The Better Half´s Tactical Sets (No Wizard)

TheBetterHalf

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The Better Half´s

TACTICAL SETS FM2010 PATCH 10.3

MSN
[email protected]

HOMEPAGE - Contains beta versions and Plug & Play tactics
http://thebetterhalf.n.nu/


Prologue


In this thread, you will find 4 uploaded sets of tactics that together can be tweaked into your preferred formation any formation As different as these formations will be, they will have one thing in common and that is that they will all come in 7 match-strategies,together forming a set. The different match strategies, or onwards referred to as versions, are divided onto 2 categories namely Main and Additional. The main category consist of 3 version called Attack, Balanced and Defensive and in the lower division, these version should be enough to see you through a season. But when playing at higher levels, playing teams within a wider range of quality, like home to carlisle in the league cup, Home to Stoke, away to Lazio in the EC, you will probably need the 4 additional version named Overload, Control, Balanced+++ and Quick Counter . Notice that I am playing in the classical mode. Therefor, touchline shouts are disable

When naming, or rather labelling a version Attack, Defensive or Control, you will instantly think of your own definition of that word. Therefor, its important to read my definition of that specific version as it might be different from yours and also watch some games in full mode to see what the version actually do and does not do

With so many version will there not be agony when picking the correct strategy for the match ahead. Well, no ! Most of the times you have a pretty good idea as how to approach the coming game and will not even consider touching most of them as starting version in the specific match. If playing the undefeated top team away there are maybe 2 versions you are considering. The same goes for facing the team you are fighting against for a place in Europe. Playing at home you probably want to go for the 3 points and will probably consider the version close to Attack, whilst playing away against the same opposition you wont consider playing too attacking. My best advice would be to initially use the 3 Main version and then, after knowing the set and framework, implement the other 4 when you by looking at the flow of the game and the match stats, have defined the problem and need for changes

As you can see in the table of contents below, this opening post will also screenshots and required player types for each frameworks along with tips as how to change them into the desired formation.

Table of content

OPENING POST

1.1 Picking a formation

1.2 Picking a formation: Part two

1.3 The settings and the importance of tweaking them

1.4 The Frameworks

1.5 Using multiple frameworks

1.6 Set pieces

1.7 Playmakers and Target Men

1.8 Opposition Instructions

1.9 Copyright

SECOND POST

2.1 The versions/match strategies

2.2 Building a team - Crucial stats

THIRD POST - To come

3.1 Uploaded and suggested tactics for specific teams

FOURTH POST - To come

4.0 My Projects - to come

4.1 Links to useful posts - to come





________________________________________________




1.1 Picking a formation

Now, just like in real life, some users match their formation and there philosophy to suit the current squad at hand and some have a favourite style of play or formation that they stick to, recruiting the adequate players as they go along. My advice is to understand what the different formations requires and leave you with a quote form the TT&F 2010, written by Richard Claydon (wwfan), Gareth Millward (Millie) and the Tactical Think Tank, as they say it best

Quote:
On the whole, the best formation is the one which allows you to play your best players where they can do the most damage to the opposition. However, the team must still retain some defensive shape, have enough players in midfield to aid the transition from defence to attack, and enough forward players to be potent in attack. Otherwise, Real Madrid might play a 2-3-5
1.3 Picking a formation: Part Two

Regardless of personal preferences, the formation used simply have to match your ambition, an ambition that in its turn should be based on the current circumstances and be a healthy one. Often we see users trying out a formation that simply does not match the ambition, the players or that is sprung form reality( in game that is). A team like Hull should perhaps not play a very wide formation, such as a 41221 if the ambition is to stay clear form relegation, building for the future. If being over ambitious so the speak, still playing with Hull, you might be in for trouble as the players simply are not good enough to achieve this playing attacking and wide. here, its better to play to the strength of the team and once having strengthened the defence and brought in some specific competence up front, you can change framework as the journey gos on. So in short - and once again - you have to ask your self if the current formation is likely to achieve your goals given the circumstances

The same goes for ungelled teams and/or teams lacking in determined players. Its better to play more narrow and grind out a few results. Whilst the team may be superior your opponent when reading the lineup, the players need to function as a group( remember Tottenham in FM09) and its better to play more cautious to start with until the team is gelled as it otherwise will be very hard to turn around the bad morale of drop in confidence that may follow

