Bill W
I'm kind of excited to be able to finally help test and create tactics!
I have so many questions I want to be able to answer for myself. 😁👍
Bafici said: Make players avaliable for u19 games.

just the u19s i assume? or is it possible to give anyone time in there? I've never really looked at that before outside of making people avail for the reserve team.
Bafici said: I wouldn't say useless but not relevant to attribute growth.

7x Recovery, 1x Quickness, 1x Match Practice, 1x Attacking this is enough. No need for friendlies


One thing I've noticed is that my team is really struggling with match sharpness.
I'm rotating around a little, and trying to get as many minutes as possible, but when there's only one game a week, it's not great.
Any advice for that? (thank you in advance)
hakatory said: First of all, thank you for sharing these great tactics.

I tested these tactics with Manchester United and Chelsea, but they didn't work well.

I scheduled preseason friendly matches to focus on tactical familiarity, team cohesion, and managing overconfidence, but I can't figure out why.

I used players who met the criteria outlined in the tactic introduction, but the results weren't good.

Did I miss something? Are there any recommended starting foot options for each position?

Would the results be the same if I played the game myself instead of on vacation?


The main thing a lot of people are missing in their tactics is player fit. A "non meta" tactic with players who fit the roles well, will generally out perform a meta tactic with players jammed into positions they aren't comfortable in. That's why the testers here are always suggesting players with a 20 in role familiarity. I have a solid tactic that works well, but I still give personalized roles to allow my players to excel (tactic uses Channel Forward, but my sub is better as a Poacher as an example).

I'm finding this particular theme to be consistent across all the games and posts I'm seeing. Try using the tactic, but tweaking it to better match your team of choice and see if you have better results.

I'm looking forward to having the test league available so I can test a couple theories I have...
Antek99 said: anyone for translate in french pls ?

Un 4-4-2 simple avec des ailiers.

J'ai obtenu d'excellents résultats avec cette tactique dans ma partie solo, j'ai donc décidé de la tester avec Manchester City et les résultats sont plutÎt encourageants. Amusez-vous bien !
FM26
I just can't figure out WHY.
The club accepts my offer.
I've tried both having my AssMan and myself negotiate the deal with the Player, but it never gets to that point and there's just ZERO explanation...

Does anyone have some pointers as to what may be causing it or where to look?
I DO have plenty of money for both the wage and transfer currently available...?
NandaldiaN said: How do you use these ratings?? buy players based on the % of rating in the position???

Sorry, just noticed I hadn't responded to this...

I look for Professionalism at least >=10 and Progress Rate >=5, but, I really prefer Prof >=14 and PR >=7, speed 8 or greater and age <=18 (if just looking for wonderkids to grow/sell), <=23 (if looking for squad players), <=30 if looking for 1 or 2 year gap fillers. Filter salaries/sale value to meet my squad's finances.
Then I pop what's left into a shortlist, load it into my save to see who I ACTUALLY have a shot of signing, and make offers accordingly. I really try to start with speed >=14, and ties get broken by dribbling >10, work rate > 12, etc, finally considering my tactic, unless I deem them "loan and sell" only types...

I hope this answers what you were asking me.
Larnziee said: I become obsessed in FM23 with a tactic called REAPER, it was 5 up front with 3 shadow strikers and 2 wingers.
The whole idea was for the team to sit deep, and constantly hitting sides on the fast counter attack. so this year i tried to recreate it as we have in possesion and out of possesion options now.
I tweaked it 3/4 times until i come up with this, and it just works. Not sure how or why, but it does exactly as i wanted during the FM24 days.
fast counter attacking football which causes lots of 1v1s and seems to stay strong at the back while defending.
Tried and tested with Liverpool, Man Utd, Chelsea, Napoli, Wrexham and now im testing with Forest and every single save is working amazingly.
It will produce low possesion but i've never been fussed with that, as long as the highlights are good to watch then i'm happy.
that's what this tactic was all about. good 1v1 goals and exciting highlights which it's producing over and over again.

As for the instructions, I honestly don't know, i simply set the tactic, set the team instructions, made a few adjustments to player instructions and it just worked.


Well, you can color me intrigued. I remember the Reaper tactic. I never used it, but this year I'm going out of my comfort zone and working on a Pentagon challenge. I have a solid 343 that I'm really enjoying for my Ryukyu side, but I'll take a look at yours and maybe build around it for my 2nd leg/team. :D I mean, the IP/OoP tactics are easily the best part of FM this year, so, it seems like the right year to try some fun/crazy shit. :D
Any specific advice for types of players to use for it (outside of the usual pacey, physical kids with the right touch of other stats)? :D
Larnziee said: Thank me after

You mind posting a screenshot it two?
IP/OoP screens and instructions would be sufficientđŸ€—

NM. You have a separate post for that here:
https://fm-arena.com/thread/15935-fast-paced-goals-galore/page-2/

I'm not sure those results are trustworthy. No attempt to isolate variables... I see you at least tried a few teams with decent results!

