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Piperita

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About Piperita

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    VfL Wolfsburg

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  1. Normally I leave it as is. Exceptions being: If I am playing more counter-y it goes wider and whenever I am the far better team I go narrower because I have a fetish for central play. Depends. Currently I use FBa/s and WBd/au(with 'holds position') so pretty conservative roles all things considered. Reasons being that I try to dictate the game in one area which creates pockets of space on the opposite end of the pitch. Works relatively well in test games but still needs some fine-tuning (and better players...) But I also had some pretty good fun with the good old CWBs/CAR combination. And heavily PPMd IWB who cut in late into the box. And whatever the hell my APa played as FBs — coming deep, getting into area, playing one-two and killer balls, as well as dictating the tempo makes for a pretty interesting player. Right now I am trying out my CMa as well who has similar traits, just Forwards/Late instead of Deep/Area. If they fit into the overall concept, sure. In my Magath 442 I had an Enganche directing the counter-attacks for quite some success (except some long shots too many). Right now I am playing with a RGA *and* a DLPs who really know how to control the game in their pockets. But I also failed horribly with an AMC APa in a more possession-based formation and a Treq (both in AMC and ST) as focal point — the former had a too strong forward drive, creating empty holes between the lines, the latter either had too little space to roam (AMC) or was too glued to the ball. I had my best success with no speed or length set but with some deeper players instructed to act by themselves. Fullbacks who play it long (if really good flair/vision) or switch flanks, one(!) CM/DM who do likewise and dictate tempo, some strategically placed One-Twos. Thing is, long balls are amazing for counters in that formation but with some well-set movement there are nicely packed pockets that can be combined through as well. Nope. Especially with a Halfback it is pretty solid by itself and essentially acts like an entirely different base. A higher line with offside trap, marked creative players and an aggressive DM (like BWMd) also works quite well.
  2. I sure hope it is not November 1st. I don't want some poor guy sitting in the office the whole night to look out for some last-minute Brexit thingies!
  3. You don't need to have a tall and strong frontman for successful headers. General movement (I guess Acceleration, Off the Ball, Anticipation and maybe Decisions) can play almost as much of a role. Especially if said player has space to run into and disrupting teammates. As for your big question, Herne already made a good point: A well-balanced team with creative freedom will find multiple ways to attack out of which crosses are just one out of many. If you want less wild crosses and more open play, two things help: Options and opportunities. Even (or especially) if you have 10 player oriented towards the center, they will look to pivot to the flank as it has plenty of open space. But on the flank they are alone whereas the teammates are parking in the box. Cue the crosses. With a deeper winger behind or a static midfielder, the chances are higher they try to recycle the ball for a new attempt. Which is another reason I love 'hybrid' roles so much and have gone away from pure narrowness with double IF and IWB and instead go for overlapping IWB and/or Wingers PPMd to cut inside (cut inside, channel, one-two, late into area) — pure narrow formations will often have players starting wide but then they see the packed centre as best opportunity and ignore the instruction to be yet another space-filler. Overlapping IWB will go wide but in doing so incentivise the outer players to not immediately cross and once outside most likely they still have these players for a short pass and the PIs to try running in. Narrow wingers cut in late from the side and can shoot, pass or attempt in-swinging crosses from there (which especially helps these more moving players up front). As for classical through balls in particular, I have found three option that helped me a lot: 1) A playmaker instructed to hold position (e.g. Enganche) together with at least one attacking player running into the box hard (I had CFa as switch and RMD as distractor and target for a second play). The CFa worked especially well because he can both come deep (to make room for the RMD or send either winger) and stay at the line and wait for the deadly pass. This works so well because this player almost always is close to the box and has the eyes to play these sorts of balls. More roaming players too often are too deep or too wide to cpnstantly attempt these passes. 2) Two Advanced Forwards next to each other in a deep formations. They constantly send each other. But such formations are most likely either borderline exploit-y or highly specialised on counter (or just one-trick ponies that are pretty boring!). 3) Lots of movement at the top with players attempting one-twos. For example: My narrow winger, a hybrid striker role (CF, F9...) and optionally the Engance sometimes create the beautiful movement of the CF dropping deep while the Winger cuts inside and passes to the Enganche who in turn passes into the box where both CF, Ws and the other winger move in as potential recipient.
