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  1. Welcome to Caixa Futebol Campus, the highly-proclaimed academy of S.L. Benfica boasting state of the art facilities and an abundance of talented young players in Football Manager 2018. The objective of this thread is to discuss youth development, with an emphasis on instilling an dynamic & adaptable style of play that progresses as the team develops. Disclaimer: the topic of Youth Development in Football Manager has been well documented over a number of years, the purpose of this thread is more application in relation to developing a tactical approach. Overview of Youth Development in Football Manager Defining a Playing Style Class of 2018 Developing Current Ability Training Ground Thank you for reading! I'd also like to thank @Anaconda Vice for the Emilio Sansolini kits.
  2. When I tap the tactics button on the screen before the match starts. The game crashes all the time. The game also crashes when I press the tactics button while in-game. This is on an iPad (6th gen) running iOS 12.
  3. I was wondering about the pre-match analysis of the upcoming opponent. Very often there is the case that the opponent team plays a completely different tactic then shown in the analysis (for example 4-2-3-1 in analysis and 4-2-2-2 or 4-3-1-2 in the match). How am i supposed to create a match plan without knowing the tactic? Also why the analysis only contains the formation, not the playing style offensively and defensively? The analysis also is not better with a tactical analyst as a scout. Is this a known issue? Best regards
  4. Interpreting Key Passes A long-standing peeve I've had is how the game has defined key passes and chances created throughout Football Manager editions. If I recall correctly, FM15 had most creative players registering well over 100 key passes per season, whereas in recent editions players are lucky to reach the 30-40 mark in a season. I don't believe that player AI in the match engine is less inclined to create shots - I believe the game has has simply moved its definitions away from the standard understanding. In the real world, a key pass is defined as any pass/cross that has a shot registered on the end of it, a shot assist, and pre-shot assists precede the shot assist/key pass. When a goal succeeds theses events, the passes are either registered as assists or pre-assists respectively. Chances created in the real world are the sum of assists and key passes. At the moment, the game attributes key passes arbitrarily. Shot-assists are seldom registered as key passes or chances. When logged, it seems a key pass is attributed to a pass that progresses play, a vertical pass or a ball that opens up the wing for a fullback to cross, and perhaps (but rarely in my experience) an actual shot-assist. Chances seem more consistent, they're what the game defines as a clear goal scoring opportunity, though how that's defined in-game is at the mercy of the coder's subjectivity. Both these statistical events are very low frequency, compared to their real-life counterparts. I believe the game designers have done this deliberately to help the user, as parsing quality from quantity might be difficult for those unfamiliar to the basics of football data. It's understandable. Not every quality pass has a goal or even a shot succeeding it, so what is the inherent value to the mere volume of these events? On their own and with small sample sizes, these rudimentary metrics aren't absolute representations of creativity, quality or productivity. But by being selective with the data provided to the user, I now have less information to judge player performance on, and to a greater degree, am left in the dark as to whether my offensive tactics are functioning as intended. I believe the volume of shot-assists from my offensive players is critical data, as it can be quantified as their productivity and their efficiency, relative to how often and where they receive the ball. The quality of a shot assist could instead be measured by a new metric, rather than being selective and obscuring the amount of data a user has to interpret. A solution could be key passes meeting certain criteria for them to be labelled big chances, or a predictive model to display xA/xG... but I'm aware of SI's reticence towards models like xG. I propose key passes and chances created reflect their real world definitions, but the game continues to ascribe it's high value 'progressive passes' and 'big chances' under new names. One set for the empirical, raw volume that people are used to, and another to parse the subjective quality for those unfamiliar to the metrics. If it's the case that the devs believe the game already operates on this basis, then I guess there's a long-running bug or player AI needs improving to closer replicate real world decision-making. New Metrics Passes can be further broken down into subcategories, like 'entry passes'; final third entries, penalty box entries etc. These events are generally an accurate indicator of how incisively a player can move the ball into a new, attacking phase of play. These metrics already have context/value attached to them, and would be of great importance when analysing how players are combining and progressing the ball. I also propose a metric that logs how