Your tactic worked. Hard to say if it was really your tactic or specific instructions or the teams that made the difference though... No?
Gracolas said: Anyhow, does anyone know how to import the schedules? I have made a training schedule based on the screenshots in this thread but then i cant load it to every week

Yes.

Go to change the schedule.
Click create new schedule
Top left select an existing type of schedule
Choose custom schedules
Bottom of that is load schedule
Load it, then select and save it.
You'll then likely have to advance a day for it to "save" in the system
Then you should be able to go back into the calendar select a custom schedule and your imported one will be there.

It's honestly way trickier than it used to be, but it's doable.

Deleting schedules works similarly so your custom schedule don't pile up.
Xeno94 said: That excuse doesn't work for a SIMULATION game.

Bro, you're over here hijacking a thread discussing "recent findings for optimal play in FM24 & FM26"... you know, the title of the thread... with your random ass complaints. If you wanna btich and moan, that's fine, go create your own thread that says "this game sucks I'm mad, come listen to me rant" instead of inturrupting our convo. In fact, the time you're over here wasting typing out a bunch of shit that A. We already know and probably better than you, and B. We don't care and still play anyway... You could playing some other game that doesn't cause you to crash out in the middle of adult conversations.

We get it, you mad.
Now, try to get us, we don't care.
Stop interrupting threads and go do something else with your time. It's more beneficial to your mental health.
Bafici said: No Position-Role-duty training. The rest is correct

No Team bonding or Community Service even? Are these also useless?

Also, if I am unable to secure a friendly for one of those 'Wednesdays', would another match practice be ok? Or would it be better to leave it as rest x3?
[quote]

I would reiterate that position proficiency is a very important attribute, so pick players that have 20 natural proficiency, don't get one with '18' or try and train them into it from another position. Another reason not to do the latter is that there's very little leeway in tricking the CA weighting system. That is, you can't have your DC have high finishing and play them as 18 ST, it doesn't work that way. At best you can give your players a 12 proficiency for 'free', which is useful for saving a sub perhaps, but even this isn't really free because you're spending training time building it up to 12.

...

CA gain cap per year is ~12.5 CA without matches. ~25.5 CA with matches.
[/quote]

Regarding the first bit there, since I think a lot of people are going to use tactics where players change positions (DMs <> CMs, AMC<>Strikers, etc), what's the recommendation?

Ensure they're natural in both tactical positions?
Ensure they're natural in at least the IP tactic? The OoP tactic?
Break the above rule and ensure they're like 18 in both instead of 20 in one?

...

Also. In that last line, what's considered the minimum conditions to hit the 12.5 and 25.5 CA gains in a year?
FaltaM said: Yeah, same here. SI has a long history of adding features that are mostly cosmetic. But it’s still early, and there’s a chance we might get the best of both worlds—benefits from both in-possession and out-of-possession shapes during attack and defense

I mean, just playing with the tactics a bit makes it pretty obvious the players move and react pretty differently based on changes in formations, distances in roles between IP and OoP, instructions, etc ...

I really think this is going to be a great year for all kinds of tactics.
I'm positive certain roles and instructions will stand out as high performers and good formations will remain good. But I really feel the testing will show more "viable" tactics than previous years because of the IP/OoP dynamic.
ZaZ said: I have tried tactics with one DM, but they work the same as FM24. Not completely bad, but apparently two DMs still work better. There is still a long way to test combinations of IP and OOP, though.

Most of the content creators, as well as my own personal tactic, seem to work moving IP wingers or CMs down to MWs and DMs OoP respectively seems to get results.
I've also found lower mentalities like cautious to be actually effective, unlike in 24.
Mid blocks also seem really viable.

Just my early thoughts and experiments.
doru228 said: thank you
how do the players perform with these ratings?


In full disclosure, I'm one season in so far, with a J3 side and I JUST updated the genie settings, but I was mostly already going with the old fm24 preferred stats anyway.

Trying to recruit mostly to pace and jumping apparently works well.
Team did great, crushed the league pretty really.
The genie seems to spit out the types of players I prefer, if that's mostly what you're asking...
But yeah. So far so good!
Yarema said: I prefer having the 1st day after match with 3x rest and 2nd day after match with full recovery (or swap if you are travelling on day1) and only do quality sessions the last 4 days before the match if you use that kind of schedule. So in your example move quickness from monday to friday.

This is kinda what I think I came up with...? (Assuming matches are on Saturdays)

Look about right to everyone?
doru228 said: do you have a picture/ download link for the ratings? i can't see any of his pictures

Try this? I assume it should work.
https://limewire.com/d/BfT6A#mlkyFjin72
Xeno94 said: I've not played a single minute of FM26, and don't really intend to.

Honestly, mate... Good.
No one cares about your negativity.
Enjoy Rocket League!
Yarema said: I prefer having the 1st day after match with 3x rest and 2nd day after match with full recovery (or swap if you are travelling on day1) and only do quality sessions the last 4 days before the match if you use that kind of schedule. So in your example move quickness from monday to friday.

Ah, I hadn't thought of a full day of recovery. (By that, I assume you literally mean Recovery x3, eh?)
I'll try moving Quickness and see how that goes along with adding in the recovery options!
Thx!