A Smile
AM+AM.
AM+AM.
AM+CHM.
AM+CHM.
AM+AM.
wvrdvn said: No instructions on CM’s? Make more runs? Just wingers and full backs? And SS?

No additional instructions have been set for CM. However, I think if this instruction is selected, the pressing would be more intense.
TurboHips said: Well done mate ! What’s the pi’s as on console so can’t download tactic

wingers and full-backs:make more runs.
ss: move into channels.
All: hard tackling.
counter-press.
MC:make more runs.
counter-press.
just a guy who plays fm said: Hi @A Smile

What are the PI's?
- I assume "Tackle Harder" on everyone, but do you use any others?


Hi~
I've only instructed the wingers and full-backs to get further forward, and set the attacking midfielder to move into channels.
Slow down the pace of counterattack.
Parallel 442.
4240.
4330.
overlap&underlap.
overlap&underlap.
Different styles on both sides.
Ochre Reindeer said: Using this tactic, what tweaks do you do in certain situations such as wasting time, trying to score for a comeback?

I wouldn't use this tactic in competitive PvP matches, as this Forward Duty combination will get absolutely battered.:(
overlaps.
Ochre Reindeer said: I'm trying to build my own 4222 based on top tactic in fm arena. Got any tips? Plus I'll use take more risks dribbling more move into channels and tackle harder based on your explanation

While SI has established a complex and detailed tactical system in FM, merely creating tactics based on these settings is just the beginning. The tactical engine in each iteration of FM has unique characteristics, and the only way to develop truly effective 'super tactics' that exploit the engine is through relentless testing.

Even the specific player instructions you mentioned don't necessarily guarantee positive outcomes. Take the 'Get Stuck In' instruction—while it increases intensity, it often needs to be selectively disabled during normal gameplay based on match situations. As for the tactical testing ratings in the ARENA, numerous factors influence them. Beyond the well-known random variance, factors like the AI team's tactical choices, player attribute settings in test saves, etc., are impossible to fully eliminate—ARENA already performs remarkably well given these constraints.

Therefore, the common skepticism about the validity of ARENA's test rankings is largely unfounded. While using different test saves will inevitably yield vastly different results, that doesn't mean one outcome is inherently 'more accurate'. This ties back to my earlier point: minor tweaks to TIs or PIs causing rating fluctuations don't definitively prove which setup is superior.

Another crucial point: many players, including ARENA creators, conduct extensive tests on player attributes and draw conclusions. However, I must emphasize that a tiny difference can lead to huge disparities. Such tests can only represent results under very specific conditions. The dominant influencing factors are the player attribute setups of both your team and the AI teams, coupled with the tactical choices made by both sides. The player attribute settings are particularly decisive.

Firstly, player attributes have synergistic relationships. More significantly, they form collective 'templates'. A single change in a player template within a tactical system can render a previously dominant 'super tactic' ineffective overnight, drastically altering all test results. I highly recommend reading this post. Its conclusions reveal the core nature of player attribute templates in online leagues—a truth I've understood since joining online leagues back in FM19. I can definitively confirm its accuracy.

https://fm-arena.com/thread/15288-some-mechanism-detailed-tests-it-took-me-1-2-months/