often/successfully a player carries the ball to the next phase of play (something distinct from a direct dribble). A carry can progress play with similar efficacy to a vertical pass that breaks the lines, alongside being more disruptive to opposition shape. Ball retention, playing through pressure, powerful dribbling and then releasing the ball to a teammate for the next phase of play are the components of a carry. Carries don't necessarily coincide with direct dribbles - I believe carrying the ball 30 yards up field, whether directly taking a man or not, has palpable value. This could perhaps be made into a PPM distinct from 'runs with ball often'. On the defensive side, Statsbomb have recently gone mainstream with their 'pressure/pressure regains' metric. Pressures are simply applying direct pressure in the vicinity of the opposition ball-holder x seconds after a turnover. Pressure regains are logged when the ball is successfully won back following the pressure; I'm not sure if this is given to the ball-winner (or the player who recovers the loose ball opposed to a challenge) or all players applying pressure in the vicinity. The pressure has the inherent value of delaying opposition progression, and testing their composure, whether or not there's a successful regain registered. In terms of your own players, it shows their positional sense, counter-pressing and work-rate without the ball. If your pressures keep getting bypassed or have low frequency, it can also be used to help determine whether you need an additional number in x area of the pitch for numerical parity/covering space. Over the course of a season, a team that sees less of the ball may inevitably have a higher frequency of pressures, therefore I suggest including an option to adjust the average of a metric for possession, to see if a team has a tactical commitment to applying pressure, or if it's just a byproduct of having less of the ball. The principle can be applied to tackles and interceptions, or even offensive actions to see how efficient a player/team is. The Tactical Creator Linking in with the application of pressure, I'd also like to plug this short request by another member, who suggests being able to control the areas pressure is applied throughout different phases of play, perhaps to set up a pressing trap along the touchline etc. Additionally, a feature that allows users to directly control and differentiate between their off-ball shape in the defensive block versus when pressing would be useful (separate from situational tactics like counter-pressing/regrouping upon losing possession). For example, It might suit a match to press high with a 4141 and stop the opponent from building, but if bypassed retreat to a 442 for more compactness. These same principles can apply to when you have the ball. It might be necessary for the 6 to split the CBs and the 8/10s to show for the ball to create numerical superiority vs a high press, but once play has progressed, the 6 might need to situate himself higher up the pitch to compress space and be ready to circulate or recover loose balls. I'd like more control over each phase of play when it comes to the 'numbers game' - achieving numerical superiority in different areas of the pitch, offensive or defensive. My vision for the tactical creator is distinct from the current one, with positional duties for phases of play separated from how a player with x role operates with the ball or when attacking; more holistic control over tactics. Changes to shape can currently be half-acheived by using a mixture of roles and duties, but roles with the desired positional tendencies also have characteristics with the ball that could be opposed to the style you're trying to achieve. I feel that these instructions should override the role/duty you select. I want a player I select with an attack duty to have a high risk-taking mentality, but to also partake in the tactical, holistic side of the game, rather than just stay high/look for space and neglect defensive duty (unless instructed to). Teams in real life have risk-takers but they still abide by and work in the shape and tactics managers set. I feel that the mark x player/position or close down more PIs are insufficient. The need for players to stay high and provide the out-ball or pin the opposition back is still important, and I'd suggest making that a PI separate from their role/duty. And finally: I've always imagined a wide forward role. This role would have the freedom to dribble inside/outside, would contribute without the ball, have positional freedom relative to the hard-coded wingers and inside forwards. Similar to the wide midfielder role but in the AML/AMR spot. I don't have the mental energy to go on. I appreciate any readers, and SI for their product. Thank you. TL;DR Key passes to work how they work irl, new metrics for pre-shot assists and pre-assists. New metrics for progressive plays, like final third entries and when the ball is carried to the next phase of play. Inclusion of pressure/pressure regain metrics. More control over team shape/numbers when in a defensive block, pressing, in transition, building play, attacking - regardless of role and duty. Restrict roles to on-ball characteristics. A Wide Forward role for AMR AML, similar to the Wide Midfielder.
