midfielder down to nullify the attacking midfielder, giving us a – again – 4v3 advantage, and our right AM down to midfield, give him a attack duty, so he starts a little deeper, but links and help with the midfield and our DM. You probably get the idea by now. Also, if I am up against a really aggressive 4-4-2, that is very direct and attack down the flanks, I could make the wingers more conversative and drop them down to the wingback strata. Making the distance they need to track back shorter. (This one is heavily inspired by Bophonets 3-4-3) The top heavy 4-2-3-1 Lastly, against really defensive systems (if the oppositions report states that they line up in a 4-1-4-1 in a defensive mentality) we can make use of a plan B. This is against formations that only has 1 striker and that is not top heavy. Where we need a little bit faster transitions by having a lot of players already up front and to apply a really heavy metal style kind of pressing. So what is left? Well, now I need to start playing. I want to say that this is the first time I ever try to do something like this. I might fail miserably, as I am no veteran. The goal with creating this is to get feedback. If I am wrong at something, please point it out. I am no Football Manager Veteran. Pretty far from it. I have played the game on and off for some years, but I usually just download some tactic and start pressing the space button. This last year has been different for me though. I have read a lot of the content this fantastic community creates, tried out some things myself and finally feel comfortable of putting myself out there. A speciel thanks should be given to my heavy influencers: Cleon Rashidi Özil-to-the-Arsenal Bophonet (who makes a fantastic effort to emulate real life tactics, you should check him out. He is italian, but if you cant speak that language (like me) we luckily have Google Translate) PART TWO - The Evolution - getting closer to a playing style How do you create a hybrid style of football which consist an extremely dynamic and fast possesion game? How do you get incredible fast counter attacking football that utilieses the incredible pace of front, yet having a (very, very) controlled and rehearsed build up? And most of all how do you translate that into the complex game that is Football Manager 2017? Those are questions I have yet to answer but I am slowly getting there. The first season is over, and even though I experimented a lot – I moved up and down in shapes and mentalities and reguarly changed formations – it was an extremely succesfull one. When I first began this save with Dortmund it was with an overall ambition to within three years to dethrone Bayern and claiming the Bundesliga once again. This happened already in the first season. We won the Bundesliga with 19 points. Only losing once, a 2-0 away defeat to Bayern, drawing 5 and winning 28. I won the DFB Pokal in a epic 2-1 victory over Bayern. In Champion's League we reached quarter finals after winning an easy group and beating Pep's Manchester City in the first knockout round. We drew Mourinho's Manchester United and beat them 2-0 at Old Trafford on two counters. Our high line and press was the key to the victory. Manchester United had very little space to play in and they rarely got to build an attack around our box. In the second leg, at home, we bagan by scoring to 1-0, then they scored on a screamer to 1-1. Before the half we managed to get it to 2-1 through. With 20 minutes to go Manchester United put the pedal down and began an extreme front press. They succeded. Our two young centerbacks, Rugani and Laporte, began looking “very nervous” and it spread to the rest of the team. I panicked myself, lowered our defensive line a bit – to slightly higher – but we couldn't get a foothold in the game. They 2-2, and a nervous breakdown began. Then 3-2. And in the 86th minute they made it to 4-2. A disappointing, complete breakdown. Anyway, we gave one of the best teams in the world a good fight, and good knocked out solely on away goals. This was only our second defeat of the entire season. Here are some highlights, told in pictures: The Philosophy - redefined I did some more reading both in terms of FM guides on having a high block. I tried to boil down Tuchel's philosophy further to make it easier to apply. So here we go – again: High and intense pressing Very structured and controlled build up Central defenders fan out. Wingbacks push high up. Deep-lying midfielder drops deep, sometimes between the centerbacks, but mostly between the space of opposition's attackers and midfield. The deep-lying midfielder's main job is to distribute the ball further up the pitch, intitiating attacks and being a constant passing outlet for ball retention. The striker stretches the opposition's defense vertically, making space behind for the two wide attackers and central midfield attacker to surge into. Wingbacks stays wide all the time, stretching the defense horizontally and making the pitch as big as possible. The build up is mainly done by shorter passing. Counter Attacks Two attackers usually stay high to be able to counter. This is done with direct and immense speed. Central domination Tuchel wants to dominate central areas of the pitch which is why he has used a great many formations to gain a nummerical advantage centrally. Fluidity Tuchel's lets players roam and swift positions to achieve free flowing football throughout all phases. It isn't total football though but it is down that road. The deep-lying midfielder Both at Mainz and Dortmund Thomas Tuchel always used a deep-lying midfielder who dictates the build up from deep and is used for ball retention. This role was usually entrusted to young players such as Julian Weigl and Johannes Geis. Translated into Football Manager Mentality: Attacking/Control To really replicate Tuchels famously high press I am forced into two things: A high mentality which urges my players to get deeper into oppositions half. A top heavy formation consisting of at least 2 high attackers. With attacking/control I get a natural high line, higher tempo, more width and players with higher mentalities throughout the team. Shape: Fluid Tuchel's Dortmund are compact and encourage a lot of movement to achieve free flowing football, giving intelligent players a good opportunity to express themselves. Combined with a higher mentality such as control and attacking the team will try to achieve the positive attacking football that Tuchel's stands for. The cleverness of it will come in the structure of the team: Formation and player duties and roles. Team Instructions Much Higher Defensive Line Placing one or two midfielder's in front of the defense pushes the d-line slightly down. To negate that, to compress the space opposition can play in and to make sure our closing down begins deep into opposition's half, we push the d-line as high up as possible. I actually rarely changed this throughout the season as I usually saw the rewards of it was higher than the risk we took. Use Offside Trap Links very well with the high d-line and also helps compress the space opposition can play in. At the end of the season I collected some good experience with this. Prevent Short GK Distribution Places players deeper into opposition's half to prevent them building from the back. Links with the high d-line, closing down much more and offside trap to compress space. Lower Tempo (When on Attacking Mentality) We want to play with a little more patience and ask our players to take some more time on the ball. This is to replicate the patience Dortmund also played with under Tuchel. The tempo is still pretty fast though. Play