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My team has very high flair - 8 of my starting 11 have flair 16 and up. I am still trying to find out what would be the best way to profit from this in my tactics. Of course I could put creative freedom to the max, but there must be more suggestions. Anyone?
That's exactly why I am reluctant to give a lot of players a lot of freedom. My experience with CM / FM is that 2 key players with a free role and big creative freedom is the maximum.
What I am doing now is allowing my players to do forward runs and swap positions. I can't say it is not working out (I am doing pretty well, got promoted twice in my first 3 seasons in lower league management, now playing Bundesliga) but I have a strong feeling that I can get more of my players with lots of flair.
Flair doesn't always benefit the team. Players with high flair will on occasion attempt the miraculous at the expense of a simple pass to a player who is in a good position.
So out of your players that have good flair I'd choose the ones with good teamwork and concentrate on giving them more creative freedom and not so much the selfish players.
Also keep an eye on their decision attribute too.
If they are poor in one or more of these then cut their creative freedom down so they adhere to your instructions more rigidly.
Originally posted by Dayle Wood:
<BLOCKQUOTE>Originally posted by Kaz_1983...:
Have multiple freeroles?
Of course then your side are not as inclined to follow your instructions. </BLOCKQUOTE>
I'm not saying ALL the time but play at home against lesser opposition having 2/3 freeroles - [AMC/AML/AMR] - can work wonders and if you have players with high flair/creativity stats why not take advantage of it, just look at wwfan's Attack and Control tactics...
Originally posted by Bavvy:
What, you mean like explicitely LIMITING the creative freedom to below average?
Look at their creative freedom and decisions in tandom. If the creativity is high but the decisions are low then about 10 is adequate for creative freedom.
If they have poor creativity and poor decisions then very low (3-6) creative freedom means they will be obeying your instructions explicitly and not trying to do anything rash of flambouyant since they can't be trusted to get it right at the right time. You are basically keeping a tighter leash on them.
If they have high creativity and high decisions then that person should have high creative freedom, and if they are in an imfluential postion like the AMC role then a free role might be a consideration too.
Originally posted by Kaz_1983...:
<BLOCKQUOTE>Originally posted by Dayle Wood:
<BLOCKQUOTE>Originally posted by Kaz_1983...:
Have multiple freeroles?
Of course then your side are not as inclined to follow your instructions. </BLOCKQUOTE>
I'm not saying ALL the time but play at home against lesser opposition having 2/3 freeroles - [AMC/AML/AMR] - can work wonders and if you have players with high flair/creativity stats why not take advantage of it, just look at wwfan's Attack and Control tactics...
http://community.sigames.com/eve/for...7/m/9572038913 </BLOCKQUOTE>
I agree with what you just wrote, especially at home, but away and against tougher sides where maintaining the teams defensive integrity is important then free roles to too many players will disrupt your team instructions... in my opinion. If you notice in wwfans thread which you have linked to, its only the attacking tactics that he allows more freedom.
Thanks guys, I will try. I have a 4-1-2-1-2 with strong wingers and a flamboyant AMC. They all have high flair and ok cre+dec. I'll see what happens when I give those lads some freedom!