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Old 03-18-2007, 10:00 AM   Tactic building for dummies - A guide for newbies. part 2 Post #1
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Default Tactic building for dummies - A guide for newbies. part 2

Hi guys. Some time has passed since i wrote my last article about tactic making and while I was pretty happy with it some things have changed and I feel I could have been more thorough.

however for those still interested here is a link to it:

http://community.sigames.com/eve/for...7/m/6802062472

The following is based on my experiences so if you have disagreements about my explanations please feel free to voice them in here and initiate some discussion on it.

I will from time to time in this article link to other threads and/or insert text such as the best attributes needed for each position. I wish to make it clear that some of the information can be found in the manual. However where I do this I will make you aware and attribute the praise to the rightful author as is only right.

So lets get started.

Formation: In my opinion one of the most common Formations used is the 4-4-2 Diamond so with that in mind I will be using this formation as the basis for my discussion.

Bear in mind that the majority of this information is also useful for other formations too.

Your team

The first step as ever is not only determining who your best starting 11 are but also how strong in general you feel your side are. This is a crucial consideration because it must be considered as a factor when deciding what type of tactic you will be building.
If you are a weaker side playing aggressive attacking football each week is going to be suicide as you will simply not be good enough to pester anyone.

Next step before you start playing about with the tactic is to decide who your starting 11 will be. Who are the best players for each position on the formation? The following is the key attributes required for each position (borrowed from the manual):

Key skills for each postion

Goalkeeper - Reflexes, Handling, Communication, Jumping

Fullbacks - Positioning, Tackling, Pace, Anticipation

Central Defenders - Tackling, Jumping, Positioning, Heading, Strength, Marking, Bravery, Teamwork

Wingers - Pace, Dribbling, Passing, Off the Ball, Creativity, Crossing

Attacking Midfield Passing, Off the Ball, Creativity, Technique, Dribbling

Defensive Midfield - Workrate, Jumping, Tackling, Stamina, Positioning

Fast Striker - Pace, Acceleration, Dribbling, Technique, Finishing, Off the Ball

Target Striker - Jumping, Heading, Strength, Off the ball


TEAM INSTRUCTIONS

MENTALITY - I won't go to much into this. There is a good article by Cleon if you interested which defines it nicely here:

http://community.sigames.com/eve/for...7/m/4422017872

To start with in your tactic put this at 10, or midway between the slider - which means your side will spend equal amounts of time defending and attacking. This can be changed later as desired but this will be the starting point.

CREATIVITY - Put your team mentality at 10 but no higher and only about as low as 8. If you go to low your side will be restricted by the lack of freedom. If you go to high the side will take their own liberties and will drift away from the instructions you have set.
The best way to use creativity is sparingly. It should be rationed out only to those with high creativity (decision making should also be a factor too). This will be made more clear with individual creativity later on.

PASSING STYLE - This is linked with width and tempo. If you play a short passing game your must ensure your width is more narrow or there is a danger of the other side making intercepts.

If you are a lower league side it would pay to play a more direct or even long balled game. The reason for this is that technical attributes are not that great further down the leagues so playing a short passing game your side needs to be reasonably skilled at least.

So the best way to set this up at the beginning is to put it on mixed if you are a good side and increase it towards long the lower the league you are.

TEMPO - As I said above this is linked with width and passing so try to mirror it with the settings for those. Therefore set it at mixed (in the middle) at the beginning and as you adjust the others in the evolution of your tactic continue to match this with them.

WIDTH - Bearing in mind your tempo and passing will start at mixed put this there too. If you decide to play a more direct or long game you can widen this but if you are playing short keep this mixed to narrow. (mirror with the other two).

CLOSING DOWN - Keep this at about 10 and instead use individual instructions as some positions are better suited to this than others. If you have high closing down for every one they will get dragged out of position more so that is why in this instance individual closing down should be considered.

TIME WASTING - If you are playing at home put this quite low but when away put it up to mixed. There are times when you will have it higher but this will be at the end of a game to shut the other side out and I will discuss this later.

