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fmheritage said: English is coming soon. The diagrams, position map and instruction tables already read fine without it — attribute names are in English. It's the manager-style descriptions that still need translating.

looks like this to me
fmheritage said: I built a page that converts real managers' seasons into FM26 grammar — shapes, team instructions, and the attributes each role needs. Free, no login, no ads.

https://www.ffscout.net/fm-tactics/fm26

WHAT'S IN A CARD

- In-possession and out-of-possession shapes, as two diagrams
- A position map showing where the same player moves when the phase changes
- All 27 team instructions (18 in possession, 9 out), with the ones that actually come from the manager's style marked
- Required and preferred attributes for all 11 slots, with a weighting on which ones matter most

WHERE THE NUMBERS COME FROM

FBref / Sports Reference, per manager-club-season. Each side is compared against its own league average for that season, and the deltas set the style axes — pressing intensity, defensive line, tempo, directness, width. Where a manager shows no clear signal on an instruction, the card uses the game's neutral value instead of inventing one.

BEFORE ANYONE ASKS: THIS IS NOT TESTED FOR WIN RATE

I know what this forum is for, and I'm making no performance claim. The match engine is its own system and I can't promise a real-world style translates into results. This is a starting point with a stated reason behind every setting, not a meta tactic. For win rates, the testing tables here are the right tool.

TWO THINGS YOU'D FIND OUT ANYWAY

143 cards, but around 105 unique managers. Pep, Tuchel, Emery, Gasperini and others appear for more than one season on purpose. Pep's City 23-24 next to 24-25 is the one I'd open first — the 23-24 card flags Rodri as the slot with no replacement, and that injury is what triggered the 24-25 change.

38 of the cards are relegation-survival sides sharing a common template. They're badged as such. They weren't researched individually and they will look alike, because those tactics are alike.

INTERFACE IS KOREAN RIGHT NOW

English is coming. The diagrams, the position map and the instruction tables read fine without it — attribute names are already in English.

Selection: top-5-league winners and runners-up, relegation survivors, and UCL/UEL semi-finalists from 2015-16 on. Current season isn't in yet.

If something looks wrong, or you want a manager added, say so here and I'll fix it.


Can u make it on english please
EmreBJK said: Could you please share the tactic?

aint at home yet to share but yeah i will
its some kind of 4231 trasforming to 226
with F9 i got like 64-63 avg pos, so possesion is not the issue
the issue that if i use something like CHF he actually does nothning and dont receive passes, so have 0 or 0.1 xg per game
but its same with almost any other role
only wingers, wingbacks or amc got the opportunities to score mostly
ZaZ said: Depends on your definition of "best". If you mean the forward role that maximizes possession, then DLP is probably your best bet, because they are playmaker (set to receive ball on their feet instead of on space). Players that run into space are more likely to decrease possession, because they encourage longer passes.

agreed
i meant best in terms of how much goals/passes it can provide
A small update
Forward set as CFD, in pre-season matches scored alor, as season started again got these 6.2-6.3 in some matches
Playing 4231, in attack all 4 attacking players staying in flat line almost and all goals goes to wingers or amc, but mostly not forward, how this can be fixed?
Tried F9 to kinda maximise engagement but anyways its low
Got like 200+ goals thru the season where forward scored only 22 in 47(10)
GeorgeFloydOverdosed said: 214 = (((10x1115.573) + 805.20) / ((10x33.83) + 39.33)) / 1 = 31.6737
211 = (((10x1182.2185) + 1000.59) / ((10x37.75) + 43.25)) / 0.977272 = 31.1847
331 = (((10x1202.567) + 1000) / ((10x39.62) + 43)) / 1.05 = 28.2454
260 = (((10x1156.35) + 965.23) / ((10x38.98) + 43.00)) / 1.05 = 27.5696
142 = (((10x1135.2835) + 1048.42) / ((10x36.43) + 42.33)) / 1.25 = 24.3981

So here I am trying to take into account outfield + GK + CA efficiency + intensity.

HarvestGreen didn't include the GK stats for 331 as far as I can see, so I've just inserted a high value of 1000. Even with this high value for GK, it doesn't seem as quite as good overall as 214 or 211, though it does have the highest absolute gain in its favor.

There is one more thing to add into the assessment, which is the effect on other various in-game factors:

214 [Physical]x2[Attacking]x2[Quickness Focus]


331 [Physical][Match Practice][Attacking][Defending][Quickness Focus]


211 [Handling][Shot Stopping][Attacking][Physical][Chance Conversion][Aerial Defence][Ground Defence] [Distribution][Quickness Focus]


331 has a slight edge over 214 due to the better balancing of match sharpness.

211 is much better for match sharpness, but is probably going to wear down condition too much during the competitive season, especially if you have weeks with 2 matches. The main problem with 211 is that it would be so finicky to implement that in all likelihood you're not going to implement it properly every week, and the careful handling of condition would add to this. 211 is nonetheless very good for GK and absolute gain, both of which 214 falls a bit short on.

