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    Friday, August 27, 2021

    Football Manager - When you are finally able to scout South America

    Football Manager - When you are finally able to scout South America


    When you are finally able to scout South America

    Posted: 27 Aug 2021 02:30 PM PDT

    The best 15 year old

    Posted: 27 Aug 2021 03:33 PM PDT

    What is this bull shit

    Posted: 27 Aug 2021 04:14 PM PDT

    When you pretend to be sick to avoid the press.

    Posted: 27 Aug 2021 01:16 AM PDT

    Why’s everyone retiring aged 19?

    Posted: 27 Aug 2021 10:45 AM PDT

    Signed wonderkid for 3.5 mil, regular played in bundesliga at 15, regular bundesliga starter at 16, how big if a bargain is this and where will he play best?

    Posted: 27 Aug 2021 04:31 AM PDT

    Best CB regen i ever had and he’s only 21!

    Posted: 27 Aug 2021 03:58 AM PDT

    Guide to Team Instructions

    Posted: 27 Aug 2021 06:57 AM PDT

    Mentality Guide

    Mentality increases the odds of risky play from your players, not just changing the width, passing, pressing and the defensive lines. It increases the odds of Expression, Roaming, Passes into Space, Runs forward and runs with the ball. It also changes the behaviour defensively with players more like to dive in to win the ball alongside increasing the proximity in which players position themselves relative to their opponents. In Transition, players are also running forward sooner, pressing earlier and goalkeepers are distributing riskier and quicker

    Alternatively lowering mentality has the opposite effect, increasing discipline, positioning and safe passing as well as reducing runs with and without the ball. Making players defend to deny space by allowing them to position more adequately. Transition players position themselves faster and are less likely to run forward when the ball is won. Goalkeepers prioritise safety above all else.

    While Team Instructions can influence how often these events occur, they cannot really eliminate them from play, (An attacking mentality Team on Narrow width, is slightly wider than a Defensive Mentality Team on Narrow width)

    ______Higher Mentality

    -Increases Width

    -Increases Passing distance and Tempo

    -Increases Pressing Intensity

    -Increases Defensive Lines

    -Increases Tightness of Marking and Risk of Tackling

    -Encourages Expression, Roaming and Passing Risk

    -Encourages forward runs and dribble attempts

    -Encourages attempts to win and or intercept the ball

    -Increases Speed of Counter Pressing

    -Increases Speed of Counter Attacks

    -Increases Risk of distribution

    ______Lower Mentality

    -Reduces Width

    -Reduces Passing distance and Tempo

    -Reduces Pressing Intensity

    -Reduces Defensive Lines

    -Decreases Tightness of Marking and Risk of Tackling

    -Encourages Discipline, Positioning and Safe Passing

    -Discourages forward runs and dribble attempts

    -Encourages passive defending and denial of space

    -Increases Speed of Regrouping

    -Discourages Counter Attacks

    -Increases Risk of distribution

    Very Attacking (Overload) _Sacrifices all Possession for Opportunity

    Attacking _ Assumes Possession is secure and aims to create multiple Opportunities

    Control _Plays for Possession (Accessing small spaces, denying possession to the opponent)

    Balanced _Plays to Possession without Risk or Only Risk to Possession

    Cautious _Plays for Space (Denying the opponent, Accessing Spaces available)

    Defensive _Assumes Possession cannot be contested, plays to reduce opposing chances

    Very Defensive (Contain) _Sacrifices all Opportunity to Deny the opponent

    Team Instructions Guide - Team instructions influence players but are also influenced by Mentality. There are many factors that need to be taken into account when choosing team instructions. Who they will affect, and by how much they will affect that player. Another thing to consider is when they should be used and when they must be ignored.

    ____Definitions

    Narrow System (a narrow system is a system with only one player on each flank of the field)

    Wide System (a wide system is a system that has two players on each flank of the field)

    Half Spaces (the space between the Fullback position and the Center backs)

    Attacking intent (the overall number of runs, and runs with the ball a player makes)

    Passing Risk (the overall risk [numbers of pass attempts * how difficult it is for the ball to reach its target] an individual player has when passing the ball )

    Player Mentality (this is the player's duty compared to the team overall mentality on a scale identical to that of the team mentalities N.B it can be found in the player instructions sections)

    PPMs (Player Preferred Moves)

    Split Block (A defensive Pressing System where certain areas put more pressure than others)

    ____Team Instructions

    __WIDTH

    N.B (The level of width can be modified by the player instructions (move into channels, sit narrow, stay wider)

    ........Wider Width > Increases the lateral distance between all players.

