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I have enjoyed the tactical discussions led by wwfan, supersaint, Myst_, El Padre, and many others.
One thing that I have noticed lacking in many of the posts is an application of IRL tactics to FM tactics. I know the theme of most of these posts is to find what does and does not work in FM. While I know some just want that "killer" tactic that will beat all. I am sure there are others, who like me, want to design their tactics based upon IRL principles. (and hopefully they can lead to glory in FM).
My goal is to design tactics based on my experience playing (at my best) in a conference N/S level leagues. Here are some of my observations to serve as a base of a tactic design:
1. Speed (pace) is very dangerous. But, even more important is acceleration. A quick first step or two to round a defender was often the key to getting a cross in. A slower player running without the ball will eventually catch most player running with the ball. But, that key first step is the diference in close on the turn or a cross.
2. The best sides often work very hard off the ball. They always seem to make quality runs into space, or to create space. Forwards should be given the freedom to find holes or strech the defense.
3. If you want to play a high defensive line, you need speed at the back to cover the counter attacks.
4. Only teams high/very high defensive lines tried to play a trap. High teamwork would seem logical for this to work.
5. Some of the hardest teams to play against were ones with 2 target men. One high (forward) and they could be play to feet or to head. The second was a MC/MCd that started the offense, and always seemed to be the main support person for drop passes. Positioning is a key element. Else they spend a lot of time running to space. Not sure how well 2 target men work in this game (ie one in attack 1/3, the other in midfield & defense (start to build attack).
5. A strong keeper is a must for a poor/moderate team to compete. I have seen a great keeper win or get a draw for teams that had no right to get a result.
6. One thing missing from tactics in FM2007 is a simple way to assign player instructions at the player (person) level rather than the position level. There is a big difference between a winger who runs at people vs. a winger good at serving the ball into the box. I find it a pain when I make lineup changes and need to spend 10 minutes changing my player instructions based upon who is playing that day, or when I make subs.
7. Most team tactics tend to simple and don't change that much game from game. Most teams tend to play the same way and use the same formation each game. I have seen many teams shape crumble when the try to formations intra-game.
8. If you plan to get your wing backs into the attack, you need to be able to keep the ball. The only thing that leads to counter attack quicker than a poorly taken/easily cleared corner, is a wing back losing the ball in a tackle in the midfield with most of the team in front of them. Thus, run with ball may not be a good tactic for wing backs (at least in LL).
9. You have to CD (close down) better teams with at least some conviction. Giving better teams time and space on the ball only leads to a killer pass and directly to a quality chance. IMHO, better to make the team try and string several good passes together, under pressure, to create their chances. But, it does kill your legs.
10. Winning the 50/50 balls (good heading/jumping) was an easy may to control games. IMHO, hard work/willingness to compete for headers is just as important to heading/jumping, but not sure if it is incorporated into player skills.
11. Was never a big fan of playing 1 striker in LL. Way to easy for 2 DCs to control. But, if you want to play with 1 striker the need to be very skillful, and often able to hald the ball while bringing others into attack. Or very, very fast if you want to play long ball and look for that 1-0 win.
12. At least as many goals, if not more, are due to defensive mistakes, as offensive skill. And, actually it is usually only after 2+ defensive mistakes do they get punished. A couple of examples are:
a) turnover in midfield leads to counter, attack crosses, poor/partial clear by defense does right to attacker, keeper can not hold shot and rebound is tucked into an open goal.
b) defender fails to clear for at least a throw, and goes out for a corner. Serve is met by an open header for a goal.
Often the defense or the keeper is able to cover up for 1 mistake, but not as often on the second or third. Maybe my memory is poor, but the goals from well built attacks with several players touching the ball seem to be the exception rather than the rule.
This leads to defenders needing positioning, keepers neededing handling, clears need to be towards safety first.
13. Creative players need space. The MC/MCd often looks like they are on island by themselves in the middle of the field. They are best when they can receive the ball with many of options for distribution. They don't seemed to be the least concerned when closed down by only 1 defender. They know if they shield the defender they will still have 1/2 of the field open to them. And, if the defender's challenge is off, and they can not contain, the creative player will have tons of open space in front of them. It is only in close quarters with several own team or opponents around, that they become ordinary players.
14. A tight defense is better than loose. Let a team try to win with just shots from 25+.
15. Defenders need to be sure on the tackle, or it is better just to contain an attacker and wait for a bad touch/bad pass. Nothing rips a defense out of position more than an attacker running with the ball and space.
16. Defenders are oten the players with the worst first touch/passing/dribble skills, etc. Good idea to press and get turnovers in offensice third. Good to do against worse teams where you can get an easy early goal or two, then become more passive and save legs.
17. Just 1 good defenders who can win all/most balls in the air will completely shut down a kick and run team. I know it sounds simple, but nothing is more frustrating for a K&R team to get thrown back on defense after every long clear. It is actually funny to watch the frustration! Defenders do all the work and the forards can't even win 1 head ball.
18. Most LL teams are lead by 2 maybe 3 key players. A team having 3 key players usually was too much skill in different parts of the pitch to overcome.
19. Most games are decided by lower skilled players of each team. If my 10th and 11th worst players are better than yours, I will often win. It seemed it was how bad is your worst player, rather than how good is your best player that made the difference. Really good players in bad teams/leagues usually found themselves on a better team/league soon.
20. Last point for now. Most players did best with simple instructions. Most players at LL can run at people, cross, and look for the thru ball. Design your tactics/instructions around players skills. Don't expect them to be able to do everything. Don't be afraid to fall back on your key player. They are usually clearly better quality than other players on your team. You want the ball at there feet at key moments.
I hope this was helpful, and generates some ideas/improvements for tactical theory.
Good post. I always try to make tactics in FM based on some real life principles. I'm not sure if that is the most effective way of playing the game, but it sure is the most fun.