DEFENSIVE LINE - If you are playing away keep this at about 10 or down as low as the first notch of deep (but no lower or youare jst inviting trouble). This range of settings gives your side the best opportunity to combat an attacking side and have time to effectively repell it.
At home a higher D/line will put more pressure on the other side especially if you increase closing down for players further up the pitch.
So at home a D/line of 11/12 up to the first notch of high is ideal. Any more than that though and there is a risk of being hit on the break.
If you do have a higher D/line consider applying the offside trap but ensure you have at least one fast centreback and give him a slightly reduced mentality to the other (1-2 notches down). ALso worth considering using a sweeper keeper as well but I will go into this more later.

TACKLING - Set to normal. If you have particular players such as a DMC you want hard tackling then adjust his individulal setting.

FOCUS PASSING - If you are playing at home and are attacking then mixed is fine. his way you will vary your attacking options.
Playing away and in a counter attacking mindset try focussing down the flanks to promote quick breaks.

MARKING - Zonal would be the ideal team setting and adjust individual settings to man mark if desired. If you are manmarking with everybody then they may be dragged out of position.

TARGET MAN SUPPLY - Depends on what kind of target man you have if you are using one. I will direct you to a good article by WWfan which says all you need to know really.

http://community.sigames.com/eve/for...7/m/8712035403
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Old 03-18-2007, 10:01 AM   Tactic building for dummies - A guide for newbies. part 2 Post #2
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INDIVIDUAL INSTRUCTIONS

Individual Philosophy – The heart of my first article was concerned with this and how it is probably the most neglected thing for many managers. I will touch on that again soon but for now I will simply run through the important things to remember for each position.

One thing I would like to point out is the use of creativity… I have a theory that matching a players actual creativity attribute to his individual setting might be a very good way of implementing his instructions. For example if he has an attribute of 11 for creativity then you should give this to him as a creativity instruction – 11. Therefore the link between a players exact creativity attribute and his instruction will allow him to EXACTLY be as creative as he is capable – not too much and not too little.
Please remember this is a theory of mine and as such is not set in stone yet so if you feel it does not work for you then just make sure as a general rule that only your most creative players are given any creativity.

I will not talk about mentality as each positions mentality is dependent on the system you are using for the team – global, RoO, RoT etc etc.


Goalkeeper

If you are playing a higher D/line with offside trap on your players will naturally be further up the field. Therefore a sweeper keeper is a good option so he will clean up any balls lodged over the top of your back line. To set him up thus give him a mentality at about 13-15.
If you are playing away and have a deeper D/line give you keeper a mentality of about 4 - ie, a very defensive minded keeper who will not come out of his line much.

Distribution… If you are playing away and are counter attacking set his passing to direct and look to distribute to a winger so that the break down the wings can be initiated. At home in a more built up match distribute to mixed or to the fullbacks if you are possession conscious.

Backline - Defence

Fullbacks - Fullbacks should not just be seen as defenders. They can also be quite dangerous in terms of getting crossing in for your target men. Therefore at home or whenever you are playing an attacking game getting your fullbacks involved in the attacking process can be highly beneficial.


Creativity… Look at their individual attributes for this. If they are high give them first notch of much when playing at home. Give them about 11-13 away. If they have low creativity then give them the same for this.

Passing… Try to match this with the team width. If the width is wide then apply a more direct passing instruction, conversely a narrow width with a shorter passing.

Closing down… Giving your fullbacks high closing down means that crosses into your area by the AI are going tobe made under pressure and are therefore not going to be as accurate. So giving them high closing down would be advised.

Forward runs… At home giving them forward runs is a good idea as they will get into good attacking positions. When playing away it is best to put this on rarely so that balls aren’t continuously lobbed over and behind them into the space created.

Crossing and where to cross from… When playing away get them to cross from deep so they don’t have to back track when possession is lost. At home crossing can be set up to you though mixed is probably the best bet.
If your Fullback is not good at crossing set it to rarely or he is probably just going to cross the ball away and lose possession.

Centrebacks – Your two centrebacks are one of the most important positions in the team. Set up wrongly these two can be the absolute downfall of your side.

Passing,… Direct passing is best so that you don’t have them passing between themselves too much and end up with interecepted balls flying into the net.

Closing down… It is best to leave these two on very low closing down. This means that they will be effectively becoming a wall which the AI has to somehow navigate. It also means they will not get dragged out of position. They will be relying on other players such as your DMC to do the closing down and pestering of the AI while they provide the last line of defence.

Tackling… Never put them on hard tackling since most of the time they will be in the penalty area and if they draw fouls then you will be looking at conceding goals through penalties.