    Advantages -> Creates Space for all players as more of the pitch is used. Allows Wide Players to Receive the ball easily

    Drawbacks -> Opens up the team to counter attacks, Makes it difficult for teammates to pass to each other

    .........Narrow Width > decreases the lateral distance between all players.

    Advantages - Protects the team from Counters. Allows for teammates to link up easily

    Drawbacks - Minimises space to operate, Makes it Difficult to give wide players the ball

    Width should be wide, in the following situations

    - In a Narrow System it's best to stretch the pitch in these systems to create space centrally so that you can take full advantage of the extra bodies in the centre.

    - In a Wide System where there is a Defensive Midfielder position(not role) on defend duty, or in a back 3 system. Both scenarios mean there is good central coverage allowing for an easier time dealing with counterattacks.

    - In a Wide System where the Striker Position(s) are finishers types. These types need space to take chances

    - In a Wide System where both Full Backs are No Nonsense Fullback or Full Back on Defend. These roles don't go forward when in possession so protect well from counterattacks

    Width should be Narrow in the following situations

    - In a Wide System that has two Mezzala/Carrillo. These roles can find themselves far from goal as such, pushing Narrow fixes this issue

    - In a Wide System that has a Defensive Midfielder position on Support duty. The duty of the position means counter-attack coverage is likely low and so width can be used to protect from that

    - In a Wide System where the fullbacks are expected to overlap, the idea is to allow the more advanced wide players to access the box while the fullbacks are given plenty of space to operate.

    __LOOK FOR OVERLAP, UNDERLAP

    Overlap/Underlap - In a Wide System, the general idea of this instruction is to reduce the attacking intent of the advanced wide players while also increasing the attacking intent of the deeper wide players. In a Narrow system, this only increases the attacking intent of the player on that particular flank.

    Overlap - This also encourages your players to pass into space when passing the ball to that particular flank

    Underlap - This encourages the team to instead look to pass the ball into the half-spaces or just the central spaces

    EXPLOIT THE FLANKS AND MIDDLE

    Exploit - This team instruction artificially increase the mentality of players in a certain area of the pitch, increasing the directness of their actions. It also affects makes other areas more passive (N.B this is in regards to Area, not position, so if a player is central, they are affected by exploiting the middle, even if they started out or are originally positioned wide). This means when exploiting the left or right flank(s) is on, then players who are wide will be more direct and players central will be more passive. This applies to Vice Versa

    PLAY OUT OF DEFENCE

    This simply lowers the risk of passes (Passing Risk) between players in the defensive half of the pitch. This means they do not risk possession in an effort to advance the ball, instead, they will purposefully play within the defensive area until a forward less risky pass is found. It is also important to note that when this is on, the midfield will drop deeper to assist in the buildup.

    PASS INTO SPACE, PASSING DISTANCE AND TEMPO

    Pass into Space - This encourages the team to make risker passes to teammates.

    Tempo - Increases the agency in which the team moves the ball towards the goal

    Directness - Increases the distance players pass the ball to each other

    Tempo, Directness and the team instruction Pass into Space are linked. They all combine to produce the concept called Passing Risk

    Passing Risk - When Directness and Tempo (D&T) increase, Passing Risk also goes up for each and every player. On a high D&T, the Passing Risk of players is very high. On a low D&T, the Passing Risk of players is also very low.

    Directness influences Passing Risk more than anything else, so Low Directness means Tempo needs to be high and Pass into Space needs to be on for Passing Risk to go high.

    Passing Risk is also affected by other factors, this depends on the individual players.

    The first is the Players Mentality, on a higher mentality players are more inclined to play riskier passes.

    The other is the Player instructions, *Takes more risks* increases players Passing Risk

    Another very influential Player instruction is *More direct passes*

    The final influential factor is the player PPMs, *Likes to try killer balls*, *Likes long-ranged passes* *Likes to switch the ball to opposite flank*

    The final and most important thing to note is that Passing Risk is more influenced by the Passing Directness in your team instructions, and is least effected by Pass Into Space, the reason is because Pass into Space only really amplifies what is already there if no one is making risky passes, then no passes into space will be made, and on the alternative side, if many are making risky passes, then to many passes into space will be made. You can control this by lowering tempo, and alternatively, you can increase Tempo by turning on Pass Into Space

    TIME WASTING - Use it to get to the final whistle faster. The idea is to just deny the opponent time to try and score. As you must understand that if you are defending, and the opponent is attacking, they will score eventually, it's only a matter of when.