out of defense Urges our players to perform the controlled build up, Tuchel is famous for. Close down much more Yeah, you guessed it. The pressing needs to be as intense as possible. The New 4-1-4-1 GK - Sweeper Keeper (S): Distribute to Centre Backs, Roll It Out (makes the CD's fan out) CD – Ball Playing Defender (D): Close Down Much Less CD – Ball Playing Defender (D): Close Down Much Less DR – Wing-Back (S): Stay Wider, Pass It Shorter DL – Wing-Back (S): Stay Wider, Pass It Shorter DML – Deep Lying Playmaker (D): Close Down Much Less DMR – Segundo Volante (S): Get Further Forward, Move Into Channels CM – Central Midfielder (A): Roam From Position, Move Into Channels AMR – Inside Forward (S): Roam From Position, Sit Narrower AML – Inside Forward (S): Roam From Position, Sit Narrower STC – Advanced Forward: N/A The theory behind player roles and duties This formation is loosely inspired by Tuchel's own 4-2-3-1: The key to this systems are the defensive midfielders. One stays deep, holding the midfield, one starts deep, helps with the build and support the attack. Wing Backs push high up. Central midfielder links up with midfielder and joins the fron three. The Inside Forwards starts wide – making the pitch as big as possible - but surge into space in front of opposition's defense. Advanced Forward stretches the opposition's defense vertically, making space for the Inside Forwards and the central midfielder. The controlled Build Up We just won the ball back deep, Rajkovic, the goal keeper, distributes to Laporte who has several passing options. We have created an overload centrally to counter Schalke's high press. This is early in the build up, but the two wing backs push up and stays wide, making it harder to press. The two central defenders fan out – I would like them to be at the two upper corners in the penalty area, but my God it is hard to achieve. Our two DMs, Weigl and Dahoud, comes deep to help in the build up, placing themselves between Schalke's attackers and midfield. What I like most about this build up is the overall diamond. Front four has perfect space between them. The striker pushes Schalke's defense down. The two wide attackers operates both in the half space, close enough to the central attacking midfield who occupies Schalke's midfield, and stretches Schalke's midfield, forcing them into making a choice later on and create an overload. Like Guardiola, Tuchel instruct his players to operate between the lines of the opposition. I am no great tactical analyst, but I really like what I see here. We stretch Schalke's press. We can build centrally: Laporte can pass to Rugani (number 6) who with a fast pass can pass to Dahoud (number 8) or if Schalke's nummber 11 choice to block that passing lane, he can pass it wide to Rode (number 18) who can relatively easy pass it down wide to Reus (number 11). This is actually the move that happened, and with just 5-6 passes we constructed a attack from deep. This tactic is ever changing though. I have flirted with the idea to put the two wingbacks up in the wingback strata to force a bigger split between the two central defenders. And then put the two Inside Forwards into the AM strata. So, lots to do in the coming season. Also, I want to focus on getting the other formations right. The 4-2-3-1 seems to work great against incredible defensive systems. But I have yet to use a formation with 3 central defenders. That's for season 2 though. Please comment with your thoughts. Am I on the right track? Do you have any suggestions? Please, let me know. :-)
  36. 29 points
    Introduction: The sole purpose of this file is to expand the US/Canadian experience for Football Manager as close to real life as reasonably possible. And if I do say so myself, I believe this file is the most realistic USA expansion for any version of Football Manager. There are a lot of different ways to enjoy this DB file. Take over your local NPSL or USL2 club (like my Emerald Force SC). Start with at the youth level, including the MLS academy teams. Do a Caleb Porter and build a college powerhouse before taking on the professional game. You can even make like Marc Dos Santos and start in one of the Canadian leagues (including the new Canadian Premier League). Or, just start in MLS while the pyramid below helps develop players for your dynasty. Here are the specifics: Major League Soccer: All default rules are still in place (salary cap, allocation money, contract types, All-Star Game, Drafts, etc). In 2019, as by default, FC Cincinnati joins the league (as is the case in real life). Expansion draft still occurs. The big addition here is the 2020 expansion where Beckham's Inter Miami franchise joins the league along with Nashville, as is happening in real life. Some liberty was taken with the Nashville franchise, as they have not announced their branding yet. I simply "promoted" Nashville SC from USL Championship. The teams join the league as normal, however the expansion draft for 2020 does not seem to take place. FM obviously realizes that expansion is happening because it shows on the calendar, however it never actually occurs as it does for the 2019 expansion. It's apparently a hard-coding issue. Also included is the recently announced changes to the playoffs, starting in 2019. Seven teams from each conference now qualify for a chance to win the MLS Cup, up from six. United Soccer League Championship: The league plays in 2018 with the same 33 teams from real life. In 2019, FC Cincinnati leaves the league to join MLS. Penn FC, Richmond Kickers, and Toronto FC II "relegate" to USL One. Austin Bold FC, Birmingham Legion FC, El Paso Locomotive, Hartford Athletic, Loudoun United FC, Memphis 901 FC, and New Mexico United all join the league for the 36 real life teams for 2019. In 2020, Chicago and Oakland join for 38. The 7 expansion clubs can be chose from USL League One at the beginning of the game. United Soccer League One: The league does not schedule any matches in 2018, however you can choose the clubs which do not play in other leagues at the beginning of the game (Chattanooga Red Wolves, Forward Madison, Greenville Triumph, Lansing Ignite, North Texas SC, Orlando City B, and the Rochester Rhinos) It also starts with the 7 expansion teams that join USL in 2019 so you can start with one of them and build the squad. League begins play in 2019. NPSL Pro: Like USL1, it does not schedule any matches for 2018 and begins play in 2019. You can pick Cal United, Cal FC, or Oakland Roots in the beginning. NCAA: All 209 teams and 24 conferences are included. Set up to mimic real life as much as FM will allow. 