Marking… If you are playing an offside trap then give them zonal marking with tight so they keep the line better, If they are playing away then man marking might be preferential .

Tight marking… Use this for them combined with zonal.

Of the five slider instructions a the bottom the only one you should consider is try though balls. Put this on mixed or if they have super passing then on often. Forward runs, run with ball, long shots and crossing should all be rarely.


Midfield

DMC - The DMC is an important position as he is being tasked with providing cover for the centrebacks and attempting to win as much of the ball of the AI forwards as possible to safeguard against shots on goal. The attributes you should look for in a good DMC are Workrate, Jumping, Tackling, Stamina and Positioning.

Closing down… The DMC’s role is to hamper the AI and win the ball back therefore his closing down should be high so that the AI is under constant pressure from him. If he is beaten by the AI then at least the centrebacks are still there to deal with anything he misses.

Passing… This should be mirrored with the team tempo and width.

Tackling… if he is excellent at tackling put the DMC on hard tackling however if and when he gets a yellow make sure you drop it back down to mixed.

Marking… Zonal would be best so that whoever comes into his area with the ball becomes a marked man (no pun intended).

Run with ball… Look at his attributes to decide this.

Forward runs… rarely away and mixed at home.

Long shots… Again look at his attributes and make your decision based on that.

Through balls… attributes should be decisive here too… If they are good put this on often otherwise mixed.

Crossing… rarely as a general rule otherwise he will be getting out of position.


AMC – What you need for a typical AMC = Midfield Passing, Off the Ball, Creativity, Technique, Dribbling.

Passing… mixed is best to give him options. He is likely to be one of your better players so therefore the more options he has to put others into good positions thebetter.

Tackling… base this on his attributes otherwise normal is fine.

Closing down… If he is your playmaker give him less closing down so that he is in space more often and is available for passes. Otherwise giving him high closing down will help pester the AI.

Marking – Zonal

Forward runs… best set to mixed. This position will set up others for good attacks but is less likely to do that if he is too far advanced.

Run with ball… Look at his attributes to decide this.

Long shots…as above

Through balls…. Mixed.

Crossing… rarely unless he is good at crossing and then put to mixed.


Wingers – key attributes are - Pace, Dribbling, Passing, Off the Ball, Creativity and Crossing.

Passing… set between short and mixed depending on how good he is at passing.

Closing down… often as he will need to put pressure on AI’s wide players often.

Tackling… If he is good at tackling put him on hard but not many players are that play as a wing so normal will suffice.

Marking… Zonal unless you identify a super winger on the AI’s team in which case man mark him out of the game if possible.

Forward runs… often obviously.

Run with ball… look at his attributes to decide this.

Long shots… another attributes dependent setting.

Through balls… look at his passing skills.

Crossing… Hopefully your winger is good at crossing in which case set to often. If you are attacking or at home set his crossing to be from the byline but if you are away set it to mixed.
Try to always cross to either the target man if you are using one or the best header out of the strikers.

Strikers and Target men – Wwfan wrote a good article on that so instead of regurgitating it I though I would direct you to his sound thread.

http://community.sigames.com/eve/for...7/m/8712035403



SUBSTITUTIONS

The following paragraphs are probably one of the most important parts of this article to take on board.

“Whenever there is a substitution due to tactical change or injury and someone else takes their place albeit temporarily you will need to adjust the instructions for that position so that the incoming player is playing to HIS strengths and not someone elses.

An example of this is The England National Team. Aaron Lennon has pace to burn but is only an average passer and average creative ability. So he will make forward runs often and since he has high dribbling you can let him run with the ball often too. BUT... if you decide to change him for David Beckham for example during the game or before kickoff you will have to adjust the individual instructions because Beckham does not have much pace but he can pass well and is much more creative. Therefore his instructions will be to try through passes often but not to run with the ball since his skill is more to do with the passing and long shots. Since he can cross well you can tell him to do forward runs so he gets to the byline more.”
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Old 03-18-2007, 10:02 AM   Tactic building for dummies - A guide for newbies. part 2 Post #3
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Tactical flexibility

This has been talked about by many people including all the usual suspects (wwfan, Cleon, Asmodeus etc) and there are different takes on it.
This is mine and it is how I do things.

I create my tactic at the beginning of the season and tweak it as necessary throughout. But I do not stick to just the one tactic.

I have a home tactic for attacking plus I have an away tactic also for attacking but with slightly more emphasis on defense.

