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Everything posted by Prolix

  1. Why do they call it oven when you of in the cold food of out hot eat the food?
  2. This is the tactics forum. If you're not looking for tactics-based answers, then try this one instead.
  3. This is just speculation on my part, but does a mismatch in club reputation/position in table (especially if the bigger team is at home) affect your players in terms of being "nervous"/more prone to errors/less inclined to take risks when pressured/etc.? I don't know whether this is a mechanic or whether it shows on the body language indicator, for example. I've always felt that my players have a harder time retaining possession and making calm passing decisions away from home when playing as a "smaller" team. That's a fair question. But what they are clearly not doing is providing a good passing option for your CBs. I understand that we don't want to get too bogged down in that one example (but I figured you shared it because it's representative of the trend you have seen), but it looks like your team has a structural problem when facing a 4-4-2 that presses high: from their starting defensive positions, the two forwards are already well placed to close down the CB on the ball and close off the passing lanes to the L/RCMs. You may have to consider what tactical shapes (or roles) when starting with the ball in your defensive third will give you the greatest chance to evade the press. Hoping for immaculate first-time passes between bottom half PL caliber defenders seems a tad unrealistic, though.
  4. In terms of elapsed time on the game clock, blue #6 closes down Cabango in less than one second after he receives the ball. (At the time of your screenshot, he doesn't even have complete control of the ball yet and blue #6 is actually much closer by the time he does.) It's unreasonable to expect a right footed player with no time on the ball to play either of those blind passes to his right (to red #5 or #2) -- blue #6 is also showing Cabango onto his left foot/closing off the passing lanes to the right by the time he arrives at the player. Maybe Cabango could have played across to red #12, but the player only has a split second at that point to make that decision. He clearly opted for the safest option ("get rid of it") than risk being caught on the ball by blue #6, or blue #7 intercepting the square pass / pressuring the isolated red #12. So, yes, no good passing options available short of magically teleporting the ball across the pitch. I would rather ask myself what my three midfielders are doing.
  5. The short answer on the basis of the 2nd video is that he had no one to pass to.
  6. I think @alerosso just means that a DM-s can be given the hold position instruction even if it doesn't come hardcoded.
  7. According to Guide to FM, Cover/Stopper duties still have a hold position instruction, it's just hidden and adjusts the position they hold.
  8. Because this is a resource/reference/overview thread, not a place for discussing particular tactical setups.
  9. this is my go-to adjustment for these kinds of tactics AP-s is really not an overly aggressive role, especially if the player has the defensive attributes that were considered suitable for being used as a DLP.
  10. Line of engagement is actually standard, which I would suggest is allowing weaker teams playing on lower mentalities to waste time by passing between themselves at the back without being pressured. I second your observation about attacking width - narrow resulting in the team not taking full advantage of all the space on the pitch while attacking, which allows the defending unit to keep its shape.
  11. Incidentally, how cool would a feature be where you could play out different tactical instructions on the "training pitch" to see their effect?
  12. I know this isn't a detailed response, but this question + the answer directly below it are relevant.
  13. Regarding this, you may wish to open a bespoke thread. My short thoughts (and plenty might have a clever way to actually do what you want) are that if one or the other has an edge in one particular aspect of play (e.g., playmaking versus defending) you could always assign roles respectively with the knowledge that their excellent attributes will still allow them to impact the game even without being given totally free license. At the end of the day, instructions and traits are only ever tendencies, not rules.
  14. The Roaming Playmaker is the "complete" role in midfield: playmaker tag encourages the player to collect the ball more (i.e., "showing" for the ball more, which encourages movement into deeper positions when your defensive unit has the ball; the role is also available in the DM strata) (+ Comes Deep to Get Ball PPM) the "roaming" aspect encourages the player to support the play in lateral areas where there is space; the player will also carry the ball to link midfield to attack while the player might not attack inside the box (if that's what you meant), but he will tend to arrive late in shooting positions outside the box this role is also coded to track back more, like the B2B midfielder I would also expect a Segundo Volante on Attack to be involved in all 4 phases of play, but in a less encompassing manner.
  15. I would use at least a standard line of engagement so as not to allow opposition defenders an excessive amount of time on the ball.
  16. Why have you set all your forwards to support duty? I don't mean to say that it's right or wrong, I would just like to know your reasoning behind that decision so my advice can take your vision into consideration! A BBM will arrive at the box relatively late in attacking moves. CM-a would more aggressively attack the box from midfield if that's something you're looking for. This would also allow the midfielder to link up with the DLF-s you say you're now using.
  17. This is almost exactly the same tactic from your other thread. And this one too. So, the feedback is almost exactly the same: You've applied the generic grouping of "modern"/counter-pressing TIs but seemingly just thrown in an arbitrary set of roles+duties without much consideration of how they will play together on the pitch.
  18. I would recommend this thread for some ideas about how you might set up a team to play the kind of fast + direct football it sounds like you are looking for. Although it was written for FM21, the ideas should be basically compatible with FM19.
  19. My impression is that you've issued team instructions for almost every facet of play because you are concerned that if you don't the players will be 'lacking direction'. However, you have to remember that the most fundamental instructions that your players have are the combination of Role + Duty. The collection of Team Instructions is secondary to your overall arrangement of those roles and duties in your tactic. So no, it's not necessary to provide "additional" instruction at the team level if you make good decisions about how to use roles and duties to determine how the team will play. What was your tactical vision for selecting the combination of roles+duties that you did? Was there a tactical vision? Are you being led by the attributes of each player in isolation? Or are you considering how they will interact on the pitch? Setting aside the glut of team instructions, your basic pattern of play involves the P-a and AM-a attacking the box and the rest of the team getting the ball to the wingers to throw early crosses towards them. Optimistically, the MEZ-s will attack the channels and try to combine with the forward players. ...that's it. With your TIs, they will also try and do all of this at 90mph (Extremely High Tempo), within compressed horizontal (Fairly Narrow) and vertical (Higher LOE, Counter-Press) space, while prioritizing set pieces at every opportunity. Your porous center (no holding roles in midfield) is somewhat offset by the very conservative roles in your backline. However, you are asking your wingers to look for players making underlaps while using FB roles that sit behind the play while you're attacking. Your wingers are also torn between waiting for an underlap (that isn't coming) and crossing early. I'm not a fan of the P-a and AM-a combination since they are both rather simple/direct roles that attack the box and do little else. This actually might be "okay" with all the crosses being aimed at the them, but let's say that it is a rather low-percentage approach.
  20. Yes, the combination of mentality and tempo instructions provides a kind of "cascade" of tempos (bold represents the baseline): Balanced: Much Lower <-- Lower <-- Standard --> Higher --> Extremely High Positive: Much Lower <-- Slightly Lower <-- Slightly Higher --> Higher --> Extremely High Attacking: Lower <-- Standard <-- Higher --> Much Higher --> Extremely High Very Attacking: Standard <-- Slightly Higher <-- Much Higher --> Extremely High --> Extremely High But as you can see, going from no instructions to +1 tempo on the different mentalities does have a cumulative effect. The question is whether things like Balanced +1 = Higher and Attacking +0 = Higher are the same thing in game terms. I believe that they are, which gives us a range of 9 tempo settings (if they weren't equivalent, there would be dozens of effective settings which doesn't make much sense in game terms).
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