  4. Depends on how well the AI is scripted post-update. I remember experimenting with a flat 3241 early on and however good my central five and DW magically became, I always fell against the same attack: Long ball to the flank, a run to maybe five yards off the byline and a flat back pass into the box that none of my mutated supermen could reach. [For a while I even thought it was a scripted event in case no full- or wingback was used: Too often this pattern appeared like clockwork and even with just a CWBa as defender it mysteriously stopped, however forward he ventured. But I never found the motivation to really check and experiment.]
  5. I actually tried the Widemen early on, just after purchasing the ingame editor but with different roles (I think it was IWBs, WBs, IFa/s, APa/s) and was fascinated by how the average positions actually resembled a far, far more sensible formation. It will probably not suffice against better teams but with good roles and traits it is a fascinating formation for random fun! At least my preseason was exactly that. I think the 22222 will be my new experiment; I have a fetish for narrowness unless I have my chief meat castle up front ^^
  6. Germany. It has my favourite team and the newgens have amazing personalities! Together with a generous squad registration it just is a fun league to develop long-term! Technically I also play Spain quite often but that is less the league (I hate mandatory release clauses!) and far more the existence of Bilbao.
  7. [accidentally posted a new comment instead of pasting...]
  8. Troubleshooting Stage 1 Stage 1 – Problems #1Too much reliance on crosses #2Too much danger from long shots The Target Man really is a force of nature, isn't he? With him as striker there are a lot more crosses and with him on attack duty it mostly goes at the goal so little flick-ons as well. However, pulling him back as TMs does not work as this role stays too deep to properly send in the RMD and does not exert enough pressure. Similarly, dropping deeper or assisting>scoring needlessly robs him one of his strengths. On the defensive side, the DM presses to little and as result there are plenty of long shots from his area of influence. Stage 1 – Changes #1 DMd --> BWMd #2 BBM --> RPM #2 RMD --> PPM: Cut inside, Area, lob I changed the BBM into a mobile playmaker to exert more central influence on the pitch. Similarly, I gave the RMD his secondary PM to make him act more like a true poacher to keep him closer to the TMa. In this stage I still want to get the right roles first and foremost, so I try the dedicated pressing role as temporary replacement. Stage 2 Stage 2 – Problems #3 BWMd too little involved in buildup #4 loss of possession #5 RMD not involved enough? The new BWMd unfortunately mainly *only* presses well but he has even less creativity than the DMd, which results in more longish balls from the CD and all-in-all just security passes in the defensive centre. Since the latest round of changes, I lost a good five to eight percentage points of possession. I tried to gain the opposite effect! The RMD scores some goals but still does too little. A WBs and RPM reduce his defensive space (and therefore needs) and the Target Man demands too many crosses, leaving him just with the leftovers. Stage 2 – Changes #3, #4: BWM --> DMd, increased pressing/tackle! #5: RMD --> Wa The BWM change was a bust, unfortunately. So I changed it back and gave the DM some personalised PI of aggression. My most experimental change was going all-in on the Target Man and his support. A second winger but one with attack duty to also score and also plenty of personalised PPM: --Cuts inside --Gets into Area --Places Shots --(optionally) Plays One-Twos --(if possible) Curls Ball I had no idea how it would go but that's what tests are for, right? Stage 3 Stage 3 – Problems #6 Left side exposed #7 RPM surprisingly little searched (TM override?) While the winger is another new star, now the left side is a mess! Often exposed or played through, it just is not the same! Since coming into the team, the RPM has seen surprisingly little action and essentially is just the BBM but with more unneeded risks and less tackles per game. Stage 3 – Changes #6, #7: RPM --> BBM A change back (again...) -- I need the stability and if the crosses work, why not try to really focus on them? Stage 4 Stage 4 – Problems #8 Goalkeeper accuracy... #9 Need for different approaches While it was obvious a while ago, it was not a pressing enough matter to change in the early stages together with the big challenges. But now the time is right to tackle the goalkeeper's atrocious passing completion in his mid-thirties! While also plenty of effective, crosses overshadow the game and make it pretty one-dimensional. In hard games I need another venue of attack! Stage 4 – Changes #8 Shorter passing for keeper #9 Bought Tonali as Wonderkid (deep through balls) #9 Haland groomed as new Striker* The first one is rather obvious for now: Just try to make the keeper take less risks by playing it short. It still allows for counter attacks but should restrict the wild hooves a good bit! As for the different approaches, I am grooming a new generation with more versatility: --Tonali already has almost perfect PPM to direct games from the back as DLPd. A bit more bulk and my new DM can create new patterns of attack --Haland is a running tank, starting with good speed but an impressive 16 Jumping Reach that easily grows to a 19 if not even 20 with proper facilities and training. And that is the absolute nightmare of all defences: A striker who can reach every cross AND can run into long balls from the back (synergy with Tonali!)? Stronger strikers will be too slow, faster one to frail to stop him! *For testing purposes. In the real save I'll probably have to settle with Dimata or hope for a *really* good first year! Team after the pre-season SKd -----passes shorter WBau CDd CDd WBs DMd ------Closes down more, tackles harder MEZa BBM Ws Wa ------Both with basically essential PPM TMa Final notes for early tweaks That concludes the first update on how and why I adapted my system. This time 'round I focussed solely on roles and PI. For the next update it is time to finally tackle TI! A few hypotheses to start with: --Setting Goalkeeper Distribution to the defensive line (fullback and centreback) will help his passing even more. --When dominating and having Tonali ready, playing from the back might help control the field better. --I have two defenders with good mentals and three with good speed. A good transfer window and I might consider starting higher (however, this might hurt my wild trio due to less space) or with an offside trap (which sounds like my plan because I want to keep Knoche as long as humanely possible). --Most players have good work rate. Higher pressing might work against teams that do not strap rockets in their tights.
