How to create the perfect tactic!

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Rhythorn

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Before I begin explaining how to make a tactic, it would mean a lot to my friend if you could sign his petition for GTA5: http://www.change.org/p/rockstar-games-please-create-an-import-dlc-for-gta-5-online

PLEASE FEEL FREE TO ASK ME ANY QUESTIONS I WILL BE RESPONDING WITHIN A DAY OF EACH QUESTION!


Basics:
Football MANAGER is an immense game with an abundance of things to do with your club, national team, with each player, etc. One of the main parts of the game are the tactics. Tactics can win or lose you matches in an instance and can work with or against your players positions or roles. As a manager, you should have more than one tactic at your disposal to counter other teams playing styles; however changing your tactic too often does not help your team understand the tactics given to practice.

Understand the Stars:

Grasp the Star ratings:
PCA = Player current ability
PPA = Player potential ability
If the stars are silver, that is the player's youth rating.
If not all the stars are shaded in then that means you need to scout the player more to be 100% sure of the players ability/potential.

0.5 Star = Horrible
1 Star = Bad
1.5 Stars = Not Good
2 Stars = Usable
2.5 Stars = Decent
3 Stars = Fairly Good Player
3.5 Stars = First team quality
4 Stars = Very good
4.5 stars = Superb
5 Stars = Best in the division

Remember the star ratings are based on the players PCA and PPA for your current division.

The star on the tactics menu shows how well a player can play in a certain position and how accomplished their knowledge of the role given is. This is a huge factor in picking a team because a player with 4 Star ability may have a youth team rating for the striking role because he is a Central defensive midfielder.

Beginnings of a Tactic:

People believe that a "good" tactic is the same for everyone when this is not the case. A "good" tactic depends on two things:
-The requested style of play from the board (You can request to play a certain style to the board).
-The players you have in your club.

The first thing to do when you join a new club, is evaluate the players you have at your disposal. You should:
-Hover over the "i" beside your players and see what position they play and what role they play.

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-View their "Coach Reports". Viewing the coach report shows: your coaches opinion of the player, the players personality/attitude, pros & cons about the player and their suitability for different roles.

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1. When you have evaluated all of the players in your squad, pick a formation that you like and that your players can play in.
2. Look to counter your weaknesses. If you only have one defender that is 3 stars but you have one defender that has more than three star potential. You could play a defensive midfielder in-front of the weaker centre-back.
3. Look to counter your opponent. This is where having more than one tactic comes into play. Look at the scout report on your opponents team and see how they concede most of their goals, when they concede them and the areas from which they concede. Also look at where, when and how they score goals. This will help you decide how many attackers, midfielders, and defenders you need and where to place them.

Roles, Positions, and Duties:
Positioning:
Say I am playing the 4-3-2-1 formation. I need to look at the players who are most accomplished in each position and the role that best suits them. Because the 4-3-2-1 is a narrow formation, you may want to move your Full Backs, to Wing Backs or Complete wing backs. If I want to add stability to my defense, I can add a defensive midfielder.

Roles: The roles describe what each player is going to do in their position.
- e.g. A Half-back role on a CDM makes the player stay in a deeper position and act as a 3rd Centre back in a sense. He looks to regain possession as fast as possible.
-e.g. A Deep Lying playmaker on a CDM makes them play more like Fabregas in a sense with more passing and outstanding through balls to the other side of the pitch. This makes them defend less aggressively and roam out of position more often.

With each role comes at least one option for their duty:
-Attack: Looks to barrage the oppositions net and try to put away all chances given.:
-Support: Can score and will take a clearcut chance if given, primarily looks to get assists and help with the build-up play towards goals rather than finishing themselves.
-Defend: Looks to defend their net as best as possible. The role can dictate the aggression of a player when on each duty.
-Automatic: This role makes the player adjust to whatever mentality you pick and your game strategy.

Pick each position, role and duty wisely as you do not want to concede many goals but you want to be able to pose an attacking threat.

