@harvestgreen22, checking the tables, I noticed some schedules like 93 and 94, which are only different by the recovery sessions added, yield barely the same results. Is it safe to assume something like [Physical][Recovery]x4 (one recovery per day, then one physical, then match day, then full rest day) will have barely the same results as [Physical] (51)? If true, that would allow me to handle issues with match fitness better.
Antal said: How long does a new player have to be on a team before he can be sold? Expand
Three or six months, I don't remember exactly. Before that, they claim they just signed a new contract and ignore entering any negotiations. Players can only be sold if they sign with the other team, so other teams will not make offers for players that don't want to sign a contract.
50 plus 1 rule said: Oh perhaps I have phrased this poorly. I was wondering if there was a difference in terms of injuries occured in training.
I'm having a hard time deciding if spreading the training across the week would prevent injuries better than having 3 intense days of training followed by 2 full rest days?
Or perhaps 2-3 full rest days, followed by 2-3 days of intense training, then a match. Expand
Training intensity affects injuries, so it is better to spread the intensity as evenly as possible during the week, making sure you leave a day of full rest after matches to trigger super rest. Resting before matches serve no purpose, you should always rest after matches to get everyone back to training, like Yarema said in their post.
Faker said: do you still use your re balance and growth training ? Expand
Yes, I still use it, but I switched my rebalance to 1x Physical. In the table, it is 80 + 150. Keep in mind it requires intense rotation to maintain match sharpness, and I usually do youth matches one day after senior matches to send players that didn't participate (I leave those matches to be played by Ass Man, though).
I think they just increased the number of tests in top tactics, for accuracy. They did the same last year when tactics got a bit stale, to confirm if the best was actually the best, or if it was some tactic slightly behind.
50 plus 1 rule said: @ZaZ Assuming that you're creating a training schedule in a week with a single match day (e.g. Saturday).
When using a training schedule like B8, do you spread them out across the week before the match or do you put all of them in the first 3 days, and give your players full days of rest before the match?
Is there any difference in number of injuries if I stack them intensely for the first few days followed by full rest days, compared to spreading them out across the week? Expand
I am not the author of this topic, so they would probably be better to answer. What I do when I have a schedule with 6x attacking sessions is to divide 2x attacking on monday, 2x on tuesday, 2x on friday, so it has one full day of training on wednesday, thursday and sunday. That allows to fit a second match on wednesday, and to have full rest day after each of those matches.
About injuries, the most important factor in my experience is to have fully rested players before they start training again. That's why I use "no pitch or gym training" below full condition, but the recommended by the authors for optimal growth is to train starting with 80% condition.
Testing increased pressure from backline against increased pressure from all players. This one has only in the three defenders.
Player Instructions, Opponent Instructions and Light VersionIn Possession OCB: Shoot Less Often and Take More Risks AWB: Sit Narrower, Cross From Byline and Shoot Less Often IF: Stay Wider
Out of Possession All: Tackle Harder OCB + BCB: Press Trigger More Often
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 PiecesSchedules Ideally split evenly during the season, alternating every week or month. (Experimental: Using one Rebalance for every two growth sessions, to improve dribbling in long term.) 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 AttributesTop 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.
Testing a defensive variant of Autumn without sacrificing much performance. It is what I do when I want to concede less goals, switching mentality to positive and IFs for IWs, so I want to check how well it works in the tests (or if it does not work well at all).
Antal said: I often start games in England's sixth division with the weakest and poorest team. I've wondered about this too, but I've come to the conclusion that training without a good facility and without good coaches, working part-time and with no training days in the schedule, won't develop stars from my young players; my team is rising faster than these players. Therefore, the only correct solution is to create two squads of players from available players, add a third squad of players on trial (for friendlies), and play one or two friendlies and one or two league games each week, so that each squad gets to play once a week. That's three games a week. The goal is to earn the maximum amount of money to improve the training facilities. Expand
It is pointless. In semi-pro teams, the players are so bad that it is often better to hire a full team of free players once you get promoted. Sometimes you keep a few of them after promotion, but the training is not so efficient when you barely have enough staff or training grounds.
The idea here is to recover possession as far away as possible from my line of defense, trying to keep the ball closer to my strikers instead of the defenders.
Three or six months, I don't remember exactly. Before that, they claim they just signed a new contract and ignore entering any negotiations. Players can only be sold if they sign with the other team, so other teams will not make offers for players that don't want to sign a contract.
Thank you for testing!
I'm having a hard time deciding if spreading the training across the week would prevent injuries better than having 3 intense days of training followed by 2 full rest days?
Or perhaps 2-3 full rest days, followed by 2-3 days of intense training, then a match.
Training intensity affects injuries, so it is better to spread the intensity as evenly as possible during the week, making sure you leave a day of full rest after matches to trigger super rest. Resting before matches serve no purpose, you should always rest after matches to get everyone back to training, like Yarema said in their post.
Faker said: do you still use your re balance and growth training ?
Yes, I still use it, but I switched my rebalance to 1x Physical. In the table, it is 80 + 150. Keep in mind it requires intense rotation to maintain match sharpness, and I usually do youth matches one day after senior matches to send players that didn't participate (I leave those matches to be played by Ass Man, though).
another new testing method?
I think they just increased the number of tests in top tactics, for accuracy. They did the same last year when tactics got a bit stale, to confirm if the best was actually the best, or if it was some tactic slightly behind.
When using a training schedule like B8, do you spread them out across the week before the match or do you put all of them in the first 3 days, and give your players full days of rest before the match?
Is there any difference in number of injuries if I stack them intensely for the first few days followed by full rest days, compared to spreading them out across the week?
I am not the author of this topic, so they would probably be better to answer. What I do when I have a schedule with 6x attacking sessions is to divide 2x attacking on monday, 2x on tuesday, 2x on friday, so it has one full day of training on wednesday, thursday and sunday. That allows to fit a second match on wednesday, and to have full rest day after each of those matches.
About injuries, the most important factor in my experience is to have fully rested players before they start training again. That's why I use "no pitch or gym training" below full condition, but the recommended by the authors for optimal growth is to train starting with 80% condition.
Player Instructions, Opponent Instructions and Light Version In Possession
OCB: Shoot Less Often and Take More Risks
AWB: Sit Narrower, Cross From Byline and Shoot Less Often
IF: Stay Wider
Out of Possession
All: Tackle Harder
OCB + BCB: Press Trigger More Often
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 evenly during the season, alternating every week or month. (Experimental: Using one Rebalance for every two growth sessions, to improve dribbling in long term.)
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.
Mentality to positive, and IF for IW.
I've wondered about this too, but I've come to the conclusion that training without a good facility and without good coaches, working part-time and with no training days in the schedule, won't develop stars from my young players; my team is rising faster than these players.
Therefore, the only correct solution is to create two squads of players from available players, add a third squad of players on trial (for friendlies), and play one or two friendlies and one or two league games each week, so that each squad gets to play once a week. That's three games a week. The goal is to earn the maximum amount of money to improve the training facilities.
It is pointless. In semi-pro teams, the players are so bad that it is often better to hire a full team of free players once you get promoted. Sometimes you keep a few of them after promotion, but the training is not so efficient when you barely have enough staff or training grounds.
Yes, I will.