ZaZ
Vujevic said: I normaly start

I sack all coaching and scouting staff!

All players on transfer list except players who just joined.

Complete rebuild then!


It sounds fun, but it can really hurt your finances when you are a small team, because of transfer costs and contract terminations.
Matt said: been using this tactic with newcastle for a few seasons. last season i did the quadruple. the next i did the sextuple. this 26/27 season and season just finished. my team. haaland scored 61 goals in total in latest season. thats my last season with this save.

Gratz!
alex said: Sorry for the stupid questions. What are the reactions training? Thanks

GK Reactions, it's an additional focus.
Rhumble said: It's the one huge plus in your training is I've barely had injuries , in FM21 before I found your tactics and training I was beginning to think the injuries was a bug , but your training schedules clearly lessens the injures to 1 to 2 days and even the longer injuries are a couple of weeks.

I've never really been sure of how to do training schedules to develop players to their full potential , the obvious youth players tend to develop well enough without my help anyway , so I think a training schedule that lessens the injuries tops a training schedule to develope youth imo. 👍👍


Try the new schedule in the opening post and set players to rest automatically when bellow excellent condition (no pitch or gym work). It will help your players develop better while still having very few injuries. If you try it, let me know how it worked for you!
1. Staff, Responsibilities: Set what you want to do or delegate.
2. Training, Rest: No pitch or gym work for anyone below excellent condition.
3. Training, Calendar: Load your favorite schedules and set them for the whole year.
4. Staff, Staff Search: Hire new staff if needed, especially coaches and physios.
5. Training, Coaches, Edit Coach Assignments: Set your coaches to optimize stars and work load.
6. Schedule, Arrange Friendly: Set up friendlies if needed for pre-season.
7. Tactics: Set your favorite tactics for different situations.
8. Squad: Pick your best players, set individual training, and identify areas to improve the squad.
9. Scouting, Players: Search for your desired profile, then reveal attributes with either trials or scouts. Ask agents for availability to know cost.
10. Squad: Sell or loan dead weight to lower your wage costs, including youth teams. If you have a director of football, you can leave it to him adding the player to the unwanted list.

Have fun!
Shikko said: Thank you!

Does this schedule need "possesion" coaches since there are no possession sessions in the schedules? Should i perhaps assign my best coaches to defending, attacking and physical?


It does need possession coaches. As far as I know, coaches affect attributes trained, not specific sessions of training. My schedule trains all attributes (except those that can't be trained).
Shikko said: Cheers, will try it ouy!

If you only have 1 match a specific week, or even none, do you keep the "match training" in the schedule or do you switch it with physical?

The game automaticly adds "recovery" and "match preview", do you switch these out with general training as well?


I just set training for the whole season, including pre-season, and forget about it until next year. If you are fine with the extra work to remove recovery and match preview, then do it. You don't need recovery sessions when your players are set to rest automatically after matches, because they would just skip those sessions anyway.
Rince said: Great work, pal. :thup:

Thanks! I made the schedule to fit with matches during any day of the week, so it can be just copied and pasted for the whole year, including pre-season. As a matter of fact, it gives almost double the growth I used to get with old training schedule, and those extra attributes help winning matches way more than any other match bonus would.
Training schedule is updated, and download was also added to opening post.
After some experimentation with training, I found the training schedule below to be the most efficient for player growth. For reference, I set players to rest automatically when condition is not excellent, and set focus to either Quickness, Endurance or Reactions.

P.S.: I reuploaded with Physical instead of Resistance. They have the same results in my tests and that might be a bug, so I keep Physical to make it clearer.
ZaZ.fmf
Downloaded : 683 times
Uploaded : Aug 5, 2022
Kevin1987 said: Hi Zaz your green 5.0 tactic is the best I have used on FM, love it..just wondered if you ever felt like doing a upgraded version or one with tweaks to make it even better?

congrats again on tactic.


