ZaZ
Tejash said: @ZaZ What is the difference between water and fire and the rest?

They are all different formations.
Falbravv said: Here is some tests with Low FIRE.
Not impressed to be honest, however results are good for Europa teams, but i will run the same test with FIRE 1.0 which is for me clearly the best, with Cautious mentality.





Thank you for testing! In my experiments, it is as good as Fire, but not much change defensively. That's why I moved to other formations for now.
Chewbacca said: @ZaZ, what does "Low" mean in the tactic names?

Wingers in MLR position, like the difference between Blue and Blue Legacy. People have been complaining of Blue being leaky since the first day, and that is one of the alternatives to get better defense, for a variation to use during matches.

P.S.: I pick W instead of DW because you can change to Ease Off Tackles, which helps against cards, or for a light variation to save energy.
Bogeyman said: but what if someone comes with a corner or throw-ins exploit that boost the result by 30% or more? :)

If it's the only change from some tactic, then it's definitely a tweak. It would be technically testing new set pieces, and not a new tactic.
Tejash said: @ZaZ Can you pleas share your new work? Would love to test it!!

Those are the three formations I'm testing for a more defensive tactic. Feel free if anyone wants to help testing them.

P.S.: I'm also trying some variation with Frost (based on Green), but I didn't manage to get it right yet.

P.S.2: Added Water, the one I'm currently testing right now.
ZaZ - Low Water 1.0.fmf
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ZaZ - Low Shock 1.0.fmf
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ZaZ - Low Fire 1.0.fmf
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ZaZ - Low Acid 1.0.fmf
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I think you could set up a rule, visible in a thread, that allows other users to say like "This tactic is too similar to this other one in this link. Please, give credits on your first post.". That would allow the community to self-moderate and fix the issue without additional work to your staff.

It's also important to define what "too similar" means, and I think anything that has only one or two smaller changes should fall in this category. More than that, then it starts becoming its own thing, but it also depends on the level of changes. For example:
- Changing set pieces should count as one change, no matter how many set pieces you changed.
- Changing player instructions should also count as one change, no matter how many players you change.
- Changing the position or role of symmetrical players should count as one change (like pulling both wingers up or down).
- Some instructions have way less influence than others. For example, changing the distribution type of the goalkeeper has way less weight than tempo or passing directness.

Anyway, it's about having some common sense and acknowledge the number of hours people spent to test tactics and find what works and what does not. For example, I have been testing tactics for 388 hours now in FM23 alone, during beta.
Petrades said: I can confirm that is also works with small clubs. I just put one AF as a midfielder. Media prediction is 15.

I have been testing a number of different shapes to improve defense, like moving one striker to CM, or moving wingers to MLR position. I'm still testing to see what option is the best, and it will probably only be finished after the end of Beta.
Tejash said: @ZaZ  What's the upgrade? Anything interesting??

Still testing if it's better or worse.
Mark said: Group 12 Update



A small movement of a handful of points and Roll the Dice moves down the list. I still think a very stable tactic and so far has the best defence. Interestingly Fire 0.2 moved fractionally in front of Fire 0.3. A mere 2.6 points between the top 10 tactics. All these are definitely worthy of playing in your game. Onto the final Group. It will probably be tomorrow before I finish it.


If it wasn't so close to the new version, I would send you my newer Fire upgrade to test.
MarcoL said: Sorry for the (silly ?) question. Are Fire 1.0 and Fire 1.0 light in this thread diferent? Thanks

Light is a variant to rest players and avoid cards. It is the same as Fire, but all players have Ease Off Tackles, mentality is Cautious, goalkeeper is set to Slow Pace Down, and players are instructed to Stay On Feet.
Tejash said: Somehow keep losing and leaking goals with fire 0.3 and lose simple home games with Arsenal against lower sides. Wonder why it doesn't work for my Arsenal team

Fire has a good win rate on average, meaning by the end of the season, it will allow you to overachieve. That doesn't mean you will win all matches, and it doesn't mean you can't lose 4x0 against a team from a lower division.