  9. Base Formation – Stage 1 [Once again, picture follows!] [please note: Below is an early concept. Distinctively NOT meant to be taken as posted!] SKd WBau CDd CDd WBs DMd MEZa BBMs Ws RMD TMa My basis was Weghorst, the meat castle in chief. A big beefy Target Man with some surprising Work Rate and mentals. After I decided my love outweighed my normal idea of play (i.e. Malli as Trequartista Striker), I was in the (for me) unusual situation of creating a (future) top team tactic around a Target Man. My basic idea was to build up from the strengths of the 4231 featured earlier: The narrow W(s)-->RMD combo already worked once before and with Arnold's long shots and Malli's through balls there should be some action and movement from the midfield! Explanation of roles and combinations Goalkeeper Once again a more conservative keeper who keeps it simply and focusses primarily on his goalkeeping but *can* also start counters when proper opportunities arrive Wingback (automatic) Not a support duty because I was wary of the Get Forward PI. The Mezzala in front runs deep into areas and the winger also gets into the box late. Some more stabilisation is deeply needed on this side! Central Defender x2 Nothing spectacular. Defend, Recycle, let the more offensive roles have all the creativity! Wingback (support) Has to provide width on his side and is somewhat covered by a BBM. So I felt secure in taking a bit more risks. Defensive Midfielder His main role will be to harass opposing midfielders in front of my box and to help against long range shots. He'll also be involved in buildup as he has some more liberties than my CDs and two mobile players in front of him, as well as two wingbacks at his sides. Mezzala (attack) A pseudo-playmaker and additional threat. I need some creativity in the middle and while the Raumdeuter is already pretty deadly role and the Target Man is a monster, there are bound to be stray balls! Box to Box A work horse doing lots of gritty work but also lurking around the box to hammer in short clearances. Winger (support) Once again my trusted narrow winger. It is hard to say no to a 3.3m€ Pavon and I simply love this role! Not to mention that Winger plus Target Man equals hurt! Raumdeuter A killer who can receive in-swingers from my wingers, head-backs from my TM or through balls from the Mezzala. It worked once, so why not try again? Target Man Attack The heart and soul. High Jumping Reach and Strength, good mentals and high finishing. He will tap in headers, do some offensive tackles, and generally try to create breaches my Mezzala and Raumdeuter can use! Trait these players! WBau: I chose One-Twos to create a more fluid movement and always love it when a youngster learns curling the ball. I refrained from the more aggressive traits due to his aggressive teammates in front and from more defensive ones due to low Strength. WBs: Similarly, the WBs also has One-Twos and works quite well with curling the ball. However, I also gave him (or rather kept) his ability to knock the ball past opponents as he has good enough speed, needs lots of space to cover, and he has a BBM for cover. DMd: Nothing spectacular. He comes deep to easier receive short passes from the central defender in an orderly buildup. I also experimented with him arriving late in the area. He'll still mostly stay back but last-second runs can be the final disruption needed to break through! BBM: An experiment I did was arriving late in the box. This gives the BBM some incentive to actually cross the line and with Arnold's long shots this can be pretty devastating. MEZa: The main traits I went with were Killer Balls, One-Two, and getting into Area. This is befitting the pseudo-playmaker I want him to be who yet also has even more of a drive forwards to help in the final third. Finally, mine also has the ability to place shots which was a remnant of the original which yet fitted his technique and advanced position. Ws: From my other tactic I copied the narrow winger with the following traits: Cuts inside Moves Channels One-Two Arrives Late Places Shots [curls ball] I want a versatile hybrid role that can score and assist, go wide and narrow, as well as creating plenty of chaos! For a more detailed descriptions I refer you to his section in my hopefully-soon-to-be-a-series thread 'Using the Unusual' RMD: I went with the work-heavy version that helps in defense and then bolts in position, namely Offside Trap Runs rarely Places Shots Gets into Area This creates space for the WBs and BBM in buildup and gives me the additional striker in the final stretches of an attack. While he will not track back quite as much with a dedicated Wingback behind him, the 'runs rarely' trait should still make him act like an impromptu holding player in midfield while the Wingback and BBM over- respectively underlap him right before bolting into position.
