Player instructions and how to set them up

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Igneos79

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The basic principle is simple: allow your players to do what they are good at, and tell them not to do something they are not good at. As a general rule of thumb, use their primary attributes as a guideline.

For example:

GK has no passing as a tehnical attribute, so putting him on short passing is a good idea. He also isn't very good or trained at tackling, so ease off tackles is also a good idea.

Passing should be set to direct if player has high passing as primary attribute, and more risky if he also has high decisions, otherwise short.

Some of the roles feature dribbling as a primary attribute, so allowing him to dribble more is a good thing. Of course, every player is different, so if his dirbbling is below 11, even though it is his primary attribute, you should perhaps order him to dribble less. If putting another player here with better dribbling attributes, change your settings. 11 and above is good, 16 and above is great (more dribbling), below 11 is bad (less dribbling).

The same goes for stamina (closing down).

Tackling hard is connected to your team settings, so if you chose stuck in, and the player has tackling as a primary attribute, he should tackle harder. As a sidenote, I think hard tackling slows the game down because of a number of fouls commited, so it might go hand in hand with lower tempo. And staying on feet and ease of tackling for a high tempo game. As another sidenote, more attacking mentality should feature higher tempo, and vice versa.

Tight marking also depends on marking being a primary attribute and your team instructions. If a player is good at it, he should tight mark. A player with this ppm being bad at it should unlearn it.

Holding up the ball depends on the players strength. If he is strong, he can fend of challenges and successfully hold up ball. Usually the inside forwards hold up the ball when overlaping with fullbacks, but I would rather suggest you allow him to dribble more if he is good at it, then to hold up ball, as he usually doesn't have much strength, and strentgth is not his primary attribute, but dribbling is. Again, depending on how good the player is (11 or lower, or 16 plus)

Getting further forward depends on how aggressively you want to attack. Are you trying to overcrowd the pitch, or is defending and keeping a clean sheet your primary goal. Every player getting further forward leaves space behind him that opponents can exploit.

Roaming should be given to creative players only. Creativity must be his primary attribute aswell and at 16 plus at that. You can choose roaming even if your team settings are stick to position. As a sidenote, you prolly want your players sticking to position if playing on the counter, but even then, having one or two players roaming might be a good idea.

Stay narrower is something I usually pick for my inside forwards, because my fullbacks are overlapping and staying wide. It may be you are using wingers and no overlaps, so in that case winger should perhaps stay wider. A fullback can in that case stay narrower if facing an inside forward, or wider if opponent is using winger on that flank.

Crossing more often for players with crossing as primary stat and being good at it is a good idea, and if you want that player to stretch the pitch crossing from byline is also good. If facing a particulary short opponents and winning aerial duels, crossing early from deep might also work.

Cross aim depends on your team settings. Float crosses should be used if you have a tall striker, and drill if your striker is short.

Shooting depends on whether the player has good finishing or not.

Run wide with the ball simply means your player will not cut inside or run straight through the middle with the ball, but instead try to move closer to flanks. I set this to all players I can, as it helps create goals. You can set cut inside to player whose strongest foot is opposite to the flank he is on, aka left footed right back or right footed leftback.
 
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