21 of 24 conferences have tournaments, with all 24 conference champions gaining automatic bids to the NCAA Championship Tournament. Players selected for the MLS Superdraft will come from the NCAA. US Soccer Development Academy: This is where newgens are generated in USA in FM. Activating the division means that the youngsters will get meaningful matches. This league matches real life as much as possible, but in reality the league runs on a fall-spring schedule and FM doesn't allow one division in a nation to run fall-spring if the rest of the leagues run spring-fall. United Soccer League Two: Setup to reflect real life for all 2018-2019 changes. FC Tucson and South Georgia Tormenta play in USL2 in 2018 before joining USL1 in 2019. National Premier Soccer League: Also setup to function in 2018-19 as in real life. Chattanooga FC, Detroit City, Miami FC, Miami United, Milwaukee Torrent, New York Cosmos, FC Arizona, and ASC San Diego all play in NPSL in 2018 before moving to NPSL Pro in 2019. Canada: Includes the new Canadian Premier League, League1 Ontario, PLSQ, Pacific Coast Soccer League, Canadian Soccer League, and the CSL Second Division. Also included are the cups for League1 Ontario and PLSQ. The Canadian Championship is also set to include the CPL champion starting in the second season. ADDITIONAL FILES FOR THE CONCACAF CLUB COMPETITIONS: Apparently modifying MLS in the editor causes the default CONCACAF Champions League to go haywire, so I rebuilt it. It functions better with the CONCACAF League and CFU Club Championship competitions which I also rebuilt. If you do not include these files with my USA-Canada expansion, the Champions League will not select the proper teams. For the Concacaf League and the Concacaf Champions League to function properly, you will need to drop the Mexico and Costa Rica leagues files into the "editor files" folder. These competitions have been modified to ensure that the correct clubs qualify for continental play. GRAPHICS FILE: Also included is a graphics file which contains logos for all American and Canadian teams. It also includes kits for all US teams and the CPL teams. Screenshots: KNOWN ISSUES: -For whatever reason, the expansion draft does not happen for the 2020 or 2021 expansiona. As best as I can tell, this is a hard-coding issue pertaining to MLS expansion. The expansion draft does still occur for FC Cincinnati. -Some NPSL and USL2 clubs won't fill their squads. Some teams will always have only gray players. I've tried different things, but for now there seems to be no way around this. My guess as to why this is the case would be because in FM, clubs in the USA do not develop new players. All new domestic American players come through the Academy system whereas clubs in other countries' have a yearly youth intake. I can't say for sure why some semi-pro clubs don't just go sign free players, but I'd say it's related to the unique US youth system in FM. -NCAA teams will not function exactly as they should in real life. FM sees the teams as amatuer U23 clubs. Their squads are usually automatically populated which I would suppose is because the SuperDraft pulls from them. -Professional clubs from USL2, and the Division 3 competitions will sign players from the NCAA and Academy leagues. I have done what I can to minimize this phenomenon, but it is unfortunately unavoidable and unrealistic. The somewhat good news is that it will happen less frequently as the game progresses after the professional clubs have filled their squads. DISCLAIMER: I have NO idea how this file will mesh with other database files. If you have an issue, by all means report it and I will try to make it compatible but I can make no promises on that. DOWNLOADS: DB Files (place in "Football Manager 2019>editor files" folder): http://www.mediafire.com/file/amcc398vflawbsc/USA_Canada_Expansion_3.4.rar/file Graphics files (place in "Football Manager 2019>graphics" folder): http://www.mediafire.com/file/nmawxnr26a2xuvd/USA-CAN_Expansion_Graphics_3-1.rar/file CURRENT VERSION OF DB FILE: USA Expansion 3.2; Canada Expansion MLS in FM19 Video Guides Part One (League Format): Part Two (Squad Breakdown): Part Three (Player Acquisition): ADDITIONAL FILES ----------MLS Club Continental Competitions CONCACAF in the Copa Sudamericana - CONMEBOL used to invite teams from North America to compete in the Copa Sudamericana. That deal ended when CONCACAF changed the format of the Champions League and started scheduling matches in the fall when the Sudamericana was played. Now that the Champions League has returned to playing all of their matches in the spring, there has been some discussion of allowing North American teams in the Sudamericana again. I remember playing in Sudamericana with the older versions of FM and it was a lot of fun, so I built this file that sends the CONCACAF Champions League winners and runner-up to the Sudamericana. Pan-Pacific Championship - This revives a now-defunct preseason friendly competition that used to pit the champions of MLS Cup against the champions of Australia, Japan, and South Korea in a one-leg knockout competition. There is a third place match so two matches are guaranteed. International Champions Cup - This recreates the summer friendly competition that is played mostly in the United States in real life. This version plays the entire competition in the US and adds the MLS Supporters Shield champion as well as the Libertadores champion, who has been invited in the past. DOWNLOAD LINK: http://www.mediafire.com/file/5kb0kovavl9k1lb/MLS_Continental_Comps.rar/file ----------Central American & Caribbean Leagues This file adds the national leagues for Belize, Costa Rica, El Salvador, Guatemala, Honduras, Nicaragua, Panama, Jamaica, and Puerto Rico. These are actually updates on claasen's files from the past (so I will remove them if he so wishes but he has apparently taken a break from the scene and did not update these himself so I went ahead and did it). I added these to increase the MLS playing experience by adding some continental leagues and expand the player pool for acquisitions. Also included is the Central American Club championship competition. There are also files for the Champions League and CONCACAF league that adjust how teams are drawn from Costa Rica. The CCL and CL in this file are different from the versions included with the MLS download so you will need to remove those and add these files if you intend on running Costa Rica DOWNLOAD LINK: http://www.mediafire.com/file/3881pz6akm2i24m/Central_America_Comps.rar/file ----------International Competitions These files add some international competitions to enhance the North American experience. Like all of the others, you can pick and choose which ones you want. USA January Camp - When I managed the US national team it always bugged me that I couldn't schedule friendlies in January because in real life they hold a camp for the domestic players (and guys who play in Spring-Fall leagues like Scandinavia). So I created this file to add the camp. The US will play two matches against nations chosen randomly from a list of countries that have played against in January in the past. Pan American Games - This is a real life youth competition for U22 teams from North and South America. It helps to prepare the national team programs for Olympic Qualifying. Central American & Caribbean Games - Real life U21 competition for Latin American national teams (No USA or Canada) Central American Games - U20 Championship for the 7 Central American Nations: Copa Nuevo Mundo - In 2016 the USA hosted the Copa America. After the tournament was a huge success, there was talk about creating a new competition held every four years for the top national teams from CONCACAF and CONMEBOL. This is is that competition. I call it the Copa Nuevo Mundo (Cup of the New World). It consists of 16 teams (8 from CONCACAF, 8 from CONMEBOL) held every four years in the United States. DOWNLOAD LINK: http://www.mediafire.com/file/84pdl1uc2fsjmbk/International_Comps_2.rar/file
  37. 29 points