As for a top notch team like Man U, we know that we will face teams flooding the midfield, playing compact and narrow with lots of men behind the ball. Even if preferring a narrow formation and even if having the players for it, this will most likely see you underachieve domestic as the formation by default is more cautious. You will simply have a hard time breaking down defensive teams. So in short - and once again - you have to ask your self if the current formation is likely to achieve your goals given the circumstances

Setting up a formation to suit the squad and planning for the future

When I first take over a team, I make a SWAT of the team. BY this I mean that I dont just look at the strengths and weaknesses but also about future threats , like injuries to key players, and also the opportunities, like the signing of a great future fullback that might make me be able to play my brilliant AMR in his correct position without needing to cover and cut angels above the current weak link in the team. So basically, I follow these steps

  • List the strength of the team
  • List the weaknesses of the team
  • Consider if my weaknesses makes me unable to use my strong sides
  • Consider the defensive price of still using them
  • ..and then.. compare it to the cost of my attacking play if I am to sacrifice playing a AMR for the benefit of a MR, covering up for my weaknesses
  • Look for a formation or a couple of formations that my team can handle
  • And finally., I look for the opportunities that a new signing might bring for the team in terms of making my squad more flexible in playing different formations as its not always a new brilliant striker the team needs but perhaps a new fullback of equal standard to the existing one, but much better in covering large areas with speed. As you can imagine, I will come back to the importance of pacey fullbacks when using AMR/L


1.3 The settings and the importance of tweaking them

Normally, I would be best to provide this information after having read about the actual download-able frameworks that this concerns but to avoid misunderstanding, Its better to mention it now.

The frameworks are uploaded as, that's right, Frameworks and you have to tweak the following individual instructions along with the focus passing in team instructions to suit your own general idea of how to approach the coming season. You might be limited in terms of lacking wide players thinking that the narrow 451 or 442 might do the trick. You might have great wingers and a AMC, making you want to use a wide diamond but in the end, that does not mean the current settings will suit you players. Its also possible to use a deep lying playmaker and a box2box midfielder and not just the MCleft ballwinnner and the MCright creative and more attacking MC


Focus passing:


Whether you play a narrow formation withing a narrow width or using a wide 442, using the widest possible width in the widest pitch ever seen, its quite possible to you different focus passing, a depending on the strength of the team. Its also important that you pay attention to the pitch size. If the pitch is narrow and suit team playing predominantly through through the middle and the version you pick for the game foucusses down the flanks, the adjust it on step closer, setting it to mixed instead. The same goes for pitches suiting teams playing down the flanks, if using a version playing through the middle, adjust it one step closer, once again setting it to mixed.

Wide play

If choosing a wide formation then add the chosen focus passing, how would you want your wide play settings. Should perhaps one winger huge the touchline whilst the FC playing in front of him moves into channels, passing the ball back to the winger for him to make a cross into the box for your other winger to cut inside and slot into the goal. Should you in a narrow formation let some midfielders huge the touchline to provide width in attack, stretching the opponent whilst keeping the defensive and narrow shape when not in possession

Free roles

if giving one player a free role, you have to consider from what position your player will roam from and where he is most likely to send up when seeking free space and also if he is capable of finding it

Creative freedom

Undermines your direct orders but also given him the opportunity to play to his ppms more often. If the settings of your FC or him by his stats is reliant of a certain supply, then perhaps its not a brilliant idea to give the rest of the team too high in CF. In other cases, if setting the FC to a free role and having a MCa that is great in reading the game, its better to give him high CF in order for them to function as a FC-MC combo

Hold up ball

If a player is told to hold up the ball, this means that he will take more time making up his mind when considering his options. Sometimes this results in a player making better decisions and more opportunities opens up when support arrives but it can also mean that fewer passing options are available as the opponent gets back into their defensive position.