Thank you! I tried many tweaks to reach that version, it is just that I ran out of ideas. Since the launch of FM22, I have ran over a thousand seasons testing different stuff, and that's the best I could achieve. I am not saying it can't be improved, but right now my tactics reached a peak that I can't improve anymore. FM23 is also coming in three months, so it's very unlikely that I will try anything new in this version.
TIL said: comment télécharger cette tactique

Click "Tactic Source", then "Download". Keep in mind that Vol-At perform better than Vol-Su for this tactic.
Tavares82 said: About the main attributes of the players is it valid only for this tactic or is it for any tactic?

It should work well to tactics that have similar roles and instructions.
dzek said: So for wingers we use the best side of the position familiarity of the player without care about his preferred foot?

Yes. Since I'm also controlling the youth teams in my current save, I often train wingbacks and wingers in the opposite side of what they are good, so they can be used in either side when they reach the main team.
By the way, I started a new run with Kidderminster from Vanarama North, and I'm explaining step by step how I manage the team and all decisions I do during gameplay . This time, my focus is on developing players using the youth system (club's culture), so I'll be also controlling U23 and U18, as well as main team. You can follow it here.
kalhua said: Are there any in-game filters based on important attributes?

Not really, because it would depend on what players want to go to your team, what players are available, player position, and so on. However, you can check "Important Attributes" to create your own filter.
Mark said: I found that taking control of U18 selections didn't get followed so I have been managing both my lower grades for some time. It is good to have everyone match fit

You will notice the difference in attribute gain by the end of the season. Not only they have better training schedules and coaches (with better assignments), but also get less injured and you give them more opportunities in the main team for some competitive football. Since you can use the third reserve of each position from the youth team, it ends up saving money from wage budget, which allows you to get better players to the main team. Win-win in every level.

From the list Zippo gave before, you can see it improves the main factors for player development.

Zippo said: @Mark, @ZaZ

I remember we did some tests trying to figure out what factors(except the attributes) make players to develop faster and we found the following factors had the most influence:

- The intensity of the training. The higher intensity, the higher development rate.
- The quality of the training facility.
- The quality of the coaches.
- The amount of competitive matches a player participates during a season.
- The quality of competitive matches (the competition reputation).
- The ratings a player gets in matches.

Different training schedules didn't have any significant influences on the development rate, they just were responsible for the distribution of points between the attributes.
About the run, it's a nice experience to command your under 20, as you can see the kids in action and create some bond with them before bringing them to the upper teams. I'm currently commanding only the main team and U-20 teams, so I set them to have 22 players each, and a rule so no player can reach 10 matches missed in a row (you can add that column to selection with "Insert column > Stats (General) > Games missed in a row";). When someone gets injured from main team, I draw some youngster from U-20, so in practice my squad is bigger than 22 players. I'm also using the rule that I can only hire to the U-20 team, and they need to stay there at least one year before being promoted to upper team (and can only be promoted after I hire someone to their place in U-20, to keep 22 players in that squad).

What I can say is that managing U-20 they get a much better increase in attributes, since you worry about setting coach assignments, training schedules and also rotate so they don't get many injuries. The rule of never reaching 10 matches missed in a row (that only counts main team matches, and count matches coming from the bench), also ensure they get some action in a higher league instead of just youth games, which also increases their attribute gain over the year.

After this experience, I would recommend anyone to at least control the player selection from U-20 to promote rotation and set up training (especially coach assignments). I also set them to rest automatically when energy is not full, to avoid injuries. That should make them improve faster to reach the main team.
irapbot said: 3rd Season ,My club got promoted!!!
It's hard with small team but I think it's very cool to build a team with this way.
DOF buy/sell some players.







I would say this way is pretty cool to play. Not sure if it's just me, but players in youth team seem to develop better when you are actively playing them. I would definitely recommend people to hire to youth teams in normal games and see their development.
irapbot said: It's very fun with this challenge.
1st season and defeat in playoff


1st season tranfers
Only sign U-18 players


My best 3




I'm playing the challenge too! I guess I should change it next time to allow you to play youngsters in the main team, but only after they spend at least one full season in the youth team. That would give a middle ground so you see those players in action earlier.