Useful information regarding team instructions

by dzek, Nov 26, 2023

Hi everyone! :)

I want to point out some information about the team instructions that some may have missed. It applies to old and new players of the game.

The game has several instructions so the user can create many combinations and sometimes they can be confusing. Either start with a preset tactical style (Control Possession, Gegenpress, etc.) or build something from scratch, several times we don't know what each instruction affects in general. Within the 'Match Plans' we can see that the instructions are divided into separate categories such as - Possession, Penetration, Shape, Defending and General.

Below I have listed them in each category and what each category means:



PossessionThese are the instructions that will determine how your team manages possession of the ball.
• Approach Play - Pass Into Space / Play Out Of Defence
Pass Into Space - The player holding the ball will look to pass to his teammate in space and not to his feet. This usually happens in the opponent's half.
Play Out Of Defence - The defensive line and players in the DM position will look to get the ball out of the defense with passes, trying to avoid clearance the ball with long passes. It changes the passing directness inside the PIs of those positions.


• Mixed Crosses / Float Crosses / Whipped Crosses / Low Crosses
Mixed - Uses all kinds of crosses depending on the situation.
Float - Mostly used when you have a tall striker who can excel in height, jumping reach and headers.
Whipped - Powerful, fast, flicked spinners in the hope that some of them will find your teammate who is in a more favorable position than the opponent and score a goal. Possibly this type of cross will cause the opponent to score an own goal.
Low - Low crosses/passes that are designed to find a short, quick striker on your team who can convert it into a goal.


• Final Third - Work Ball Into Box / Hit Early Crosses / Shoot On Sight
Work Ball Into Box - Reduces crossing and shooting. ( the opposite of direct attack )
Hit Early Crosses - Encourages players to try quick crosses from deep before the opponent has time to cover the defence.
Shoot On Sight - At the first opportunity... Shoot!


• Dribbling - Run At Defence / Dribble Less
Run At Defence - Encourages players to run with the ball and try to get past opponents without passing.
Dribble Less - They prefer to pass more rather than dribble.


• Passing Directness - Much Shorter / Shorter / Standard / Slightly More Direct / Much More Direct
Sets the distance and the risk a player takes when passing the ball. The more direct the pass, the more risk the player takes and the more distance the ball will travel. Exactly the opposite is true for shorter passes.


PenetrationThese are the instructions that will determine how you move the ball from GK to final third.
• Overlaps / Underlaps
Overlaps - They increase the full back mentality while decreasing the winger mentality. Also the winger keeps the ball on his feet more waiting for movement from the full back.
Underlaps - Similar to Overlaps with the only difference being that the winger is not so much waiting for the full back to make a move, instead looking for teammates either next to him or more advanced than him to make a move inside.


*Both of these instructions can be used in tactics that do not have wingers just the only difference is that the ball is not held because there are no wingers.

• Focus Play -  Down The Left or/and Right Flank(s) or Through The Middle
Flanks - Encourages offensive moves to occur more often from the flanks. Players who are in central positions in the field will be more supportive on the flanks.
Middle - Exactly the opposite of the above. Perhaps the players who are most often in the midfield will narrow the distance between them a bit.


• GK in Possession - Distribute Quickly / Slow Pace Down
Distribute Quickly - Increases the overall tempo of the team and tells the goalkeeper to play more quickly.
Slow Pace Down - Just the opposite so that the goalkeeper can set the pace of the game and give his teammates some breathing space.


• Distribute To Area / Player / Position
Where the goalkeeper will distribute the ball from his hands/feet.

• Distribution Type - Roll It Out / Throw It Long / Take Short Kicks / Take Long Kicks
How the goalkeeper will distribute the ball from his hands/feet.


ShapeThese are the instructions that will determine your team's shape in and out of possession.
• Attacking Width
How much width your team will have on attack. If it is wide then you will see your players have large spacing between them. Ιf it is narrow then you will see them play more centrally because of the width.

• Counter / Hold Shape
Counter - Once you win the ball back the players will run towards the attack.
Hold Shape - As soon as the ball is won players will hold their positions and go up as a team.


• Defensive Line
Sets the amount of space you allow the opponent to play - in combination with Line Of Engagement + Step Up More.

• Step Up More
Team will be more reluctant to retreat - unless its an obvious dangerous situation where any team would. In tight-call situations they'll hold their line, and they'll be more risky/aggressive at looking for opportunities to step back up.


DefendingThese are the instructions that will determine how your team behave out of possession.
• Line Of Engagement - Low Block / Mid Block / High Press
How much space do you allow the opponent before you try to win the ball back.

• Trigger Press
How intense the team's pressing should be. If it is too frequent then players will be encouraged to leave their positions to press. If it is not often then players will stay in their designated positions and press when it is appropriate for them.

• Prevent Short GK Distribution
Prevents the opposing goalkeeper from playing close, to his defenders/full backs.

• Tackling - Get Stuck In / Stay On Feet
Get Stuck In - Encourages players to be tougher in their tackling and often fall for tackles. This does not mean that tackles will increase. They will just be more aggressive.
Stay On Feet - Exactly the opposite of Get Stuck In.


• Drop Off More
Team will be more risk-averse - if there's a tight call they'll err on the side of caution and drop off. This protects more against through balls, but does mean that at times your defenders will drop off when they didn't need to, conceding terriority.