  5. I am currently managing Harrogate Town in FM19 in the Vanarama National League. I have tried multiple tactics which includes my own 'Wings Of The Pheonix' tactic which had great results with Barcelona and even with Harrogate in Pre-Season but as soon as the season started, the team stopped scoring goals and the match went like there was no goal in the first half and then in the second half my team scores a goal and then either the opponents score a goal or my team doesn't score any more goal and it is never certain if my team will win the match or not. Now I know that it can happen in 2 to 3 matches but it has happened in each and every of the 16 games played so far irrespective of the opponent be it the worst team (York) or the best (Crewe). After this happened for a couple of matches, I decided to use a downloaded tactic by Total Football Fan (TFF) which was the 'TFF Conqueror' and still got the same results. I don't know if it some bug or is it my team. I must tell you that my team dominates every game as it takes 17 shots on avg. Per match and most of them being on target with my own tactic and even with the downloaded tactic however the strikers just don't seem to be hitting the shots towards goal or something. Any Hints or help will be appreciated. Thanks.
  6. Hi, Can anyone give me any insight into the Tactical briefings before a game? I am not really sure of the purpose? Obviously I am not using it right and now I just skip the briefing. when I do use it, I get no reaction from my team so i assume I am doing it completely wrong. Thank you
  7. Has anyone got an effective corner tactic that they are using in their saves? Screenshots will be helpful!
  8. Into my 5th season with Young Boys and each season a reoccurring issue is that I’ve had the issue of not converting enough touches into goals (see the picture attached) - 195 touches and only 4 goals seems crazy! I play a 4-2-3-1 tika taka style where I dominate possession (see picture attached) Can anyone help in addressing this issue? I have changed training in the past in terms of adding in more chance creation and conversion but doesn’t seem to have that much effect    Thanks!
  9. Into my 5th season with Young Boys and each season a reoccurring issue is that I’ve had the issue of not converting enough touches into goals (see the picture attached) - 195 touches and only 4 goals seems crazy! I play a 4-3-2-1 tika taka style where I dominate possession (see picture attached) Can anyone help in addressing this issue? I have changed training in the past in terms of adding in more chance creation and conversion but doesn’t seem to have that much effect Thanks!
  10. Morning folks. Apologies in advance for the rubbish picture quality. Had to take a photo on my camera of the screen on my switch so I could show you what I'm talking about. I'll post another picture showing player roles in a reply to this. I was hoping for some advice. This will be familiar to most i expect but i start off the season well to the extent that the board quite quickly give me a new contract, challenging for top 4 etc. However it quickly starts to fall apart and I've had a few saves now so I can see it coming a mile off. The goals dry up and suddenly my team can't defend and we end up getting hammered by the likes of Frosinone ffs. The above set up has the LB on attack as he's an excellent crosser. The AML is an inside forward so that the LB can advance into space. The lone striker is a poacher, the theory being that he'll stay on the last man forcing the defence to back off hopefully creating space for the inside forward AML. The AMR is an out and out winger getting to the by line and also attacking the far post when the ball is coming from the left. The MCR is an advanced playmaker to provide attacking support centrally and from deep. Everyone else is defending. All this can be seen in the next picture below. I know the AI adapts so I'll sometimes keep the LB on defend and have the AML act as a winger as well to shake things up. Balanced is the default mentality. I'll change it depending on the opponent and maybe add stuff like counter and lower LoE if I'm playing Juve for example. On past saves I've changed the formation or other things but without really understanding what I was doing. Some changes have been quite drastic whereas I'm hoping to get a better grip on what's going on because if I blindly stumble on a solution, it'll only ever work until the AI adapts again. Then I'd be back to square one. Any advice/guidance would be helpful. Please bear in mind I'm on FM touch on the switch (the touch forum looks like a ghost town hence why I'm here). I'm told the match engine and AI are the same but I can't do shouts for example and other features such as team talks are missing too. Cheers