    I've logged a lot of hours into FM19 and think that it's not that far away from being a great game. At the same time, I've found FM19 to be dull. It's beatable, and even challenging in some parts, but playing through it has felt like a slog, especially when I've managed a top side - and this is coming from someone who isn't even that good at the game (I can put together a coherent tactic and win things, but I don't achieve the outstanding results that some can). The ME issues are well documented, but they're worth repeating because it's such a vital part of the experience. There are three major issues that have already been posted in the bugs forum that, in combination with each other, make for a very repetitive playing experience: The behaviour of players in the AML/AMR slots. Whether I use a winger or inside forward, anyone I select here plays the same way. The AML/AMR seem to be tethered to the opposition full backs, so if the opposition are using narrow full backs (which, if you play as a top side, they will in nearly every game) they follow them inside. My team ends up with three forwards standing in the penalty area, effectively taking themselves out of the game. This has significant knock-on effects for the behaviour of the other players. For instance, any midfielder in possession near the edge of the box will be unable to play the ball forward, and will therefore either play laterally to anyone in space (usually an advancing full back) or shoot because he has no options. This happens in real life and can be the result of my tactical set-up, but when it happens regardless of player role selection, it gets frustrating very quickly. This issue has put me off the AML/AMR positions. Instead, I now prefer the more customisable ML/MR positions because there's greater variation in how they behave. However, this leads to two more issues: 1) the overwhelming majority of wide players available in game cannot play ML/MR without retraining and 2) the overwhelming majority of AI managers play formations with an AML and AMR. The former isn't necessarily the biggest problem (it's inconvenient but the option is there) but the latter is, as I've seen high-quality wide players have little effect on the game world. I feel that if the movement of the AML/AMR is improved, it would allow for greater attacking variation. It's not that AML/AMR are entirely useless, though. They're great for scoring at the back post. This tends to result from the extreme narrowness of the back four, even when using the Defend Wider TI. I see a lot of goals where a full back plays an deep cross to the back post to a wide player standing in acres of space, who can just put it in with ease. The full-backs don't seem to track the run or detach from the centre backs in an effort to get to the ball. Again, there are plenty of instances of this in real life, but in real life most defenders make the effort to try and defend the situation and if they can't, it's usually because they've been occupied by another attacker. In FM19, defenders seem determined to hold their positions even when there are obvious threats to mark. Variable defensive positioning, both good and bad, is what leads to greater goal variation but the fact that it's extremely difficult to draw a full back out of position to open up the space down the sides of the CBs contributes to the overall dullness of the ME. Strikers aren't useless, either. My striker has 24 goals. He scores tap-ins, rebounds, headers from close range, pens, and the odd long-shot - all things that I certainly want him to do. However, he, and a lot of AI attackers, doesn't get many opportunities to score what I'd call routine goals - that is, goals from the centre of the penalty area after being on the end of a cross, cut-back or through ball. Players in wide positions never cut the ball back or play a low, driven cross. In my experience, they always seem to blast it to the back post, regardless of whatever instructions I give them to do otherwise. A lot of the time, the striker, who is waiting in space for a pass, is cut out entirely because the cross is almost always hit beyond him. In FM18, I had a lot fun and success with a 4141 that used two very pacey and technical wingers to drive crosses and cutbacks to a striker or late-arriving midfielder. The width of my attack stretched opposition defences and opened up the space between CB and FB for a through pass. This type of play no longer seems possible in FM19. The gaps don't appear in defence and attackers don't use the ball in a smart way. I appreciate that it's a giant balancing act. I also think it's great the defending is stronger in this game. The ability to dictate my team's defensive style using the Out of Possession and In Transition parts of the tactics creator is very much welcome and a step in the right direction. At the same time, it feels like the attacking side of the game has lagged behind. I know from playing the public beta that SI are working hard at correcting the balance, which is why I said earlier that the game isn't far away from being great. Away from the ME, there are a few things that bother me and detract from the experience. Tactical briefings. Not a new feature, but one I've never found any use for and hence have never used. It might be realistic, but it's irritating to have to respond to a message about this before every game when I don't even use the feature. Simply making it a non-urgent message would go a long way to solving this issue. Similarly, being reminded several times that I need to register my squad for competitions is annoying. If I've registered all the players I want to before the transfer deadline and have made no further signings, I do not need to be reminded with an urgent message that the registration window is about to close right after the transfer deadline. Every season, I have to confirm my squad list on at least two separate occasions in the summer and then the winter. One should suffice. Press conferences and tunnel interviews. Not their existence, nor the repetitive nature of the questions. No, it's the relevancy of some of the questions. I once had a reporter approach me in the tunnel asking my opinion about a manager for a team I wasn't playing putting a player on the transfer list. I'll be managing a top side and get asked about a mid-table team who is underachieving, or what I think about their manager being under pressure. It's really tedious. Assistant manager feedback. To be frank: it's rubbish. It wouldn't even be helpful for people new to the game. An opposition player could be a 6.3 rating, smash in a screamer, then be on a 8.0 rating and your assistant will be telling you that the player is "pulling the strings" or "really controlling things out there". No, he's not doing any of that; he was having a poor game and then scored a screamer. Yet if you follow his advice, you'd bend your tactic out of shape for every such occurrence. My assistant kept telling me that Joe Gomez was an "accomplished crosser of the ball" - Gomez has a crossing stat of 8. He's also completely wishy-washy about passing. We could be dominating the ball with mixed passing and he'd tell me we should play it shorter. We could be making chances with short passing and he'd tell me we should be more direct. While it's all ignorable, there's potential for this feature to point out things I have missed or should be aware of. As it is, it hasn't been at all useful since its introduction. Player interactions. I've banged this drum enough, but it's no less frustrating to not even be 10 games into the season and have players with the Rotation squad status complain about lack of playing time and then throw a tantrum when you tell them that the season is long and they'll get their chance eventually. Playing ratings. It's bizarre to me that you can play a great game without scoring and not get a single player above a 6.9, but if you fluke a game with three scrappy goals everyone will be 7.5+. Why does my midfielder who has created a bunch of chances that been missed not get a boost in rating? Why does an under performing player get a massive boost in his rating for scoring a screamer, free-kick or penalty? This doesn't feel as closely tied to the actions of the players as it should. It's too closely linked to major events.