    (MIXED/LOW/WHIPPED/FLOATED) CROSSES

    Mixed - Means simply, the player will determine the most appropriate cross to use. Best when you have attackers who are both good in the air and also on the ground. The advantage is that there's no real way to deny crosses since the players crossing will focus more on getting into to the target and less on keeping it high or low.

    Low - This is best when you have an attacker who is quick, but not tall/good in the air. This type of crossing also encourages cutbacks, meaning midfielders in space on the edge of the area become and option for wide players.

    Whipped - This type of cross looks to deliver, fast swerving balls into the box. The main idea of this type is to firstly, get defenders to actually miss the ball and secondly, allow for much simple finishes for the person heading the ball. Best for when you have gifted crossers with great Technique and can hide a player with poor height or heading since defenders will have a hard time heading it out. It also helps to have multiple individuals in the box as they also make defenders miss-position, or once again encourage them to miss the ball or even header it into their own net.

    Floated - This type of crossing looks to deliver high looping balls, as a way of taking advantage of the aerial advantage that the forward has over the defender. This also hides poor crossing ability and can only really be dealt with by the keeper. It relies on a forward who has great aerial prowess since these balls have no power in them, and as such the forward must generate his own power and place the ball far from the keeper

    FINAL THIRD

    Work Ball Into the Box - This reduces the Passing Risk of players in the attacking third of the field with the players instead, passing it around the area until a high percentage opportunity presents itself. This means that crosses and shots are less likely to occur, instead players will put more resources into creating space for someone in the box. Usually done when the opponent has a great number of defenders

    Hit Early Crosses - This increases the tempo of play on the flanks. Essentially players that receive the ball wide in the final third have greater agency and are more likely to deliver the ball immediately, even if the cross is unlikely to reach its target. This does also increase the number of cross attempts. Usually done when played with counter-attacking systems

    Shoot on Sight - This promotes players to take low percentage opportunities in and around the box. This means players will more often, upon receiving the ball in space, shoot for goal. This will also more likely increase the number of shots at goal. Best when desperate for a goal. Also, best to try and encourage roles like the BWM, DLP, AP and PF(d) etc to shoot more as these are likely to have a lot of possession anyway.

    PLAY FOR SET-PIECES

    This instruction is done to try and limit open playtime. It is best used when the team has no real way of scoring from open play. (If the formation is extremely defensive) As such it looks to instead, win corners and free kicks allowing the defenders who are likely good aerially but also due to the defensive formation, which means that there are more than 2 of them in the game.

    DRIBBLING

    Dribble Less - Dribble less decreases the directness of players of the entire team, this instead forces players to only really run with the ball when they believe it is best. This limits the number of dribble attempts per game. This is best done to firstly, encourage players to use more playmaker centric attributes to create opportunities and to hide poor dribbing in the team. It is also good for increasing ball retention should a team have many individuals with *dribble more* as a player instruction

    Run at Defence - This increases the directness of the players in the team, pushing them to carry the ball over long distances, but also try and beat their man in the final third. This increases the number of dribble attempts. This is good for allowing the team to get forward without the need for a buildup. It also forces penetration in the final third as attackers take people on. It does however increase the risk of the ball being lost.

    N.B It is important to understand that just like Passing Risk, there is also Dribble Risk. In this situation, however, a Dribble risk really means how likely it is the player will attempt to Dribble with the ball. This is dependent on the same factors as passing risk. The first is of course whether run at defence is on, or dribble less is on. The next is whether the player has a high mentality. The last is the player instructions (Dribble more) and PPMs *runs with the ball often* *likes to beat man repeatedly*

    EXPRESSION

    Be More Expressive - This simply encourages players to make use of more creative options. It means that players will look to roam from their positions to lose their marker or find space to operate. It will also mean players, especially players who are not limited by mentality and player instructions are freer to do what they believe will be beneficial to the team. This is best used for when you have a very stagnant attack (no movement with players rarely switching positions). It allows for players to more readily leave their position and allows teams (particularly attacking teams) to leverage the possession they have. Alternatively, it can also allow counter-attacking teams to exploit the opponent better, and even given defensive teams hope from some random event.