  11. (You can skip the story and go straight to the questions). So, as a seasoned ever-since-CM3 player, few years ago I gave up on FM, considering it way too complicated and not fun anymore. I have no patience for training routines, team talks, media management: I want fun, realistic, yes, but fun. FM wasn’t giving it anymore. I tuned out. ”Try FMC/FMT”, they said. „It’s simpler and more to the point”. I did: it wasn’t. Press conferences again, team talks again, no option to train a new position (too fun, I guess) and still the ridiculous fluidity/philosophy concept, which I NEVER got. I gave up again. This year I gave it a go: it’s WAY better. I’m impressed: the fluidity setting is (finally) gone, I can give most of the secondary task - such us transfers, I just pick a target and let the director do the rest; realistic, no? - and concentrate on next match. Sadly, again I fail to understand the game. It’s kind of funny so many years in, but still I have very little idea what I’m doing. And it seems simple enough: covering all areas of the pitch, enough runs in, some holding, adjusting to the opponent. I recall two very influential FM reads: one by @Rashidi about covering areas and defensive screens (EDIT: I think it was this one: http://www.addictedtofm.com/working-title-tactical-design-i-player-roles/), and other one about winning possession: https://www.passion4fm.com/win-possession-adapting-match-tactic/ These make you think: oh, so THAT’S what it’s about! and jump back to it, but then reality kicks in and you lose the match. Couple questions: 1. DEFENSIVE SHAPE: the width option is clear: expose flanks, middle or standard. I’m lost at pressing and the d-line. The passion4fm read would instruct me to press players in vulnerable, excluded zones, like a lonely wing back, a CM or CB if facing more numbers in my respective line (3 CMs would overpower and press 2 CMs, or at least one, a winger would press a wing back, having own FB behind to cover the line). I probably did it wrong, but sometime it worked. In FMT19 it doesn’t. Which opponent players to press? And does it influence the... ...line of engagement? I have no clue. I noticed that pushing it creates a gap between defence and midfield, and since there’s no DM there it’s huge. Still, the opponent doesn’t use any AMs. So, a problem or not? Where do I start to press? Which block do I choose? There are many texts and videos on HOW to implement stuff, but rarely any on WHY and WHEN do it. When push high, when stay low? When leave the gap, when not to? 2. Covering areas: two CMd’s cover the pocket, but not the enemy pocket. CMd + CMs cover own pocket (if the supporting one has right stats), but again there’s not enough pressure on the enemy pocket. I need to make a forward press more. Right or wrong? A line consists of: ML MC MC AMR, so there’s a gap on under the AMR. Would a BWM in the right MC spot cover it? Speaking of BWM, would it also cover other areas around him, like both pockets? 3. An AF and winger on the same side: they’d both make runs down the same flank, no? 4. The opponent has 4 defenders and 5 midfielders in flat lines. I’m playing 442, which leaves me at 2 vs 3 in the middle and 1 vs 1 on both wings. I set the attacking width to more narrow to reduce their advantage. Right or wrong? 5. Accordingly, since I’ve narrowed the attack formation, players are closer to each other, making shorter passing more natural, right or wrong? 6. However, my idea for the game is not to retain possession, but score goals, being firm favorites. Therefore, I leave the passing option at “standard”, ready to switch it down once I score one or two, maybe during the second half. Right or wrong? 7. It’s the 70th minute, and I still haven’t scored, time is running out. I need to go direct. Should I leave the „more narrow” on, or go “standard” or “more wide”, since the players should be fuhrer apart from each other? See, it’s stuff like that. I know what stuff means, but have no idea how to use it and when. Please don’t tell me to go read @Cleon‘s in-depth analysis of options, I really have no time to go through all this, despite it being an amazing read. I really don’t want to dig that much in, hence why I consider FMT the only option for me these days. Thanks for the replies and patience. EDIT 2 - my current setup 1: False 9 (s) Adv Fwd (a) Winger (s) Cm (s) Cm (d) Winger (s) FB (s) CB (d) CB (d) FB (s) Swp GK (d) and 2, the experimental one: Pressing Fwd (s) Adv Fwd (a) Wide Pmk (a) Cm (s) Cm (d) Wide Mf (s) Fb (s) Cb (d) Cb (d) Fb (a) Swp Gk (d)
  12. Hey Im new to this community and relatively new to football manager. Im currently in my third year of underperforming at Roma. I feel like I have a pretty good grasp of tactics but I can't translate it into the game. Where should I look to both help develop my tactic and also be able to analyse my tactic to see what is going wrong and how to fix it? thanks for any replies
  13. I'm just curious, does any of you guys name your tactics? I've started giving mine names instead of using the numbers like 4-4-2 wide or 4-2-3-1 DM My basic 4-4-2 is called operation-fundamentals and my direct counter attack is called Hail Mary. What have you called some of yours if you have?
