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Everything posted by Rashidi

  1. Noticed your last system has an F9, I would hesitate because any quick counterattack and you are asking him to do maybe a bit too much. Again a TM. PF, even a DLF(A) is a better option and you can consider the early cross. That would benefit any strike pair that wants to break for the box early.
  2. Been busy lately involved with some different projects. But just looking at the first tactic that was linked I think you made some inherent mistakes with a counterattacking system. The first system wasn't all that bad, it just had to tweak some team instructions. Work ball into box - not very useful for CA systems, because teams will settle into defence, so use hit early cross instead Changing the role to an AF was a good shoutout in which case I would also have told the TM to go on attack duty. The system is generally playing a compact block with the way the duties are being used. You can afford to play with a slightly higher defensive line because whenever you use DMs your formation is naturally going to be deeper. By the way I never play counterattacking tactics with only one attack duty in the final third. I usually have 2, and if its in a 442, most likely the 2 strikers. For some of your other systems you have used distribute to centre backs and fullbacks, for CA systems you tend to get pressed high, so I tend to play it out quick to my fullbacks who can usually take advantage of the press.
  3. You can use at least 4 shouts per game, if you shout from the whistle. The effects of a shout last a short time before you get the option to shout again. So you can basically have a "shout strategy" in each game.
  4. @Ben Hutton Different permutations give you different effects. A TM can be a focus of attacks, he could be the furthest forward and the first choice for a Winger on attack duty flanking him. You could set up an IW on one flank with a playmaker beside him to act as distributors. IF the TM is on support he can bring others in then you could pair him with a 2xIF attack pair. You could also use an F9 to drop deeper so that he holds the ball up and uses his skill to allow others to swarm up in attack. Now this means that you could be using more support duties with a higher defensive line to create decision dilemmas for defenders. Ultimately, you decide. So what do you have in your team? Do you have players who can offer you choices with different styles. Too often players fixate on the attacking patterns and forget the biggest factor is actually the build-up.
  5. The challenge here is simplification. Let's take an example. Go to your width settings and set to narrow. Does this mean your players won't use the width of the pitch? No. It just brings your formation closer together but the roles and duties themselves can influence your width. A wingback with hugs the line becomes a player who extends the width on the pitch. You will also notice that when you play on narrow settings players seem to pass inside more than they do outside. Naturally they will pass outside when options are possible, but more often than not they go inside. FM is like an onion, each time you peel one layer you see another. My best advice for people has usually been to keep it simple. Try and understand what the Tis do, and they see how they behave with different roles, duties and traits. I can see how people get confused, but like I've said before mastering the game isn't hard, you just need to start with the right time and find a way to master it, and the best way is usually to start with less.
  6. I'd agree with this completely, now that we have Tis that have an "in transition" and "out of possession" component, these largely drive how attacking or defensive you can be. Mentality is basically sitting on top of them driving how aggressive you are within that framework. Explanations like " This mentality aims to keep men behind the ball, to restrict space in your half and to slow things down", don't help when you have other instructions that can help you modify how a team plays.
  7. Apologies if i sounded patronising, twas not my intention. What frustrates me is that many people seem to assume that each edition of the game has to be the same. Perhaps that was the case prior to the changes in the tactical creator. Maybe at that point we could all agree on something, but the moment the tactical creator was changed, all bets were off. SI had said there were major changes to roles and duties and that there were changes, I never once expected them to go out of their way to detail how these would specifically impact the game. Perhaps I have become accustomed to finding these out myself. I know people usually get frustrated with all the changes and tbh I was surprised to find out that the IF and IW had changed, but I guess for me finding out these little changes can be exciting. That though may not be the case for everyone. If you want to press high, what guides that is basically your line of engagement, and your mentality. A player on support will naturally drop a bit deeper during the buildup phase to support play, however when you lose the ball the winger on support could very easily press the opponent just as much as an IF on attack. What could affect how effective the attack duty or the support duty do these will depend on your in transition instructions, your defensive line, your line of engagement and any other instructions you may have chosen.
  8. My point is that he thinks the formation defines your defensive shape when in reality its the combination of roles duties, mentality and what the settings for defensive shape are - line of engagement and defensive line. I am not saying that WM and CM standing close together is correct. Thats a different discussion, cos he needs to upload a pkm cos it could have happened for a host of other reasons. I was just correcting the assertion that the formation = your defensive shape when that actually oversimplifies it.