I also have ingame tactics which I use when certain situations arise which I recommend you do to. These are scenario based tactics that I use to force a result one way or the other… Here is an example of some that I use:

1. repelling the 4-2-4. From the 70th minute on if I am only ahead by one goal I switch to the formation page and watch for the AI to change to the 4-2-4. As soon as he does I change tactics to my repelling shut up shop tactic. It is basically the exact same tactic that can be found in wwfans thread in the downloads:


http://community.sigames.com/eve/for...7/m/4422073592 in here.

It is called a shutup shop and combats it effectively.

2. I also use a 4-2-4 tactic which I change sometime around the 75th minute if I am trailing or want to score a winner. The bludgeon tactic is a good example of this:

http://community.sigames.com/eve/forums/a/tpc/f/1519717...2046692?r=4982046692 - 4982046692

3. I also use a full on attack with everyone going forward if I see that they have parked the proverbial bus in front of the goal and I am having trouble getting past it.

It is a good idea for you to have tactics like these presaved and ready for use when needed.

Well that will be that for now. If anyone is interested I can add some more to this in regards to set pieces which is a very important part of tactics as well. But I’ll just see how this is received first before considering that.
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Old 03-18-2007, 10:17 PM   Tactic building for dummies - A guide for newbies. part 2 Post #4
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excellent read Dayle, really good stuff

will be trying this kind of stuff out on my struggling Wycombe wanderers side

KUTGW
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Old 03-19-2007, 03:07 AM   Tactic building for dummies - A guide for newbies. part 2 Post #5
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Cheers mate. If you need any help let me know.
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Old 03-19-2007, 08:28 PM   Tactic building for dummies - A guide for newbies. part 2 Post #6
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yeah mate welldone excellent thread if its no problem could you talk a bit about freekicks.
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Old 03-19-2007, 09:24 PM   Tactic building for dummies - A guide for newbies. part 2 Post #7
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would you use tight marking?
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Old 03-20-2007, 12:40 AM   Tactic building for dummies - A guide for newbies. part 2 Post #8
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Tight marking and closing down

If a player is told to close down alot and tight mark then he will follow the player around and try to get the ball of him immediately.

Whereas if he has low closing down but is tight marking he will let the player keep the ball more but will keep himself between the ball holder and the goal.

So for your two centrebacks low closing down combined with tight marking is the way to go as it will reduced space for the the AI strikers at the same time as a virtual wall which your defenders have formed.
Man Marking away from home and either when you are at home though if you are using an offside trap then Zonal is better as you will keep your shape more which is obviously important in offside trap tactics.

At home the rest of the team would be better on loose zonal marking as opposed to tight since this gives them more space to attack.

Away tight man marking is advised for the rest of the side with low closing down so they importantly keep the shape of the side.

However the exception would be the strikers who should have no tight marking appled. You want them to have space so you can pass to them.
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Old 03-20-2007, 01:23 AM   Tactic building for dummies - A guide for newbies. part 2 Post #9
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Quote:
Originally posted by bongo nuts:
yeah mate welldone excellent thread if its no problem could you talk a bit about freekicks.
no probs.

Freekicks

GK - Default
Fullbacks - Stay Back
DC's - One forward and the strongest to disrupt wall
DMC - Stay Back if needed
Wingers - Forward
AMC - Forward
Strikers - Both forward (if one is strong get him marking the keeper).

I like to aim for the best header and get John Terry type goals. Quite effective.

Corners

gk default
dr stay back
dl stay back
dc near post flick on (your best header of the two).
dc challange keeper (makes it hard for the keeper to get to the ball)
mc stay back
mc lurk outside area (someone with good long shots)
mr forward
ml farward
sc lurk out side
sc attack ball from deep

aim for near post.

Bear in mind there are many different ways of setting up a corner and many og them are effective - this is just mine.
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Old 03-20-2007, 04:48 PM   Tactic building for dummies - A guide for newbies. part 2 Post #10
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Dayle, after playing 5 matches with the tactic you explained in this threat, my AZ side is even struggling harder.

I followed exactly your instructions, setting up different tactics (home, away etc.) and it resulted in 1 point in 5 games! I play a 442 diamond formation.

Do you have any clue why this tactic isn't working for me? Or is it just that the team need some time to get used to it and I (and my chairman) need to be more patient?
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