One more thing to say about 214 is that its what I found to be best using a different method previously. So where things are roughly equal, I'm inclined to lean towards it anyway. And in HarvestGreen's assessment, 214 also scores higher on his 'quality' index than these other 2.

So overall I will still be recommending 214. I just realized that 331 was actually my 2nd recommendation before, I didn't realize until now that that was HarvestGreen's recommendation.

It might be worth setting up 211 for your u21s/u18s, especially if they have no competitive league or cup and you can set and forget it with weekly friendlies for the whole season. Reason is, u21s/u18s easily end up in match sharpness ruts they never get out of, and low match sharpness is a big influence on injury rate, and more injuries = less development.

It's splitting hairs between 214 and 331, so if you feel more comfortable going with 331, that's perfectly fine.

One thing left unaddressed is GK focus. HarvestGreen's data used 'Agility and Balance' as GK focus, so we can't be sure of the effect of any others. But it seems to be the case that Agility isn't as critical as a few others: Determination, Reflexes, Concentration. Personally I've started favoring 'GK reactions' because it focuses on two of those (Reflexes, Concentration). But there's no data on this.


Where i can find those trainings?
archieboytom said: This is the best tactic I ever downloaded for Chelsea. It still has the issues and my winger passing back to midfielders and shoot but it still created the best result! Do you have an away tactic against strong team?

Passing back to midfielders are cause of work ball into box
Remove it, but it will lower the overall xG probably
A4 said: I read this thread and it got me wondering: are reflexes and agility basically everything you need to make a good GK? Also, what's the best way to achieve a high match rating? Is there any way to influence it other than saving lots of shots and keeping clean sheets?

What's the best role or team instructions for farming GK ratings? How much do traits affect a goalkeeper's performance? Is height really that important?

Is there a way to build tactics around the goalkeeper being more involved in play and actually doing things? For example, something similar to the long-throw abuse in the old El Diablo tactics.

https://fm-arena.com/thread/20264-more-attribute-weight-findings-through-data-mining-fm26/page-1/


Height is often linked to Jumping Reach so they both matters
GK perfromance is also kind of tactic thing, some of them make them weaker, if you play with high def line every shot will be probably from counter with more xG for example
In my "not a test" experience its good for GK to have also Handling, One on ones which increases their save rate
Also in a few holiday seasons while searching for a strat for default PSG roster Safonov individualy performed better then Chevalier (more saves and better overall rating) with almost same result for a team
If we talk about long term result will be anywasy the same, tactic and weights will do its things on a distance
GeorgeFloydOverdosed said: The weights for GK in that thread are completely wrong. For instance, Aerial Reach is 1.8 while Reflexes is 20. In fact Aerial Reach is the most important attribute while reflexes is the least important of the big three, and less important than has always been believed. I didn't comment on this in that thread, because the OP does denote 'For goalkeepers, read the top two or three only.'

HarvestGreen's GK data is also wrong. The problem both these people are having is low sample size leading to invalid results.

Here are the ideal minimum weights I derived from brute force testing:


Of those, Aerial Reach is the least flexible in terms how low you can go and get away with it.

Traits do not seem to effect performance at all for any player.

I can't remember if height itself plays any role, but jumping reach in indeed important, so not just Aerial Reach, and jumping reach is semi-determined by height I think (for starting database players it is, and I reckon they probably coded it for newgens too).

One attribute that matters for GK that I think pretty much everybody would be unaware of, and isn't shown on that image, is technique. Technique actually matters quite a lot for GK. It's useless for outfield players, but important for GK.


I have no idea how it works on clean test but in my long save it seams like GK's with Jumping Reach, Height, Reflexes, Handling and One on ones perform better
Gerrard said: Just go on holiday no tweaks to squad

So you letting assistant choose who to play?
just clarifying some things for a newbie tester xd
Gerrard said: Based on ARGUS 26.3 AWB 3430 P105 AC

Hi, what do you choose for holiday options while testing? Like keep current players etc.
And what is first team default roster settings? Best XI or something else?
GeorgeFloydOverdosed said: On 'no detail' processing, possibly.

On 'full detail', can't remember now, but I don't think so. I know for certain that player rep doesn't. I don't think club attributes affect the results either, but I suppose it does come into consideration when AI managers are deciding what team to play against you (you know, how after mid-season, suddenly games get a lot harder once they adjust to your actual team quality).


Somehow Bayern results in CL always worse then PSG for example while having a pretty good roster in stock, so thats why i asked about rep
Cant see anyone tested this yet or im blind
Do club rep affect result?
Counter Press non meta 4-3-3 tactic
Not trying to recreate something just experimenting with PSG roster abilitys
Vertical Tiki-Taka based 4-3-3, with 4-1-4-1 OOP
Solid result with a pretty high xG created and not so much conceded
60% possesion, 124 goals, totaly non meta
Hi Gerrard
As an idea - may you test next time with bayern
Seems like its pretty hard to reach CL and more then 120 goals in Germany
433, solid possesion and serious amount of goals
Time 343 for reference
Btw didnt won CL with any tactic yet with bayern