  9. You mean the changes to roles and duties, the addition of defensive width and line of engagement wasn't even enough to tell you something had changed? The game has evolved but people are still using old assumptions of how it used to work and hope that it still applies today.
  10. Maybe before FM19, but now you have to consider roles and duties as well. The positioning will also be affected by the roles and duties you have chosen. A 442 with wingers on attack duty will look different in the defensive transition than a 442 with defensive wingers on defend duty. The defensive shape is not based on your formation, but the combination of team instructions and roles and duties.
  11. A simpler way to begin would be to actually pick a counter attacking preset and try and understand why the specific team instructions were used in the first place. Presets are meant to be a starting point for people who aren't familiar with tactics. They can be tweaked further to create unique styles suited to what you want specifically. There are basically two presets you can begin with fluid counter attacking and direct counter attacking. Fluid aims to use more support duties and seeks to attack as a massed group, however it does not seek to commit how backline too high up in the counter attacking phase. The mentality is low risk and will generally see your team waiting for the right opportunity to launch a counter. And this could happen automatically when you are defending deep or coming off defending a set piece. The team instructions to pay attention to that define the style are: Passing, Defensive Line and Line of engagement. The passing style is different to influence the directness of attacks. Defensive line influences the gaps between defence and midfield and influence how much support the backline will provide the midfield. The deeper the defensive line the closer these players will be to your goal. The line of engagement influences when your team begins pressing. It generally works in thirds, so a low LOE typically sees pressing begin in your third. That basically helps create the style you want, the various formations and roles and duties will affect how your players behave in an attack. Perhaps a good way to begin is to start from there first. Personally speaking I have my own style of counter attacking football which is played on higher mentalities but with standard to low lines of engagement, where sides are drawn into a compressed block, where my players are used to shut passing lanes down instead of pressing aggressively (default vs high pressing intensity). Various styles are possible and till you start getting used to it, you won't be able to appreciate the more complicated set ups. And that is why I suggest you begin with presets and start adjusting from there till you find what you specifically like. I even made 2 systems the Kingsborne 442DM and the Maves 442 systems, both of which can switch between counterattacking to full on attacking systems with changes to team instructions. I even use a 235 and crazily enough, its set up to draw teams in and then hits them hard on the counter with 4 strikers driving into the box. If you want to make your own system ultimately, then you need to start somewhere.
  12. Wingers - attack the flanks, occasionally attack the box as a secondary striker when play is on the opposite flank. Primary purpose adding width and delivering crosses Inverted Wingers - Start wide then drift inside to look for diagonal crosses chances. Usually we get the best out of them when they are played on the flank opposite their favoured foot. So a right footed IW should ideally be played on the left flank, with the traits likes to curl the ball with his favoured foot. Primary purpose creative, secondary purpose - goal scoring. Inside Forwards - Start wide then cuts inside to attack the box. They have a higher mentality and this influences their more risky approach of attacking the box. An IW and an IF on the same duty on the same tier will see the IF always on a higher mentality. The IF is hardcoded to be more inclined towards being aggressive in attacking the box. Secondary purpose -link up play and occasionally playing others in. Wingers - Create chances for others IW - Create chances for others IF - look for chances for themselves and occasionally for others Player traits also play a big role and these can influence how each role might play further: Wingers with cut inside and arrive into opposition area will sometimes behave like IFs IFs who have runs down the flank will occasionally behave like wingers When playing an IF or an IW on his favoured foot on the same flank, they can sometimes favour their favoured foot. So a winger whose favoured foot is right and is playing on the right flank may occasionally drive inside. Choosing the right role for your players is secondary to the overall style you are trying to achieve. For example, someone who may want to replicate how Liverpool play would probably be more inclined to choosing IW for Sadio Mane on the left flank and IF for Salah on the right flank. However to get their driving runs in some games you may opt to use them on attack and in some matches you may want to use them on support duty. Why would this be the case? Against teams that sit back you may want both of them on support allowing play to build up with more players so you can use the numbers that come up in attack to create overloads forcing more players to one side to deal with the extra numbers that come with more support duties. Having more support duties isn't the only thing that will produce this. You would need to play with the right defensive line as well, since you want more players to be involved in the build up transition. In other matches perhaps you may want a more direct style and you could simply want to drive specific flanks which may be unoccupied as a result of the opposition playing with an aggressive flank attack. Here one could opt to play an IW on support on one flank and an IF on attack on the other flank to take advantage. So you see, the choice of roles and duties is really more than just choosing the right role for the right player, it also depends on what you want the rest of the team to do, and how they may play against specific opposition.
