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About AFCBeer

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    Roaming Playmaker at Dean Court


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    Beer and the Cherries

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    AFC Bournemouth

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  1. AFCBeer

    [ENGLAND] Premier Division Data Issues

    I'm surprised to see Simon Francis at Bournemouth with a Jumping Reach of just 12. I appreciate this attribute is more than just about height, but if Francis is 12 then no way can Nathan Ake be 15. I think Ive seen stats showing Francis as having the highest number of headed clearances in the PL in previous seasons.
  2. This might depend on the tactical style. The first system I’ve created has lots of urgent pressing. I cannot give an extra closing down to many roles as the bar is already maxed out. I suspect this is what we might be seeing with the BWM.
  3. In previous versions of FM I’ve used the “pass into space shout” in Tiki Taka tactics. That way you can still patiently probe at a lower tempo but when an opening does occur, you instantly look to play that killer pass. Obviously this is attribute and PPM dependent to be most effective, but that’s how I see Pep teams IRL.
  4. The thing with attributes is that some apply to the general population but some only apply to football itself. Lets consider passing and off the ball. These are specific football attributes. Is a footballer with 20 twice as good at passing and movement than someone with 10? Probably yes. But what about pace and strength? Clearly not! A pace 20 striker obviously can’t run 100 metres twice as quick as a pace 10! Even with concentration, a footballer with an attribute of 1 is going to have a basic idea of what he’s doing. To genuinely be 20 times worse, he’d have to literally fall asleep during games! So in LLM, a playmaker with passing & vision 10 and a striker with OTB 10 will struggle to exploit a defender who is 5 in his attributes. At World Class level, elite players will be able to use their superior football skills against even the best of athletes. I do think FM gets this slightly wrong. I’ve managed non league sides to narrow defeats at big 6 PL clubs with 60% possession and 700 passes. I highly doubt any NL side gets 700 passes in their own league so certainly it wouldn’t happen at Old Trafford!
  5. AFCBeer

    Defensive width

    I think it’s likely with a wider defensive width it’s likely DC’s will play wider to ensure even gaps. After all a huge gap between FB and DC is just as vulnerable as between the DC’s. It’ll be interesting to see how it works. I’d imagine the positioning, marking, concentration, decisions and speed of your defenders will play an important in how well your defenders manage the space they cede.
  6. AFCBeer

    Defensive width

    This is a setting where I think we’ll have to consider the opposition tactics, strengths and weaknesses. For example Liverpool play with inside forwards and no real physical presence in their central striker position. Here you’d definitely defend narrow, cede the flanks and encourage them to put crosses in. Burnley have the opposite approach. Their wingers are good crosses. Sam Vokes and Chris Wood shouldn’t be able to run onto through balls down the middle but are very dangerous in the air. Here I’d defend my flanks and trust my defenders to deal with the strikers if facing through balls.
  7. AFCBeer