  14. Hey all, i was wondering if there is any way to prevent crosses. I tested a lot with Barcelona (in 4-1-2-2-1), but my striker always had the same amount of headers (4-6 per game) and shots (6-8 per game). I put him as every possible role, but always with the same result. I also tried Attacking Style 'Narrow' and 'Center', played with Inside Forw. and Advanced Playm. on the wings, put the wingers into 'winger-striker' position. I tried with and without 'Work-inot-Box', 'Overlap' and so on. So i tried pretty much everything to focus on slowly playing in the center of the field. I changed the player-role of my midfielders but this also doesn´t change anything. I also tried without winger, just 'wingbacks' and 'inside-fullbacks' with the same result My question is, is there any way to prevent crosses?
  15. Something we see more and more in modern day football is teams having different formations depending on whether they are attacking or defending. Many teams playing with a 4-3-3 in attack defends with a 4-man midfield. The teams playing with a 3-man defense often revert to a 5-man defense when defending. I can see how this can be exploited for example playing 3-4-3 in attack and 5-5-0 in defense, but I think this could be interesting nonetheless. An alternative to full formations could be a PI that tells the player to go from a winger/wide midfielder to a full back in defense. I think this would be really interesting and would reflect better how teams are set up nowadays. What do you guys think.
  16. Hello guys. I am a long term fan on the football management genre and have been playing football manager series for many years now. I've always been having fun - transform some youth players into stars, find some exiciting prospects where nobody would look, make your striker bang 50 goals in a season - you get it. Over the years things have changed, I have a job now and I can only get some hours of playtime here and there but I still have fun. I've been playing the touch version only for a while now (maybe since 2014) as it helps me feel I get more progress without having to invest so much time into it. Anyways... this year I feel competely disgusted by the game. I am struggling so hard at it that I even switched to some older versions just to fulfill a bit of my cravings. Strikers don't score, midfielders shoot the ball into the stands everytime they get the chance as they are ********, goalkeepers give the ball to the opposition and so on. I've been browsing the forums for solutions, watched youtube guides - everybody has suggestions - increase this, decrease that, use this role, use that role - tbh nobody has any idea what they are talking about - the game just seems that it's in a quantum mechanics state where you never know what to expect. Now I do get that realism requires complexity and that is a characteristic we really appreciate about FM but why on earth do I have to watch the game in full mode my whole preaseason just to be able to understand that two of my roles don't work well together. I've been looking at analysis - literally nothing useful there - plenty of buttons and checkboxes but nothing relevant really. Who has time for this? It seems to me that the game is becoming more and more of a full time job instead of something that gives you some joy. Regarding tactics - I am a guy that thinks procedurally both in real life as in games. It works - you know that if you follow this approach you slowly get the results you want. But in this year's version of the game the tactics are utter nonsense. You need to spawn 10 save games or hit reload 10 times on a match just so you get enough tweaking variations that you start to understand the underlying mechanics. And that does not even work the next game - you need to do that again and again. And keep in mind I am playing the touch mode... So, since this thread is about tactics, I would really appreciate some procedural approaches on how to get the best tactics and roles for your team, how to tweak from match to match and how on earth to get good stats out of your best players. Cheers, Robert
  17. Can you load in tactics for the switch that you have downloaded? I see the option for LOAD, but it finds nothing.
  18. Am I able to view a brief explanation of certain settings within tactics, like you can do on the PC version? For instance, in the picture below I am hovering over defensive line but it does not explain how this actually works.
