Mark
Zippo said: Methodology
We test each attribute one by one at 2 states, at value "8" and at value "20" then after increasing the value from "8" to "20 we measure the difference for the result.




*Physical*
Pace: Increasing this attribute from "8" to "20" improves the result
("Points" +64) | (Goals For +45) | (Goals Against -59)

Acceleration: Increasing this attribute from "8" to "20" improves the result
("Points" +64) | (Goals For +49) | (Goals Against -48)

Strength: Increasing this attribute from "8" to "20" improves the result
("Points" +10) | (Goals For +7) | (Goals Against -5)

Agility: The attribute hasn't been tested yet.

Balance: The attribute hasn't been tested yet.

Jumping Reach: The attribute hasn't been tested yet.

Natural Fitness: The attribute hasn't been tested yet.

Stamina: The attribute hasn't been tested yet.





*Mental*
Anticipation: Increasing this attribute from "8" to "20" improves the result
("Points" +18) | (Goals For +15) | (Goals Against -10)

Work Rate: Increasing this attribute from "8" to "20" improves the result
("Points" +12) | (Goals For +6) | (Goals Against -10)

Concentration: Increasing this attribute from "8" to "20" improves the result
("Points" +9) | (Goals For +4) | (Goals Against -8)

Determination: Increasing this attribute from "8" to "20" improves the result
("Points" +6) | (Goals For +4) | (Goals Against -5)

Aggression: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Bravery: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Flair: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Decisions: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Teamwork: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Vision: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Off The Ball: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Positioning: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Composure: Increasing this attribute from "8" to "20" doesn't make any difference for the result.

Leadership: The attribute hasn't been tested yet.






*Technical*
Corners: The attribute hasn't been tested yet.

Crossing: The attribute hasn't been tested yet.

Dribbling: The attribute hasn't been tested yet.

Finishing: The attribute hasn't been tested yet.

First Touch: The attribute hasn't been tested yet.

Free Kick Taking: The attribute hasn't been tested yet.

Heading: The attribute hasn't been tested yet.

Long Shots: The attribute hasn't been tested yet.

Long Throws: The attribute hasn't been tested yet.

Marking: The attribute hasn't been tested yet.

Passing: The attribute hasn't been tested yet.

Penalty Taking: The attribute hasn't been tested yet.

Technique: The attribute hasn't been tested yet.


I know this is probably too big an ask, but given all the discussion on the site about the different impact on positions, I wonder if there was any chance to break the attribute tests up into 5 groupings:

DRL
DC
DM
AMRL
AMC/ST

This would have 2 players in each grouping and prove once and for all if the attributes change dramatically by position.

As I have said before, you guys do such a great job for this community and I have enormous respect for your work regardless of whether you are able to accommodate my request.
harvestgreen22 said: My current personal choices:

1.Extreme way to increase Physical class stats

[Rest]+[Double Intensity]+[Addtional Focus Quickness]
or
[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

Explanation:
"Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution,
so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up
(The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)



2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible

[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]


3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible

[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]



Excel Training English 2
edit 27/12/2024 :
https://pixeldrain.com/u/R3imL2wX


I trend to play lower league and part time teams. Training is only 4 sessions per week. Can i just drop the 7 recovery sessions.
Rhumble said: IM giving this a go ,, If they score, it says be more Expansive , should that be more Expressive ? if not what do you mean by more expansive ?

I think it is Expressive as you say
kvasir said: Hey, @Mark. Any chance we get Han's last routines tested?

Thank you for all the effort!



Yarema said: Speaking of which. I haven't gone through every single routine in here so maybe it's included somewhere. Has Workthespace world cup corner routine been tested? Everyone seems to be using it lately

Sorry guys but I don't have the database anymore. Was preparing for FM25 so cleaned up a fair bit of stuff.
Waccoe said: Quick question can i upload a tactic to the forum for testing that is not mine. I have asked the author on another site if i can share it and he said go ahead no worries.

no problems. You just need to say it isn't yours and name the author
C:\Users\[YOUR USER NAME]\Documents\Sports Interactive\Football Manager 2024\views
max 737 said: Is Blue or Azure V3 the best set piece schedule?

As per the opening post, I have Blue on top but not a lot between the top 6 routines
sa said: I need to try out this tactic, terrorist anti-football is something I've been looking for for ages now. Only 42 goals conceded in 400 games? That's 1.05 goals conceded per 10 games, awesome tactic for defending a lead.

Edit: nah, just tried using it with Arsenal we're conceding every game especially against teams like Burnley and Luton. Only a couple draws. Bit disappointing, expected more from this.


The results are given as an average for 38 games. The 400 games is how many it was tested over. So the 42 conceded works out to be 1.1 goals per match.
animatron said: How can I export this file to my own genie?

Download the file and put it in the following Directory

C:\FM Genie Scout 24g\Layouts\

Open your FM24 game. Open Genie Scout and Load your FM24 game. Click the GS symbol top left, click Layout and then select the layout file.
Good to see you back @ZaZ
Here is the view I use

GS Layout file
I have based this on the leading Knap tactic called EF 424 IF P105 AC.

The PF moves back to an AM Attack and the right hand DM Support moves forward to a CM Support. I have used the PIs for the AM Attack from the Final Shot Akutak Mk5, and the CM Support from the 4114 T Rex.

Other than that it is as per the original. So a big thanks to the creators of those 3 tactics.

I have used my standard test approach, testing the tactics across 3 Divisions with 2 teams in each.

Predictions at the start of the season were as follows:

Vanarama National
Bromley 18th
Kidderminster 23rd

League One
Wycombe 9th
Exeter 16th

EPL
Manchester City 1st
Wolves 11th

Unfortunately the Wolves Manager got sacked, but the others were all impressive. Man City won just about everything, Exeter won L1 from Wycombe, and Bromley won VNL with Kidderminster 4th and taking out the FA Trophy.

