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Everything posted by Atarin

  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.
  16. Okay let's start with the roles. A TM(s) with a P(a) is fine although neither is going to disrupt the opposition unless you tell them to with PI's or they have PPM's that deal with that. Poachers hang off the shoulder of the last man and TM's tend to stay pretty static. That can totally work as a pairing but its worth making a note of it. Moving down into midfield, your wings look fine but your middle is a little concerning. A BWM(d) won't hold his position and a CM(a) is naturally going to be positioned a little higher so that could leave you pretty vacant through the centre. If you're going to play a CM(a) then I'd switch the BWM(d) to a role that holds like a DLP(d) or a CM(d) or even a CM(s) given the instruction to hold. As far as I can tell there is a difference between a CM(d) with Hold Position hard coded and a CM(s) with Hold Position set via the PI's and its that the CM will stay hold slightly higher where as the CM(d) will drop deeper before holding. If you're set on playing a BWM(d) then I'd consider changing your CM(a) to a BBM(s) or some other supporting role like a CM(s). The BBM won't hold position but they will get back as well as push up and lend support to the BWM(d). A CM(s) will just keep things ticking in midfield help out the BWM(d) when required. Just an aside but a cheeky little tweak I sometimes like to make is to play a BWM(d), CM(d) or DLP(d) inside of an IW(a) with the AF(a)/P(a) infront. This creates some nice movements because the BWM drops, the P(a) pushes up and they both leave a nice bit of space for a creative winger to cut in and exploit. I don't know what a BCB(d) is, do you mean a DCB or a BPD? If its the latter then I'd advise against it because he's playing behind a player who will be dropping into the same space. A BPD wants room created ahead of him to carry the ball into. If its a DCB then its fine. You can't go wrong with CD(d)'s so that's good also. Ideally you'd have an over-lapping left back who could exploit the space created be the W(s) and the P(a) but they're hard to come by in the lower leagues. A FB(s) will work fine and will still overlap in the right circumstances. The NCB(d) i assume is a DFB? If so then I'm really not sure about it. I'm guessing this player is just not very good or you're envisaging your DFB lumping the ball down the line for the winger. I think that that is an unnecessary risk tbh. More often than not you'll just be surrendering possession. The W(a) is going to need support because the BWM(d) is dropping deep and the only passing options will be the TM(s) and the P(a). A supporting FB would definitely be preferable here to offer a recycle pass. You could try a FB(d) but a FB(s) or a WB(d) would be better. If you're looking for your keeper to launch counters to your TM or your W(a) then you probably want to switch him from a GK(d) to a SK(d) or even a SK(s). Now let's look at your instructions with all of that in mind. Counter, as a mentality, will work fine if your strategy is that your primary method of scoring will be through counter-attacking. More Direct Passing indicates that you're looking to bypass the defence & deeper midfield when it comes to transitions. That's fine. Dribble Less won't affect your wingers, just the rest of your players and could work well although it does mean they'll pass instead. If their passing is weak, especially under pressure then you could see yourself giving away the ball a lot. Combined with Direct Passing this also plays into a very back to front style. Be More Disciplined basically reduces the amount of forward movement that is typical for your selected Mentality. You're playing Counter so your long passes (when you're not countering) will be heading up to fewer players ahead of the ball. That said you've got a Poacher who will ignore Be More Disciplined (because he Gets Further Forward), your W(a) will ignore Be More Disciplined (because he Gets Further Forward) and your CM(a) will ignore Be More Disciplined (because he Gets Further Forward). So really, you're telling your fullbacks, BWM(d), W(s) and TM(s) to hold off on joining the attack. A Lower Line of Engagement makes sense in a countering system so that's fine. You want to draw your opponents out, win the ball and then hit them in behind before they have a chance to regroup. Less Urgent is a strange one as you've told your players not to dribble and to go Direct and you're looking to hit teams on the counter. Are you looking to maintain possession? Maybe Direct Passing isn't the way to go. Maybe I'm wrong on this but it does confuse me a bit. Get Stuck In is a useful shout so long as you have players capable of making clean tackles. Also consider whether you're good at defending free kicks because you will give plenty away. If you're dominant in the air then it can work but just watch that you're not giving away to many free kicks in dangerous areas, too many penalties and too many yellows and reds. As long as its working, use it, but monitor it. Now onto to the winning possession instructions. You've gone Counter-Press which is hugely physically taxing so you'll need very fit players. I don't really see your system working with Counter-Press because you're playing a front two, one of whom is a TM(s). Counter-Press only works when you suffocate the opposition's defence. A front two can't do that and especially when one of them is playing deep. Plus it totally defeats the object of using a lower LOE. Do you want your forwards up against the defence or not? If you do then go CP but Standard or higher LOE, if you don't then Standard or Lower LOE but no CP. Your strategy is to draw the opposition out and hit them on the break, if you CP then you're not drawing them out, you are pinning them in. Finally, you've told your front five, although you don't have a front five, to Close Down More. The Poacher is now a PF(s)/PF(a) so why not just set him as that. Your TM(s) is now even harder to hit with those direct passes because he's roaming around trying to close people down. Your W(s) is playing in midfield, so who's he closing down? Same with your CM(a) a player I already regard as an unnecessary risk. He's off chasing opposition players further exposing central midfield. I'd say strip it back a little bit. What are you trying to do? Pin the opposition and score with quick transitions? In which case change your TM(s) to a TM(a), play a higher defensive line and LOE and use CP. Maybe think about changing shape a little bit so you've got an extra body in the final third. Diamonds, 4-3-3-1's and 4-3-3's are perfect for CP. 4-4-2's not so much. If your aim is to sit back, draw the opposition out and then hit them with a pitch length counter then lose the CP and think about your roles. I hope that helps.
