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Atarin

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228 "I mean, funny like I'm a clown? I amuse you?"

Biography

  • Biography
    Married with kids. Support Spurs and the mighty Leyton Orient. When not playing FM, I'm playing Minecraft or reading about politics which is my other great passion. "Workers of the World Unite!"

About Me

  • About Me
    Formerly Teabs.

Interests

  • Interests
    Politics. Football. History. Music.

Favourite Team

  • Favourite Team
    Spurs/Leyton Orient

Currently Managing

  • Currently Managing
    Borrowash Victoria

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  1. Low ratings in Determination, Work Rate, Concentration and Stamina will definitely effect your ability to see out games. In terms of tactics... there are a number of considerations. First of all you need to consider whether your team has the ability to withstand heavy pressure before doing something like getting everyone behind the ball and letting the other team attack you in wave after wave. Does your team have the stamina and concentration to stay switched on late in the game under immense pressure? Do they have the determination, workrate and stamina to work at full capacity late in the game. Do they have the requisite marking, tackling, anticipation and heading to deal with what is basically a defence vs attack situation. If the answer to any of that is no then its definitely not recommended to employ any kind of park the bus system. The reverse applies too. If you're not a very competent possession team then its probably not a good idea to try and kill the game by passing it around at the back because a team that is half-way competent at a high block will rip you to shreds. So, if your team aren't a quality defensive unit or a quality possession unit then you're better off sticking to some version of your main tactic but just making a few little tweaks depending on what your team can do and what the opposition are trying to do. I think the single biggest mistake people can make when thinking about seeing a game out is that they suddenly think all of the usual rules of football go out of the window. They don't. The last ten minutes of a game follow exactly the same rules as the first 80 minutes. All that changes is that the opposition may take more/or less risks in defence or attack. That's it. But the same principles apply. They still have to win the ball somewhere on the pitch, they still have to build up play through a certain area and they still have to attack certain areas. Your job is to adjust the risk you take in defence or attack and to try to manipulate where the opposition can win the ball, where and how they can build up and where and how they can attack your goal. If you try to keep the ball in defence then that is the most likely place the opposition will win the ball. If you camp in their half then the opposition are probably going to knock long balls in behind you (because you're forcing them to). If you go for an ultra-low block containment style then the opposition will have the freedom to take pot shots at your goal. If you surrender the flanks to defend very narrow then expect the opposition to pepper you with crosses. If you sacrifice an attacker for a defender then your ability to defend the opposition's build up is reduced. They will progress the ball. If the opposition are attacking the flanks and having success consider whether your wingers are up to the job of backing up the fullback (Do they lack workrate, teamwork, bravery, aggression. etc) These are just some examples of things to think about. I haven't seen your tactic so I don't know what you're trying to do in the first 80 minutes or what you're switching to late on but you need to think about how your team defends best and also what the particular opposition are doing.
  2. One of the most, potentially, useful parts of the game, set-pieces, is also one of the most glitchy and the least enjoyable to use. Its especially frustrating that the icons seem to have a life of their own, taking up odd positions on the pitch which just makes making sense of what's in front of you all the more confusing. Is there a way to ensure that the icons remain in the correct shape across the penalty box? Could there also be a system for ensuring that players listed as Go Back or Man Mark (generic settings) are numbered or ordered so that you get your bigger players exactly where you want them? Its also quite fiddly and time consuming to have to program in so many different settings. Could I recommend an assistant manager function where you can select from options like Man to Man, Zonal or combined, Defend front post area, central area or back post area. Set by Size (so the Ass Man would order your defenders based height and jumping reach) or set by marking (so he orders your defence by Marking & Positioning). You can select how many men you like to leave up (1, 2, 3.etc). You could do the same for attacking set-pieces. Choose Front Post routine, Central routine, Back Post Routine or Short Routine.etc You could, again, select your players to be ordered by Size or Finishing (OTB + Finishing). You could choose how many to leave back. The set-piece creator could even come with handy presets with easy to understand names representing different set-piece philosophies. This could be further developed so that you could have generic variations like Overload, Standard and Cautious set-piece templates which were easily switched between mid-game depending on how much risk you wanted to take during the game. All of this would be designed to save time, enable to the player focus on game-play and not on the mind-numbing minutia of the set-piece creator.
