ZaZ
Tullero said: How would this tactic work as positive mentality?
Love your work ZaZ


Thanks! Positive is not performing well in this patch. It works well on balanced, though.
thedogspollocks said: Something so satisfying about the tactic being perfectly positionally/role symmetrical. 71 goals as well... that's mega. Wonder what tweaks can be done to limit the goals conceded. This already looks like my go-to tactic, and I'm yet to even try it. Thanks so much for the effort and for sharing.

Thanks! I will test some tweaks here before sleeping. Will try to set wingbacks and dms to shoot less often, to minimize loss of possession, since they have low xG and shot accuracy. Hopefully it will make a difference.
Alexandru said: Are other than base instructions different only for DM (hold position)? As I am on PS5

You can check this tactic for instructions, then add hold position to DMs.
Variant of https://fm-arena.com/thread/12681-zaz-sapphire-alternative/, which is based on the top tactics from the table. Strikers are instructed to mark DCL and DCR, so the entire backline is marked man to man, forcing opponents to take more risks and lose possession.


animatron said: What kind of players are you looking for in this specific tactic?
Any filters you use for genie, or can you give a vague description of players best suited for this kind of tactic?


Speedy Gonzales, Sonic, Roadrunner... you know, fast players.
smigler said: so for you playing left footed IF on right and opposite isnt necessary for this setup to work?

Yes. Preferred foot does not have a noticeable impact in performance, and the possibility to use better players would far outweigh any negative impact if it existed.
Alexandru said: I like this approach- in the same line neighbouring players having same role and position,  like PF. Making it a bit easier for maintaining and rotation.

Yeah, I like symmetrical setups because I usually train DL <> DR and AML <> AMR, which allows me to have a bench of five players covering all positions. That means a squad of 20 players + goalkeepers is usually well balanced, with four player per position. Having the same role in both sides means they stay with maximum role familiarity, even though I don't know the impact of that in performance.
Middleweight165 said: I was just a bit thrown when selecting rest after a Sat game, it was saying 2 days rest but i'm guessing thats Sat evening + all Sunday as an example

I've used this for a while now and its a bit of a game changer too be honest. Mostly in that the amount of rotation necessary is a lot less. Playing two matches per week, I was working with a squad of 29 and having to faff around with circumventing registration rules but this has removed this now


Just remember that three rest sessions in training, plus rest at home, equals super rest.
smigler said: bro is back and he starts cooking

I just copied what people are doing, and added a small change. Maybe I can try some tweak later, but will just be playing and having fun.
Testing an alternative to https://fm-arena.com/thread/12678-zaz-sapphire/, which is based on the top tactics from the table. Mentality is changed to attacking, and the DMs are changed to defensive midfielders, with the instruction to hold position. The idea is to have two players anchored to give others freedom to roam and be more aggressive.



Going to start a new save, so I would want to test this tactic beforehand. It is based on the top tactics from the table, but with some adaptations to fit the playstyle I want to see.


Middleweight165 said: @ZaZ do you do this the day of the game and then it gives the next day as a rest day?

Yes, that is what I do, together with automatic rest.

I have been away from FM for a while since I was playing other games. I kind of stopped having fun with FM24, and the break will help me enjoy more FM25.
The best moment to use substitutions is at half time. First, because the drain rate of physical condition increases until around 60 minutes, being a bit smaller (per minute) before that. Second, because it is enough time to know if someone is performing poorly (bad consistency roll). Third, it allows you to see what players didn't get motivated on team talk. Keep in mind that you should always save at least one sub until around 75 minutes, to avoid being unable to sub for injuries or to fix formation on red cards.

Usually you should sub players out in a few scenarios:
1. Player is injured.
2. Player is too tired, which reduces performance and increases chance of injury.
3. Player is performing badly.
4. Player has a yellow card, and you want to avoid a red.
5. Normal rotation, to keep players fit during the season (reduce fatigue).
6. Give playing time to other players, to increase happiness, match sharpness, and attribute growth.
Perfekt said: Hey, this is almost certainly a dumb question, but how do you holiday the players for 1 day? Like if I try to send the boys on holiday they can go for 1 week minimum. Like when I right click the player, training, training intensity, vacation. Just curious what you mean here.

Quick edit: I think it's just right clicking and resting instead of an actual vacation.


Just right click the player > Training > Send to rest.
RFC said: Would the rest session be of any use for players who's condition was low enough to trigger the "no pitch or gym work" intensity scheduling? I'm not totally clear what sessions count as no pitch or gym work so I've been trying Rest/Match Review/Team Bonding recently

As far as I know, the "No Pitch or Gym" just sends players home when they are below the threshold. They appear with the Rst symbol by the side, so I assume it is the same. I will test it just in case.

doru228 said: amazing find, i think this will tottaly change the training schedules.
Do you work with EBFM ?


Yes, we have been collaborating recently, he is a very nice guy.
doru228 said: correct me please if i understood it wrong, having one session of rest a day is pointless? is better to put 3 schedules a day and then find another day in the week to clump up 3 rest sessions ?

Yes, exactly that. If you will do three rests per week, then do all in the same day, or it will have no effect. That does not include Travel when you play away from home, so if you have Travel + Rest + Rest after a match, then the Rest sessions will be wasted, recovering almost the same as if you did three sessions of Overall training (but without the attribute growth). There will be a video about that later at EBFM, so soon you will be able to see the data.
French said: This "problem" has been present for several years



About that advice, the Recovery session is doing more harm than good there. In short, Rest only has effect if you have three sessions a day. You can test it and check with in-game editor. Three Rest sessions will recover ~50% more player condition, and 100% more Fatigue, than any number of Recovery sessions, and it does not matter how many Recoveries you put in the same day, the gain of condition and fatigue are about the same. In fact, that happens with any other training session, which means Rest only works if you have three sessions in the same day. With Super Rest, you recover around 30-40% more of each, making Recovery sessions completely pointless.

Also, keep in mind that the effects of Recovery on condition and fatigue are negligible, recovering almost the same as you would recover in Overall sessions (in other words, it is natural recovery, not anything to do with the Session). There is no evidence that it contributes in any way to reduction of injuries, other than helping to keep match sharpness (negligible difference to training sessions other than Rest).

P.S.: I also think some people are putting too much credit on a study from three years ago, considering the engine has changed a lot since then. I am not saying they do not have merit, just that results might be outdated.
pixar said: "super rest" caught my attention. I hope you get results from your research :)

I thought "super rest" was a fitting name, because it is around 30-40% more effective than just resting, for both physical condition and fatigue. If you incorporate that in a training schedule, with three rest sessions + holiday once a week, after the match, then you will also have a nice reduction in injuries during the season, as well as allowing to repeat the main team more often, and completely avoiding fatigue. I am currently testing if it is better to do it once a week, or something like once every other week.
doru228 said: can you elaborate that glitch please?

In short, a day of full rest (three Rest sessions), plus going in holiday with the whole team during that day, recovers more physical condition and fatigue, than just having full rest without holiday (or having holiday without full rest). Apparently, the physical impact of going in holiday stack with the physical impact from training, so you can stack holiday with Rest to get a super recovery.
Sane said: What do you think about individual training? Are they worth using?

I have never tested, so this is just my guess. I think it is good to train Pace and Acceleration, even when they are too old to develop. That will allow you to funnel CA growth to those attributes, or at least make them lose other attributes instead of speed when they get old.