  17. There are occasions when I'd love to be able tell my AM(s) to specifically drop deeper when we win possession. Roam From Position is too broad an instruction as it can lead to an AM(s) drifting wider and thus undermining our defensive structure. I'm fine where my AM(s) is when we don't have the ball (i.e - in the hole) but when we win it I want him dropping into midfield to make a three, sort of like an attacking version of the Halfback.
  18. I've always had a problem with teams pressing me high up. I only ever play as massive under dogs in the lower leagues and I if I'm struggling its almost always because I'm getting pressed as hell. The obvious responses include going route one or increasing tempo but keeping the passing short. What you choose depends on the ability of your players to pass under pressure. Personally my players are only capable of the hoof option but it doesn't really work because we just end up giving the ball away, albeit in the oppositions half. I've come to the conclusion that Gegenpressing is just really effective and some teams (i.e - mine) have no way of beating it.
  19. I absolutely love the introduction of the player role animations within the tactics builder. I think this might be a game changer for less experienced players and those that struggle with tactics as this gives a really great, simple depiction of what the role does and more importantly how it might dovetail with over roles. I think I've suggested this feature for the last couple of FMs. Basically since the tactical overhaul. My one gripe is that the animations are for the role only and not for the specific duties which, in my opinion, change the way the roles play dramatically. A CM(d) is very different to a CM(a). A WM(d) is very different from a WM(a). Just as a couple of examples. I think until the duties are added in order to refine the way a role plays, the animations are going to be a little misleading. Still, 4*s out of 5.
  20. Very interesting thread. I have always recruited HOYD based on JPA & JPP. If I'm understanding the advice correctly its only his personality, media-handling style, preferred formations and playing styles that matter. Do I have that right?
  21. Your wingers are cutting in so you don't really want your strikers occupying the central areas. I'd have the strikers hitting the channels and occupying the far posts. AF(a) will do that job, PF(a) will do that job and CF(a) will too.
  22. Did you really have a right back in season one called Des O'Connor? What were the parents thinking?!
  23. Without wishing to be discouraging there really isn't a silver bullet "approach" you can take its more about just thinking things through logically. First of all know your team. What are you good at? What does playing to your strengths look like? What is your plan B in terms of shape or approach. If you're up against a side that plays narrow and you play wide think about whether they're better at their game than you are at yours. By that I mean will attempting to capitalise on their vulnerable flanks pay dividends or are you better off just cutting your losses and trying as best you can to lock down your centre and negate their game? As basic principles go this is my method. You're always just comparing and contrasting. I know what I want to do, I get an idea about what they want to do and I try to decide whether I'm going to exploit, negate or a hybrid of the two. Some simple ideas... Narrow play can expose the flanks. Wide play can expose the middle. A high line can expose space in behind. A Low line can be passive and invite pressure and long shots. All these are as true for the AI as they are for you. You can go into much more detail but this is a good a place as any to start.
  24. DLF(s) drops into space, receives the ball and plays in someone else. A DLF(a) drops into space (sometimes central, sometimes in the channels), recieves the ball and then tries to create a chance themself. Obviously, depending on the player's attributes, the TIs, PIs, PPMs and the opposition a DLF(s) may try and do something himself and a DLF(a) may play someone else in but in general, all things being equal the Support role sets up others and the Attack role looks to do more on their own. Where they are similar is in that they both drop off into space to pick up the ball.
  25. Think of it in terms of space. Where do you want the opposition to have space to use the ball? If you don't mind them having it out wide then go narrow. If you want to avoid crosses at all costs then a wide defensive width might be advisable. The Defensive Width instruction basically tells your defenders how spaced out to be across the pitch. Wider defences are better if you want to aggressively defend the flanks although it will create bigger spaces (i.e - channels) between your defenders. Narrow defensive width tells your defenders to bunch together in the central area of the pitch which makes it harder to be played through but leaves a lot of room out wide for the opposition. If you're not sure what suits you then leave it on balanced. The better your centre backs are at dealing with crosses the more comfortable you can be about surrendering the flanks. The worse they are at dealing with the crosses the more you might want to deal with crosses at source. Hope that explains it.
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