However, keep in mind that the right way to play FM is not to just plug a tactic and use it in any situation. You need different tactics for different moments of the match, and for different moments of the championship. Last year, I suggested alternating between Blue and Green, one for attack and another for defense. However, I just started testing with defensive tactic, but I also decided to wait until launch to resume tests since anything becomes invalid after the match engine changes.

In short, I don't have a sort of oracle that gives the perfect tactic, and it takes time to find out how things work in FM23, and to create a good tactic based on that knowledge.
Gabachinho said: Hi!

Goode job Mark:thup:


Can you tell me where i can find "Roll the Dice" tactic please?


https://fm-arena.com/find-comment/14881/
I was comparing Fire 1.0 to Blue 4.0. Fire has way higher dribbles per game and interceptions, and smaller pass accuracy, clearances and tackle won rate. That might be evidence that players retain better the ball and intercept better, which could benefit tactics based on individuality of players.
Link with the four pictures side by side: https://twitter.com/ZaZFM/status/1588865343677960196
Rince said: I'm sure SI will make some changes regarding yellow/red cards... IMHO, the number is too high at the moment

Red is actually not THAT high. Even with everyone tackling harder, it's barely 2 or 3 per season. Yellows, on the other hand...
Droid said: ZaZ, do you think there'll be M.E. changes with the game released?

Most likely, but probably minor. They will probably do the big changes around 23.2 or 23.3.
Chewbacca said: @ZaZ, I assume that Fire 0.3 and Fire 1.0 are the same tactics or there're some changes between them?

You are correct, they are the same. I just named 1.0 because we are leaving beta next week.
Fire is a high intensity tactic based on the successful Blue 4.0 from FM22.

When in possession, inverted wingbacks cut inside to become midfielders while shadow striker becomes a third striker. Defensive midfielder is one of the most important players, offering a short option for passing and holding position to protect the backline. The tactic scores goals from inside the box and distributes them evenly between advanced forwards and shadow striker, with assists distributed evenly between middle and flanks.

Fire 3.1
Crossing to near post to increase goal opportunities. Wingback set to FB-At to participate more in the offensive actions. Defensive midfielder set to DM-De to protect the back and make the game flow through the flanks.



Fire 3.0
This is a blend between Fire and this tactic, assimilating Focus Play Down the Flanks and the throw-in routine.



Instructions TODO: Update to Fire 2.0 instructions.
For people in consoles, below are the screenshots of team and player instructions.







Set Pieces TODO: Update to Fire 2.0 set pieces.
Takers should be the best available. For throw ins, give preference to wingbacks of respective side, and for corners, give preference to wingers of respective side (unless someone has way higher corners, then leave it to better taker).








Training After some experimentation with training, I found the training schedule below to be the most efficient for player growth (for the whole year, including pre-season). Set players to rest automatically when condition is not excellent. The schedule is attached to this post. (Credits to Max for testing the effects of each individual training session.)


For additional focus, goalkeepers train reactions, wing backs and defensive midfielders train endurance, and all other players train quickness.

Keep in mind that some players might be unhappy with the training schedule, complaining of lack of technical training, excess of quickness or something like that. Just ignore them!


Important Attributes For the most important attributes, check this table. In short, Pace > Acceleration > anything else.

Suggested Players

Preferred Foot Difference is minimal even for wing backs or wingers.

Role Ability Ignore role ability, or the stars showing how good a player is in his role. It is just cosmetic, showing the opinion of your assistant manager based on current ability and the role attributes. It is always going to be low for IWB using the same foot as side, despite making no difference in performance. In the end, what really matters is position rating, which should be at least accomplished (dark green).

Remember, the important attributes are not the ones highlighted in a player's role, but those that actually affect performance.


