Higher version number should indicate a more recent tactic.
If you think that some of the previous versions(e.g. Blue 2.1) is the best for the 21.4 patch then there's nothing wrong in uploading it once more but with a different name(e.g. Blue 3.0).
Please, let me know when you sort it out.
Thanks. Expand
Ohh, didn't think it would be fine to just rename it to higher number. Gonna update it.
Deleting your tactics, especially those which were tested, creates great confusion for everyone and nullifies our work. Please, never do that.
Tell me when you sort out your threads and I'll add your new tactics in the queue.
Thanks. Expand
Sorry, I thought it wasn't useful anymore since you can't roll back to previous patch. I will get it back immediately. I deleted because I thought it would confuse people to have a version 2.2 that is outdated while version 2.1 is considered the one to be used in this patch, so I thought it would confuse people to leave them there.
Updated for this patch. Since I Blue 2.1 performed better in my experiments, this one is a variation of that tactic instead of 2.2 or 3.0 (which failed).
Dark Blue is just a very attacking option of Blue, just like the very attacking version of Phoenix. I put it there because a few people asked for it before.
I've removed Blue 2.2 from the first post since it now performs worse than 2.1. If anyone still wants to use it, it's the same as 2.1, but with "Use Tighter Marking" option enabled.
I'll keep Blue 2.1 for this patch since my attempt of 3.0 was also performing worse than 2.1. Unfortunately, Phoenix became too similar to Blue, so I'll probably set it aside for a while to work in different formations. @Zippo can test Blue 2.1 anytime.
@Mark, my Leamington side just reached Premier League. It wasn't as easy as the other seasons, since I ended 5th and only got promoted on playoffs. I guess the final playoff was the most stressing match I played in a long while, with my team barely holding a 1-0 lead against a much stronger team. For reference, a single player from the worst team in Sky Bet Championship (second division in Englad) has the wage of my entire team.
JTC said: You have already forewarned us that this is a high intensity tactic and will kill our players if the squad is not big enough and there is not enough rotation. Well this is killing my squad now. I am only in Dec and my 5 main attackers (wingers x 2, CM(a), SS x2) all play with low fatigue (although full green condition) which is affecting their performance (e.g. you see them miss easy sitters). I am also using your in-season training schedule. I did a fair bit of rotation but there are players who demand to play in as many games as possible or else they become unhappy with game time. Is there a quick (or any) fix? Should I tone down the training or even rest some of the key players for a few days? I have been wondering whether I do need to start with extremely high tempo in every single game or perhaps can start from normal tempo in home games when my team should be doing more comfortably. Expand
Unfortunately, the best way to solve fatigue is by skipping matches. Before every season, I always reduce the agreed playing time of all players to as low as possible, as I stated in the link below (without the exploit part). https://fm-arena.com/thread/991-playing-time-exploit/
If some player still wants high playing time, then wait until he gets tired and promisse to rest them, or send them in vacation. Up to regular starter, they still get happy even if you rest them every other match. For those annoying star players, you can make a plan to rest them with substitutions when matches are definitely won, like 2 or 3 goals ahead.
For training, you can use some week with only one match to rest players. For example, you can get the wednesday to do two recovery and one rest sessions, and maybe do the same for the teamwork, attacking movement and defensive positioning, since you only need one of these for each match.
P.S.: You can also change the training intensity for that player to lower values. Usually all my players have double intensity when full condition, but you can lower to normal intensity or even half intensity for a week or two. I don't do that because I always forget to change back to full intensity.
Kyle said: Sorry if you've already answered this but have you tried messing around with throwins? Not sure about others but regardless how I setup longthrows since the last update they just don't seem very effective and almost cost me more chances than they create. I see that you have long throwins on 2.2 so curious if it's just me not having much success or if you've just kind of left it like that because you haven't tested alternatives. Expand
I did lots of experiments in the set pieces thread. I tried different deliveries and players in different positions, but this one got me the best results. However, it's very hard to improve throw-ins because they are pretty hard to test, since their impact in the game is not so big. Actually, I found out that good defensive throw-ins are more effective than good attacking throw-ins, because you can get some nice counter attacks if done right.
ta2199 said: Maybe because that routine try to use an old ones from previous fm versions. Since Fm 21 doesn't provide the " Taker " roles in set piece
Also recently I found a useful tip is go to Tactic - Filter - Check the Reserve Squad. This provide good rotation for the first team if you are a lazy man Expand
Yeah, I end up setting takers manually (choosing specific players) because setting the position doesn't work. I got this version of corners from Motion, if I recall correctly. We were experimenting those things int the set pieces thread, where I first gave some attention to set pieces. I believe most people got the base for their set pieces from Duke or Maverick, which took from even older versions.
Django said: @ZaZ is it make any differance MR takes left side, ML takes right side? or should they use it from their own side? MR = Right corners / ML = Left corners etc.. Expand
I use their own side for two reasons. First, if a goal doesn't happen, you don't have the opposite side empty. Second, if a goal doesn't happen and the ball return to them, they have the right foot to dribble and cross again. There might be something else to corner taker, like different curve effect depending on favorite foot, but I didn't dig that far into it.
Django said: @ZaZ i use blue 2.2 but I hardly score any goals from corners and free kicks. Who should take the corners and free kicks? Are they the best players on the team or a specific role? For example, should I use players in that specific role, even if they have low corners or free kicks? Expand
In the set pieces, it's set for ML/R to take corners, but for some reason the best taker is doing corners. I don't know why, probably a bug. For free kicks, I usually let the best taker go for it.