Give it a go and let me know your thoughts. It seems to work well for me.







Clash3r said: So I created this tactic in an attempt to recreate Kompany's 4231 (3241) tactical setup vs Spurs. Idk if the tactic is just going through a purple patch or if I just cooked up a storm. I've been doing an FC Bayern sim with it.

You will need to read the info at this link and meet these requirements to get your tactic tested on this site

Hope this helps
The third season and performed well above the relegation battle expectation going through unbeaten winning the League and picking up the Bristol Street Motors Trophy along the way.

I was looking to get young players who could make it to the rating I would need for the following season. For L2 I was looking for players around the 65-66. I tried to find players with potential at 72% mark or higher so I had them for a few years, hoping we could continue our promotion through the leagues.

We started with a team rating of 63.7% and potential of 74.9%. By season’s end our rating was 67.9% and potential at 76.8%. Our odds at the start of the season were 20/1.













In November I looked at international sides and ended up Managing Niger. I must admit I thought it was Nigeria. Nope. The nation was ranked 142 when I took over and they had struggled over the last 12 months. I thought I would get them playing at every friendly window and take on sides that were slightly better to see if we could move up the rankings a bit.



Prior to me taking over the role



Post taking the role



The first 2 games were solid wins but then lost to South Africa who were rated in the top 50. Ranking moved up a little to 136.

All in all a good season. And at the end of it I was offered interviews at Millwall and Middlesborough in the Sky Championship. I decided to accept both and hoped to get Middlesborough. I ended up with Millwall. Hoping to get to the EPL quicker than sticking with Scunthorpe.
McFLYVidic said: What if i get a red card? What to do next?

My approach is to give PI Ease Off Tackles to any player that gets a Yellow Card through the game. After the first team yellow card I remove TI Get Stuck In. After the second team yellow card I put TI Stay on Feet, and put all defensive players on Ease Off Tackles PI - this includes Full Backs, Central Defenders and DMs.

If I get a Red Card I would generally remove a Striker. If we are chasing a win I would remove a DM and put the other DM on Defend, and probably the Full Backs on Support.
R1N4 said: Hello I'm trying to create a face using NewGANmanager but it doesn't work like the picture I attached, I tried reinstalling and changing the in-game language but it didn't change, can you fix this?
and i use NewGANmanager 1.4.0


NEWGAN SUPPORT

In the event of any bugs or issues please follow this protocol:

1. Go to the following folder:
Windows: Head to %localappdata%\Programs\NewGAN-Manager\app\newganmanager\newgan.log
Mac: Head to /Applications/NewGAN-Manager.app/Contents/Resources/app_packages/newgan.log
2. Save that logfile
3. Gather your generated config.xml and the .rtf file from your Sports Interactive\Football Manager 20XX\ folder
4. Email all 3 of those files to SAGKRZealandReport@gmail.com
Ravnica said: This is very good suggestion, thanks. If at 75 minute we are loosing or draw with weaker team we still should apply Drop Tempo and Trigger Press by 1 notch and Defensive Shape back to Mid Block? Or maybe different instructions?

If you want to chase a goal go to Attacking and be more expressive
Stuaret said: Hi, I'm also trying to understand how to manage the advantage in the second half of the game, I hate conceding a goal in the 90th minute on a counterattack when we are winning 1-0.

I tried to set "waste time", "low pace", lower the defensive line, but I'm afraid of how the FM engine works, it could be instructions that don't work and make me lose the game.

Any news from the tests?

Thank you!


I have tried match plans and it ended with players I wanted on the pitch being substituted in the first half. My testing of the options in the original post were terrible so I have given up on that.

I have settled on using the following:

First 15 minutes
Drop Tempo and Trigger Press by 1 notch
Defensive Shape back to Mid Block

At 75 minutes
Drop Tempo and Trigger Press by 1 notch
Defensive Shape back to Mid Block

At 85 minutes if winning
Drop Tempo and Trigger Press by another notch
Remove Prevent Short GK Distribution
Stay on Feet
Remove Counter-Press and Counter
Remove Distribute Quickly
Remove Pass Into Space and Run at Defence
Mentality to Cautious

These are the exceptions:

If they Score use the following for the next 10 minutes:
Attacking Mentality
Be More Expansive

If we Score use the following for the next 10 minutes:
Cautious Mentality
Drop Tempo and Trigger Press by 1 notch
Defensive Shape back to Mid Block

This is a much simpler approach than the one in the opening post and all seems to be working. Should also include Praise whole team when we score but only after the first 15 minutes.

Hope this helps
Back in FM19 I came across an approach to managing matches. I have used it ever since with loads of success.

Here is the article

And here is the rather complex flow chart for those interested.



Here is the simplified match mentality progression line for those not interested in the complexity of the flow chart. Although this misses a lot of important decisions, it does give a bit of a road map for playing the match.



I am currently playing with the two main plug and play tactics, 424 Problem Solver and 4231 One Shot. So I wondered how the CTRL and SUS versions of these would test in FM24. I will now go about testing these and maybe a slightly more attacking one of each when you are chasing goals.

Here is a summary of the changes I am looking at for each tactic for testing.



I doubt these versions of the tactic will challenge the original for points, but hoping they can be competitive and provide the results we are after, CTRL maybe a few points behind and more solid in defence, SUS limiting scoring from opponents and ATT slightly better goals for and probably weaker in defence. Time will tell.

Hopefully this helps someone.
Alexandru said: So just to clarify - is it better to put training "DL" and not "FB Attack" on left back? as an example.

I don't think it matters much