Part two, the roles

Here I want to ensure you understand that whilst the MCleft is set to a lower mentality and the MCright to a slightly higher, this does not mean that the rest of the settings sould not be set. If playing with a really good team, you might want to actually use the fact that you have 2 complete MCs and not restrict one of them into being a ballwinner only as in the default framework settings and the same goes for the Fcs, maybe they are good enough to swap positions etc. Perhaps you have a ballplaying DC and want to take advantage of his passing skills

The central Defenders

In the default settings, their settings are very restricting, juts like most DCs should be setup. But if you have a ball playing DC that have good stats in passing, technique acceleration, creativity and decision, then you can provide him with mixed in run with ball and t-balls and if being a really good one, even with Hold Up ball in the more attacking versions like Attack and Control


The Fullbacks

Here, I actually make very little difference between a wing back and a fullback and put this more down to the default attackingness of the versions and the wide play of the wingers, pitch size etc.

If using wingers that cut inside, it can be good to provide width by giving the FB huge touchline, making overlaps. If playing a narrow game and the DC and defensive MC plays a short passing game, then I would drop that wide play option so that he is closer to his teammates

The Central Midfielders

IN the default settings, The MCleft is a defensive ball winning midfielder and the MCright is set to a more creative Box2Box. Here, you can change there settings( not mentality and closing down though) this to suit your squad as long as you still make sure you have a balance in your team. When playing with a team in the highest division, perhaps even a top 5 team pushing for a place in Europe and have 2 almost complete MCs, then consider using the more defensive one ( the MCleft) as a more creative and hardworking MC and perhaps his partner as a more attacking box2box. Whether you chose you actually use a playmaker is entirely up to you


The Wingers

Again, never mind the wide play of these players as such and feel free to change their settings. Just take into account the way they are setup together with the fullbacks ( making overlaps or not)

If the player have stats that matches his ppms ( cut inside perhaps?) then I would let him play to them by. If he has a slightly poor decision stat, then restrict this creative freedom and remove the free role to make sure he does what you tell him to in the wide play option.

The Forwards

Here, we again have to adjust to the squad at hand. In the default settings , the mentality of the FCs in relation to the teams mentality is what should be more or less the same but apart form that, you can change almost anything. You can use any partnership up front as long as you play to their strength and they are setup to suit the actual match strategies/versions



Swapping players
When swapping players, please remember that they also swap instructions as those are set to the the position ( AMR, AML, MCLÖ, MCR etc) and not to the actual player
If having 2 more or less complete FCs, then I would indeed let them swap position. This can also be done with 2 FCs that are not complete but good enough to play in both roles you have setup if they are not too requiring of specific competence

The same goes for the wingers although here you should pay attention to their ppms and preferred foot.

The MCs can also swap position and this can be a very good idea if having a really good team with 2 creative and hardworking MCs, using one of them as a deep lying playmaker ( both by settings and in the list, ticking the playmaker box) and one more attacking box2box)

Just make sure - and this is important . That you are not using any specific man marking whilst doing this








1.4 The Frameworks


Here, 4 major frameworks are uploaded. Although the individual settings such as wide play, crossing, t-ball, runs from deep, free role and hold up ball have been given to each and every player, these are set to suit the teams I used when testing them and like stated in 1.4, you have to tweak them to suit you team. The main point in the frameworks - each containing 7 matchstrategies or versions - are the positioning of the players (mentality, closing down) , the tempo, width ,d-line and the overall amount of t-balls, forward runs and holding players, together forming the versions labelled such as Attack, Balanced, Defensive etc.
There is also a brief description of each framework as the flow of the game is very different using a narrow 451 from a wide 442 and the roles and required competence of the players will be different. When looking at the provided screenshots, you can see that each comes with 4 additional suggested formation labeled A, B, C and D and below each framework, there are suggested positioning tweaks( mentality, closing down) to make if altering the formation.

Wide 451 DOWNLOAD LINK

Overall concept of the framework

We use the flanks and let the wingers both cross from byline and cut inside. When using a single FC, he needs to be up for the job of both scoring and open up space. The MCright is the more creative and the MCleft the ball winner.