  3. Well I can't see your scouting set up. I don't have one on my games. In the first season I just offer trials to players in the same division as me and in the reserves of the two divisions above me. I make a list of my top five targets in each position and then try to bring them in. You're not going to complete the jigsaw puzzle in one season. Get the best you can for now but be realistic. If your squad can't do the basics in season one then they're not going to storm the league. It might take you two or three seasons of incremental progress before you can get promoted. The thing is if you want guaranteed success then take over the best team in the league, use an external scout app and search the entire database for the best hidden gems and try to bring them in, don't worry about where they're from and how realistic it is. You can try and get a parent club who will loan you players (something I have never done because it feels cheaty). If you want to really grind out your successes then just accept that there's no quick fix and it'll take time but when you get it right it'll be much more satisfying.
  4. You need to really focus on what each player needs as a minimum. A basic system like this will require the central defenders to have jumping, strength, aggression, bravery, positioning, marking an heading. Would you like them to have more, yes, but beggars can't be choosers. Fullbacks will need strength, aggression, bravery, positioning, marking, tackling. Again, as a minimum. Your inverted winger will need to be left footed if he's playing on the right or right footed if he's playing from the left. He'll need to have balance, acceleration, dribbling but also agility and flair if you can get it. Your regular winger will need technique, crossing, passing and if you can get it vision. The better the wingers are at defending the better your whole team will be at defending (so if you have someone with workrate, team work, aggression and bravery then even better). You CM(d) will need work rate, positioning, strength, bravery and aggression. My CM(s) is usually just whoever is my best attacking/creative central midfielder so first touch, passing, vision, long shots.etc Your DF(s) just needs to work hard so stamina, acceleration, work rate, aggression, bravery, srength.etc if you can find someone who also has passing and vision then great. Your poacher just needs anticipation, concentration, off the ball, finishing, composure, acceleration and pace. We all need to make compromises somewhere so don't expect to find the perfect squad straight away but you should always be trying to improve the basics where you can. Start with what you can get and build from there but if your players are terrible at the basics then you need to understand that you're going to struggle until you can bring in better players. I only play lower league (level 10 or 11 in England)*. I start with a simple system and try to assemble a squad that can do the basics. This might take a couple of seasons. I want my team to be solid, hard working and hard to beat. As you get more money and your reputation improves then you can try to add some genuine quality, maybe a DLP(d) here and a DLF(s) there. *I also only sign newgens and from clubs local to the club I'm managing. Its just a set of rules that I use to make the game more interesting.
  5. What is your morale like? If the team are low on morale and/or they have low determination, work rate, team work, aggression, bravery, stamina and acceleration then there's not much any tactical system can do for you. Step 1 is to assemble a squad capable of putting in effort consistently. Step 2 is getting and keeping the squad fit and motivated. Step 3 is coming up with a system that maximises your players strengths and minimises their weaknesses. The tactic I suggested is very simple and effective and should work at almost any level and assembling a squad capable of playing that way should be very easy. If your squad is mentality and physically weak, unfit and/or unmotivated then no tactic will work.