    Be More Disciplined - This commands players to not stray or attempt to do anything outside their tactical instructions. This, particularly players on more defensive mentalities will limit all players to staying rigid and structured. This is best used when your defence is prone to be caught out of position, (players constantly getting pulled out of positions), it helps keep players under control and limit the opponents opportunities. It allows teams to defend for long periods of time. This instruction can also be used to make sure there are no surprises when a team tries to break down a defence.

    WHEN POSSESSION IS LOST

    Counter Press - This simply encourages your players to win the ball as soon as it has been lost. This is great for systems that aim to pin the opponent into their own half, using constant pressure to force the issue. It also works for systems that look to break defences down. It does not suit systems that defend deep and absorb pressure. This is risky if unsuccessful and requires good teamwork and work rate, and when successful can drastically limit counter-attacking opportunities. (N.B also best with balanced to aggressive formations, 4123, 4231, 433, 424, 343, etc.

    Regroup - This instruction makes the team return to their original position as soon as the ball is lost. It accepts that possession is lost and is patient to win it back. It relies on good organisation and concentration to defend for long periods. It does not suit systems that defend high up the pitch. This can lead to low possession numbers which can significantly reduce opportunities. If the defence is organised however, then the opponent will struggle to score.

    WHEN POSSESSION IS WON

    Counter - This promotes the team to move forward as fast as possible when the ball is won, in a bid to take advantage of the space left behind by the opponent. Suitable for systems with a good number of attack and support duties as these duties transition quickly. It is vulnerable should the team fail to transition the ball, the opposing team can also access the spaces left behind.

    Hold Position - This looks to reduce risk, and keep the ball. As such, no players run forward when the ball is won. The ball stays longer in the defensive half, so a system with defensive more cover is needed to make sure it the opponent has no space to access should they win the ball back. It Can severely limit the quality of chances created since the opponent is allowed to organise before an attack can be started.

    GOALKEEPER IN POSSESSION

    Distribute Quickly - This encourages the keeper to release the ball quickly, similar to the Counter, in a bid to catch the opponent out. This has the danger of possession being lost in the team's defensive half. It can also lead to quick counters from different situations, such as set pieces.

    Slow Pace Down - This makes the keeper be slow to distribute the ball, allowing the team to organise themselves into their positions before distributing it. It allows for a more consistent buildup to occur and reduces the risk of the ball being lost while the team is unorganised. It does however allow the opposing team to organise as well, losing the opportunity for a high-quality chance.

    Distribute Over Opposing Defence - This simply instructs the keeper to try and get the ball in behind the opposing defence, in an effort to get a good chance for the attackers. This is likely to work in the right circumstances, needing the opponent to play a higher line, and or the keeper to have excellent kicking, as well as good mobility from the attacker involved and a slow or incompetent defence

    Distribute to Target Man - This instructs the keeper to deliver the ball to the target men, by a kick or throw (with either attribute needing to be of good quality). The Target man will be the lone striker (lone Attacking Midfielder if Strikerless) or the deepest in a 2/3 striker system. The Target Man will look to hold up the ball and link with others. This method of buildup bypassing the midfield and gets the ball into the final third very quickly. It can however be easily dealt with if another Aerial/Physical presence combats the Target Man. It can also lead to the ball being lost prematurely.

    Distribute to Flanks - This instructs the keeper to deliver to the wide areas of the pitch, by a kick or throw. This can be used when the wide players are in lots of space, or if the players out wide are superior to their markers, whether it be aerially, or skillfully. This can be wasteful should wingers not be able to retain the ball and allow play to develop

    Distribute to Playmaker - This makes the buildup start from the playmaker, which is the deepest midfielder. This is best for when the playmaker is a very capable distributor of the ball. It allows the team to have a better and less risky buildup. This can be risky should the opponent man-mark the playmaker

    DISTRIBUTION TYPE

    Roll it Out - If the Goalkeeper has poor passing and or Kicking, but good concentration

    Throw it long - Good Throwing, and Vision

    Take Short Kick - Good Kicking, and Passing

    Take Long Kicks - Good Kicking and Vision

    OFFSIDE TRAP

    When this is on, the backline (the backline is all players in the back 4, or back 5 on defend duty. This excludes players on Support, however that does not mean your offside trap will not be ruined by a Fullback on support) aims to position themselves to catch opponents offside. This means they will position themselves particularly close to opposing attackers, and when the ball is delivered, will purposefully step up or hold a position in front of the attacker, making them offside. This requires good intelligence, meaning Anticipation, Decisions, Positioning, and Concentration. The best rule is that, if any one of these is remarkably low, it's better to not turn the offside trap on. The alternative would mean players will position behind the attacker and will try to react to delivers relying on other attributes, like Marking and Pace.