  38. 29 points
    I always thought it'd be a relatively pain-free and excellent feature edition, if you could map where the clubs are (basically along these lines): I say painless, because every club has a city associated with it: and because the location data of all these cities is already in the game: Surely it'd add a level of immersion to know where your team is? Especially when managing in unfamiliar countries. Do you have the big city squad or one out in the Hinterlands? Where are your rivals relative to you? So on and so forth.
  39. 29 points
    I honestly don't think they'll be any next year. If I was a betting man I'd put all my money on massive training changes based on all the coaches/managers they've been having in the offices lately. But if there were changes to roles I wouldn't want new roles, instead I'd want some current ones refining. There's far too many fullback/wingback roles that all do the same thing. Carrilero should only be selectable when you don't use ML/R/AML/AMR's. This has already been feature requested. The reason why is simple, it's a role that is supposed to function in a system without wide players so doesn't make sense in its current form that you can select them. Ball Playing defender should be renamed or reworked to actually be a centreback who plays the ball out from the back and build up play via him linking with the midfield. At the minute all the role is, is a centreback who tries to hit long through balls. Sweeper/Libero should be able to be selected from the DC positions. I could go on and name a lot more.
  40. 29 points
    The System Now that I’ve covered the basics, it’s time to explore the practical side of things and how to implement our ideas into the game. So this is the shape with the roles and duties I’m using; It’s really just a standard deep 4-2-3-1 formation but now I’m going to explain how all the roles link together and work to create the overall style I’m creating. I’ll also go into detail about why I chose a specific option over the others available to give you a real insight into how it should work.This will happen in the analysis section of the article. I probably should also point out that the roles might not be set in stone and can change depending on what I see happening in the analysis parts. The tactic so far hasn’t been used and is just the base I’ll start with before making any changes. But below I want to focus briefly on why I choose these settings and explain how I believe it’ll function, before comparing whether my ideas on paper are being translated into the game properly. Then at a later stage in the article some of this might change but then again it might not when we start the actual analysis. At the minute everything is still is the idea stages. Either way I’ll document any changes and discuss why in the analysis parts should I have to make any. Mentality Mentality is probably the biggest factor for me when creating a tactic, it’s the most important part of the puzzle. A lot of people want to create a style of play, let’s say for example they want to play attacking football. Automatically people think that the attacking strategy is the best one and will give them everything they need. But this isn’t entirely true as I’ve pointed out before with some of the other articles I did. You can be just as attacking on a lower mentality scale than you can on a higher one. Due to the shape being top heavy I’m not a fan of playing on a higher mentality. I’m not saying higher mentalities don’t work but for me, my personal preference is to create a base formation that works in majority of scenarios I’m likely to face. That way they need less micromanaging and less changes during a game. If I was to use a more attacking mentality then I’m pretty certain I’d end up making changes more frequently in game compared to what I will using a standard one. Especially if faced with sides who sit deep. I’ll still have to make changes at times and in certain circumstances I might need a higher mentality, although based on the roles I’m using maybe not. Either way, I feel I can create all the space and movement needed on a standard setting. In the analysis sections a little later on you might be surprised to see the actual differences and benefits I get from playing on standard compared to control or attacking mentality. Team Shape This is another tricky one that people like to spend hours agonising over and giving it a greater influence than really needs to be. I’m not saying it isn’t important because it can be but I don’t believe it to be as important as is made out. It’s just one piece of the puzzle not the entire puzzle. For me team shape comes down to two things; The more structured you go the less compact you’ll be. The more fluid you go the more compact you’ll be. All the base roles you use will get slightly more creative freedom than normal if you use a fluid team shape compared to a more structured one. It can be slightly more complicated than that but for most parts I like to keep it in simple basic form rather than complicating something that doesn’t require it being complicated. If you’re unsure on what to select then always go with flexible as you can’t go wrong, flexible is basically the neutral setting you see. I like to use flexible a lot unless I want to create a specific style of play that requires players to be closer together then I’d use a more fluid approach. There are lots of articles that already cover team shape in great detail though so I’d have a quick look for them if you want to learn the inner workings of the setting. But I honestly believe it’s not needed. A little further in the article you’ll see why flexible is the best base for me and how it works compared to a more structured or fluid shape. Team Instructions These are used to refine and create the style I’m going for which is, to create a build from the back strategy that is focused on being a bit aggressive when we don’t have the ball, but not overly aggressive. It’s important that I build out from the back because I’m using two defensive midfielders, so moving the ball forward quickly by the keeper wouldn’t really benefit me as those deeper players wouldn’t be involved. That’s why we play out from the back. Player Roles and Duties In the whole of the tactic making process, the roles and duties you used are what will make you function a certain way. These are what determine what you’ll do during a game, all the other settings are just things that alter the behaviour slightly. But ultimately any style you want to create must use roles and duties that allow so. Gk – His job is to save shots and distribute the ball of the defenders. Simple I know, but that’s basically it. Right Wing Back – In defence he’s expected to pick up the oppositions wide players and hopefully reduce the amount of crosses we see the opposition doing. In attack he is expected to provide support and overlaps for the winger on the same side. He is also expected to get to the byline at times and provide with. Left Wing Back – Almost identical to above but due to the support duty will be more of a deeper option when attacking and either create stuff deeper or be a late option getting into the final third areas. I wanted to create variety and because I have one on an attack duty already then I wanted to create a staggered effect and have someone who does all the same things but from a deeper area of the pitch. In defensive situations he should provide everything the right sided player does. Central Defenders – Pretty simple really, just mark strikers, attacking midfielders, reduce shots we are likely to have against us. Win tackles and be strong in the air. In attacking situations they should look to distribute