    Team Shape? - FM19

    After spending so long studying and understanding Shape it’s a bit of a shame. I was almost able to identify the AI shape and employ my own nemises shape to exploit it. In reality, my analysis could have been wrong and almost certainly I’ve been out thinking myself. SI really seem to be ramping up the realism now. In real life, a manager might say “right lads, we’ll play an attacking 4-4-2 today with a high line. Dave and Chris, you can attack but I want Josh & Jeff to sit”. He’s almost never going to follow that up with “but do so in a highly structured manner” What I’m getting is, the rest of his instructions will determine how fluid or structured the team shape is. I think this is the right call from SI if the shape is visible but not a specific instruction we can set.
  8. Well my theory on beating Gegenpressing might be more based on my real life experiences of watching football than what is capable in FM. Playing from the back is a game of chess. Some teams play from the back as a matter of ego. Other teams stop playing from the back back as a matter of ego. If you follow either strategy just for the sake of it you are doomed to failure. I feel my team in real life get the balance right. We have a 188cm RB. If you try to stop the short pass out of defence, then a simple chipped pass to the right half space on half way line is one flick on to a full on counter attack. Im not sure such an obvious exploit is available in FM. The point being if you can create a perceived style of play, you can take advantage in other ways. (I come from a poker background where this key to exploitative play). With the flexibility of tactical options I’ve seen in the FM19 previews, we might be able to create such exploits. Explicitly, a team with a Tiki Taka philosophy in FM19 might cause AI managers to set up a certain way. But if the one deviation from a Tiki Taka style is the hoof to a “full back target man for goal kicks only” we might be onto something!
  9. I’m not saying there is anything wrong with this formation overall, but if I wanted to trigger Match Engine auto counter attacks, I’d prefer the attacking midfield trio in the M strata. The best counters are when the AI leaves space behind and you break with runners from deep. I’d be concerned here that we might already have too many players high up the pitch. This gives them less space to run into, and might discourage the AI from over extending in their attacking phases. EDIT: oops wrong thread! Thought this was the counter attack thread. Disregard my post in terms of the original discussion. I’ll leave it live though as I think it still has some merit in terms of setting up a direct counter system
  10. I look to see if I have a player isolated and getting few touches. Also is there a position which is constantly getting poor ratings? Does he have enough support and / or passing options? With a new tactic it’s very easy to convince yourself something is working when it’s not. But it’s important not to overreact too and immediately make changes the first time you see a mistake
  11. So many variables to consider regarding poor away form... If you just blindly persist with a home tactic it’s not a surprise it might not work away. But if you are adjusting away, we need to know how you are losing. Is it late goals? Do you go behind early and can’t break them down? Do you drop points to low ranked or high ranked teams? Or both? You might also want to consider the big match and pressure hidden attributes. Of course these are hidden in an absolute sense but your coach reports should give an insight Posting your tactic would be useful, but also understanding why you lose an away game would be useful too. With a more advanced AI in recent editions, making better in game tactical adjustments is increasingly becoming more important
  12. AFCBeer

    playmakers in a fast paced side

    The Match Engine (I’m avoiding saying AI here to avoid confusion between the ME and AI opponent) will trigger automatic counters when the right circumstances exist. Generally this depends on how many players the “computer” has in attack and how much space they leave for you to exploit. In these ME triggers, the ball magnet influences of a play maker will be ignored and your team will go into all out fast counter attack mode The important thing to remember is these ME triggered counter attacks are rare. Most of the time, if you are on a low mentality, you’ll want a playmaker to try and keep hold of the ball. This won’t prevent the ME counter attacks, and if you have a playmaker with the right attributes, he ought to be able to ping a pass behind a high AI D-Line if you have a forward capable of running behind. If you really want the high intensity German style then you might want to avoid a play maker. Well especially deeper playmakers with defend or support duties. However, if you do want to set up with a deep defence but pace in attack, a “quarterback” style role should give the best of both worlds - ie still trigger ME auto counters, but have the ability for a sudden pass over the top too when the option is on
  13. Klopp is quoted as saying counter-pressing is his no. 10. When they win the ball with a counter press, they are one pass away from a clear chance. No playmaker has the same level of efficiency.
  14. Simply being aware of the strengths and weaknesses of a particular tactic. Once you are able to recognise when it’s not working, it’s important to know what simple adjustments to make without deviating too much from the overall philosophy. I currently play a possession with system which really stretches play wide. It’s not just my wide players, I also ask central players to get into the half spaces. My weakness is with just one central pivot, if we misplace a pass from a wide area to the middle, then we are wide open. If the AI is setup, or has the quality to exploit this, I very quickly know what I need to change.
  15. If the new tactics module gives the greater level of flexibility which appears to be the case then I will be delighted. While mentality is obviously fundamental to a sides overall philosophy, I find it a bit limiting when trying to fine tune tactical set ups. For example, if I want a patient, probing possession style but with high intensity pressing I’m conflicted in the TC. The higher the mentality I use (to increase closing down and positioning) the more I’m increasing my tempo and passing directness too. I know using TI’s and PI’s it’s possible to get the set up I want but it’s not overly intuitive. That said, I have little sympathy for people who expect their side to play like, say Liverpool, because they think they’ve correctly replicated Klopp’s instructions. Liverpool play the way they do because their players have the attributes and (real life) PPM’s to make Gegenpressing effective. I’m sure the new ME will still place a heavy emphasis on the players themselves in simulating match situations.