Mentality:
One of the biggest parts about making a tactic, your mentality. The mentality explains the type of football your team will play. This also dictates the risks that your team will take. Some clubs will tell you what kind of mentality they want to see but others will allow you to choose what mentality you would like to play with.

-Contain: Contain is aimed at keeping possession and basically passing around the back. Very narrow and no counter attacking. Useful for keeping leads.
-Defensive:
It is aimed at getting as many people in front of the net as possible, although players will move forward when a counter-attack is on. Useful for playing teams you are expecting to get destroyed by.
-Counter:
Counter is aimed at defending until you win possession and attacking as quickly as possible before their defenders recoup. Useful for teams that are in a similar position as you.
-Standard:
Standard is just simple football, nothing special but you can always change your tactic or mentality during the match. Useful for teams you can't predict the play style of.
-Control:
Control is like a Bayern Munich style of play. Aimed at keeping the game in your hands and maximizing possession while this does not mean your team will attack with your possession.
-Attacking:
Attacking is for putting as many people forward and trying to put a few past the oppositions keeper. Useful for pounding weaker teams while is still useful on some larger teams.
-Overload:
This is a last resort mentality. It is trying to get everyone forward. The keeper may venture outside his box and most of your players will overload the opposition. Players will play high risk football and play a more dangerous passes to try and move forward. Counter will destroy you if you use overload.

Team Shape:
Team shape is another large part that can affect the movement of your players. Team shape MUST work with your mentality.
-Highly Structured: This shape makes defenders only defend, midfielders only transition, and attackers only attack.
-Structured:
This is virtually highly structured but, full backs will help transition and attacking midfielders will attack.
-Flexible:
Defenders and defensive midfielders will defend and transition while midfielders will transition and attack.
-Fluid:
Full backs will occasionally overlap, creative players
will attack and more disciplined players will stay back. The football will be more free-flow while maintaining shape.
-Very Fluid:
All players are responsible for all phases and requires great squad harmony. This makes the team shape fall apart and you may have defenders up front for a counter attack.
Team Instructions:
Team instructions just tell your players what they are supposed to do on the pitch:

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This has a huge impact on playing style and can compliment or conflict with other tactics.

To Conclude:
Tactics are a very fun and annoying part of football manager. If used correctly can give you an unbeaten season but if used incorrectly can send you into the relegation zone within the first 15 games.

You have to find the perfect balance of mentality, team shape, instructions, and player position, roles and duties.

Good Luck with your tactic creations!

Tips:
- Balance the attack phase with the defence so you are prepared both ways.
- Look at your opposition reports and decide how you should approach the match.
- Have more than one tactic in case of injury so you can just switch it around and your team will understand it just fine.

To Reiterate:
Before I begin explaining how to make a tactic, it would mean a lot to my friend if you could sign his petition for GTA5: http://www.change.org/p/rockstar-games-please-create-an-import-dlc-for-gta-5-online


 
Last edited:
Decent thread, but I do feel that you have mentalities described wrongly.

Contain is defensive. Deep and narrow, with no counter attacking, so no one commits to going forward unless your duty allocation tells them to and it's absolutely safe.

Defensive is a little more adventurous than Contain and Counter a little more adventurous than Defensive. Both of these mentalities will ensure that your players counter attack when it's on.

Mentality is basically the amount of risk taking or how adventurous the players are. It covers everything. The "higher" you go the more risky their forward runs, passes, dribbles, shots and tackling will be. Automatically as well, the higher mentalities will feature a higher line, higher tempo, higher closing down and more width. Though you can obviously still influence it with TIs and PIs.

Passing structures are also different. The more defensive mentalities will feature defenders who play long balls, midfielders on mixed and forwards on short passing. This encourages defenders to clear the lines and the front players to keep possession. The more attacking mentalities will feature short passing by the defence and direct passing by forwards. This encourages the defence to keep possession rather and forwards, when they get the ball, to be more incisive. Standard mentality is neutral on all of this.

Mentality is just risk taking, so Contain will see players take the least amount of risks, whereas Overload is very risky. Your roles and duties still have a massive say in how your tactic plays, obviously but mentalities covers how much risk they take within their roles.
 
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