the ball to the wide players or the defensive midfielders. Nothing too fancy, just basic run of the mill stuff. Defensive Midfielder – If any role changes I can see it being this one. I’m not sure if an anchorman would be better here or if that would make me too deep at times. It’s something I’ll find out during the analysis I guess. However the main idea is that the defensive midfielder will provide a screen for the central defenders and look to win the ball back and cut off passing lane for the opposition. When attacking I don’t expect him to offer much at all apart from being a deep passing option and maybe someone who recycles possession naturally rather than making him a playmaker and trying to force it. His only real responsibility is to provide cover. Segundo Volante – Without a doubt this is my favourite role on Football Manager ever. I expect him to act like a normal defensive midfielder when not in possession. But when we are in possession this is where he should shine because he is the heartbeat of the side. I want him to bring the ball forward and be the complete midfielder than I need. I also expect him to get his fair share of goals and assists. The whole build from the back approach relies on him and the wingbacks bringing the ball forward. While also providing running from deep and offering support to the advanced players Winger – Defensively he should track back and try and cut out overlaps from the opposition or stop them from creating a 2v1 situation against my wingback. In attack he is expected to link up with the wingback and allow him to overlap naturally. He is also to provide crosses from deep and the byline into the box. On top of this he is the main player along with the wingbacks to create width. Attacking Midfielder – I want him to pressure the defence and midfielders when we don’t have possession and along with the striker, defend from the front. On the attacking side of things his main responsibilities will be passing, supporting the striker and making later runs into the box. I didn’t want a playmaker here as I want all play to feel natural and not forced, which using a playmaker does at times. It makes things seem forced but I didn’t want him to attract the ball more than he has to, as that would take away from the winger and inside forward’s game. Inside Forward – I don’t expect him to do much defensively because he is too high up the pitch and I want him to be the main source of goals. This means the position he will take up makes it harder for him to fall back to the defensive position you would expect him to take up. When we attack I want him to drift inside and get into space and gaps created by the attacking midfielder, striker and possible segundo volante too. I also expect those three players to pass to him frequently so he can score those goals I want him to score. How this role functions and is utlised is heavily based on how the players around him perform. Supply is the most important thing here. Deep-lying Forward – While he should score goals for me, that is only his secondary job. His main responsibility is to occupy the opposition’s defenders and creating space by pulling them out of position. This will hopefully create space that will be used by the movement created from the attacking midfielders behaviour and the inside forward.. Those are the two players who should be looking to move into any space created by the forward. He should also be a passing outlet too and the one who makes things happen in the final third. So that is how I imagine it will all play out, whether it does or not though is something different entirely. That is why in the next section we will start with the analysis.
  41. 28 points
    I'd consider support duty strikers barely moving when you're in an attacking phase a pretty "major" issue personally and I don't think I'm alone in that.
  42. 28 points
    Glad to see this is largely going down well, guys, keep the first impressions coming. Addressing the Team Fluidity/Shape issue, yes it is still present in-game but is now altered indirectly by other factors rather than being a direct choice the manager makes themselves. If instructions you give your team and players give your team a fluid style, you'll be told, likewise if your instructions combine to form a structured shape, that will be represented too. Hope that clarifies things!
  43. 28 points
  44. 28 points
    Disappointing. No defensive width settings, no vertical compactness settings, no extra pressing settings, no clear distinction between zonal marking and man marking. Still no extra options to tweak creative freedom. I sincerely hope that a defensive forward now will be tracking back like an attacking midfielder, to achieve vertical compactness. I was hoping that we could set out how a wide midfielder in a midfield 4 would defend (tuck in centrally, very narrow, or stay wide). Underwhelming.
  45. 27 points
    Contents The file has been updated to the summer transfer window of the 2018 season. There are over 600,000 changes in total. Every first team player and staff member in J1 & J2 League has been included. All personnel have been set with attributes, positions, shirt numbers, personal details and playing histories. Most of the staff members and some players in J3 have been included with the above details set. Real attendance and season ticket figures for teams in J1 through JFL. Real media outlets and major player agents have been added. (by Dax) More than 1000 U18 players, high school players, university players and youth staff have been added with accurate personal details, positions and ratings. Some youth players also have select attributes set based on their strengths and weaknesses. (by Dax) Realistic league structure up to JFL with realistic prize money and rules. A standard U18 system has been included due to the impossibility of replicating the real one without bugs. Realistic finances have been implemented using financial records provided by clubs. Numbers have been scaled as accurately as possible to how FM calculates expenses. (by Dax) Thanks to Dax for his work with youth players and clubs as well as details that add to the immersion. Thanks to Shimera for helping with Ehime FC and club kits. Japan.zip
  46. 27 points
    Thanks for indirectly stating that SI had actually noticed the flaws but due to deadline they had to release the ME anyway. That actually is more forthcoming that I anticipated. I am deeply sorry for questioning SI's ability *takes a humble bow* Now if you could be so kind to point me in the direction of SI notifying us on the eve of beta release of ME issues they had already indentified and that they were a) in the midst of rebalancing b) not in need of massive help or c) could use an unbiased extra set of eyes? That could have saved some of use heaps of time in opening threads, sending in pkm's etcetera. Because in all honesty, SI seemed completely surprised at first and then needing to first go through the process of reviewing if there was an issue. Furthermore could you point out where exactly SI has replied after we had started opening threads and providing examples that they were actually already aware of the lack of movement issue. Again I must have missed that and apologize sincerely to everyone here since I apparentely have been passing too much judgement already. If what you say is true, it yet agains shows the lack of insightful communication (knowing issues already and then just letting your paying customers spend 100+ hours of time proving what you already know would be an incredible form of disrespect) by SI towards its dedicated fanbase, you know the people who actually give a toss about the future of the game and the status of the ME.