451final.png





Postioning tweaks when changing the formation and short description if the same


A - In this formation the wingers helps out in defence less pressure is put in the Fullbacks to cover space

- No tweaks here really concerning the mentality and closing down settings but do consider adding some run from deep to the MR/L in all version but Counter and defensive

B - Here we get better width and also provide the fullbacks with better support as our outer MCs cuts angles and picks up the AI wingers

- Nr 10: Mentality = Team + 2 in all versions

C - Here, we use much more passing triangles

- Nr 9 Mentality = Team in all versions but Counter and Defensive, then lower it by just 2 notches
- Nr 10 Mentality = Team + 2 in all versions
- Nr 6 Mentality = Team

D, Here are actually 2 formations, one using the Nr 10 in AMC that requires no tweaking and one, dropping him into MC that does

Nr 6: Mentality = Team
Nr 10 in MC = Mentality = Team +2
[/LIST]



________________________________________________

Narrow 451 DOWNLOAD LINK


Overall concept of the framework

By flooding the midfield and stretching their defence by lots of movement, we overload both the flanks as well as the penalty area. The MCright is the creative one and the MCLeft the ball winner

narrow451final.png



Positioning tweaks when changing the formation and short description if the same


A - Makes it much harder for teams to penetrate our area and we hold possession well in defence. If going one man down, this is my favourite formation, dropping Nr 10

Nr 6: Mentality = Team

B - Here, we use much more passing triangles

- Nr 9 Mentality = Team in all versions but Counter and Defensive, then lower it by just 2 notches
- Nr 10 Mentality = Team + 2 in all versions
- Nr 6 Mentality = Team

C - Defensive formation by default

Nr 6: Mentality = Team

D -

Nr 10 - Give hm the same mentality and closing down as Nr 8
[/LIST]


________________________________________________

Wide 442 DOWNLOAD LINK

Overall concept of the framework

Again, we use the flanks but as this is a 2 FC formation, you can use specific competence up front and tweak the FC settings to suit the squad at hand. IN the uploaded settings, the FCleft is the one moving into channels and the FCright the more creative one. The MCright is the more creative and the MCleft the ball winner

wide442final.png



Positioning tweaks when changing the formation and short description if the same


A In short, a slightly more demanding version for your DMC as he will need both breat passing ability and be able to cover more space

- Nr 8: Mentality = Team
- Nr 6: Mentality = Team

B A more defensive formation by default that may not be suitable when using Attack and certainly not when using Overload

- Nr 6: Mentality = Team


C Much more attacking formation

- Nr 8: Mentality = Team


D The most attacking formation of them all, not suitable when using Counter and defensive

- No tweaks at all




________________________________________________


Narrow 442 DOWNLOAD LINK

Overall concept of the framework

Here, we flood the midfield just like in the narrow 451. The players will cover a lot of space so its important that they are up for it, especially the fullbacks. The MC and FC roles are the same as in the Wide 442

narrow442final.png



Positioning tweaks when changing the formation and short description if the same



A Much more attacking formation

- Nr 8: Mentality = Team

B A more defensive formation by default that may not be suitable when using Attack and certainly not when using Overload

- Nr 6: Mentality = Team


C Very attacking formation that might not be suitable when using Counter and defensive

D

Nr 6: Mentality = Team




1.5 Using multiple frameworks



Its totally possible to use multiple frameworks with one team, especially at higher levels where you have a quality squad depth and perhaps more versatile players. As an example, a team like Arsenal could use the following setup

Attack: Wide 4231 from the wide 451 framework
Balanced: Wide4411 from the wide 451 framework
Defensive: Narrow 4231 from the narrow 451 framework
Overload: wide 424 from the wide 442 framework
Control: Wide 442 from the wide 442 framework
Balanced +++: Wide 4231 from the wide 451 framework
Counter: Wide 42121 from the wide 451 framework

This example may be extreme and is not advisable unless you are able to read the ME and use extended highlights a a minimum but, they have Wingers that can can play in both MR/L, AMR/L and AMC along with FCs that function good in AMC, MCs that can play DMC, its possible to use this kind of approach. But again, you have to be able to read the ME and spot what is a tactical issue and what is down to other factors as confidence, moral etc.

My current team has one mobile FC and one creative AMC/FC, so given this circumstances, I use the Wide 442 in the more attacking versions whilst using the Wide 451, dropping back the FCright into AMC, making it a 4411 in the more defensive versions

This also bring us back to the very first steps one should make when taking over a new team

- Make a SWAT
- Make plans for the future


1.6 Set Pieces

In none of these tactics, the set pieces has actually been thoroughly set up and the reason for it is simple: The user have to do it to suit the squad at hand. I would have no idea if your DMC, DCl, FB is your heading monster or what players should stay forward since they are fast etc etc.

