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About Altazar

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About Me

  • About Me
    Bulgaria, Sofia


  • Interests
    Investment banking, mathematics, fantasy, crime fiction, music, football

Favourite Team

  • Favourite Team
    Man Utd, Levski (Sofia)
  1. I will give you an example that totally contradicts player skills and deals more with player positions instead. Ther logic being to concentrate more on your squad's strengths and gameplan than really care about opposition. For example, in managing lower league teams, I usually focus on players who don't have any major weakness in physical attributes (namely, no single physical skill is below 8, and his main positional skills are at least 12 - you can't get much better for a club that is 4-5 leagues down the pyramid), and play 4-5-1 with central defenders good on tackling, marking, strength, agility, jumping and heading; full backs good on tackling, speed, acceleration, anticipation, crossing; central midfielders good on tackling, passing, creativity, workrate, strength and teamwork; wingers good on acceleration, speed, dribbling, crossing and long shots; and the striker good at acceleration, agility, jumping, heading, finishing, strength. Now, I would use the following OIs: Goalkeeper - tight marking, closing (useful for corners to steal the ball in front of his nose, and put pressure on him when the ball is passed back to him by defenders) CDs - closing down, show on weaker foot (so they make hasty bad passes) FBs - show onto weaker foot (usually this is a weakness for them, and even if not, it limits their passing options) DMs, CMs, AMCs - hard tackling, show onto weaker foot (prevent them from dictating the game in midfield) WGs - hard tackling, show onto weaker foot (prevent them from going into the penalty box essentially, and prevent them from making good passes) STs, FCs - tight marking, show onto weaker foot (keep under control the natural scorer of the opposition) Essentially, I use tackling to disrupt the passers but not overdoing it; show onto weaker foot as a rule - since even the most two-footed player has one foot weaker than the other and I need every advantage I can get; tight marking only for two key positions - so my central defender can score from corners or free kicks using good headers and so that the main scorer of the opposition is always covered - in fact, I might use tight marking for CDs when I play in a slightly higher league (not allowing them to create opportunities from corners and free kicks); and finally I would close down positions that by default are not star passers - GKs and CDs, since any other player might well have the skill to eliminate easily my closer and leave me at a major disadvantage.
  2. Training and PPMs

    It depends on the creative freedom you give the player - the more freedom he gets the more likely he is to deviate from the instructions given to him in the team tactics and use his PPMs instead.
  3. In fact, they did have an issue with getting a work permit, so they did not sign the player (did not confirm the transfer when the work permit failure came up). We do have the same in-game. Player X's work permit was denied after you have asked for a review - you can cancel the deal. So you do have it there.
  4. When a player is given high creative freedom, he will depend on his PPMs to determine his play rather than your tactic. If you give him zero freedom, he will not be using them instead sticking to your instructions. It is not that he ALWAYS uses them or NEVER uses them.
  5. Strength > 13 and Long Shots > Finishing and Long Shots > 13, trying long shots and shhoting with power makes the player good finisher. Finishing > Long Shots and Finishing > 13 and Composure > 13, not trying long shots and placing shots makes the player good finisher.
  6. Man Utd 4-5-1

    GK LB (Wing Back, Attack) - CB (Limited Defender Cover) - CB (Limited Defender Stopper) - RB (Wing Back, Attack) CM (Ball Winning Midfielder Support) - CM (Box to Box Midfielder Support) - CM (Deep Lying Playmaker Support) LW (Inside Forward) - RW (Inside Forward) swapping positions but less often than in England ST (Complete Forward)
  7. If you want them to grow at their fastest: -> see what position and role their attributes fit best (so you can use a training schedule that targets the attributes for this position and not a generic one - it quickens the gain) -> have them tutored by a player who has the same best position and role (so they pick improtant moves from him, instead of having to be trained separately for that) -> play them in a lot of friendlies (at least 10 per season) and in as many "unimportant" games for the first team as you can. That is your 3 most important ones.
  8. Squad gelling vs Tactics