  47. 26 points
    @Makoto Nakamura Here is a visualisation of the world that you have done so far if you want it.
  48. 26 points
    This is taken from my blog https://teaandbusquets.com/blog/ On this years Football Manager 2018, Sports Interactive have introduced some new exotic roles for us all to use. Some of these roles you might have heard the names mentioned before, especially if you’re into the tactical side of thing. The new roles are; CM – Mezzala (Support & Attack Duties) MR/ML – Inverted Winger (Support & Attack Duties) DMCL/R – Segundo Volante (Support & Attack Duties) CM – Carrilero (Support Duty) If you are familiar with the name of these roles and have an idea of what they might be in real world football, then it’s probably wise to not attach the same meanings to what the roles are in Football Manager. The reason for this being they translate differently and have different meanings based on what country you might be from. Or the definition changes depending which footballing circles you follow, even the top football writers have different definitions for them. Not only that but some of the roles are ‘older’ type roles and have changed over the years. Either way, the naming of these roles is likely to cause a split amongst Football Managers, that’s why it’s best to put that issue to the side and focus on what the roles actually entail which we will focus on slightly further down the article. Try and focus on the description of the role rather than the name. As the descriptions this year for the new roles make it clear what the basics of the role is and what it’s supposed to do. Two of the new roles, the Carrilero and Mezzala have hardcoded special behaviours in the match engine, which will see them play slightly wider than the other central midfielder roles available in the game. If you want to use a Carrilero or Mezzala in your tactics then it’s important to remember that the roles can only be used from the outer midfield (MCL/R) positions if you use three or more central midfielders. For example if you played a flat 4-4-2 then you can have both midfielders as a Carrilero or Mezzala. However if you used a 3-5-2 then the central midfielder wouldn’t have either of these roles available but the outer two central midfielders would. It sounds more confusing than it really is but the above should explain why you might not be able to see the role initially. Another role that has restrictions is the Segundo Volante which is not available from the traditional defensive midfielder (DMC) slot. To use this role you have to have them offset in the DMCL/R positions for it to be available because traditionally the role is never really used without another defensive midfielder by its side. Often it’s either an anchorman type role that accompanies it or a second Segundo Volante. On top of those, we also see two other roles that were in previous games, have a slightly change to them. AML & AMR – Trequartista (Attack) RB/LB or RWB /LWB – Inverted Wing Back (Defend, Support, Attack & Automatic) The Trequartista can now be used from not only the attacking midfield (AMC) position, but also from attacking midfield right and left positions. We can also now use the inverted wingback from the fullback position and the wingback positions. Both of the above roles still function the same way as before, it’s just now we have more positions to choose the role from. Mezzala The Mezzala is unique because it’s the only central midfielder role that actively seeks to move into the half space due to hardcoded behaviour. Similar to a Box-To-Box Midfielder but with less defensive responsibility, the Mezzala gets into attacking positions that an Inside Forward would usually be found in. He is a cross between an inside forward and a box to box midfielder, a player who uses flair, guile and ball skills to unlock defences while operating in the half spaces between the attackers and midfielders. While he serves to offer support to the defensive phase this is limited to being a passing outlet rather than a more physical presence that protects them. When Antonio Conte was the Italian national team manager he would use Emanuele Giaccherini, who was a functional player, a player that would drift out wide but wasn’t a left wing back, (that was Darmian’s role) in the Mezzala role. Giaccherini is a consistent, energetic, quick, hard-working, and versatile player. He is capable of aiding his team defensively, but also offensively, due to his ability to make attacking runs,contributing with goals, and assists, due to his reliable distribution. A technically gifted player, he was initially deployed as a winger on either flank early in his career, due to his dribbling ability, agility, acceleration, and balance, which aid him in beating players in one on one situations. He is capable of playing anywhere in midfield, however, and has more recently been deployed as a central midfielder(Mezzala), as a wing-back, or as an attacking midfielder. In Game Description This is the modern interpretation of the Mezzala, a central player that likes to drift wide and operate in half-spaces. The Mezzala is essentially a central/half winger, who likes to do his defending slightly further up the field, although he does generally have less defensive responsibility. With a Support duty, the Mezzala will seek to balance his responsibilities between more traditional midfield work and the inclination to contribute in the attacking third. With an Attack duty, the Mezzala will often leave his midfield responsibilities to his team-mates whilst mainly looking to make attacking contributions in the final third. System that suit this role are (not limited to, this is just to give you a general idea) ones that have a high press and press from the front. The Mezzala excels at engaging players in the final third to put pressure on the opposition’s defenders. It also suits systems that use a central midfield trio and needs someone to be a bit more adventurous and gungho (on an attack duty). It can even work in a two-man midfield too with the right balance or cover for how he could potentially leave you exposed at times. Inverted Wingers This role is self explanatory and most of you will already know what it involves. In Game Description The Inverted Winger aims to beat his man out wide before cutting into the attacking third to open up space for overlapping full-backs and to subsequently overload retreating defenders. The Inverted Winger works best when the player’s strongest foot is opposite to the side of the pitch he’s playing on With a Support Duty, the Inverted Winger will cut diagonally across the defence to play the ball through the middle while overloading defenders and defensive midfielders ahead of the penalty area. With an Attack Duty, the Inverted Winger will run directly at the defence with the options of shooting, passing or crossing as he moves into the attacking third. Carrilero When Ramires was at Chelsea and Benfica he would often be one of the players who fulfilled this role in a diamond midfield. He was a very disciplined player but would run into the group for the team, filling spaces and gaps between the lines. It will require players who are hard working because the role is a workmanlike one, which requires the player to be very disciplined and tactically aware. The role will provide support in the wide areas in narrow formations. In Game Description The Carrilero – or “Shuttler” – is a supporting role more often than not utilised as part of a midfield three, or as two central midfielders in a diamond midfield. It is the job of these shuttlers to cover lateral areas of the pitch and link the defensive midfield area with the attacking midfield area. This is what separates the Carrileros from a Box-To-Box Midfielder, as they are not expected to shuttle between boxes, but merely between lines of the midfield. The role is that of a runner but also a