    LINE OF ENGAGEMENT (LOE) AND DEFENSIVE LINE (DL) - PRESSING INTENSITY

    These tend to work hand in hand and should not be a separate concept, they can be used to deny or give space to certain areas of the field. The LOE, DL and PRESSING also define whether a system is Counter or Attacking

    Higher/ Much Higher LOE with Higher/ Much Higher DL

    This is for teams that look to just pin opponents in their own half. High Pressing and Gegenpressing systems are characterised by this feature mainly. They are high risk against teams that have backline pressure in the form of Finisher/All round Roles. The advantage of this system is that it normally leads to great amounts of possession, denying the opponent space to move up the pitch. When playing like this, it is best to go on a Standard to Much Higher pressing intensity, because if the players are giving away so much space behind their goal, they must be willing to contest for the ball by putting pressure. With this LOE and DL, there is so much space in behind that any player can deliver a good pass to an Attacker which is where the danger lies. However, if the opponent is looking to counter-attack with bodies, and not be direct, then it might be worth considering lowering the pressing intensity. Also, aggressive formations suit this style as well, such as the 4231, 433, 424.

    Lower/ Much Lower LOE with Lower/ Much Lower DL

    This looks to deny space from the opponents by simply sitting back and getting bodies behind the ball. This makes it particularly difficult for teams to penetrate the penalty area, but also leads to much lower possession numbers due to the lack of ability to contest for the ball. This can make it difficult for a team to create their own chances, however, it can also deny strikers the opportunity to score. With this LOE and DL, best you go with a Much Lower to Standard pressing intensity since you want to emphasize keeping men behind the ball. This LOE and DL will almost always result in your team have much less possession, and as such being organised and solid defensively is very important. If however, the opponent has no real threats in the box, then it is worth considering raising Pressing to stop them keep the ball forever. Systems ideal with this type of setup are those that have good defence cover, 442, 4123, 4222 and any back 5 system.

    Higher LOE with Lower DL

    This gives space in midfield and looks to press or hurry opponents in the opposing half whilst not being vulnerable to balls in behind in their own half. This firstly requires immense cover in midfield (Normally found in Narrow systems such as the 41212 Diamond/ Alternatively little midfield cover can really emphasize the two halves system) where the opponent can only really be direct in their buildup. This style is risky as if the opposing team builds up quickly, it will result in the enemy team having greater numbers and attacking your defence. However, if the opposing team has both a slow buildup and a slow final third, (Playout of Defence and Work Ball Into Box) it can be advantageous resulting in your team contesting both reasonably well. Think of it as making it a game of two halves. Both Pressing styles work with this system, however, you can also take advantage of a split block. Using Player instructions you can tell forwards to Press More, whilst having Team Instructions be on Low Pressing or Vice Versa

    Lower LOE with Higher DL

    This looks to deny and all space in the midfield and looks to allow opponents to build up without allowing them to get near the goal. The idea is that so long as the ball is in the enemy team's half, then there is no real need to Close them down. It firstly does not need additional cover in midfield, (formations like 424 come to mind, alternatively you can also use a heavy midfield system, to really completely deny access to it, and put more resources elsewhere) as it already has midfield cover, and instead should be more focused on trying to make sure that the defence is secure from long balls over the top since the buildup is uncontested. This is best used against teams that do not have anyone threatening to get in behind the defence (F9, DLF, TM) and are instead heavily focused on build-up, with several players dropping deep. (I imagine this was how CHELSEA setup vs MAN CITY UEFA FINAL 2021). With this system, Pressing needs to be uniform throughout because it's all about a cohesive unit denying space in midfield, as such everyone must be on the same page on how quickly to close down.

    PRESSING INTENSITY

    It is important to understand that Pressing Intensity has a lot of factors attached to it, and so it is very difficult to simply assign an ideal intensity. However, there are many ways to manipulate intensity to win. Firstly, there is adjusting to the opponent. You can increase Pressing when you notice that the opponent is not really trying to be direct, instead of trying to play through you (so you can risk positioning for pressure). Pressing however can also lead to the enemy having an easier time doing so (since you are leaving gaps that could not be accessed before). The rule of thumb however is asking yourself, what is your team trying to achieve defensively, are they denying space or trying to win the ball. You cannot change pressing intensity and hope it will change how you defend, as there are too many other factors that influence your defensive scheme. The best advice I can give is do you have a defensive system (4123, back 3, 442), if so then why would you need to press when you can defend for long periods. The next question is do you have an attacking system (4231, 424, 433) then why are you not trying to win the ball, you cannot defend for long.

