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Hi All. Thought I'd share two guides I've wrote on FM Base that can provide some help on the lessar known by many: OI, You! A Simplistic Approach To Opposition Instructions The premise of this guide, is to provide you, a simplistic approach on how to use Opposition Instructions (OIs) effectively. I'm going to be going against a future Chelsea (2029) squad who are currently still pretty strong. (Below is from the Scout Report, knowing the roles helps a little to, however this may not marry up to the line-up you're against so always worth checking the OIs within the match). Tight Marking Used to prevent the opposing player(s) from getting the ball, or restricting their movement on the ball. Always Creative players are always a target to be tightly marked. Look for opposing players that have high attributes in Crossing, Long Shots, Passing, and Flair. If you can prevent these types of players from getting the ball or having to move out of position to receive it, you're preventing them from being that creative force. Isolated players. Again, this will depend on their attributes but good examples of this is a lone striker, or marking a DM with your AMC and vice versa. Taking them out of the game can lead to more interceptions and more chances for your own team. It is also important to note, not to overdo tight marking as it will and can impact your team shape and you do have to pay attention to what the opposition does during a game. They will change formation, player positions and of course substitutions. Lastly, it's worth thinking about the player that will be marking them. No point trying to use someone to tightly mark, who is very poor at Marking. For my example I will be marking Arthur, he's playing as a Deep Lying Playmaker for Chelsea, and has some amazing creativity. If I can stop him receiving the ball and being able to ping it across to the others, seems like a good start. Plus, he's slow, so a very good example. Never Fast, pacey, good at dribbling, very mobile players. Those that have high Dribbling, Acceleration, Agility, Pace, and the Knocks Ball Past Opponent PPM. As soon as they get the ball, they'll beat the marker. Where as if they were stood off him, they have a bit more time to get the tackle in. Also be weary of the Tries Tricks PPM as that can also lead them to beating their marker. The players that you don't mind getting the ball. For example, those less creative / no-nonsense players. Generally, I never, use never except in very rare cases. Pressing Intensity When not in possession, players hunt the ball to re-gain possession almost immediately after losing it. Always Indecisive players that aren't quick or good at dribbling. Players that have low Dribbling, Bravery, Composure, and Decisions. This will lead to that player often being pressured into a bad pass or shot. DMs are naturally a good choice to close down as they are often a linchpin for an opposing side. If you notice an opposing player is "Nervous" during the match, change your OIs and press them. Force them to make mistakes. Players that have PPMs like "Dwells on Balls" and "Stops Play" are also very good targets to press. Like tight marking, don't overdo pressing at it will impact your team shape. As you'd expect from Chelsea, they don't have many players that are very indecisive, however I have found a weak link. 31-year-old, Theo Hernandez! I am hoping my AMR will put him under enough pressure that he never really gets to have a free run. Never Agile, mobile players, that have high Dribbling. As soon as your guy goes to press, they'll get around them like there is no tomorrow. AMCs, they are usually more technical and have high dribbling, making the press on them risky as it'll likely be your DC that pushes them. Similar to the “Never Tightly Mark” instruction. I never, use never except in very rare cases. Tackling To dispossess the ball from the opposition. Hard Players that have low Bravery, and Tackling. LiamH talks about it well. Essentially on a 50/50 challenge the opposition player will jump out of the way, or the opposing player will double-foot your player leading in yellows/red cards. Tired and injury prone players are also good candidates. If you can completely take out an opposing player, only a win for you right? An isolated striker, that is playing in a defensive setup to limit his involvement in the game. Here's a prime example of a good player to go hard on... Normal I never use "Normal Tackling". Seems a bit useless but it can have its circumstance: E.g. If using the team instruction "Get Stuck In" you can alter it for that particular position. Easy Players that have high Dribbling, Acceleration, Agility, and Pace. Essentially if you went in hard on them, they will get the foul. An isolated striker in a more attacking/aggressive system. As this will prevent him winning a penalty of free kicks in dangerous positions. In this case I am going to take it easier on Phil Foden, going hard on him isn't really going to gain my anything due to his attributes. Show onto Foot This will require you looking at the preferred foot of each player and their positions: Show onto Left/Right-Foot Players that have the preferred foot as Right-Only, then Show onto Left-Foot. Players that have the preferred foot as Left-Only, then Show onto Right-Foot. Useful against wide-players: Showing an AMR Inside Forward onto their right-foot can prevent them from doing the Robben-esque cut-inside as it will push them out wide. Showing an AMR Winger onto their left-foot can prevent them from doing Beckham-esque crosses as it will push them in narrower. Show onto Weaker Foot Essentially the same as the above "Show onto Left/Right-Foot but more automatic. Useful for setting static OIs that aren't