  10. What is this? This will be an (initially) two-post writeup on my take on @herne79's no-tactic paradigm and how I used it to finally get my usual save going and how to adapt and grow with it. Part 1 will introduce the general tactic and key positions, whereas in Part 2 and any subsequent updates I will focus on adaptations and slight tweaks. So I am just copying Herne's concept? Kinda? The base concept I start with is the same: A tactic fully derived from roles and the players filling them. However, I follow a different path forwards: While Herne introduced the concept and started with the impact of shouts, I try to go through the steps of slowly adding in TI and PI until I am satisfied with the end result. Rules and settings: It will start with no PIs and TIs, those only come in after I have exhausted tweaks through roles and PPM! While there will be some minor editor tweaks, those will neither be game-defining nor ridiculous! The first pre-season happens in a highly contained experimental setting to stream-line the process. However, afterwards the save starts anew and once the season starts everything will be live! I will choose my native Wolfsburg and will follow Labbadia's lead and go with a 433. However, I won't copy his exact formation because especially when it comes to midfielder our philosophies differ! Links to updates: Part 1: Initial formation and role explanation Part 2: Pre-season tweaks and changes; first PI Part 3: [Starting the season, introducing TI] (Incoming!)
  11. Quick fixes and tweaks 1) CAR runs wide With an AML before him, the CAR unfortunately will not act exactly as it should. That was already expected. However, staying already wider and with an in-cutting IWB behind him, he is already forced wide again. This PI enforces this behaviour even further, creating space in the middle for the Wingback and giving the CAR options to cross as otherwise the left flank is pretty deserted. 2) GK passes shorter The passing accuracy is atrocious and too many hoofballs are taken. Therefore he will take a step back here and let the defence handle it. Unless there is a good counter opportunity – then he should still take a risk! 3) Second, different RMD as joker Ironically, the hyper-aggressive RMD does a lot of defensive work. Running rarely, he does help back defensively while running into positions up front. This is amazing against deeper opponents as that forces them out and make him somewhat unpredictable but against fast teams playing high up, he can easily get frustrated. Which is why one needs alternatives! I grew to love a low Teamwork RMD with 'Places Shots' and 'Cuts inside' or 'runs centre' -- during counter opportunities those really act like classical Poachers that can outrun many defenders General notes This tactic already makes plenty of fun without adding into any further PI and does not need much big changes to stay successful. Therefore I opted to discontinue this as an example of tweaking and will instead focus more on the three key roles: the narrow W(s), RMD, and EGs If I wanted to write it up further and go into the gritty-gritty, the first two changes would be playing out of the defence and – with a good Sweeper Keeper – playing slighter higher. In possession this tactics looks good but there is somewhat too little. With that an offside trap suddenly also looks like a good plan. Maybe once my 4123 turns too boring, I'll start a more honest save with this tactic and add to it here! The Key Roles Winger (Support) Probably the most interesting role because even with a playmaker right next to him, he usually gathers the most touches and gives the most assists. As a refresher, these are the PPM I play with: --Cuts inside from both wings --Moves into Channels --Plays One-Twos --Arrives Late in Area --Places Shots --[If possible] Curls Ball The contradictions in PI and PPM work quite well in creating a more versatile role that incorporates the danger of a W(a) inside the box with the movements of an IW(s) and W(s). When played right-footed, the player often attempts cut-ins relatively early but when pressured pivots quickly back to the line. If he doesn't do a relatively early cross there, he'll try to run down the flank for a bit before entering the box somewhat diagonally if not even laterally [illustration]. As a left footed player, the cut-ins happen earlier and more consequently. In a way this role then plays as a IW(a) but with more focus on in-swinging crosses and from a higher starting position. As for attributes, orientate yourself on the IWa but with a higher focus on general mental stats. Movement (Acceleration, Pace, Off the Ball, Work Rate, Decisions) and ball handling (First Touch, Dribbling, Balance, Agility) are a good basis with general bulk (strength, primarily) being a nice bonus and technical prowess (Technique, Crossing, Finishing, Long Shots, Passing) deciding what the player does in the danger zone. The Raumdeuter (Attack) A hybrid between a Poacher in attack and a wide midfielder in defense, the RMD always is good for the unexpected goal and in building up the game by letting the IWBs One-Two and ultimately funnelling the game to the EG (who in turn sends the CFa or patiently builds the game anew further up the pitch) or Ws (who in turn creates plenty of chaos and often sends the RMD