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kellettchris

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0 "What we've got here is a failure to communicate"
  1. Sorry for the delay, but thanks everyone for contributing! I completely agree with the general concept of expanding zones for defenders based upon instructions, mentalities, etc. But I still don't understand how mark position and mark player override this. I have experimentally confirmed that mark player instructions 'survive' substitutions and formation changes. I've also confirmed mark position works insofar as players will mark that position (and vacate their spot) if it is sufficiently close. Just a thought, but maybe said position must be within the pressing zone for mark position to take effect? @b2khn If I set a D (C) to mark an opposing D (C) nothing happens. I'm not saying it should, but I want to know where the game draws the 'that's too stupid' line. @DarJ I tried DM HB and BWM for a few matches each. Worked okay, but didn't have the initiative on defence I wanted. Both too conservative. I really want 'the other halfback' - basically the exact opposite of a HB (i.e. zero work rate when we're in possession). For my actual save, the D (C) was changed to an M (C) BWM, but that's beside the point. I want to find out why the D (C) didn't work.
  2. Short version: Does anyone have definitive information about how the player instructions “mark specific player” and “mark specific position” interact with team instructions, player instructions, and mentalities? Long version: I get my FM kicks out of getting obscure tactics to work. I’m having particular fun in FM 23 with defence. But my latest fiddle is encountering problems introducing a strict man-marking system with one free active defender who I want to lead the press. I started by setting up a 5-2-1-2. My free defender is the D (C). I tell him to “mark specific position” the M (C) – the idea being he drops back when in possession to allow the D (CL) and D (CR) to split wide and let the WBs go forward. Out of possession, we transition to a back 4, with the D (C) pushing up as a ‘blitzer’. Everyone else except the front 3 is told to man mark tightly (I assign which man before each game). When playing against a 4-2-3-1, here West Ham, I have to set ‘slide left’ or ‘slide right’ protection to line up my defenders man-to-man. In this example, let’s slide right towards Fornais. I set up man-to-man as follows: D (CL) -> ST D (CR) -> AM (L) WB (L) -> AM (R) M (CL) -> AM (C) M (CR) -> DM (CR) WB (R) -> DM (CL) I also set up to push them out wide, maybe adding in instructions to show their DMs left, towards my defensive strength. I may need to pull my WB (L) back and inside a bit as he is one-on-one. I also switch the ‘blitzer’’s focus from M (C) to M (CL), with the idea of switching this to M (L), AM (L), AM (CL), or back to M (C) as the game plays out. As I am not man-marking the FBs, if they are pushed forward I’ll simply allow it, but split my forwards and counter direct down the channels. But the game doesn’t play as expected. Firstly, my ‘blitzing’ D (C) doesn’t move from his D (C) spot. Other tests with other positions have shown me that “mark specific position” is ignored if the chosen position is too unorthodox. The frustration is I don’t know the rules. Things like “more disciplined”, “tight marking”, and mentality make a difference. Two AM (CL/CR)s will split to mark WB positions on defensive but not cautious, for example. And I don’t know how tactical familiarity and teamwork affect this (I’d be quite happy to start a save where scouts look for teamwork only!). Secondly, the man-marking only works with minimum team pressing, player instructions to mark tightly, and opposition instructions. Even then, players often get distracted by opponents closer to their set position. Now, players being late to follow runs is exactly how I want this tactic to concede goals – it’s meant to be the weakness of man-marking –, but I’m talking here about players not looking at the right man even after the ball is in the net. Also, I’m worried going zero pressing will impede the pressing traps I am trying to set up with the ‘blitzer’ and opposition instructions. I’m not expecting anything to ‘work’. I’d be bored if it did. But I can only tinker so much before realising there are too many variables to be certain of the limits. So I am looking for specific information about how the game assigns defenders to attackers. I’d be happy with the code or just the logic. Failing that, I’d like to share examples of ‘extreme’ marking schemes, regardless of efficacy, from which to learn about the game. Thanks!
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