dependant on the player but the position. Generally used on more central players like CMs and DMs. There's also another way to decide this taking from an theorem by wwfan in 2009. Slow striker(s) with good Jumping Reach and Heading and bad Acceleration, Agility and Pace (Peter Crouch). Allow the wider players to go inside. Fast, shorter, mobile striker(s) that have good Acceleration, Agility, and Pace but bad Jumping Reach and Heading. Force the wider players outside. Fast, and tall strikers. Show the wider players onto their weaker-foot. Sadly, this Chelsea team doesn't have any players that are "only-footed" players, and even though the scout report states the AML/AMRs are Inside Forwards, the right footed-player is in the AMR (Pulisic) and the left-footed player is in the AML position. Their striker is also very well rounded. That won't stop me. I'll show their DL/DR onto their weaker foots. Specifically Theo, again... I want him to have a bad game and not to putin crosses from outwide with his left foot, plus I intend to exploit him. Finished Product So using all of the above, this is how I intend to use the OIs against Chelsea: (You'll notice the line-up doesn't quite match that of the scout report, it's why it's always important to check the OIs in the actual match itself) Both the LB and RB of Chelsea had a nightmare of a game! Arthur/Roca was to, until they got the assists to Dubos which was my mistake. I didn't adapt well enough and they got two balls over the top for Dubos to put away easily. Overall, I'd say that was a success! We achieved what we wanted, and we got the 4-2 win. Still think it should have been 4-0... or at most 4-1. Remember, adapt during the match! Teams will make subs, change mentality and shape! You need to adapt to them on the fly. Don't make the mistake I made! --- Finding Your Voice! A Simplistic Approach To Shouting We've all been there, your players are nervous or not interested so you decide to shout at them and give them the hairblower treatment, but alas they become either overwhelmed or under pressure. Well hopefully this guide can put you on the way to mastering this loud undervalued skill. Why Shout? Shout as loud as you can to motivate the players. The more motivated the players are the better they perform. To achieve this we want one of the following reactions from them: Focused, Inspired or Motivated after the feedback. There's not a single negative reason for shouting every 10-15 minutes as long as you choose the right one. How To Shout You open your mouth as wide as you can and emit a loud vocal noise... Not quite, during a match you'll see the option to shout in the top right corner, next to Opposition Instructions. Click the shout name itself for to apply it to the entire team, or to specific players by clicking the down arrow and expanding the menu. Using Your Voice Be warned, if your reputation isn't high or you've just started the job at the club, these may not have a positive impact. You'll need a bit of time for the players to start listening to you. If you pressed the wrong shout or something happened during a highlight, you cancel it by going into the tactics screen and discarding changes. Additionally, the cooldown period resets if either side scores a goal. Whilst you can't access the shouts during a goal replay, if you're quick enough you can click the dropdown menu before the replay starts and issue an additional shout. Encourage Right after you concede. Never use it when even or ahead. Boosts morale. "We're 10 minutes in, and you haven't gone 2-0 down, this is positive stuff lads!" Calm Down When winning by two or more goals, and your players are playing overly aggressive/ lots yellow cards. May want to alter your tactics to as it won't suit high tempo/pressuring/countering/get stuck in instructions. Furthermore will help pacify any players with an aggressive body language. "I can't keep explaining away 3 red cards to the media as 'a willingness and desire to fight for the team' boys..." Get Creative When you have the lead and want to expand that lead. "You cost me 75 million. Now play like Messi!" Concentrate Useful right after scoring to keep your players focused if they have become uninterested or complacent. "We were 3-0 up last game too - and you blew it in the last 10 minutes and lost 4-3... just pay attention." Show Some Passion Works in a similar fashion to "Demand More". Probably the second best-shout. Works well if a player(s) are disinterested. "The fans are going to skin me alive for this one." No Pressure Only if your pre-match/half time team talks we're no pressure. "I will silently judge your every move." Tighten Up Useful in the last 10 minutes, if you are leading by 1 goal or holding out for the draw. Shifts their focus to defending. "My tactics have failed lads. Block them with your bodies!" Push Forward Useful when level, or behind. Also useful when you've changed your tactic to a more attacking option, as the players focus will be to attack. "Just score a goal right now. Stop missing from 5 yards out." Demand More Simply the BEST shout. Can always be used, except when it's late in the game and you have a massive lead. "I'm convinced that if I tell you to play better enough times, eventually you will." Praise Use it right after scoring, or after a good spell of domination from your side. "Holy moly boys. I think we might actually win this one..." There's not a negative reason for not spamming every 10-15 minutes as long as you choose the right one. End All-in-all these don't have the biggest affect on a match but like Tesco's, every little helps. TLDR Demand More every 10-15 minutes. The latter deserves a shoutout to @herne79 for their influence and @Lucas for amending it to be posted here. Any feedback on either would be appreciated.