loose on the far post. The PPM for my main guy -Tries to beat offside trap -Places Shots -Runs rarely -Gets into Area I think his defensive contribution comes from another contradiction arising from the deserted flank, him running rarely, and his high values for Team Work and Work Rate. Originally I wanted him to stay on level with the defenders and burst through, either running a 1-v-1 against the keeper or passing back to the CFa running in. But instead I found him often lurking at the flanks around the midfield line, holding the ball so that the IWBs could underlap and generally forming a nice little triangle with IWBs and CAR. But once the IWBs has passed him or the ball is with more offensive players (i.e. EG, Ws or CFa), the Raumdeuter bursts forward at the defense and positions himself at the post, often catching crosses from the Ws or stray clearances. The PPM for my replacement -Cuts inside -Places Shots In comparison, this guy right here really acts like the Poacher role, positioning himself somewhat narrow and waiting for long balls from the back which he tries to carry right to the goalkeeper. Had I had the foresight, I'd also have given him the ability to lob keeper with the many 1-v-1 he get into but alas, I forgot about it! Defensively, he does far less, probably because when trapped deeper down, he tries to play himself out instead of passing and running. e works particularly well if I change my striker to a support duty or even a F9 as they harass the defenders more. In general I'd say key attributes for this role are in roughly descending order: Off The Ball, Decisions, Acceleration, [Speed when played deeper or as counter specialist], First Touch, Technique, Composure, Finishing. The key for this role is to find open pockets of space and for this it primarily needs movement! After the movement is cleared and the player gets into position, the next key is to reach and control the balls played to him. No need for a good shot if the ball bounces a few meters of the leg or kicks on belly-height are constantly missed! Only then the actual act of scoring becomes important. Agility also shouldn't be underestimated as the role does lots of running, often between two defenders. Supporting attributes come in many flavours and are often question of preference. Physically there are Strength and Balance. This makes the role stronger against opposing tackles and gives them a slight edge against faster defenders that might be able to keep up with him. There also are Jumping Reach and Heading. While not as important as usual as a good Raumdeuter comes from his movement and technique, catching many balls with his leg, it is an amazing help for corners and free kicks because said movement makes him often run at the right position. As support, Vision and Passing are a nice supplement because sometimes crosses or through balls go astray or a well-behaved defender forces him aside. As the RMD then often still is inside the box or close to the byline, these stats help in making him see the players arriving late in the box or camping at the penalty spot. Finally, defensively there are aforementioned Work Rate and Team Work that make him help a lot more defensively and creates the RMD-IWBs-CAR triangle. The Enganche (Support) Have I ever mentioned how much I love that this role is now designated Support instead of Attack? Erm, sorry! What I meant to say is: A truly marvellous role that does not necessarily excel in ratings but can completely change the shape of the game! The way the Enganche works, imagine a bubble around the player. Inside this bubble he will move freely (and much! So, so much!) and look for the best piece of free space to occupy and direct the game from there. Usually the EG is meant to play in rather narrow formations and the classical South American 4312 with hyper-mobile and -aggressive fullbacks that cover the flanks by themselves and at least one fast and agile striker. In these capacities the Enganche can send the striker(s) running with a through ball or hold onto the ball and find the right second to pass into the space the wingbacks will run into. When playing the role in these settings, he'll get to play plenty of through balls at all sides in front of him and will necessarily have a lot of responsibilities as THE focal player in attack. What was this little excursion good for? In this 4231 the Enganche is far more surrounded and boxed in and less the main focus to funnel attacks through. As a playmaker he is still attracting a good amount of balls but the changed environment and players breaking into his bubble results in a lot of short passes and offensive recycling if something went rather badly. He is an expert in saving attacks and giving the other offensive players more liberties because he'll always be there to rescue their backsides if they overdid it. Sometimes he'll hold onto the ball until everyone is repositioned. Sometimes he'll quickly dispatch it to the other side, and sometimes he'll do the through ball to the striker. To bring in heavy-handed metaphors, the classical Enganche is a bottleneck whereas mine is more of a check valve. I don't know whether or not that was intended because in more true-to-life usages Enganches are masters of holding the ball when needed and then spraying them wild in any