• Counter-Press / Regroup
Counter Press - Once the team loses the ball in the opposing final third then they immediately press to get it back.
Regroup - Exactly the opposite of Counter-Press. Here they run back to their positions without pressing.



GeneralThese instructions are general guidelines for your team to follow in all aspects of the game.
• Time Wasting
Players try to nibble away at the game time.

• Tempo
How quickly the players make a decision in the game - this concerns shots, passes, dribbles, etc.

• Play for Set Pieces
Encourage players to win set-pieces (corners, throw ins or fouls) so that more players come to the opposing final third.

• Creative Freedom - Be More Expressive / Disciplined
Be More Expressive - Encourages players to be more free to change positions when the team is in possession in order to mislead the opponent.
Be More Disciplined - Players stay in their designated positions and follow tactical instructions more disciplined.


• Pressing Trap - Trap Inside / Outside
Trap Outside - Players will screen/protect the middle of the pitch, forcing the opposition to play the ball wide during build-up. The theory is that it's easier to win the ball back when the ball is wide, because the opposition have less available range of options due to being near the side-line.
Trap Inside - Players will cut access to wide players, trying to encourage the opposition in to trying to play through the middle. The idea being that if you manage to win the ball back in a central area, the resulting counter-attack is more dangerous than one that starts from wide.


• Cross Engagement - Stop / Invite Crosses
Stop Crosses - If your team is weak in controlling the threat by crosses and your opponent look to get early crosses from out wide as much as possible then this instruction encourages your side players to try to stop them.
Invite Crosses - If your team has the aerial superiority than your opponent and your opponent is working the ball into the box to find open spaces in your defence, this instruction encourages your defence to stick together to each other to prevent this situation.




If anyone can enrich this thread with exactly what each instruction does or roughly does then it would help tremendously everyone. Thank you :)

6

What does this TI play out of defence actually affect ? does it affect the passing of all defenders, through balls from defender, runs or just the build up goal kick formation and little short passing from defenders ?
This is an interesting TI many times it results in either a chance for you or a catastrophic misplaced ball most like irl when in high risk high reward stuff.

0

Avenger22 said: What does this TI play out of defence actually affect ? does it affect the passing of all defenders, through balls from defender, runs or just the build up goal kick formation and little short passing from defenders ?
This is an interesting TI many times it results in either a chance for you or a catastrophic misplaced ball most like irl when in high risk high reward stuff.


I believe that most of the times its more of a risk TI than anything else as playing out from the back in the Match Engine can lead to defensive mistakes which in turn can cost goals (matches etc). Even in real life this is seen all the time as teams that like to build from the back from time to time have normally either a mistake from the GK or from the defenders around it when faced against high pressure systems.

Its probably a cool TI if you are making a recreation of a specific system but I think it is still really volatile.

1

Avenger22 said: What does this TI play out of defence actually affect ? does it affect the passing of all defenders, through balls from defender, runs or just the build up goal kick formation and little short passing from defenders ?
This is an interesting TI many times it results in either a chance for you or a catastrophic misplaced ball most like irl when in high risk high reward stuff.

From my own experience two things emerge.
1. It reduces the passing directness of the defensive line and DMs.
2. Encourages GK to play short simple passes to the CD or FB.


juwow said: I believe that most of the times its more of a risk TI than anything else as playing out from the back in the Match Engine can lead to defensive mistakes which in turn can cost goals (matches etc). Even in real life this is seen all the time as teams that like to build from the back from time to time have normally either a mistake from the GK or from the defenders around it when faced against high pressure systems.

Its probably a cool TI if you are making a recreation of a specific system but I think it is still really volatile.

I agree with you, but it depends on your players. If you have good players you will see your team move the ball smoothly and nicely from one side to the other and wait for the right opportunity to attack. On the other hand now if you have bad players then it can be your nightmare.

In FM23 I tried to create a "Play Out Of Defence" system but the defensive line and the DM positioned player were very problematic and if you told them to pass more than 5-6 times to each other they would pass to the opponent.

In FM24 things are somewhat better I think. So far I haven't seen any serious mistakes from my defence since I use it every game. It's just a matter of how much it slows down the attack and also if it has a negative impact on counter-attacks.

1

Also wanted to know what is the difference in much higher d line or any TI with balanced than with attacking mentality ? i mean is it like in attacking going for example down with 2 points in tempo visually it is lower tempo but under the hood it is normal tempo because the baseline is higher than in balanced mentality which is purely in the middle, very curious about it cause visually you think it is the same

0

Avenger22 said: Also wanted to know what is the difference in much higher d line or any TI with balanced than with attacking mentality ? i mean is it like in attacking going for example down with 2 points in tempo visually it is lower tempo but under the hood it is normal tempo because the baseline is higher than in balanced mentality which is purely in the middle, very curious about it cause visually you think it is the same
Mentality generally affects the Line Of Engagement and moves it higher. That is, you may notice that for example Mid Block in Attacking mentality is slightly higher than it would be if you were using Balanced mentality. This applies to both Low Block and High Press.

So by increasing the mentality you increase the line of engagement along with the defensive line. You can notice this in the graphic within the 'Out Of Possession' instructions.

1
Create an account or log in to leave a comment