Player Traits Use player traits that promote player instructions. For example, if a role has "Move Into Channels", consider getting the trait with the same name. Avoid getting contradicting traits, like "Stays Back At All Times" or "Comes Deep To Get Ball" for players with the instruction "Get Further Forward". Traits without corresponding instructions, like "Plays One-Twos", are optional and should use common sense based on player attributes.

Opposition Instructions Empty. Change if you know what you are doing, but don't listen to your assistant manager.

Squad Management To be successful in football manager, you need to manage your team's playing time, which affects happiness, match sharpness, fatigue (can only see with sports scientist) and condition. Manage happiness and sharpness by making sure each player is getting enough minutes, and fatigue and condition by avoiding giving more minutes per week than they should play. Note that you can use friendlies and reserve matches to keep players sharp, but those matches have no effect on happiness.

My suggestion to manage the squad properly is to add two columns to selection info: "fitness and injuries > fatigue" and "stats (general) > general > games missed in a row". You can do that by right clicking any column name in squad screen, e.g., name, position, and selecting insert column. Make sure you don't use players with high fatigue and don't let any player reach too many games missed in a row (between 3 to 5 depending on your squad size).

To keep players fresh during the season and avoid injuries, I also recommend setting automatic training intensity to rest all players below excellent condition, as in the picture under "Training" section.

Morale is another characteristic that needs management. The easiest way to increase morale is by winning, but you can also praise last (official) match, recent form (last 5 games) and training level, as well as criticize the same things. For last match and training level, threshold rating for increasing morale is 8.05+ for praising and 6.3- for warning. For recent form, you can safely praise anyone with rating 7.5+.

Finally, you also need to manage complacency and anxiety. Do that through team talks and shouts. The effect is based on players' hidden status and match odds, but some talks and shouts are usually more positive than others. For example, praising a winning team with shouts usually gives a positive response, as well as encouraging your team when not winning (losing or tie).

For team talk, I usually prefer to relieve pressure by telling them to play their natural game, then tell them individually that I have faith in them. At half time, I praise them if winning by at least two goals, otherwise I tell them I'm not happy. After match, I praise them for victories, tell them I'm unhappy when we don't win and sometimes warn against complacency after big wins. Keep in mind that you should be a little lighter with your team when playing against stronger opponents.

If one of your players gets a yellow card during a match, it might be a good idea to change his player's instruction to Ease Off Tackles to avoid being sent off. To do so, click on the player card by the bottom of match view, then click player instructions. You can also do the same for exhausted players if you run out of subs, as well as reducing his individual pressing trigger, to avoid injuries.


Bad Results It's very common for some people to have a series of poor results during a season and think the tactic stopped working. Below are ten reasons your team might stop winning for a while.

1. Complacency: When a team wins too much, players take victories for granted, not giving their best. To avoid that, you must motivate them with team talk, shouts and media handling.

2. Pressure: When playing against stronger teams, your players might feel pressured and perform worse. To avoid that, you need to relieve pressure on team talk, shouts and media handling.

3. Fatigue: When a player has high match and training loads, he builds fatigue. It's not the same of condition or match fitness and you need a sports scientist to see it in the medical centre. To avoid that, you need to rest from training and rotate your squad.

4. Morale: When you lose matches or certain events happen (like player getting unhappy), players lose morale. It is one thing that affects performance a lot, so it can create a bad spiral if not managed properly. To avoid that, praise and warn players based on last match score, form (last 5 matches) and training. You can also increase morale with team talk after matches, team meetings and other forms of interaction.

5. Poor form of players: Sometimes, strikers can get into a poor form that lasts a long time, like ten matches without scoring or more. I am not sure if there is an internal mechanic for that, but it certainly happens fairly often. If both your strikers get into poor form at once, it can get really hard to win matches. To avoid that, I believe you need to score to avoid the poor form, but it might also be just RNG.

6. Injuries: It is fairly common to have injuries by the mid of season, forcing you to use worse players or play in lower condition. To avoid that, you need good physios, lighter training during season, rest and rotate players.