direction, mine is somewhat apathetic in the spraying department but completely lives the 'hold ball' and 'wait for teammates to get into position' rules. As such he is the best support I could ever have wished for! About their stats, in my opinion there are just four key attributes: Off the Ball, Passing, Decision, Anticipation. First Touch and Technique also shouldn't be *too* low. With these an Enganche will find his pockets of space and be able to play good and accurate short passes. [However, in more free-flowing, run-intensive systems Vision is also key!] Another thing that makes an Enganche so special is that there are so many ways to specialise this role! Specialisation Physical: Balance, Strength, Jumping Reach. With this specialisation the Enganche gains two more venues to attack: 1) He can reach more balls and better shield them to create more time and thus space for his team mates to run into. He is harder to bring down and so gains an extra second or two to recycle the balls given to him or to dare a dangerous through ball himself 2) Especially with some decent Work Rate (10-12 suffices) he will be far more comfortable using his bodies to get into tacklings and do some pressing. Together with his OTB attributes this creates some nice counter opportunities! How to increase: Cross-train as (Wide) Target Man or the focuses Strength or Agility. Specialisation Attack: Finishing, Long Shots, [Acceleration] With this specialisation the Enganche creates some synergy with his good movement. Inside his bubble the Enganche tends to be pretty mobile (In fact, he regularly is my player with the most distance covered!) to find an unmarked second to regain control of the match. Instinctively this means he gains the ball and tries to recycles it to another attacking team mate. However, often he finds an open path to the goal in front of him and this specialisation makes these chances far, far more dangerous! Be aware though that having these stats alone sometimes makes this player shoot almost too often, particularly if he has high flair. Effective? Often. Nice to watch? Hardly ever. That also makes the CFa and RMD less effective. How to train? Training focus Finishing. Specialisation Speed: Acceleration While looking counter-intuitive as the Enganche is portrayed as a relatively static role, it moves quite a lot inside the restricted radius and is always looking to evade marking opponents. His OTB movement and decisions already give him good chances in this department and Acceleration makes it even better!
  12. How this got started? Shortly after the Winter update, I was not finding the right motivation to start my usual obligatory long-term save. I felt somewhat overwhelmed by the options and underwhelmed by the absurdity of crosses and long shots as main weapon despite every instruction telling my players to forego these as options. With my suicidal tactic also being too experimental for regular usage and having too high requirements for the fun build-up phases, I was essentially just starting games to think about how to edit the three key players I thought were underrated in the database, as well as my favourite who deserved some good years! But then something magical happened: @herne79 posted his topic about the no-instruction way and I found some spark in me to play at least one full pre-season to see what I could come up with just with the roles as given by the game. There were still many I had hardly ever used (or even read about!) and why not combine these two motivations? What was my chosen shape and first role distribution? [don't worry, I'll edit in a picture later!] SKd CWBs CDd BPDd IWBs CMd CARs Ws EGs RMD CFa Not much choice in the shape, actually. With an AMC and an offensive winger already chosen, there are only so many possibilities. With asymmetries and strikerless formations being forbidden by my rules, a 4231 is both the most normal and the most balanced approach. Explanation of roles and combinations Goalkeeper I wanted to keep it pretty simple. Good support in the back, with a few good long balls and plenty of recycles to the backline. Thus no SKs or SKa -- the 'more risk' PI makes it far too aggressive in buildup. Complete Wingback On the right flank the CWB is a highly aggressive role that roams from position, perfect to either over- or underlap the Winger who, being Cristian Pavon, runs both wide and narrow depending on the opponent and opportunity. This results in a doubling-up on the flank and puts constant pressure on the opponents' left back. Central Defender Just an inoffensive basic role that recycles deep balls. As before him is another deep Defensive duty, a more running and creative player would lack space. Ball Playing Defender In front of my left defender are two central players that (slowly) get forward and drift laterally to get into position. I envisioned him having the vision to set these two running and enforce their running by occupying their lower space. Inverted Wingback This was a pretty hard decision, actually! I was considering a WBd and a WBau before as I needed a role to cover for the RMD. The IWBs actually was a rather late idea -- I thought that a more central role has a shorter route back in position and better opportunities for long shots and through balls. Central Midfielder Just a holder