  13. I had a player who well in two months was only available once, cos he was hammered from spending too much time in clubs. So yeah its rare but it happens. And he was a potential world class player, who excited me so much I dubbed him lil Maradona. From then onwards, fame and fortune got to his head, and his world degenerated to him playing sports with bottles.
  14. When I first started playing this game I did all the normal things: 1. Smashed the monitor 2. Rage Quit 3. Wife sued me for divorce citing FM addiction 4. Download tactics 5. Download them again 6. Restart the game 7. Edit the game 8. Buy a new computer 9. Smash the new computer 10. Blame SI Then I decided to actually sit down and understand the game in parts. I found someone here on the forums, many years ago, and followed his thread. It was a logical simple way of approaching the game. I decided to do the same thing, now I take great pride in smashing the AI.
  15. You have to remember that just because you have set the AI to defend wide, this doesn't mean its players are all going to start standing further away from each other leaving pockets of space open. Defending wide simply instructs the team to try and deny easy access down the flanks, which means they will try and close down or tackle players there. Everything in this match engine is relative as well, so if the opposing team is playing narrow and encouraging passes inside, then the positioning of the defending team will also be relative to the attacking team. This means they will still stand relatively close. You can see when the No 3 fullback gets up the pitch, he is immediately closed down.
  16. Stop insulting people in the thread otherwise you are going to be banned from this thread.
  17. I have one tactic where the emphasis is quick vertical play using anchors in the middle, and I have another tactic which emphasises quick direct play through the middle, granted the latter is much harder to pull off when teams are playing with a stacked defence, so I normally set my tactics to do either and hopefully the players pick the right option.
  18. You obviously haven't met my overlapping central defender yet.
  19. The dimensions are a guide, they set upper and lower limits and clubs can choose to do what they want. For international matches I think IFAB standardised it in 2008 to 105x68m, but club competitions are not constrained as such, and they have a more generous range they can work within.
  20. I hate matches like this: Because they nearly always produces shots like these 9 and 23 are the only two players I am paying attention to, and its 30 mins in. Here we have huge amounts of possession, but the opposition are just keeping everyone back, so I have to take even more risks to unlock them, and they have 2 strikers merrily sitting on the shoulders of my last two defenders. All it takes is that 0% in my defensive third to change to 1% and they could score off a counter, but we've seen this in real life too. Sides like Manchester City for all their possession are also spending 40% of their total shots from outside the box this season. Liverpool used to be 38% but that number has dramatically dropped when they started changing their shot patterns to happen inside the penalty area, I shared this during a discussion with some folk, and it makes some interesting points. https://www.liverpool.com/liverpool-fc-news/features/liverpool-jurgen-klopp-goals-shots-17696491 Possession can be a useful stat but only in conjunction with other information, SIBOT analysis, is the only thing I do on FM :-)
  21. Possession is useless, what's more important are the action zone numbers which tell you if you are being a force in the final third, then you look at the quality of chances inside the opponents area. Those are the only two things I pay attention to in the game - the rest is fluff.
  22. Getting some good off the ball movement with quite a few tactics, and this is actually a tactic from FM19, I kept all the same roles and duties and just raised tempo, twas nice to see.
  23. I think I said something different. That I would still be purchasing the beta and that others should base their buying decisions on the demo. I don’t think the match engine has regressed, in fact its a lot easier to play. There are noticeable areas it can improve with respect to central play but this will require a complete overhaul of how the coding is done. I also mentioned that the role changes in 20 are coming full circle. The only version I was critical about was FM18 or was it FM17. As far as videos are concerned I out 2 a week, and tactic guides are largely the same from 19. There are only so many different ways you can explain concepts in the game. The guides I did before are still relevant. Even training is nearly the same you only need to incorporate the new sessions. So re-doing videos for the sake of click bait views is not something I do. My output is largely the same, two videos a week and thrice on Twitch. There are also videos that are only accessible through my private discord server. Every release has it’s challenges in fact I enjoyed it more than most because I enjoy the game. If I don’t enjoy it I won’t play it as much. I also currently have 4 separate series that I cover. And I don’t think the game has regressed like you say, there is a video on the match engine coming out today where I describe a series of experiments I ran to discover which formation could possibly be the best one for FM20 in producing a 60 goal striker.
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