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About Rashidi

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    Read the book

About Me

  • About Me
    Singapore, Twitter @BusttheneT Blogging @ addictedtofm.com, Youtube channel at BusttheNet


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    No more endurance
  1. Coach reports are just an opinion based on your own coaches attributes on the abilities of a player. Same goes with scout reports. As far as how I play the game. I don't really care, what I want (in terms of staff attributes) is high scouting ability, determination and adaptability from my scouts. When they come back to me with results all I look for in reports is natural fitness and professionalism for youngsters. And then I have a list of key attributes that are peculiar to how I like to play. Then i sift through the reports by creating a filter. This filter lists out what I specifically am looking for in a player. Once a shortlist is made I then bring them to the club. When I trial players i have them in there for at least 6 weeks. By then I should be able to assess if they fit into my way of playing, once again, as long as the fit my list of key attributes then I am fine. I prioritise players with higher potential ability over players that don't. Its really quite simple. At then end of the day, my scouts and coaches give me the numbers I make the assessment.
  2. Exactly. Couldn't have said it better myself. This game is all about managing risk. Elements in the game allow you to throttle the risk tolerance in a game so that you can create more chances. One also needs to remember that going Attacking doesn't necessarily mean you create better chances. In fact one could argue the best chances are made on defensive mentality, since this is low risk. In other words, a team will make sure they can pass the ball around, accurately. When you go attacking a team will take riskier chances, they may try to attempt an ambitious through ball when its better to pass the ball around and work out an opportunity. Only the manager knows how much risk he should be willing to take. And this all boils down to the player roles/duties and the type of system you are playing. Take a 442 for example. One could set it up with attacking wingers, one holding mid on support one attacking mid an two attacking strikers. Then you go choose defensive mentality. The mentality says low risk, but your choice of roles and duties runs counter to what you are trying to do, you have players all bombing forward forcing your team to take the low risk option to get the ball to them, in this case hoof the ball. Why? There is no safe option nearby to pass the ball to. Ultimately the decision of what mentality/shape you should take is secondary to your system and the roles and duties you have laid out.
  3. LLM is a different beast. And like many have advised, don't go that route unless you are comfortable with tactics. And even then if you do decide to go that route, then you should try and keep things as simple as possible - tactically that is. I have written many LLM tactical guides in the past so I will summarise everything here: 1. Trial as many players as you can..at one point I had something like a 1000 trialists in the club. You need to trial them for a min of 6 weeks, to have all the attributes show up. Alternatively you have to just use best guess once a few key ones are showing. 2. Control expenses, do this by negotiating contracts carefully. 3. Focus on physicals above all else, if you team is physically faster and stronger..you will win by sheer physicals alone. 4. tactics should be simple..to exploit the space you can find..so use simple ones that you can fit players into easily. 5. Do not use technically demanding systems like the 4231 6. Balanced training
  4. If you are entirely certain its not the tactics, then, you should be trying to play a bit more defensively than usual. You want to get a few results that are grinds. You don't want to concede thats your first priority. And to do that I usually reduce my mentality and play a bit more structured. Once they have a few results under the belts I tend to be a bit more willing to go attacking. As you can tell by this, I only play one way, which is to use Mentallity/Shape as a switch. I do not change roles/duties.
  5. 1. Remove the "Auto" for your fullbacks if you are playing control, just play them on support since your AMs are on attack. This does mean that your players from the back will likely play more riskier passes to find those players. Alternatively you could set the FBs on attack and the 2 AMs on support, this way you could push up higher on the pitch and overpower them numerically. 2. Change your shouts. whenever you use a AM/FB combo for the flanks, you should leave the overlap shout alone, especially when you have a central combination of players who are on attack/support duties. When you play overlap, side mids and some central players are expected to hold their positions to encourage this. Now since you are playing with an AM/FB config, and have accentuated that with attack duties on the AMs then the overlap is redundant.
  6. Leicester have low possession numbers @deejjay10. I am afraid people wanted to emulate the stats too.
  7. Can definitely say that the HB drops back and the rest accommodate him, of course how this happens is also affected by how many players there are in the defensive strata and their roles
  8. Yes but the shout in itself reduces through balls, so you will be playing basic risk free passing, coupled with your defensive mentality, you are actually on the lower threshold of risk. If you are happy with keeping the ball, and only trying to carve out solid opportunities when things are in your favour fine. There are other ways of achieving high possession numbers but still get certain key players to act as creative outlets.
  9. At its core the game is a numbers game. How good a side you can create depends on more than just the tactic. Any balanced tactic can do well in the game, its up to you as the manager to adapt your system to your team. Finally during the course of a match, winning becomes a matter of how you can react to ingame events to influence the outcome. That is why it's vital to become a master at finding out what the story is in each highlight. It gets hard if you watch the game on comprehensive, because of the sheer number of highlights, I favour either key or extended. Within that window, I need to ascertain how my system is performing. I can't count the number of times I have started off with defensive mentality and switched to attacking and gone back attacking again. My tactic doesn't change, and even if it does thats a very rare occurrence. To narrow success down to a tactic is oversimplification. Just enjoy the game, treat shouts as a chance for you to influence your team. And do your best not to overanalyse everything.
  10. Interesting question, I think it has some bearing but not enough to make a balanced tactic look bad. In my saves, my tactic is always accomplished. Its never been fluid, because I keep changing mentalities every single game. We still win, but I believe if I saved the tactic in three slots, each with a different mentality and shape then I shoudl be fine. I tend to change mentality and shape in almost every game. I start out defensive structured and then can go attacking fluid.