    DEFENSIVE WIDTH

    This is something that simply is dependent on a few factors. The first is the system, if you are playing with a standard back 4, then the inclination is to be narrow (this will give space out wide, which means you will get a great number of crosses coming in, as such how good are you Centerbacks and Fullbacks aerially relative to the league). If your Back 4 however are not so good aerially, then it is much better to be standard, and if your back 4 is poor in the air, it is better to be wide, assuming they cover up for the lack of aerial ability with mobility and intelligence. If you have a back 5 system, then the inclination is to be wide, the general numbers advantage means it will be hard for any striker to get space in the box. If however your defenders are good aerially but lack in mobility (particularly the CBs to the side of the central CB) then, it might be worth being narrow. Another thing to keep in mind is whether or not you are playing a defensive formation. e.g a 4123 with a Half Back or Anchor man, both notorious for assisting the backline in the box, it means we have the licence to remain standard, or even wide should the HB or ANC be of reasonable defensive quality.

    Another situation is if we have a 442, and the 2 wide players are Defensive Wingers or Wide Midfielders (d) then we can go Narrow since the DW or WM(d) will track back and become temporary fullbacks.

    USE TIGHTER MARKING

    This is an instruction that simply looks to deny space from the opponent, good for all systems, the way it works is that your team will mould their defensive shape to the opponents attacking shape. This applies to two scenarios, the first is when Prevent Short Goalkeeper distribution is on (so during the opponent's goal-kick, your players will leave their position to make sure every many is marked) and when the opponent simply has the ball in your half. This is good for stopping players from receiving the ball in dangerous areas, but it is also good for making it difficult for the opponent to build from the back. There are two risks to the system, in the first scenario, if the opposing team is successfully able to build up, then several players will be out of position and your defence will be exposed. The other scenario might result in disorganisation which could leave your team unable to properly deal with the attack. This instruction has two trains of thought, one is that you can have it on, but using Pressing Intensity and or Stay on Feet, to make sure no one is caught out of position (essentially it aims to deny chances, regardless of what chance it is the opponent gets, probably to hide poor centre backs). The next idea of this instruction is simply to emphasize pressing, even more, to make players be already close to their man, rather than run towards him (this is to shorten the time the enemy has on the ball, great for players with aggression, can hide poor work rate and or mobility)

    GET STUCK IN and STAY ON FEET

    Get Stuck In - This instructs players to dive in to win the ball, the keyword being to win the ball. This means that they will more likely slide tackle. This is a high-risk high reward, as usual, it fits in with heavy pressing systems, but it increases the overall risk of how players defend opponents on the ball. It also leads to fouls and bookings. There are several schools of thought with this, the first is that the opposing team will shy away from these challenges, it helps to have particularly brave and aggressive players in your team relative to division. It also helps if you do not think the enemy is a threat from set-pieces, and are willing to let them have freekicks, even penalties (some sides might not have anyone who can take these, very rare but possible). The final idea is simple, to increase the chances of a counterattack occurring, or for another system, keep the ball more.

    Stay on Feet - This makes players more unwilling to dive into challenges and instead, they will position themselves accordingly and deny space or deny entry. This is normally used to protect leads and reduce the risk of penalties and free kicks. It could also however make it easier for the opponent to pass the ball to each other. It does hide poor tackling and aggression and emphasises heavily on concentration and position. The idea of this is to make it so that the opponent has to work for their opportunities, and not earn them for free, Normally to hide poor centre backs as well. It also reduces fouls which means less likelihood of a red card, as well as reduce free kicks and penalties.

    CONCLUSION

    The final thing I need to say is that there are things that need context. This guide will not win you every game because it doesn't win me every game, there are other random events that occur in-game, that we cannot change but have a significant influence on the result. There's red cards, set pieces, player hidden attributes like consistency. The biggest factor, however, is your teams quality relative to the league, simply put if you are weaker you can't get away with certain things, and if you are stronger then you can. I keep saying (you can't defend for long periods) well when you are a top tier club in your division, if you have great defenders then you can. On the other end, if you are predicted to be last or are just the worst in your division, then what makes you think that you will actually be able to win the ball, or keep possession. The truth is you won't be able to, so why fight for it.

