Formation, fluidity, mentality and team instructions guide

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Igneos79

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I think I finally figured out how this ME works, and how real football works aswell, so I'm making my, hopefully, last guide. Follow it and be a successfull football manager.



Formation:

Pick a formation that suits your players. Or, pick a formation you want, and sign players for it.


Mentality:

This should fit your formation. Basically, where you have most players, you should focus your mentality, because this is where you have biggest chances of wining the ball. If your formation features a DM, your defensive line will naturally be slightly deeper, so you will win the ball slightly lower. So, for example, a 4-2-3-1 formation will work with attack or overload mentality, while 4-2-3-1 deep formation featuring a DM will work with attack or control mentality.


Fluidity:

This should depend on what your team is capable of. A sticky guide on this forum (team shape, roles and duties guide) is what you should take a look at. Very fluid requires roaming players, so complete forwards, trequartistas, wide playmakers, raumdeuters, roaming playmakers, box to box players, registas, comlete wing backs and BPD's would be usefull. If your striker is more suitable to a support duty, pick fluid or flexible shape. If your sidebacks are only capable of defend duty and clearing the ball, pick highly structured. If you have decent sidebacks, but your defenders lack composure, assign them limited defender role, and go structured team shape. It's all in the sticky guide here.


Team instructions:

Team instructions require 2 intructions per type. 2 possession, 2 penetration, 2 defending etc. You may go for more or for less instructions, but that may be to much or to little for your players.

If you opted for a formation featuring wide mids or wingers, you may want to focus your game on them, so I suggest playing narrower and exploiting the flanks.
If you have inside forwards or other players cutting inside, you would do well to play wider and exploit the middle.
The only other TI is look for overlap, and you should tick it.
Your players wont overlap in all cases, but they will make through balls releasing their winger into space.



Pressing (counter, standard, control, attack, overload):

Pressing is best done via pushing higher up, closing down more, using tighter marking and being more discplined. Pressing is a team effort, and something like a tactic by itself, so you should always pick these four options if you want effective pressing. If using overload mentality, you can even use "much" options.



Defend (contain, defend):

This is where you try to frustrate your opposition by trying to slow things down. It is the opposite of pressing therefore, you should drop deeper, stand off more, stay on feet and be more expressive. "Much" options in case of contain.




Possession football (contain, control, attack) :

This is where you want to use shorter passing, play out of defence and lower tempo instructions. These are basically "low risk" instruction, with which you probably wont make many goals, but will create more CCC's, fewer, but better opportunities, and will keep you possession, in an attempt to remove opponents chances of scoring. Retain possession instead of shorter passing and much lower tempo in case of contain.



Counter attacking (counter, defend, overload):

Counter attacking is based on exploiting opposition when they are out of balance. It requires 2 possession intructions, and those 2 are direct passing and run at defence. Direct passing works best with high tempo, so you should also tick that on too. Those three instructions are "risky instructions" increasing your chances of scoring goals but will lose you possession. Go route one and much higher tempo in case of overload.
 
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I still completely disagree with your understanding of mentality and fluidity.

Firstly, Fluidity: If anything, you have it backwards. The more fluid you go, the less you need playmakers and other specialists. That's the whole point of fluidity. Giving creative freedom to everyone, so that they can contribute more. The more rigid you go, the less creative freedom is given to the team, but specialist roles will automatically have the creative freedom needed to fulfill the role, so it makes them stand out more.

Mentality has nothing to do with what formation you choose. It's as simple as thinking of it as a risk modifier. Contain = low risk all the way up to Overload = high risk.

There's no limit on TIs, but people tend to over-do it here.
 
I still completely disagree with your understanding of mentality and fluidity.

Firstly, Fluidity: If anything, you have it backwards. The more fluid you go, the less you need playmakers and other specialists. That's the whole point of fluidity. Giving creative freedom to everyone, so that they can contribute more. The more rigid you go, the less creative freedom is given to the team, but specialist roles will automatically have the creative freedom needed to fulfill the role, so it makes them stand out more.

Mentality has nothing to do with what formation you choose. It's as simple as thinking of it as a risk modifier. Contain = low risk all the way up to Overload = high risk.

There's no limit on TIs, but people tend to over-do it here.

Make a tactic based on my guide, and make a tactic based on your suggestions, and let's see which one has more success, shall we?
 
