Accius said: I played this with Grimsby. Won League 2, League 1, Championship back to back. Now in 7th place of PL in 4th season. So it's obviously an excellent tactic. However two critiques: you will concede a LOT and your players will constantly get carded. TBH in PL my GD is at 0 despite being one of the best attacking teams in the league. I have tried to shore up my defence but no luck so far from conceding goals. Removing "get stuck in" doesn't help much either. So overall, this is a B+ tactic for me. Expand
I think you are being a bit unfair. You climbed to Premier League all at once, then reached 7th in your first season, and you think the tactic is just B+? Did you expect to win all matches by 8-0 with a bunch of mediocre players? Just take it easy and improve your squad, and that will eventually fix your defensive problems, especially if your new players are fast.
Autumn 0.13 is below. I cannot consider it an upgrade since the comparison is inconclusive (not better or worse, results are pretty similar). It definitely has a better defense, so it might be better than 0.1 if you are planning to combine it with a more attacking tactic, like Winter.
In short, Winter 0.11 has the best attack, Autumn 0.1 has the best defense, and Spring 0.12 is a balance between both. Winter has one extra attacker, Spring has an extra defender, and Spring has an extra midfielder, so you might want to consider that based on your squad depth. They are all very close, and personally I would go for Winter 0.11 + Autumn 0.1, so you can change from attack to defense during a match or depending on the result you need. In fact, I am testing a 0.13 version with standardized backline to make easier to transition between those tactics using the same squad.
If you want a single tactic that is good in any situation, then I would go for Spring 0.12 instead.
Those things unfortunately happen, the game can be pretty cruel sometimes. As long as you are still overachieving and getting good performances, then there isn't much to worry. It is important to remember the game was released less than two weeks ago, and tactics will still improve a lot, especially when tests from FM-Arena start.
johnconnerson said: Have you tried testing the 'extreme' offensive (most GS) and defensive (least GA) tactics from FM24 as a IP/OOP pair in FM26? I'm curious to see if the IP/OOP system can handle these extremes within the same 'tactic'. Expand
I will investigate in the future. Thank you for the feedback.
iamkurtgoz said: I use 0.12 at Bayern. Almost every game, even though I'm attacking with devastating dominance and taking shots, the opponent wins by only taking two or three shots. This has happened to me three times. It's not like it happens against big teams, it happens against smaller teams. Expand
How is the season in general? If those things happen once or twice a season, then you are just getting FMed.
Alexandru said: Can you post prscr here for updated one (0.11)? I am on PS5 and want to try with the same team
Or maybe just confirm if I got it correctly: 1. All the same apart from moving DM to CM role (channel MF)? 2. and 2 pressing instead of FB?
Apart from it as I think it is tackle harder for everyone and make more runs for 2 Strikers and 2 wingers only? Expand
1. The 2 DMs are moved to CM in the Channel Midfield role. Instructions are to make more runs into space, and tackle harder. 2. FBs are changed to Playmaker Wing Backs, with instruction to tackle harder.
Alexandru said: I won 1-st league rather easy. Second season 12th (of 16) place so hardly survived. As I mainly simulate matches, hard to say what's exactly can be improved. But I think attack is not good. Forwards score not a lot. Maybe Wingers' roles should be adjusted (IF?) and make formation not so narrow? Expand
Thank you for the feedback! I am currently testing a version with PWBs, and DMs advancing to CHM during possession.
To make it easier for people to find the best results, I added a field for "ZaZ Score", which basically gives a grade to each tactic (10 is the best).
Steelwood said: I also think they have ramped up the RNG this year, or at least it feels that way. I reckon last year Spring 0.1 would have been more consistent in your own testing even without FM-Arena's 1000 games Expand
I will run two more tests for each tactic, for a total of 4 runs of 8 teams. In each run, the results of best and worst teams are discarded, and my final score also discards the best and worst runs during calculation. That should give a better grasp of what tactic is expected to perform better, despite the variance and not running as many tests as FM-Arena.
sponsorkindest said: @ZaZ : thanks again! final question, so the reason why there is a high variability in ranking 4th and 12th (for spring) has to do more with the randomness within the game and you are testing for 38 games per team rather than for 10000 games like they do in fm-arena and to a lesser extend the volatility of the tactic. what i mean by volatility is a tactic like summer tend to give weird scores because of high scoring games and that might produce some weird season's during testing. Expand
Some tactics naturally have more variance than others, and I am also not controlling several factors from the game like morale or injuries, like FM-Arena tests do. It is not like having that variance is bad, it is just how statistics work. That's why I ran twice each tactic, so you can combine the results and have a more precise insight of performance. Instead of running the test and showing the best results, I show them all without a bias, and let my scoring system interpret if they did well or not compared to the other tactics. It is not as precise as FM-Arena's test, but it has value as an approximation. Someone who checks the table will know Spring 0.1 can perform not as well in a bad day, and Spring 0.11 will very often produce better results.