    So if you want to win matches, this guide will help you win matches.

    If you want to win leagues, then go read and watch guides on scouting, training and transfers.

    If you want to build dynasties, then go to the boardroom.

    submitted by /u/Menigma
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    [FM21] The moment I realized AI attending games is op

    Posted: 27 Aug 2021 02:07 AM PDT

    I have to go on a little rant here. I know i might get some hate but I'm gonna say that I play with Real Madrid. The truth is that I don't have much time for games and i just wanna chill a bit. I'm currently in my fourth season.

    I have this beautiful little gem named Dario Sarmiento who is a fantastic player, preforms the best in my team, plays constantly in the first team, is on a good contract (150k/week). The problem is that he was unsettled by freaking Hertha Berlin, a team fighting for Europa League. Now I had some players get unsettled and I had to sell them but it was to likes of PSG and Chelsea.

    This time, however, I'm really furious. First they declared interest and Sarmiento wasnt even interested to think about it. He wasnt even interested after they attended the first match. Then came the second attend. He wants to join them because they they made effort by attending no less than 2 matches. I cant offer him a contract due to interrest from other clubs.

    submitted by /u/McPixel1986
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    Won La Liga in season 9 with the fallen giants, Real Club Deportivo de La Coruña

    Posted: 27 Aug 2021 11:20 AM PDT

    I used knaps narrow 4132 formation and got great results with my small squad and €15 million budget with great results, it was a close call as i sealed the title on the 2nd last matchday

    heres some info https://imgur.com/a/kGEvznf

    submitted by /u/esk77
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    I cannot bloody believe this!

    Posted: 27 Aug 2021 09:12 AM PDT

    My assistent is clearly drunk

    Posted: 27 Aug 2021 12:37 PM PDT

    One of the best deals i've ever done

    Posted: 27 Aug 2021 10:12 AM PDT

    Under 19's team just finished the season with 322 GD

    Posted: 27 Aug 2021 08:32 AM PDT

    Under 19's team just finished the season with 322 GD

    Rarely pay attention to the under 19's team competitions but stumbled over their league finish and noticed they finished with 322 goal difference with their top scorer bagging 87 goals.

    Is this normal or just a freak result?

    https://preview.redd.it/rqvfefpb6xj71.png?width=1248&format=png&auto=webp&s=224b71cd6a98d530b5899d5e35e7869f58fe1a5b

    submitted by /u/smeden05
    [link] [comments]

    I was trying to improve staff + medical team and was rushing it and forgot to look at the contracts and accidently signed most of them to my u18 team lmao is there any way to promote them to be my first team staff, or is it worth just keeping them there does it help players develop quicker etc

    Posted: 27 Aug 2021 11:06 AM PDT

    I design football shirts, here are my recent Norwich kits

    Posted: 27 Aug 2021 03:32 AM PDT

    Sorry, do what?!

    Posted: 27 Aug 2021 02:21 AM PDT

    Negative consequences of getting rid of a fan-favorite player?

    Posted: 27 Aug 2021 01:03 PM PDT

    New player here (~50 hours in), I'm managing a Serie B club with a couple of thousand season ticket holders and I have a 28 year old overpaid fan-favorite player that I'm trying to get rid of. What are the negative consequences of doing that? Will doing that negatively affect club revenue and fan opinion of me?

    submitted by /u/ken-bone-2020
    [link] [comments]

    Playing Chelsea four times, Manchester United two times in the span of three weeks

    Posted: 27 Aug 2021 08:48 AM PDT

    My board - Maths - 3

    Posted: 27 Aug 2021 06:58 AM PDT

    Finally won the Champions League with Hibernian after 11 years at the club!

    Posted: 27 Aug 2021 01:58 PM PDT

    Didn't have anyone else to share this with - My championship level striker was Premier League golden boot & Europe tops marksman

    Posted: 27 Aug 2021 08:00 AM PDT

    Haven't played the game in a year. Decided to get back to my Middlesbrough save and did this with my first game in the first half

    Posted: 27 Aug 2021 04:11 AM PDT

    Had to start my 17 year old right winger due to injuries. Ended up scoring 14 seconds into the match + scored 4 on his debut :)

    Posted: 27 Aug 2021 10:04 AM PDT

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