to secure the aggressive right side. No playmaker to keep the Enganche strong, no BWMd to keep him in position. Carrilero Even though the Carrilero will not work exactly as advertised due to the Raumdeuter on his side, he has a symbiotic relationship with the IWB: Already staying wider, the fullback will quickly infringe on his space and most likely underlap. To find a new pocket of space to operate in, the CAR then drifts into the deserted left, almost his usual spot! Winger The role most focussed on his inspiration: Cristian Pavon. He already had the traits to cut inside and move into channels and I decided why not to go all the way? I added One-Twos and Arriving late into the area through the editor and found myself a player who can both score and assist and constantly attacks the opponent's backline while opening up space for the Wingback behind! Enganche The EG is 'boxed in', surrounded on all sides by his teammates. Which makes him in narrow and contested games a perfect recycler to keep attacks alive and in more open games a good focal point to send the three offensive men running Raumdeuter Nominally a wide Poacher, tests quickly revealed an individual with good Work Rate and decent Teamwork has a pretty large radius. He'll help recycle deep balls on his flank before rushing into the box to evade marking and tap in. The winger and Enganche both are players to feed him, through crosses or through balls, respectively. Complete Forward My first (and incidentally also final) pick because this role both adds another threat in the final third and also adds some good support. False Nine The Striker I switched to during the middle tests because my CFa was too isolated. Idea being that a dropping Striker would create rooms for the Raumdeuter. Spoiler alert: Did not exactly work -- it took away one threat and made the game more easily read by opponents. My first idea --Heavy overload on the right and in left half-spaces --EG both recycles and creates --CFA and RMD run spaces while the winger cuts inside late The two attack duties are meant to be the main threats who run after ball and receive the crosses. The winger does late cut-ins to both make room for the CWB and to either be another potential shooter or do these dangerous either-footed crosses from the edge of the box to the offensive men. Trait these players! CWBs Flanking players always love to curl balls! This role in particular also loves to play one-twos with the CMd and sometimes the Ws. With right speed or dribbling, knocking the ball past opponents or running often also is worth a consideration! BPDd Brings Ball out of Defence is nice for some buildup from the back and to get the IWB and CAR into position but is by no means a must! IWBs This is a role to get creative with! If they have Strength and Long Shots however, I love 'Shoots with Power' CMd Coming Deep helps him receive balls in slower buildups and to recycle it either to the Enganche, his midfield partners, or the two wingers. When given good passing and vision, this also lets him better initiate counters, whatever the hardcoded PIs say! CARs Like the IWB, shooting with power can be helpful with the right attributes. Ws Like I said, Cristian Pavon was my inspiration, just taking even further! Cutting inside, moving into channels, playing one-twos – basically everything making him play more aggressive and cut inside without upping his starting position too much! The final goodie I found was Arrives Late in Area. This highly encourages the winger to attack the box but the front is already occupied by the relatively static Enganche which hinders him in early cut-ins and central breaches. However, this results in lateral breaches that are insanely hard to defend against! EG As a playmaker this role of course works well with dictating the tempo! Especially in his capacity as focal point, he needs to decide on his terms whether to send his mates running or to let them re-organise the attack. Another good pick might be Killer Balls as this increases his through balls, in particular to the CFa. Finally, it might be worth considering to either make him especially favour passing to scoring or to make his shots more dangerous -- The EG gets into many good positions due to his Off the Ball and Decision attributes. Personally I like the recycler more as it makes the game feel alive and fluid but with a good shot you quickly gain another threat. RMD My first idea was to make him focus on his wide Poacher duties: Avoiding the Offside Trap, Places Shots, Getting into the Area. These kind of things to make him run into open pockets and either score or play a back pass to the CFa. Then however I made an interesting golden mistake: Sleep-drunken I gave him the PPM to run rarely with the logic being "if he won't dribble, he'll either shoot or pass almost on sight". This interacted quite peculiar with his other traits however, making him a tap-in specialist inside the box while severely increasing his participation in buildup phases on the flank and unfortunately taking away all chances of deep counter runs which was another hope of mine at conception. The second RMD I have is more, shall I say, conservative. Cutting inside and lobbing keepers. If he has it, also either knocking balls past opponents or dribbling more. An absolutely amazing