7. Condition: By the middle of season, you usually have several championships being played at once, forcing you to play 2 or 3 matches a week for several weeks in a row. That can force you to rotate to players of lower quality or use players with lower condition. To avoid that, you need to rest players from training and build a balanced squad to rotate.

8. Match fitness: Injuries and lack of rotation can make your players lack match fitness, decreasing their performance. That can cause your team to suffer when you are forced to rotate because of injuries or tight schedule. To avoid that, either rotate your squad or use those players in reserve friendlies.

9. Hidden attributes: There are hidden attributes like consistency and important matches that make your players not have maximum performance during some matches. There are other attributes like injury proneness and dirtiness which can harm your chances of winning some matches. You cannot avoid that unless you hire players with better hidden attributes.

10. RNG (or randomness): Sometimes, your luck is just bad during certain matches. There is no way to avoid that, just keep playing and results should normalize eventually.


Changelog Fire 2.0




Use Focus Play Down the Left/Right whenever you have an advantage on that side (when your opponent has a weakness on that side, or when one of your flanks is clearly stronger than the other)..

You should use Fire Light when you want to rest your players and avoid bookings, thinking about the rest of the season. I recommend using it anytime you think a match is under control, like two or three goals of difference. If your aim is to hold a score, just set mentality from Fire to Cautious instead.

Fire 2.1 Legacy (Blue 4.0 Legacy FM22)




TODO: Update to Fire 2.0 Light


Fire 2.6 WBIF
IWB -> WB and W -> IF, in the minimalistic approach. My goal is to check if IWB has anti-synergy with two DMs, or with wingers that run wide with the ball. I believe it's the later, but I need to check in different formations to confirm.


Fire 2.5
Removed:
- Play Out Of Defense
- Counter-Press
Added:
- Balanced mentality
- Much Higher Defensive Line
- Get Stuck In




Fire 2.4 DW
Removed:
- Work Ball Into Box
- Take More Risk (all)
- Shoot Less Often from positions with high accuracy (BPD, SS and AF)
Added:
- Pass Into Space
- Distribute Quickly
- Pass It Shorter to positions with high accuracy (IWB, DW, SS and AF)
- Close Down More to IWB.




Fire 2.2 Legacy (Blue 3.0 FM21




Fire 1.0





Leave a comment below if you liked the tactic and make sure to share your results. Enjoy!
ZaZ - Training.fmf
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ZaZ - Fire 1.0 Light.fmf
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Mark said: A quick update from my testing. I have now added the new 3 tactics from @ZaZ and another high download tactic from FM Base. So that brings it to 18 tactics.

The advice from FM Arena on margin of error for their testing was as follows:

12 seasons up to 6.6 points from true score
8 seasons up to 8.4 points from true score
4 seasons up to 11.6 points from true score

These are based on 38 match seasons and mine are 46 match seasons. Clearly their testing is much more precise than anything that I can all do. But I am hoping that mine will be reasonable with 12 seasons of testing, so that is what I am aiming for. This equates to 552 matches. I wont be testing the bottom 2 sides as I think they are too far behind to make it to the top. This means 13 groups of 4 teams with 4 tests each group. I am currently up to testing group 10 first test season.

The results to date are below. Overall matches played is listed, with the remainder of the stats based on a per season average for a 46 game season. Of interest is ZaZ Fire 0.3 goals for and percentage of matches won. Also Roll the Dice defensive stat. The best of the 12 seasons completed teams is still 4231 SIU.



Glad to see Fire 0.3 is performing well. I think that will become Fire 1.0 when the game is released, while I'm trying to find a defensive tactic.
Zaki said: Nottm test

- Shock 0.3



Thanks for testing!
Droid said: I've tried Shock 0.3 and Acid 0.3 tactics with a mid-table club - Leeds


Leeds - Acid 0.3 result




Leeds - Shock 0.3 result


Thank you for testing!