Make a tactic based on my guide, and make a tactic based on your suggestions, and let's see which one has more success, shall we?
This isn't a **** waving contest and I didn't make any suggestions.

You want risk? Choose a higher mentality.

Fluidity is much more open-ended and you can still do well with specialists in a fluid system, but their roles will be more diluted.
 
This isn't a **** waving contest and I didn't make any suggestions.

You want risk? Choose a higher mentality.

Fluidity is much more open-ended and you can still do well with specialists in a fluid system, but their roles will be more diluted.

Yup, just like last time, when you where convinced assigning duties is what what will make you "strecth them and score", and I was trying to let you know players depend on duties only in flexible shape. I get tired of arguments quickly, so I gave that up, as I will give this one up aswell. I have enough haters as it is...
 
Yup, just like last time, when you where convinced assigning duties is what what will make you "strecth them and score", and I was trying to let you know players depend on duties only in flexible shape. I get tired of arguments quickly, so I gave that up, as I will give this one up aswell. I have enough haters as it is...

Okay, so in addition, you still don't understand duties even though I explained it. You do use duties to getplayers to drop deep or make bursting runs forward. When some drop deep to draw a defender or two and others burst forward into that space, that's a support (or defend, depending on the position) duty making space for an attack duty player. So that's exactly how to stretch opponents and create gaps. Of course, my example is about vertical space, but you could do something very similar with either a support and attack duty or two attacking duties and "moves into channels" which will try and exploit defenders laterally.
 
Okay, so in addition, you still don't understand duties even though I explained it. You do use duties to getplayers to drop deep or make bursting runs forward. When some drop deep to draw a defender or two and others burst forward into that space, that's a support (or defend, depending on the position) duty making space for an attack duty player. So that's exactly how to stretch opponents and create gaps. Of course, my example is about vertical space, but you could do something very similar with either a support and attack duty or two attacking duties and "moves into channels" which will try and exploit defenders laterally.

You're wasting your time mate, I remember reading somewhere that his work is all theoretical, and that he does not play the game. I don't mean to be disrespectful.

#Igneos, There are real guides with true facts and in depth analysis over at the SI forums, instead of trying to persuade people that your methods are "how" to play FM, If you want to write guides like this one try something along the lines of this is how "you" play FM. For example telling people that team instructions require 2 selections per category is untrue, However if you say you prefer 2 selections per category that is completely different as it is how "you" prefer to play the game and how "you" get success out of your tactics. I feel you will get alot less criticism and alot more positive discussion if you tried something like this.
 
You're wasting your time mate, I remember reading somewhere that his work is all theoretical, and that he does not play the game. I don't mean to be disrespectful.

#Igneos, There are real guides with true facts and in depth analysis over at the SI forums, instead of trying to persuade people that your methods are "how" to play FM, If you want to write guides like this one try something along the lines of this is how "you" play FM. For example telling people that team instructions require 2 selections per category is untrue, However if you say you prefer 2 selections per category that is completely different as it is how "you" prefer to play the game and how "you" get success out of your tactics. I feel you will get alot less criticism and alot more positive discussion if you tried something like this.
That's exactly my issue with it. It's a different way of playing, sure, but it's wrong and it's unnecessarily forcing people to choose certain formations or options, when there's no need.

I mean, seriously, a 4-2-3-1 you can only use with an Attack or Overload mentality? Anyone with a brain can identify that as nonsense. In a way, I do agree about the 4-2-3-1 deep, because it's supposed to be a counter-attacking formation IRL. That's no to say you can't make any strategy work with it though.

I don't know how "Where you have the most players" = mentality. One of the many, many strategies I've used for FM14 was a strikerless system, but with an Attacking mentality and it worked well. It was even featured on the Strikerless blog by Guido Merry. Completely against what's "recommended" here, but it worked.



I'm telling you you're wrong, Igneos, while also explaining why. Counter the arguments if you really want or ask for more clarification. I'm not wrong though, so I'm happy to explain anything you're unsure about.
 
With all due respect, WJ is right. If you were to show that to any of the SI ME devs or wwfan or anyone along those lines they would flat out say you were wrong on how mentality works. That's not to be rude. But what you are saying isn't accurate. Is it working for you? Perhaps, but as a guide to how to tell others to understand mentality I would have to point out its inaccurate. Appreciate you're trying to help
 
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