ZaZ
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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Uploaded : 9 days, 4 hours ago
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 : 9 days, 4 hours ago
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.
daviddgc said: Thank you for your feedback.

It’s not only dribbling that is affected, but also finishing and other technical attributes, which have declined. This seems to be a general trend across the entire squad, but it is particularly noticeable with this player.

We can clearly see that finishing, dribbling, and passing have dropped significantly when comparing screenshots from 2025 to 2030. As I mentioned, this issue is affecting the whole squad.

Since I alternated weekly between the Rebalance 1 and Growth 1 training schedules, I started to think something might be wrong. Perhaps these schedules are not suited for young players, and a certain level of maturity is required to stabilize technical attributes.

Physically, as I said, the players have become beasts. However, technically, their attributes have declined significantly.

This leads me to wonder whether, when developing a player from the age of 17 with a focus on physical attributes, there is a specific age range at which those physical attributes can be “locked in,” allowing training to shift back toward technical development to improve those attributes again.

Overall, I’ve noticed that the only technical attribute that has improved significantly is long shots.

Thanks again for your feedback and for the work you’ve done.


Just to be clear, those tables were posted by another person in this forum.

Anyway, I recommend you to try 1 Rebalance per 2 Growth, or even 1:3, and I believe that will result in higher technical attributes and mental, without hindering the physicals (as long as it did not reach PA). Is it possible for you to check CA and PA of that player, so I know if he wasted potential or not?
Tactics in FM-Arena testing do not use set pieces.
The idea here is to have the rest of the team holding down more so they don't create too much space between defenders and midfielders.



Thank you for testing, your pictures give lots of insight about how the training works in a real case scenario.

The training schedule was based in those tables below, which measures the performance of players with different values of attributes. There are six tables there:
1. 10 > 18. This shows the most important attributes to be trained to high levels.
2. 10 > 1. This shows pre-requisites for players to be useful.
3. Tables 1 minus 2.
4. Copy of table 1.
5. 10 > 6. This shows attributes you do not want to drop much during training.
5. Tables 1 minus 5.


As you can see in the tables, some attributes are not very useful, others only grow performance until certain value, and other attributes are always worth to be increased.

Looking at your results, training is working as expected, and I assume your player is performing very well with those physical attributes. The only visible issue is the drop in dribbling, so I will investigate here how to transform the decline of dribbling into a slow increase. Thank you for the insight!

P.S.: My recommendation is to try something like Rebalance + 2x Growth, or Rebalance + 3x Growth. This should address the dribbling issue without hurting pace and acceleration considerably.
Autumn 2.32 with the PIs from top Diaboliq.



Autumn with roles from Diaboliq. Basically, changed one CHM to AM to test the influence in results.



Testing some TIs from current top tactic.



TactocTestor said: Hi do you know if this schedule works with FM22?

Hard to know, but I would bet training mechanics were not touched since that version.
jspirata said: In the first post you say you focus mainly on the Rebalance schedule but here you actually mean Growth? Just to understand what you do to maximize youth teams training. I trust you the most for this matter :)

Youth is Rebalance, which is a schedule that increases more Pace and Acceleration, while dropping some technical and mental stats. That allows you to have more CA to grow on Pace and Acceleration, reaching 18-20 in both once you reach PA.