ZaZ
max 737 said: So if Reflexes and Agility are the same then what do you train?

Like I said, I prefer GK Reactions, but the chinese guys who investigated training and performance of attributes train Agility and Balance instead. They probably know more about it than me.
LMJ said: Hi - sorry if this is a stupid question, but may I ask - why do your training schedules have less training sessions than the generic ones?

Discounting rest days, would it not be better to fill in most of the empty sessions with additional training in defending, attacking, set pieces etc..?


There is a thread talking about it.
https://fm-arena.com/thread/13508-training-is-fake-it-just-assigns-attributes-not-grows-attributes-results-based-on-a-large-number-of-tests/

In this other thread I explain the reasons behind my proposed training schedule.
https://fm-arena.com/thread/18274-optimal-training-schedules/
max 737 said: @ZaZ  Do we train the GK for reflexes or agility? Which is more important?

Goalkeepers are hard to measure. Both attributes are important, so I usually train the lowest. GK Reactions train Reflexes, Anticipation and Composure, while the alternative trains Agility and Balance. In my opinion, GK Reactions is better, but the chinese guys who investigated training and performance of attributes train Agility and Balance instead.
Drop Off More with progress through the flanks.



Testing interaction between defensive line behavior and progression vector. In theory, pressing more should benefit attacking through the middle (recovering ball closer to the goal), while less pressing should benefit attacking through the flanks (more space to exploit behind defenders). This one is neutral on defensive line behavior and progression.



Trying a very compact OOP formation, defending in two lines instead of three.



Removed a few player instructions to have a better reference in this patch.



PWB in the back.



Mix of Autumn 2.61 and 2.64.



Testing some changes in OOP instructions.



Testing changes in some OOP instructions.



Hopefully no impact in performance, then.
lasko911 said: They did, but it's laughable. It's just DB updates and minor tweaks, they didn't touch a simple important issue in the game.

They said they might do some minor fixes in the match engine, so tactics might need to be retested again.

https://community.sports-interactive.com/forums/topic/594137-official-football-manager-26-feedback-thread/page/525/#findComment-15035823
Trying bacline changes in Autumn 2.09 VA.



Changes in defenders without the ball.



TactocTestor said: Hi great tactics as always. Would you prefer a 18 pace/accel guy but 10 drib or a 20 pace/accel guy but 12-13 drib. I'm not sure if pace/accel will have diminishing returns at high level that may make other 2ndary stat worth it?

I assume you mean 20 pace and acceleration with 10 dribbling? That one would perform much better than 18 pace and acceleration with 13 dribbling.
Midfielders getting further forward, wingers crossing from byline, and everyone shooting less.



Just Autumn 2.41 + central defender pressing less. Best Burnley results so far. I am trying this since it works in the top tactic, and it makes sense since I always said the weak point of Autumn is the BCB that gets overloaded during counter-attacks. Pressing less gives time for other defenders to recompose the backline.






Player Instructions, Opponent Instructions and Light Version In Possession
All: Tackle Harder
BCB: Pass Shorter, Trigger Press Less Often
OCB: Shoot Less Often, Take More Risks, Pass Shorter, Trigger Press More Often
AWB: Sit Narrower, Cross From Byline and Shoot Less Often
IF: Stay Wider

Opponent Instructions
None, and only recommend people to use if they know what they are doing.

Light Version
The goal of this version is to preserve players, saving condition while avoiding injuries and cards, at the cost of performance. Use when you have a comfortable lead.
All: Ease Off Tackle
Team Instructions: Positive mentality, Stay On Feet, one step below in Trigger Press and Tempo.

Training and Set Pieces Schedules
Ideally split 3:1 during the season, which means Rebalance is used once a month.
Rebalance ([Resistance]): Redistributes CA among the most important attributes.
Growth ([Physical]x5[Attacking]x5 for one match or [Physical]x2[Attacking]x2 for two matches): Improves secondary attributes, with focus on key attributes.

Rest and Recovery
Three Rest sessions are used after every match to trigger super-rest, and Recovery sessions are used to reduce the loss of match sharpness in days without training.

Automatic Intensity
Double when full energy, and no pitch or gym training when below full condition.

Individual Focus
Quickness, or Agility/Reactions for goalkeepers

Roles
Not needed, but you can pick any role with highlighted Pace and Acceleration to train new positions

Set pieces and training are in the attachments. Pictures for people on consoles are below.








For youth teams, I usually do just the rebalance routine (Resistance x1), to ensure players grow Pace and Acceleration without compromising their potential attributes.

Preferred Player Attributes Top priority: Pace and Acceleration are by far the most effective attributes.
Minimum requirements: 6 in Work Rate, Agility, Concentration and Stamina. These attributes hurt a lot when low, but do not improve performance significantly at higher values.
Only look below if still in doubt between two players.
Priority #2: Jumping Reach (especially for defenders).
Secondary requirements: 10 in Balance, Dribbling (especially for flank players), Work Rate and Anticipation.
Only look below if still in doubt between two players.
Priority #3: Dribbling and balance.

Example of ideal player
Pace: 18+++
Acceleration: 18+++
Work Rate: 10
Agility: 6
Concentration: 6
Stamina: 6
Anticipation: 10
Jumping Reach: 10++
Dribbling: 10+
Balance: 10+

There are two player filters in the attachments. You can use them in Recruitment > Player Database > Edit Search, loading them in the cog icon by the bottom left. One filter is to remove bad players, while the other is to show very good players (but might filter out some good outliers).

Credits to everyone in FM-Arena who did small experiments which gave hints to what might be working well in this patch. Probably there will be a better tactic inspired by this one in the next hours or days, so I am just happy to contribute.
ZaZ - Autumn 2.58 Light.fmf
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ZaZ - Set Pieces.fmf
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ZaZ - Rebalance 2.fmf
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ZaZ - Rebalance 1.fmf
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ZaZ - Growth 2.fmf
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ZaZ - Growth 1.fmf
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Uploaded : Apr 5, 2026
Testing neutral defensive line with shooting less.



daviddgc said: Yes. But only on 2025 and 2030...

2025:
CA:101
PA:138

2030:
CA:128
PA:138

I will try with a 1:3 ratio.

Should I try the rebalance 1 [x1] and the growth 1 [x3] or the rebalance 2 and growth 2 instead ?


Thanks!

A player with 128 CA with those physicals should make him stronger than many 150+ CA players. How do you feel about him, does he perform well in the league? I assume he would be one of the top performers of the league, despite below average mental and technical attributes.

About training, schedules 1 and 2 are for weeks with one match and two matches, respectively, so you use rebalance 1 when there is one match in the week, and rebalance 2 when there are two matches. The 1:3 ratio should be good, but risks reaching PA before physical attributes peak. I do not know how it compares to 1:2, but my hope is that one of those settings will have similar level of physical attributes, with a bit more technical and mental since some CA is wasted when players do not hit PA.