    Are you using the same positions for the same players? If you play someone in more than 1 position, he tends to underperform some of the games. Do you have the same "groups" of players in the games: - defenders and goalkeeper - midfielders - wingers and strikers I mean if you use GK A + LB A + CDL A + CDR A + RB A in tactical set A, and GK B + LB B + CDL B + CDR B + RB B in tactical set B: always the same players in that set, they tend to communicate better and fit better with each other, so if you use 2 basic tactics - home and away, I'd advise you to also have 2 different teams (Home Team and Away Team). It accelerates cooperation in the team and also makes players cover better for each other. I am using normally tactics based on a "generic" 4-4-2 or 4-3-3 or 4-5-1, but I make it fit the player's highest rated position, so I may have a Left Back (Full Back Support) - Limited Defender (Cover) - Limited Defender (Support) - Right Back (Wing Back Support) - CM (Deep Lying Playmaker Support) - CM (Ball Winning Midfielder Defend) - LW (Advanced Playmaker Attack) - RM (Defensive Winger Support) - STL (Deep Lying Striker Support) - STR (Poacher Attack) in one version of the 4-4-2 and Left Back (Full Back Support) - Limited Defender (Defend) - Limited Defender (Defend) - Right Back (Full Back) - CM (Advanced Playmaker Attack) - CM (Ball Winning Midfielder Support) - LW (Winger Attack) - RW (Winger Attack) - STL (Deep Lying Striker Support) - STR (Target Man Attack) in another version of the 4-4-2 so I have the game plan fit the strengths of my team.
  9. Working with youth players is an attribute that increases the impact of a coach on youth players he trains. He does not have to be a youth coach for that. The reason for the separate roles is different. If you use detailed role-based training schedules, you may have 25+ senior training schedules, pretty much individualized to each particular senior player. Your youth players would frankly not benefit from so much "individualization". So, you may decide that you hire 8 top-level coaches for your senior team, and your youth players will have a more "generic development", where you put them on 4 schedules: GK: strength and aerobic (1 youth coach, the senior squad ones have enough workload) and goalkeeping (1 coach shared with the senior team) DEF: strength and aerobic (the 1 youth coach), defending (1 youth coach, not tire the senior ones), tactics and ball control (1 youth coach for both, don't bother the senior ones) MID: strength and aerobic (clear), tactics and ball control (clear), attacking (1 youth coach, leave the senior ones) ATT: strength and aerobic (clear), tactics and ball control (clear), attacking and shooting (the same 1 youth coach). What you need then is: 9 top-level coaches (1 strength, 1 aerobic, 1 tactics, 1 ball control, 1 defending, 1 attacking, 1 shooting, 1 set pieces, 1 goalkeeping) and 4 youth coaches with acceptable attributes but high working with youngsters attribute - since youth players natural development is very fast anyway (1 for aerobic and strength, 1 for ball control and tactics, 1 for defending, and 1 for attacking and shooting). That is 13 coaches, and you have allowed the senior coaches not to get over-burdened. Besides, you can offer them (except for the GK one) 1st Team Coach contracts, which will improve your relationships, and they will be less likely to leave for another team.
  10. Your assistant manager is a unique position. He provides: (a) coaching (like a standard coach) (b) match advice (based on his Tactical Knowledge, he can recommend Opponent Instructions and players based on the team tactical set you have picked) © player recommendation (based on Scouting Attributes: Judging Player Ability and Judging Player Potential) (d) player development recommendation (based on Tactical Knowledge as far as I know and Judging Player Potential) (a) is clear - in training terms, he is just a coach (b) is less obvious - he does not scout. However, he can assess players similarly to scout, providing second opinion. To match this opinion to the original scout's report, compare the scout's and the assistant manager's Judge Player Ability (current ability) and Judge Player Potential (potenatial ability) attributes. The higher the two are, the better the person's judgement is. An assistant manager with JPA of 14 and JPP of 15 is inferior to a scout with JPA of 17 and JPP of 18, so trust the scout. © if your assistant manager has Tactical Knowledge of 18 or better, instead of designing opposition instructions yourself, just ask him to do it and make sure you ask again for recommendations every 15 minutes of playtime or so. It really works well. (d) unless you have in-depth development path for each player, including position, role, special moves, etc., during the backroom advice meetings, trust the training / mentoring recommendations of your assistant manager.
  11. If you want to improve your finances fast, there is an easy way to do that. Yeah, I know how that sounds. Make sure you have at each position in your first team squad at least 2 players. Then start scheduling friendlies in your preseason at a rate of one game every other day: Mon - Wed - Fri - Sun - Tue - Thu - repeat the sequence. Always play AWAY. You get paid for that. Pick the team that gives you the highest return for a game, but don't play the same team twice in a month. Reputation of the team you are playing doesn't matter, you only care about the money you make. Look to do at least 20 friendlies. During the season, schedule friendlies for Wednesdays. Use for them non-key players. Remember, you don't care if you lose 20-0, it is about making money, and results from friendlies don't reflect on the team. Look to have another 20+ friendlies during preseason. Realistically, you should target games that give you over 100k in cash, but even if it is 14+k it is still ok, if there's nothing better. My first season, I managed to make through friendlies with Guaratingueta (Brazil Serie C team) 40 games at an average of 110k a nice little GBP 4.4 million. Believe me, this kind of money every year allows you to improve the stadium, improve training, youth academy. Playing with Man Utd, I normally manage to have around 30 friendlies (due to Champions League matches in mid-week), that both help boost youth development and give you an average of 400k plus in cash. That is GBP 12 million. Maybe it doesn't sound like much, but added to strict cash management (no new buys except a good goalkeeper after you sell 2-3 of the ones you don't need), it allows fast accumulation of cash and eventually the team repaying their HUGE debts.