water carrier for the team, should the team need it. One of the main benefits of the Carrilero role is of that in narrow formations. The role offers a little width to these kind of formations as well as protecting or providing cover to the wide areas. This doesn’t mean they’ll always cover the wide areas though as it will hinder on the other roles and duties you’ve used in the tactic. The Carrilero will still have to cover central areas while offering cover to the wide areas, so be sensible when using the role and realistic about how demanding you are. If you expect him to be superman and fill two roles simultaneously without having the correct balance elsewhere to allow for this, then you could have major issues. Segundo Volante Out of all the midfield roles we have available currently on the game, the Segundo Volante is probably the most complete role of them all. It’s a demanding role and takes a certain type of player to pull it off. The player must have the attributes similar to those of the Box to Box midfielder for attacking situations. Then when the ball is lost he needs the attributes that you’d expect to find in a Defensive Midfielder, hence why I class it as a complete midfielder role.In recent years players such as Ramires, Paulinho, Hernanes and Elias all played this role while still playing in the Brazilian leagues. A more recent European player you might be familiar with, playing this role, would be Bastian Schweinsteiger. In Game Description The ‘Segundo Volante’ is different from the Deep Lying Playmaker in that their role is primarily a defensive one, and is also different from the Ball Winning Midfielder, in that they often run with the ball, or arrive with a late run, into the opposition area in much the same way a Box-to-Box Central Midfielder does. It’s a common role for those familiar with Brazilian football and team often field two of them or pair them with an anchorman. With a support duty, the Segundo Volante will look to support the attack whilst picking and choosing his opportunities to arrive late in the opposition’s penalty area. With an attack duty, the Segundo Volante will get further forward and frequently look to arrive late in the opposition’s penalty area as well as attempting more shots on goal. You’d expect a Segundo Volante to help start and support attacks, while also chipping in with assists and scoring too. The role suits systems where you might lack central midfielders like in a deep 4-2-3-1. The player would play like a central midfielder in possession of the ball but should act like a defensive midfielder when out of possession. It’s worth noting that if you use this role on an attack duty the player might seems ‘reckless’ in a positional sense because he will be going very high into the final third of the pitch and taking up those kind of positions. So if you lose the ball, you could find him struggling to regain his natural position.
  49. 25 points
    Hello all managers! I have been playing all editions of this lovely game on a continuous basis. Year after year. Update after update. Defeat after defeat. What made me continue playing the game was the realistic gameplay reflecting the real football environment. During the many years I have been playing Football Manager, I have not noticed any major unrealistic gameplays that gave me the feeling that I want stop playing the game. There have always been a way out of a bad streak, top strikers not scoring, midfielders not passing the ball correctly, etc. After playing Football Manager 2019 for only one week, I got this feeling for the first time – and I wonder what is wrong with this year's edition? I feel like that my instructions does not matter. After my first match, I got the feeling that something is wrong. Match highlights constantly show me the exact same outcome: Defenders unrealistic blocks crosses from wingers resulting in another corner. Strikers are somehow not involved in matches anymore. Obvious passes such as through balls never happens. Incredibly high possession and shot at goal with only one goal scored – from a corner kick. Nice pass! Oh wait. Offside, offside, offside, offside, offside, offside, offside. These are just some of the reasons why I very unfortunately have to pause Football Manager 2019. I have done some research as I was really frustrated about match highlights just showing crosses getting blocked, no play throughs to strikers and offside every time a player tries to make a pass. It is very obvious that that I am clearly not the only one with these problems: What happened to my strikers? I give up Offsides bugged? No passes, just dribbling Through Balls Unrealistic passive offsides Awful shots to goals ratios (way too many off target shots) Crosses and Number of Corners Offsides are Broken in FM 2019 Pass? Shot! (pkm including) Wide players with space to get a cross in dwell on ball Can't score goals A message to SI devs if you can be bothered A message to SI devs if you can be bothered What about crosses? Help me through balls These are posts from several Football Manager communities indicating that managers all over the world are frustrated about this year's version. It does simply not reflect reality like previous games – and for me, it is simply not to live – or play – with as it is so obvious wrong. You even see well-known tactic creators playing with inverted wingers and fullbacks to center the play in order to win from decent plays that are not somehow random or blocked from crosses. This is not how Football Manager should be played. You might argue that the tactic is not correctly suited for the specific match, but these problems occur every single match, and the match highlights are just the same over and over again. I am very sad to pause Football Manager 2019 already and it got me – for the first time ever – to start a discussion and ask the question: What is wrong with Football Manager 2019?
  50. 25 points
    The innovations aren't always positive, this is the case for example of the FM18 screens. If there was something almost universally and totally appreciated, this was the screens and their clarity, immediacy and cleanliness with information always just a click away. This year, unfortunately, it's not like that and to make it clear, I'll give you an example. Here on FM 17 I could have different information about the players, some very important as morale, physical condition and statistics like goals for example: With FM18 instead I can not have such a thing, if I want to see the morale of my players as I do? I can't get anything under my control... The problem occurs again during the match. On FM17 you could keep under control the statistics while the match continued, very important statistics such as completed passes, offsides, tackles and headers won for example. All this is very important to understand the match trend in a game like FM, where you don't watch the entire match: With FM18 this is impossible, to go to see those statistics must necessarily do 3 steps: Analysis/Match Stats/Match Stats. Both during and after the game, when on FM17 and in previous chapters it was enough to click on Pitch/split. Another innovation that I consider very negative is the possibility of being able to visualize the roles in the opponents tactics, something that didn't happen before. Here how it was on FM17 for example: This is obviously FM18: It is very bad especially for those who play network games, where the opponent's tactics are very clear and it is much easier to take some precautions. But in my opinion even in normal careers is not the best knowing the roles of opposing tactics, because you lose the fun to guess the opponent's moves, instead of knowing them by simply looking at his tactics. I hope you consider the idea of changing the things I've listed to bring them back to how they were last year, best regards!
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