  19. Hi people of Football Manager. So, I have this save with Micronesia. Of course, many people haven't heard of this nation and probably haven't played with them either. So simple background info, it is and island, micronation in Oceania. I have this database I created called the "ConIFA World Cup" In real life, it is totally different than the way I made it. All the Non-FIFA nations in FM19 are in this new cup. I made a save with the very small, tiny, and obscure nation of Micronesia. When the tournament started, I won my group with many suspecting that we would make it out, but later, we were drawn against. So I did the save before you play method, and kept losing. So I went looking for unbeatable tactics for small nations like Micronesia, or San Marino and the like, but to no avail. Could someone find, or make a tactic for small, unskilled national teams? ConIFA World Cup.fmf
  20. I thought I start my own topic to get my head around a working 5-4-1 diamond tactic for my Lazio Roma-team first season. Any help or suggestions are welcome! This is what I wanna accomplish (in italic what I think suits best): Goalkeeper: Has to stop the ball and get as much clean-sheets as possible. Nothing to fancy. Goalkeeper - Defend 3 Centre-backs: The central defender has to cover, not sure to use defend or stopper mentality for the other 2 centre-backs. I'd like them to build up the play from the back to the playmaker in DMC-strata or to the wing-backs. Just clean and simple short passes. No risks, keep possession is important. Central defender - Stopper / Central defender - Cover / Central defender - Stopper 2 Wing-backs: The wing-backs have to provide width to the formation. They have to cross the ball into the box. Play 1-2's with the MC's. Keep possession rather then try risky passes. They have to travel back to defend when we don't have the ball. Complete wing-back - Support 1 Defensive midfielder: He has to be the playmaker of the team. The one that gets the attacks started with great passes. Has to provide defensive cover as well. Not sure to choose which playmaker. Deep-lying playmaker - Defend 2 Central midfielders: These two have to be allrounded and run up and down the field. Also supporting and covering the flanks. Box-to-box midfielder- Support 1 Attacking midfielder: Has to support the lone striker and provide him with through balls. Present in the box for any crosses. Not sure which role to use. Attacking midfielder - Support 1 Striker: Has to be the main goalscorer. Lay-off passes to any runners from deep if possible. Not sure which role to use. Poacher - Attack Team-instructions: Attacking football with lots of chances from crosses and through balls into space. Counter when possible. Mid-press is best for my formation I presume. Not sure which instructions to use. None
  21. Hey everyone, I just started play FM19, I played for 40 hours without any problems.. however then I download a module for logo and skins and it was still working. Then I downloaded some tactics input them, play with them without problem.. and then the update happened and this is what I got in the tactics window Then I uninstalled the game, removed all skins and its still not working.. I can't even go into the tactics within the game.. It should be a display bug .. but I have not idea how I can get it back ... Thanks a lot, ADDNOTHIING
  22. My team's squad harmony has been zero since the mid first season. I hired a motivational coach but it's still same thing. How do I go about this
  23. How is this realistic? What is the best way to actually try and score? 7 draws and 7 0-0’s doesn’t seem right...
  24. Hi Has the second and third tactics been removed? If not how do I add them? Historically I would have 3 tactics I would call upon. My assistant keeps telling me we don’t have a backup tactic and would struggle if our main tactic doesn’t work. How do I add another? Thanks
  25. Hey guys, Currently experiencing some bugs with my tactics screen. I normally have player status info, condition/match sharpness & average rating showing next to the players' names on the right hand side of the screen. However, they keep disappearing after each game & do not come up on the "insert column" here when I try to replace them. In addition, my Assistant Manager now only says to send the players out without saying anything extra during pre-match team talks. If you click this option though he will give a totally different team talk. This doesn't happen during half time or post-match talks. Cheers
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