  12. If you want to develop this line of thought, what I would recommend is that you have a long good look at your first team and develop individual schedules for them, following this principle: Strenght and Aerobic: The one tick before the first separation line is the minimum you should look at. Depending on the position of the player, you want to add an extra tick in strength for central positions (Defenders, Midfielders, Attackers) while giving an extra tick in aerobic for goalkeepers and wide positions (Defenders, Midfielders). Then consider your player. Does he have a deficiency in a given attribute related to either strenght or aerobic? If he doesn't give him a balanced extra one tick in each. If he does, give him two ticks in the category where he is deficient. Goalkeeping: obviously only for goalkeepers. Ball Control and Tactics: These matter for all players. If you want to have a team that is capable of playing as a unit, I would strongly advise you to have all Defenders, Midfielders and Attackers to have at least one tick after the first separation line in both ball control and tactics. After that, have a look at the respective player and identify where his weaknesses are. If he doesn't have obvious deficiencies, add extra 4 ticks in both ball control and tactics for defenders and attackers and extra 6 ticks for midfielders (just to make it clear, LW and RW count as attackers, LM and RM as midfielders, LWB and RWB are defenders). Otherwise consider 5 ticks in the category you see a deficiency in and 3 ticks in the category that seems Ok (for midfielders this would be 7 and 5 respectively). Defending is vital for all defenders and should be at least 5 - 6 ticks after the first separation line. For attacking midfielders and any striker that is not a poacher (he can live with 0 in defending), consider having defending at one tick before the first separation line. Again, if a player has to be tackling in your game and is weak at it, just add an extra tick or two in defending. Attacking can stay at one tick before the first separation line for central defenders but is required at least 4 ticks above the first separation line for all other players. Any player that will be a major passer in your game needs additional 4 ticks in attacking, and if he is playing in a zone through which play is focused he will need at least two extra ticks (even if he is not a major passer). For example, if you are playing through the flanks, your major passers will likely be the two wingers who need extra 4 ticks in attacking, however since play passes through the flanks, the two full backs will need extra two ticks. If you play through the center, you may depend on a deep lying playmaker and an advanced playmaker / deep lying forward to route play and they will get extra 4 ticks, however your additional central midfielder(s) are playing through the zone where passing is done and they will need extra two ticks (forget about the CDs, and you may forget about a poacher striker - any other striker will also likely participate in a passing game, so give him the extra 2 ticks). Note that if a given player is given high creative freedom, it is healthy to consider his passing being 15+. If that is not the case, you must give him an extra tick or two in attacking training. Shooting is essential for all players who will be finishers in the game, and you may keep it at zero for all defenders and defensive midfielders. Frankly, unless a midfielder is meant to switch positions with a striker, he would not be dimisnihed by not having shooting training. So, I would consider for box-to-box midfielder and advanced playmaker CM having shooting at one notch below the first separation line, while an AM, LW and RW would get 4 notches above the first separation line. ST and LW/RW who are meant to play as inside forwards would get 8 notches above the first separation line. Then have a look at your offensive players and anyone with finishing below 15+ should get an extra two ticks. Finally, set pieces. Let us be frank, we need these for the two full backs (throws), for the wingers (crossing, corners and likely both free kicks and penalty kicks), and for your penalty taking striker. Obviously, the LB/RB (LWB/RWB) and LW/RW (LM/RM) benefit the most from this, so give them at least 4-6 ticks above the first separation line. If a wide player has crossing below 15+, consider givning him an extra two ticks. For the ST that will be a penalty taker, consider having set pieces at one or two ticks above the first separation line. Now that you are set, look at each of your players again. Where do you want them to grow faster? OK, so now start giving them an extra tick for each attribute you want to increase until your schedule gets just one tick before overall workload of "heavy".
  13. A good penalty taker has: Penalty Taking > 16 (good chance to score) Composure > 18 (calm in taking the shot) Important Matches > 18 (brings the best in him under pressure) Determination > 15 (critical moment performance) For the keeper to be a good penalty-saving one it is: One-on-ones > 18 Reflexes > 18 Agility > 18 Jumping > 18 Important Matches > 19 Composure > 18
  14. Yeah, after all if a player is natural on a broad position (left or right), he may be red on the other flank and still produce very good football, depending on how you set his passing/crossing instruction. Now, if you have a player with strength of 18, tackling of 18, marking of over 15, team work of over 15, positioning of over 15, heading of over 15, reasonable decisions and good concentration, do you care that he is NOT a natural DC? You really think he'll be crap in DC compared to a natural DC having substantially lower values in the above attributes? Nah.
  15. Another hint, from playing a team in Brazil... Schedule friendlies after the season. Not more than a match every 10 days. What happens is that players don't go on holidays, so you can stick them to a preseason training schedule strengthening their physical attributes for a time (telling them the match is about fitness and not result, and putting opponent instructions on light tackling allows them to avoid injuries). I hope it works for you too!