I have started a game managing several clubs in the CCC,CCC1 and CCC2,to make a set suitable for teams playing in Lower Divisions.( not in the BSS/N or BSP though, then I have no idea how they will work)
New 442 for lesser teams
As QPR,( in respnde to "Church") I Would probably use this one instead. No Tm or PLM.IN this set, I have left out 4.attack away since its so rarely needed in CCC, CCC1 or CCC2. 5.Balanced is very quick and this version is the one that needs tweaking accordingly to your teams strength. When having better players and/or being regarded as a top team, you could play a bit slower and wider. ( notch 12 on both perhaps).As always, have a look at the marking system( individual settings) so that you get a better understanding on how the set works..
My standard version picking , at the start of the season, would be something like this
When managing a bottom team
- Home: Against bottom teams: Balanced
- Home - Against middle team: Counter - As they will probly play too attacking against me but without great movement
- Home - Against Top teams: Defensive - As they will probably play very attacking BUT on the counter
- Away - Against Bottom teams: Balanced
- Away- Against middle team: Defensive - As they will probably play very attacking BUT on the counter
- Away - Against Top teams: Counter with heavy OI - As it will be our only chance
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When playing with a middle team
- Home: Against bottom teams: Attack
- Home - Against middle team: Balanced
- Home - Against Top teams: Counter - - As they will probly play too attacking against me but without great movement
- Away - Against Bottom teams: Defensive( or attack away when implementing that version)
- Away- Against middle team: Defensive- As they will probably play very attacking BUT on the counter
- Away - Against Top teams: Counter - Counter with heavy OI - As it will be our only chance
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When playing with a top team
- Home: Against bottom teams: Attack(Overload and Control later in the season)
- Home - Against middle team: Balanced
- Home - Against Top teams: Counter - As they will probably play very attacking BUT on the counter
- Away - Against Bottom teams:Balanced
- Away- Against middle team: Defensive - As they will probably play too attacking BUT on the counter
- Away - Against Top teams: Defensive or Counter. Using heavy OI
Playing with Underrated teams, underestimated by the Opponent
These hints above are for version picking at the start of the season. Later on in the game, thing become more complex. Its a huge difference playing with gifted players that are heavily underestimated by the Opponent. Here, you can take advantage of that their Fullbacks will be supporting the attacks and the version 6.Counter often destroys the opponent when playing at Home. When playing away, I would actually try 6.Balanced
Playing with over overachievers, Overrated and overestimated by both Media and the Opponents
Of course, the version picking would also have to be very different if playing the opposite scenario, your teams or highly overrated. This often occurs when you have overachieved for some time without strenghtend the team on the way or when playing in CCC with a club or high stature but without significant founds to climb up into the EPL. Here, team will play more defensive against you, almost always with lost of people behind the ball. It can be very difficult to break these teams down and a quick. direct approach, especially on the counter, is almost aways doomed to fail. It is in scenarios like this that 4.Attack away comes in handy. Though this version would require that the pitches and the players can handle a slow, probing but yet attacking game at the same time as the defensive unit now "their positioning"
When multiple, previously fixed, variables change/might have changed at the same time.
This is the hardest of things in FM. When November-February comes along and everything that worked in September now seems to fail.
- Re-ranking - Are you considered a bigger/lesser threat - -This would not only change the way the AI plays against you but also the way you should handle team talks.
- Bad weather, bad pitches - Are we struggling of bad pitches. Should we perhaps be playing more direct. Have the AI changed its style to suit the weather.
- Out of form / Rotating the squad - Are there enough depth in the squad and if so, have you rotated enough. It could be that your players are out of form and just not performing. If your forwards missing a lot of Clear Cut Chances, its often down to either motivating issues or the fact that they are out of form
Will continue on this subject later in in this thread...
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There is also a new 4411
http://www.zshare.net/download/60104807ab9f3d44/
The new 4411 is just, in my opinion, slightly better.
It also have the advantage that it can easily be turned into whatever formation you like
A 442
- The AMC becomes FCright
- The FCC becomes FCleft
A 4231, Balanced and higher
- The Wingers, MR/L are moved into AMR/L
A 41221
- The Wingers, MR/L. becomes MR/L
- The AMC becomes a deep lying playmaker(using a plm is optional) and moved into DMC
A 41221
- The Wingers, MR/L. becomes MR/L
- The AMC becomes a deep lying playmaker(using a plm is optional) and moved into DMC
In Counter and Defensive, the MCleft or right could be moved down with him, playing a 42121 instead
A 42211( 2DMC, MR/L, AMC, FC)
- The MCs are moved into DMC, I would also recommend playing slower in almost all versions
A 4321
- The Wingers, MR/L, becomes MCl and MCr
- The AMC becomes AMCright, The MCleft becomes AMCleft and the MCr becomes MCc