Great tactic TFF, thanks for sharing your excellent work. I'd like to share my experience of using it. Playing with Conqueror v5, all matches in extended highlight mode (except pre-season warm-up matches). Extended mode gives me enough time to gauge and adjust as I find that necessary to gain optimal results. Last time I played FM (11 or 12 I think) I learned that you always have to find the right pressure level to get the tactic to work - height of defensive line, and line and intensity of pressure. Once that clicks you might beat teams much better than yours regardless of many others aspects of the tactic. This seems to be much the same in FM 16.
I see people complaining that the Conqueror or Sunfire isn't that great away against better teams. That's because the 'Control' setting is far too ambitious, it leaves you wide open to their speed and pressure and they will cut through your team like a hot knife in cheese. So when starting away matches against equal or better teams I always start with 'Counter'. If they still dominate you massively I turn down to 'Defensive'. And it will also be necessary to adjust as the match goes on. Even against slightly weaker teams in home-matches - if I get a two goal lead they will adjust their pressure and I must follow, for instance turning down from 'Control' to 'Standard' or 'Counter'. Or else you risk them scoring a silly goal even if you lead chance stats by 25-2 or something.
I find it useful to follow the 'last 5 min' % bars of Action Zones in the center pop-up window when the game rolls on between highlights. I watch their % in my third and my % in their third to get an idea of how things are going and to see if I have to adjust.
Just my 2p,
cheers
That's some really good advice, especially the Action Zones part. I never really paid too much attention to it but now I certainly will. Thanks for the tip mate. Which team you're managing?
I'm a bit confused regarding the 'Mentality' part you spoke about though. Let me explain.
So, let's say I put the Conqueror tactic in the 3 slots - one with Control, one with Standard & one with Counter - to enable the players to learn three different mentalities. Now, assuming that after a while these three become Fluid or almost Fluid, if I'm playing a game & I decide to go 'Defensive', that 'Mentality' will be listed as 'Awkward' given that we haven't trained it like the other mentalities. Only the 'Mentality' will be 'Awkward' of course because all the others, 'Formation', 'Tempo' etc. will be trained & Fluid (or almost).
Therefore, in this scenario, with the 'Defensive' Mentality as 'Awkward', will the team still perform well? Because for me, if it's 'Awkward', then it means that they 'don't know how to play that Mentality' sort of, am I right?
I'm asking this because, if with the 'Defensive' Mentality as 'Awkward' the team performs badly, then I guess I would prefer keeping it 'Counter' for example or another one that's well trained & Fluid.
Any suggestions please?
PS: I forgot to ask you one more thing. Do you use the Man Marking as suggested in the OP? Because certain people are saying that without the Man Marking the tactic is still good / successful.