counter striker who sadly will not do that much more... CFa Get creative! I let mine breathe but that is up to the player. The first games The tactic worked surprisingly well, confirming one of Herne's theses: When not tactically overwhelmed, players are more likely to find different ways to score and assist, spreading out the 'Goal Assist' tab and making for fun games to watch! Most interesting however was how some partnerships emerged and threats developed: The Winger is a true double danger, both scoring after late cut-ins and playing almost indefensible crosses to the RMD at the far post. Interestingly, the most dangerous ones are in-swingers whereas out-swinging ones often are directed at the Enganche who in turn quickly sends the CFa through. Speaking of: If not blessed (or cursed for the want of more diverse, beautiful plays...) good shooting, the Enganche loves to send through balls to the CFa if he decides to go dangerous himself. Otherwise he just sits in his pocket and sprays short balls to players around him, re-developing the attack to find new approaches Another big part is how CAR and IWB act: They lurk around the Enganche and collect plenty of stray balls for dangerous shots from distance or through balls at the wingers (or more profane, short passes to the Enganche who directs the rest).
  13. There are many roles and formations that are commonplace in FM19. Reading through the forum however, there are also many roles that hardly get featured at all. This is why in this thread I attempt to take some of these roles and through some mild experimentation develop tactical barebones centred around them. Seeing how the focus should be on the role, there need to be a few rules: 1) There will be no TIs or PIs selected in the initial process. The role should speak for itself! 2) I will refrain from using asymmetrical formations as they are one of many human privileges that can easily break the game 3) Similarly, while 'mirrored' formations might be used to demonstrate key concepts, they are not to be the final submission! Part 1: Enganche and Raumdeuter --The Formation --Slight tweaks and the key roles Part 2: Incoming? If there are any unusual roles you want me to have a look at or there are aspects you want me to get more into detail about, just send a message!
  14. Palacios has some potential. Acceleration, Off the Ball and Decision look well enough to work with and there is room to grow the other stats. Sadly that will need a season or two. Personally I'd only use Bauer only in a Defensive duty with a more aggressive midfielder in front of him. Outside Marking and Tackling he has little to offer. In comparison Gosen is fast and can grow mid-term and Valentini is a good all-rounder for now Our backlines look similar in TIs. I just defended narrower and used WBaus for even more stability. The former might be worth looking into to keep the centre packed. The latter I would not do on the left as the gap between wingers is pretty large and Leibold is plenty of good. I forgot to look into who Samper is, but with him as a holding midfielder the right side needs movement as well. I'd either switch Bauer to another defender with better movement or make him act more defensive with a more mobile midfielder on the side (example: Behrens as BBM) Another thing I'd consider: Switching Misidjan to a support duty and teaching him to cut inside (and later to arrive late). This creates more crosses to the W(a) and cutting inside he uses his strong foot for inswingers and some additional shots. Right now neither of your stars are that involved because they aggressively get involved and try to be targets but with not that much support.
  15. The two most important aspects in my opinion are attributes and opportunities. My current star player is a W(s) in the AMR strata with the contradicting PPM of cutting inside, running into channels, and arriving late in the area. As a right foot, he'll stay a bit narrower than usual and will attempt early cut-ins but when pressured will quickly pivot back to the flank and either do a quick, unmarked cross or will run forwards and potentially run into the box from the side. His replacement magically (*cough*) has the same stats and PPM but is left-footed. He'll do casual cut-ins at the middle line and aggressively cut inside in the five to ten meters in front of the box, either attempting in-swinging crosses or shooting himself. Both interpretate their role and preferences differently according to their stats: The right foot stays on the flank longer and will go wide under pressure, acting on PPM later and focussing his natural role. The left foot cuts in earlier and focusses on PPM first as they complement his footedness. Many contradictions are resolved in similar ways: The player has a framework but has some liberty how to interpretate it. Other instructions are more like 'sliders', for example the various places to tick 'dribble more/less'. Here more general instructions will often be a strengthening or weakening agent for more personal ones. One untested hypothesis: If the player has low teamwork or maybe high flair however, they will focus on their own strengths and ideas first and foremost, whereas the opposite will put a higher focus on the big picture.
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