  6. That tactic isn't going to work at any level. Its a bit of a mess. I have had major success with the following... 4-4-2. Mentality: Balanced. G(d) FB(s) CB(d) CB(d) FB(s) IW(a) CM(d) CM(s) W(s) P(a) DF(s) No team instructions. No player instructions. No Opposition instructions. Only shift mentality up or down a notch if you understand what that change in aggression will do. Only add certain team instructions if you see something obvious going on. If the opposition are getting in behind you and one player always plays the pass then close that player down more. If they get in behind you from multiple passers then drop your defensive line, just as an example. But don't add instructions or make changes that you don't understand.
  7. I used to almost always choose to dress my manager in the big winter puffer jacket. I was gutted (alright, maybe not gutted) when it went away and all we could choose was a suited and booted manager or a tracksuit manager. I don't want my obese, balding, middle aged manager to look suave and sophisticated when I'm playing as the Kebab and Calculator FC in the Quavers Rutland Sunday League Second Division. I want him to look like peak Steve Evans... Please address this scandalous omission.
  8. Pass into Space dictates where the pass goes. I.e - in front of the intended target, rather than into feet. Take More Risks relates to the frequency and difficulty of the pass. I.e - The player will make the tricky pass that might not come off and might concede possession. They don't really do the same thing at all.
  9. Block their approach and exploit the space they leave. Its really that simple. If they want to come through the middle then make it difficult for them. If they want to guy wide made it difficult for them. If they want to play high and be aggressive then try and hit them over the top. If they want to sit back and soak up pressure then make sure you move them around. Its hard to be more specific than that but that's the general idea. If your game plan is to see what they do and counter it then the first thing to do is to understand what they're trying to do. From there you can work out if you want to tackle things at source and disrupt the guy making the pass or whether you want to let them open themselves up by advancing the play and then force them into dead ends where you can gang up on them. Every system has its weak spots. Sometimes the opposition will still be better you than you, it happens.
  10. BWM(d) is not a holder. A holder is a player that sticks to their area and isn't pulled out of position. A BWM leaves their position to pressure the player on the ball. A DLP(d), CM(d), Anchorman and to a lesser extent a DM(d) all hold their position. A midfield runner is someone who leaves his position to get ahead of the ball to receive a pass. A BBM, CM(a), Mez(s)/(a) and AP(s)/(a) all look to break forward. A DM(s) or CM(s) is a versatile role and without TI's or PI's giving him guidance will generally play out based on the player's attributes and PPM's. I hope that helps.
  11. Start with Mentality. Spurs have a control style and a Counter style. When they're in control they play a patient possession game in the opponent's half. I'd go with Positive. When Spurs are looking to let the opposition have the ball and rely on counters. In this scenario the ball goes short into midfield and then direct. More Attacking mentalities would seem to fit this style. You'll need to adjust player Duties and TI's like Width, Tempo, Defensive Line, LOE but Attacking would seem to me to be the way to go. I've never really tried to recreate real life tactics so this is just me working things through off the cuff.
  12. The thing about Spurs this season is that there's been some tactical flexibility. Depending on who's playing left back (Davies or Reguillon) and who's alongside Hjoberg (Winks or Sissoko) and whether Bale is playing wide right or Moura. When Davies plays left back he's a FB(d) and that gives Hjoberg licence to support the transition as a DM(s). When Reguillon is playing he's a FB(a) and Hjoberg plays a much more conservative DM(d) or Anchor Man. Mourinho uses Dier as the BPD on the left and Alderweireld as a regular centre back on the right. Aurier and Doherty have mostly been used as WB(s). They don't get ahead of play early, they move up with the transition. They are a little more aggressive when Davies plays but they're still not part of the advanced attack. Winks, when he plays, is almost always a BWM(s) these days. His job is pressurising the player on the ball. Sissoko has had a number of roles under JM from babysitting the right back as a Carrilleiro/BWM(d) to a BBM getting Spurs up the pitch quickly all on his own. Ndombele has had three different jobs depending on the opposition. When Sissoko is missing its Ndombele's job to carry the ball as a CM(a)/BBM. When Sissoko is in the side then Ndombele wins the ball, gets it to the forwards and makes supporting runs as a BWM(s). He has also, at times, been paired with Kane as a sort of SS(a)/DF(s) operating as part of a two man front line in the defensive phase. Out wide there is a lot of variety. Son generally plays as an orthodox IF(a) but when you're trying to recreate his deeper defensive position in a flat midfield then you're probably better off playing him as a W(a) or IW(a). Bale hasn't played anything like a winger or inside forward so far, he's just not mobile enough