My teams usually score around 15 goals from corners and around 10 from free kicks, including direct free kicks. Even though, I wasn't able to please my board when they asked me to play for set pieces. The top tactics aren't much better either, they are all pretty close in set pieces.
ta2199 said: 2.2 with a little tweak, but It isn't consistent enough. Anyway, just use Blue 2.2 with the Tranning ZaZ provide and you will have great result. Trainning affect your results a lots Expand
Just tested and it didn't seem very promissing. It was very close, but slightly worse.
Markizio said: If you test in a normal league then per 1 run you test for 38 matches, per 3 runs 38x3=114 matches and per 5 runs 5x38=190 matches.
if you test in a custom league then per 1 run you test for 152 matches ( 2 teams each 76 matches ), per 3 runs you test 152x3=456 matches and per 5 runs you test 152x5=760 matches.
So 190 matches vs 760 matches... I'd say it's a big difference. Expand
I don't have the program to freeze stats, and I don't know what custom league they use here.
Higher version number should indicate a more recent tactic.
If you think that some of the previous versions(e.g. Blue 2.1) is the best for the 21.4 patch then there's nothing wrong in uploading it once more but with a different name(e.g. Blue 3.0).
Please, let me know when you sort it out.
Thanks.
Ohh, didn't think it would be fine to just rename it to higher number. Gonna update it.
Please, check this - https://fm-arena.com/find-comment/3967/.
Thanks.
Fixed. Sorry for the trouble.
Please, restore the 2.2 version which was tested.
Deleting your tactics, especially those which were tested, creates great confusion for everyone and nullifies our work. Please, never do that.
Tell me when you sort out your threads and I'll add your new tactics in the queue.
Thanks.
Sorry, I thought it wasn't useful anymore since you can't roll back to previous patch. I will get it back immediately. I deleted because I thought it would confuse people to have a version 2.2 that is outdated while version 2.1 is considered the one to be used in this patch, so I thought it would confuse people to leave them there.
Dark Blue is just a very attacking option of Blue, just like the very attacking version of Phoenix. I put it there because a few people asked for it before.
I'll keep Blue 2.1 for this patch since my attempt of 3.0 was also performing worse than 2.1. Unfortunately, Phoenix became too similar to Blue, so I'll probably set it aside for a while to work in different formations. @Zippo can test Blue 2.1 anytime.
Are you going to update this for the 21.4 patch?
Thanks.
Yes, I will post the version based on 3.0 as soon as I am satisfied with this version.
Not much changed, it still works.
P.S.: I will play around with attacking throw-ins and create a 3.0 version. It might take a few days since I'm quite busy with other assignments.
Unfortunately, the best way to solve fatigue is by skipping matches. Before every season, I always reduce the agreed playing time of all players to as low as possible, as I stated in the link below (without the exploit part).
https://fm-arena.com/thread/991-playing-time-exploit/
If some player still wants high playing time, then wait until he gets tired and promisse to rest them, or send them in vacation. Up to regular starter, they still get happy even if you rest them every other match. For those annoying star players, you can make a plan to rest them with substitutions when matches are definitely won, like 2 or 3 goals ahead.
For training, you can use some week with only one match to rest players. For example, you can get the wednesday to do two recovery and one rest sessions, and maybe do the same for the teamwork, attacking movement and defensive positioning, since you only need one of these for each match.
P.S.: You can also change the training intensity for that player to lower values. Usually all my players have double intensity when full condition, but you can lower to normal intensity or even half intensity for a week or two. I don't do that because I always forget to change back to full intensity.
I did lots of experiments in the set pieces thread. I tried different deliveries and players in different positions, but this one got me the best results. However, it's very hard to improve throw-ins because they are pretty hard to test, since their impact in the game is not so big. Actually, I found out that good defensive throw-ins are more effective than good attacking throw-ins, because you can get some nice counter attacks if done right.
Also recently I found a useful tip is go to Tactic - Filter - Check the Reserve Squad. This provide good rotation for the first team if you are a lazy man
Yeah, I end up setting takers manually (choosing specific players) because setting the position doesn't work. I got this version of corners from Motion, if I recall correctly. We were experimenting those things int the set pieces thread, where I first gave some attention to set pieces. I believe most people got the base for their set pieces from Duke or Maverick, which took from even older versions.
I use their own side for two reasons. First, if a goal doesn't happen, you don't have the opposite side empty. Second, if a goal doesn't happen and the ball return to them, they have the right foot to dribble and cross again. There might be something else to corner taker, like different curve effect depending on favorite foot, but I didn't dig that far into it.
In the set pieces, it's set for ML/R to take corners, but for some reason the best taker is doing corners. I don't know why, probably a bug. For free kicks, I usually let the best taker go for it.
My teams usually score around 15 goals from corners and around 10 from free kicks, including direct free kicks. Even though, I wasn't able to please my board when they asked me to play for set pieces. The top tactics aren't much better either, they are all pretty close in set pieces.
I tried sometimes but couldn't find anything better than just changing mentality to Very Attacking. Do you want me to upload that?
Anyway, just use Blue 2.2 with the Tranning ZaZ provide and you will have great result. Trainning affect your results a lots
Just tested and it didn't seem very promissing. It was very close, but slightly worse.
if you test in a custom league then per 1 run you test for 152 matches ( 2 teams each 76 matches ), per 3 runs you test 152x3=456 matches and per 5 runs you test 152x5=760 matches.
So 190 matches vs 760 matches... I'd say it's a big difference.
I don't have the program to freeze stats, and I don't know what custom league they use here.