  11. None of the above. The best way to play is to make a solid tactic that can can be tweaked via mentality or shape. In fact one person could be very successful with a 433 with one team, another could take the same tactic with another team but struggle because the attributes don't fit the system.
  12. That;s for FM 15 right? if it is then shape doesn't play such a big role there. Just looking at your duties I would be concerned about the left flank. I am more inclined to play someone on support there and making sure one striker is on an attack duty like a CF. TBh I haven't played FM15 in a while, but it was a lot easier than FM16
  13. Yes Roam from position is a tool that makes a player move around spaces more. Whether or not he is doing this intelligently will depend on his attributes and the movement of other players. While some players use this instruction with a structured team shape, this can be very demanding since the factors that make it successful will largely depend on the attributes of your players. While some use it, any of my videos will show that I hardly ever use it. I have endeavoured to show users that there are simpler ways of playing. There are some "under the hood" factors and I hope that users don't get fixated on these. The game can be simple if you follow these steps: a. Create a system but be aware of who is coming back to defend and who is going up to attack b. Ensure that the "support" players have good physicals so they can meet the demands of the game c. Minimise the use of roles that you are unclear about, if you have a role that you want to try, then look at the PIs. These PIs do enough to give you a clue about the most important things he will do : Play risky passes, Close down, Get Forward, Tackling. Each of these PIs affect his movement, aggression, passing and defending. These imho are the most important Player Instructions that will help you spot flawed transitions WHY ARE TRANSITIONS IMPORTANT FOR SHAPE Transitions are how a team moves from one phase to another. A team can move from defending to consolidation, and then to attack. And a team can go from attacking to defending. A lot of users I have coached, seem fixated on how the ball is moving around the pitch. And that is when I stop them and get them to spot things in PKMs. You need to see whether your players are moving at the right time. Each duty behaves differently during a transition. I can't be bothered about roles half the time, and tbh, sometimes I treat role choices with a bit of trial and error. And I always observe how a new role or a player with a new role adapts to these transitions. Fluid creates a team with distinctive mentalities, however the differences between duties is minimal, as compared to more structured systems. This means that regardless of what happens "under the hood", a team on structured shape will be more orderly in a transition as compared to one that is fluid. Furthermore, during these transitions the structured ones are more suited to exploit spaces than the fluid ones. Try this on for size : take a defensive system and play very fluid. You will discover that your team tends to clear the ball hopelessly more often than one on structured. The attacking duties on a more structured system will move forward in a transition "earlier" than a very fluid one. Personally I haven't bothered with anything under the hood since, 03/04. There is absolutely no need, and this is coming from one who used to do thousands of iterations simulating tactics. The game is now fundamentally simple, and there are now a whole new generation of players who don't have the experience of playing with the older versions. To a large extent that should be a godsend. Why? Its going to be a lot more harder to make unique roles work. Earlier versions of FM were simple to the point of being pointless, I would get bored playing the game after 6 months and I would disappear into a cave waiting for the beta. I hope that people can try and look at the game the way its meant to be. Keep things simple. The fundamentals of the game have remained unchanged since 1998. Find the right player for the right tactic. Then make sure the tactic is balanced. Make the necessary changes to adapt during the game. Rinse and repeat. What will make you a better player isn't knowing whats under the hood, but being able to identify why a team is not playing well. And that inevitably boils down to matching the right player to the right role and making the right choices in the tactical creator. We may have been able to do more in previous versions of the game. tbh it created a layer of complexity that was unnecessary. The challenge now moving forward is to make sure players understand the interrelationship between the elements of the tactical creator, and there are only these that you need to concern yourself with: Mentality/Shape, Roles and Duties and choosing the right players. If you want players to defend more, then you have two choices, either have more support duties or reduce the efficacy of your system by getting some of your attackers to track back via man marking. I hate the latter option, and use the former successfully.
  14. Just looking at the roles, it would appear to me that you would score goals, depending on how well your flank players are doing on the day. And by the time you do get the ball forward, you have a lone forward who drops deep getting others in. This in itself isn't bad, since you have 2 attack duties that can feed off this. This does mean that you're dependant on the wingers getting to the ball and doing something with it, and with the lone forward being sharp enough to play others in and fashion his own chances. Now since he is a DF, I would consider several options: a. If most of your goals are coming from counters and you need to improve non counter goals then you could opt to keep better possession of the ball. You do this by telling every support player and your backline to play less risky passes. This should encourage them to funnel through the creative players b. You are playing with a dm, and since you are using a DF I would recommend a much higher defensive line than the default, at least a notch to two higher. This will encourage the team to play higher up the pitch. c. If you choose not to use WBIB(Work Ball into Box) then you this would encourage your wide players to look for players further forward. However since you are not using an attack duty upfront, you need to observe and look out for hopeless punts. If this is happening, then go WBIB. d. To fashion other chances you can increase width, and play to your strengths. e. Finally the DF is a demanding role, he needs above all great physical attributes and decision making. He needs to know when to run when to pass and when to score. So make sure you use the right player. Your first choice looks to be the only player who is suited. I have no idea what the rest of your players are like, but you should be looking at creating quality chances, and this is FM sometimes you need a bit of trial and error to figure out what's best for your team. I could tell you what roles and duties are good, however each side has unique quirks. Personally I wouldn't be using a DF. Good luck
  15. I have already answered it!