Skillz92 said: when is spring 0.11 releasing on here? Expand
the versions 0.XY are tentative, so I am still testing to see what will become Spring 0.2. I will leave it below if you want to try, since it is the current best. The difference is that the two CMs move to AM during possession. I am only updating to that table the versions that are worth showing, because there is no point showing versions with small changes that didn't perform well enough.
He uses the name Gerrard here.
I think you are being a bit unfair. You climbed to Premier League all at once, then reached 7th in your first season, and you think the tactic is just B+? Did you expect to win all matches by 8-0 with a bunch of mediocre players? Just take it easy and improve your squad, and that will eventually fix your defensive problems, especially if your new players are fast.
It is not done testing yet, need two more runs.
I can only talk about the tactics I tested. You can see a link to my results here:
https://docs.google.com/spreadsheets/d/1kKEqBmE-ENJGgaDTgYJsAbmqcAKxekxx_QCtvreVUYA/edit?usp=sharing
In short, Winter 0.11 has the best attack, Autumn 0.1 has the best defense, and Spring 0.12 is a balance between both. Winter has one extra attacker, Spring has an extra defender, and Spring has an extra midfielder, so you might want to consider that based on your squad depth. They are all very close, and personally I would go for Winter 0.11 + Autumn 0.1, so you can change from attack to defense during a match or depending on the result you need. In fact, I am testing a 0.13 version with standardized backline to make easier to transition between those tactics using the same squad.
If you want a single tactic that is good in any situation, then I would go for Spring 0.12 instead.
Three CHM (CM) during IP, and they all drop to DM during OoP. All have tackle harder and run more into space.
Those things unfortunately happen, the game can be pretty cruel sometimes. As long as you are still overachieving and getting good performances, then there isn't much to worry. It is important to remember the game was released less than two weeks ago, and tactics will still improve a lot, especially when tests from FM-Arena start.
I will investigate in the future. Thank you for the feedback.
How is the season in general? If those things happen once or twice a season, then you are just getting FMed.
Or maybe just confirm if I got it correctly:
1. All the same apart from moving DM to CM role (channel MF)?
2. and 2 pressing instead of FB?
Apart from it as I think it is tackle harder for everyone and make more runs for 2 Strikers and 2 wingers only?
1. The 2 DMs are moved to CM in the Channel Midfield role. Instructions are to make more runs into space, and tackle harder.
2. FBs are changed to Playmaker Wing Backs, with instruction to tackle harder.
The screenshot is below.
Thank you for the feedback! I am currently testing a version with PWBs, and DMs advancing to CHM during possession.
P.S.: My next batch of experiments is about different roles for OoP, like pressing or tracking.
https://docs.google.com/spreadsheets/d/1kKEqBmE-ENJGgaDTgYJsAbmqcAKxekxx_QCtvreVUYA/edit?usp=sharing
It got the best results in the experiments, for that configuration.
To make it easier for people to find the best results, I added a field for "ZaZ Score", which basically gives a grade to each tactic (10 is the best).
Steelwood said: I also think they have ramped up the RNG this year, or at least it feels that way. I reckon last year Spring 0.1 would have been more consistent in your own testing even without FM-Arena's 1000 games
I will run two more tests for each tactic, for a total of 4 runs of 8 teams. In each run, the results of best and worst teams are discarded, and my final score also discards the best and worst runs during calculation. That should give a better grasp of what tactic is expected to perform better, despite the variance and not running as many tests as FM-Arena.
Some tactics naturally have more variance than others, and I am also not controlling several factors from the game like morale or injuries, like FM-Arena tests do. It is not like having that variance is bad, it is just how statistics work. That's why I ran twice each tactic, so you can combine the results and have a more precise insight of performance. Instead of running the test and showing the best results, I show them all without a bias, and let my scoring system interpret if they did well or not compared to the other tactics. It is not as precise as FM-Arena's test, but it has value as an approximation. Someone who checks the table will know Spring 0.1 can perform not as well in a bad day, and Spring 0.11 will very often produce better results.
Skillz92 said: when is spring 0.11 releasing on here?
the versions 0.XY are tentative, so I am still testing to see what will become Spring 0.2. I will leave it below if you want to try, since it is the current best. The difference is that the two CMs move to AM during possession. I am only updating to that table the versions that are worth showing, because there is no point showing versions with small changes that didn't perform well enough.