at the moment. He's mostly playing as an AP(s). Moura operates as a DW(s) or an IW(a) depending on the situation. Lamela, when he plays, is an IF(a). Kane has played in a number of different roles depending on the circumstance. When Spurs are in control he plays as a DLF(a) or CF(s). He has also played as a TM(s), AF(a), F9, DF(s), DF(d) and even as a full blown attacking midfielder. I wouldn't think of a JM-Spurs recreation as tactic as much as a set of principles. The first and most important principle is that when Spurs take the lead, unless there is a very high chance of more goals, then Spurs go into a compact, direct counter approach with Kane taking up a DLF(s) position on the halfway line and the wingers dropping deep but always ready for a rapid counter off of a Kane control, pivot, release. Kane and Hjoberg are central to everything Spurs do. You want to be getting Kane dropping deep into midfield to create strong numerical advantage in that area. Everything else stems from that.
  13. That's only partially true. The simple fact is that regardless of the divisional averages a player with passing and vision of 4 is not going to make a particularly efficient DLP. Regardless of the divisional averages a winger with dribbling and balance of 4 is not going to be tearing up and down the wing. A player with stamina and pace of 4 is not going to make a very effective BBM regardless of the quality of the players he is playing against. There is a point (around 5) where an attribute is simply junk whatever level you're playing at and whoever you're playing against. A player can be a standout in his division but if his OTB, passing, dribbling and vision is 5 or below I would avoid any roaming creative roles. Period.
  14. match management is one of the hardest things to develop. I find stripping it back to basics is always the best way to go and one important thing to to make a note of is that its not helpful to see tactics in isolation. Its like a battleplan. It might look pretty on paper but until you see what the enemy do its just a list of aspirations. Let's say that you've looked at your players. You know who can pick a pass and who can't. You know who can carry the ball and who can't. Both of these are vital because they move you up the pitch and that is your objective in the attacking transition. You know who can act as a pivot, holding the ball up and who can't. This is vital because it enables you to gain controlled possession in the final third. There are other roles but you get the point. My stripped back analysis is always when and where the transitions break down in attack and when and where the opposition attack/counter goes from being under control to a problem. For attacking transitions, start with the keeper. Who does he distribute to? Okay, what do they do with it? Do they carry or pass? Who gets its next and where? What do they do with it? Knowing the main paths to goal will help you identify where you attacks are breaking down. If you go keeper to fullback and he pumps the ball up the pitch surrendering possession then you can start to look closer. Is the FB getting the ball and being put under immediate pressure forcing him into a hoof? Maybe have the keeper pass to someone else. Is the FB isolated? Could you bring a player closer to him to offer a progressive pass? If you can't then maybe the FB isn't the best person to be distributing the ball to. Is there a lack of movement ahead of the FB? Does he get the ball, have time to take it under control and look up for a pass but there's simply no one in space? Maybe look changing the roles and duties ahead of him so that they are in space. In the defensive phase you're trying to identify when the opposition suddenly break through. If your players are running back towards their own goal then your defensive structure has broken down. When and how did the opposition go from being infront of you to behind you? Was it a long ball in behind the defense? If so then the problem could be your defensive line/mobility of your defenders. Did the opposition fling a ball in from wide? If so maybe you're defending too narrow or allowing the opposition to exploit your fullback in a 1v1 mismatch or they're creating 2v1s in that area with an overlapping fullback. Is it simpler to tackle the problem at source and find the opposition player making those passes out wide or should you task a midfielder with babysitting your fullback? These are not your only options, I'm just trying to give you can idea of how to look at the game. Everything that happened had a cause. Rewind the game and watch it back. Where did your problems start? Not dealing with the initial loss of possession? Not getting back into shape? Not pressuring the player receiving the counter-attack pass?
  15. Glad I could help, although obviously a longer sample size is needed. Balanced mentality could work fine with what you're trying to do although I'd definitely think about changing the CM(a) to a support role in that case or he'll be quite aggressive.
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