Yarema
Quick question, does travel work the same as rest? What I mean is the day after an away match one of those rest slots will be filled with travel. Do players still get a super rest?
Artabora said: Hi and thank you for your answers.

But both tactics have the exact same form. Both team and player instructions. There is no differences.

From point of your explanations, the algorithm needs to measure the same RNG paramaters and finish at same point the test for both tactics. Am I wrong? But mine tested with 2400, Gerrard's tested with 3600.

So could you tell me, what is the exact differences between these two tactics from view of the algorithm? Why it is react different? Or what is the more positive RNG parameters in Gerrard's tactic? Set pieces? Opposite instructions etc? What caused that?

And don't get me wrong mate. I'm just curious.


The test isn't precise, there is a lot of RNG involved. The algorithm does not evaluate tactics, it's based on results. After X runs you need to be above Y points to get more runs. So for example after 2400 runs your tactic scored slightly lower and fell under the threshold for further testing while the other tactic didn't and got another 1200 runs. Purely based on luck.
In the end testing will say putting dribble more on everyone is a +0,5 point gain so everyone will put it in their tactic ... That is why there is less diversity, not because it doesn't work but because we know one thing is just a tiny bit better.
Sanfierro said: Thank you too. Unfortunately, I could not find the topics that answered my other questions in my searches. I guess I am having trouble finding keywords because my native language is not English. Could you please tell me which correct keywords I should use to search? For example, my searches for "cosmetic ti/pi" did not yield any results.

The whole Guides, Researches and Hints for Football Manager area is full of them. Search functions on this site aren't like google, you won't find results with such specific words.

To answer your original questions a bit.
1. Obviously don't completely ignore other attributes, there is a lot speed can fix but not everything. The question is way too broad to give a definitive answer.
2. you can do that, a lot of players don't like and it and the effect isn't huge anyway
3. gegenpress is OP, there are some others that work. Defensive tactics are just inferior in the match engine.

But mainly pick things you enjoy. If you prefer possession game use that rather than bleeding out of your eyes because you can't stand gegenpress even if it scores 2% higher. If you like a player because of the name, technical skill or whatever but maybe isn't the fastest there are ways to make it work as well. Point is don't be a robot doing everything by the book, have some fun.
There are numerous videos on effective scouting techniques. Basically scout a lot of players and only then look for the attributes you want. You want to build as big of a database of scouted players as you can. That way you can then make better choices. Stars are a pretty good first approximation of someones ability.

Depending how low league you start there are different options. In England for example you can get to at least Championship on DoF suggestions for free agents alone. Trial those players for 2 weeks and it's equivalent to full scouting the player except it's free. Complement the free agents with some cheap or free loans and you'll have a promotion capable team each season. After you reach Championship (or something on that level financially in other countries) start building that database: recruitment focuses, national team scouting, team reports, key players at clubs, international tournaments...
This experiment caught my eye. No idea what is going on or why but I thought it was interesting enough to share and maybe spark a debate.

So apparently if players don't train at all their CA won't change much (at a young age) but they will start losing attribute points in technical and mental areas and gain them in physicals instead seems like throughout their career. Considering how strong physical attributes are in the match engine and if we look at some of those players ... I think there is potential there for something completely broken. With a few tweaks obviously.

Lapidus said: Ok, it's been tested now.

Katana tactic with "Tackle Harder" and "Gut Stuck In" ( 67.4 pts ) - https://fm-arena.com/thread/10629-katana-4231-att-103p-v1-9/

Katana tactic without "Tackle Harder" and "Gut Stuck In" ( 62.3 pts ) - https://fm-arena.com/thread/10936-katana-4231-att-v1-9-no-th-no-gsi/


The score dropped from 67.4 pts to 62.3 pts so the difference is just about 4 pts. I'd say it isn't a big difference so if you don't happy about the high amount of cards your team gets during a season then you can remove "Tackle Harder" and "Get Stuck In".


5 points for a "single" setting? I'd say it's quite a big effect. Probably more than almost any other buttons you can change in a tactic.
johnconnerson said: I could just be unlucky, but it seems like a lot of the meta tactics generate a lot of yellow cards. Why is that? It's something I've noticed over the last few games, so it isn't just a FM24 issue.

I recently started a new save using the Katana 4231 tactic and 7 games in my team leads the league in yellow cards. More than DOUBLE the amount as the team ranked 2nd. Is there a way to alleviate that or is that the price I pay for a good defensive tactic?


I usually just accept this will happen and substitute accordingly and rotate around the suspensions. Even with a ton of yellow cards the red cards aren't that common, maybe a couple of games per season where it's really an issue.
This is last years preliminary test https://fm-arena.com/find-comment/18382/
Tavares82 said: I have some questions about the fm genie scout.
In relation to a player, what is the best position?


Wherever he fits in your tactic. I find it much easier to fit the player to a tactic than the tactic to the player.

The issue with these ratings is that some roles are much easier to get a high score in (for example BWM), and it doesn't mean that it is necessarily the best option or best fit for your tactic. A 73% CWB-S could actually be relatively better than 74,8% IWB-S. Or maybe you just prefer certain roles. You can however compare different players in same role.

And then in the end it's always about performance. Some players will play better in a certain role that you cannot predict by looking at their attributes.
Not too hard to test although I haven't seen anyone do it. Take a sample of a single game played like 200 times each for different scenarios: holiday through, instant result and maybe even watch. I suspect the first two options should be the same, less sure about the 3rd.
masonma71 said: Am just a bit confused, when I look at the tactics testing tables, I notice as well as results for each patch, there is a also a plug and play table. Which would be the definitive list to try, the latest patch or the plug & play

It's the same results, except plug&play has tactics that don't require players natural in uncommon positions (for example MR/L) or an unusual number of players in same position (3 strikers)
Meriten said: It's the power of RNG. 2,400 matches give enough room for such increases.

Barely, and unlikely. Some differences are huge.
It doesn't mean they don't do anything, only that the total effect of various options is quite close. Which is good. People complain non stop how gegenpress is the only way to play the game and that you cannot do other styles. And now when you have 3 more or less equal options it's again not right...
Gianaa9 said: Could you provide IF and FB PIs? I think that using Hold Up on IFs could improve Overlaps’ rating respect to others one, did you used it?
Thank You!


Hindering your tactic just to make a specific thing function better is not the way to success.

And the main issue I'd guess from data is that the instructions put players more out of position, thus leaving the team more vulnerable in defense.
So I've watched the EBFM video. Kind of interesting data on double intensity. But when I try it in my own save the fitness level of my players is just that tiny bit worse that they don't fully recover in time for next match in 2 matches per week scenario. Anyone else tried the same?
Dribbling is one of the 9 at 20, super important. In fact dribbling attribute isn't even dribbling in the classical sense, but more like ball control.

Anyway, I think anyone visiting this site is hardly surprised by the results.
Meriten said: Individual training has no effect on attributes within a position (no difference between e.g. no-nonsense centre-back and ball playing defender). It has an effect when you train a new position e.g. right defender learns wing-back position. But this is valid for all training sessions.

My test:
Spoiler DL is trained as DL (Wing-back attack)
DR is trained as WB (Wing-back attack)
Only match practice training
Starting point of all attributes = 50 (ingame = 10)
Players are 20 years old
4 runs



It seems that DR doesn't train natural fitness and strength.


I can't tell a thing from this test. The valid comparison is no individual role selected in training vs selected, and then running match practice. Even then I suspect the difference is small.
Do you use individual training? Because that's where I think match practice shines, focusing on those key attributes and possibly new position training.
You can't just add them up