The only thing I urge you to do is to NOT implement any corner exploit, at least not initially. If doing so, you will in the end have no idea if you won because you picked the correct version or if you won even though choosing the incorrect one.

1.7 Playmaker and Target Men

In testing, I have not used any of the above but if wanting to implement them, the slower version would benefit more from a playmaker whilst the quicker would from using a Target man. IN the single FC formation, the Fc would obviously be the target man but in the 442´s, you could chose for your self depend on how you would want to play the game, When it comes to playmakers, the MCright is the more creative of the MCs but if using a Box midfield, any of the AMCs could work equally well.

1.8 Opposition Instructions

Firstly we have to identify the 2 separate reasons for using OI´s

  • To deny a specific player from using his abilities or taking advantage of a specific players weaknesses - feel free to ask questions on specific scenarios in the thread and I will put up these examples here
  • To disturb the way a specific team is playing - feel free to ask questions on specific scenarios in the thread and I will put up these examples here


1.) As said, here we focus on deny a specific player from using his abilities or taking advantage of a specific players weaknesses. It can be a player with great longshots, a great crosser, an incutting AMR or simply a weak link like a nervous fullback/DMC, a MR/L or FC lacking in first touch and agility.

Here, we have to think about what influence the OIs will have on our defensive shape and whether our players are capable of pulling it of. Its no good trying to close down a pacey AMR/L if our fullbacks are slow and has no support from a DMC or MR/L.

- more to come


2.) Here, we are not initially interested in the individual but in the way the AI plays. The aim is to disturb them in playing their game by either denying certain players space, cutting angels and limiting their passing options, reduce their time on the ball etc. When saying that the player in not interesting initially, you understand that his abilities might hinder us from actually implement this instructions

Beneath here, some examples will be made as how I usually setup my OI in specific situations


Facing the cautious formation 4141 ( Wolves, Bolton)

When dealing with teams using triangles, moving up the field in a cautious manner, we actively seek to disturb this by cutting angles and denying holding players time on the ball

Most of the time, their MR/L looks for a diagonally short pass to on of his team mates positioned behind the ball. Here, I always look to cut the angels in playing the ball sideways onto the DMC and MCs by Close Down /Always and showing him down the line ( right foot on right flank, left on left flank), thereby positioning my player between him and his central playing teammates. Combined with Closing Down always on their Fullbacks and if micromanaging, let our AMC or FCd tight manmark their DMC, we bot manages to put their wide players under pressure as well as cutting angles and limiting their passing options

Under what circumstances can this backfire then ? Well, if their MR/L have high stats in agility, acceleration, pace and dribbling in relation to our MR/L or Fullbacks stats in tackling, acceleration, pace and anticipation he will probably beat our player and go down the line for a cross so here the abilities of the actually players make an impact on our decision whether to do this or not.

Their Lone FC also needs to be disturbed if they use him as a link man, coming deep to hold up the ball until their team mates arrives. Often, he drops deep, exploiting the gap between our defenders and midfield and as this is one passing option that still is available to the fullbacks when put under pressure, its important to Close him down/Often and tackle him hard. If you are up against the likes of Elmander(Bolton), he will struggle in playing his game but when trying to implement this onto a great FC running down the flanks onto the ball, i might backfire, our DC being pulled out of position and/or yellow and red cards when we go in too hard on him


Facing a wide 41221 ( Arsenal, Blackburn etc)

- to come

Facing a 4411 ( Everton)

- to come

Facing a Narrow Diamond(Chelsea)

- to come

Facing a Wide Diamond(In germany ?)

- to come

Facing a Flat 442(Man U, Sunderland etc)

- to come

Facing a Narrow 4321(West ham)

- to come

Facing a deep and wide 4231(Liverpool)




1.9 Copyright

No content in this thread can be published without my permission except during following circumstances
  • When there is no other alternative
  • In a emergency and you fear for your life
    [*]When you really, really want to








SECOND POST


1.4 The versions within the sets -

All frameworks comes with 7 different math strategies or versions to be implemented depending on situation. These 7 versions are divided into 2 categories
  • The 3 main versions: Attack - Balanced - Defensive
  • The 4 additional versions: Overload - Control - Balanced+++ - Quick Counter

When you pick version, 2 things have to be taken into consideration

1. Our strength versus the strength of the opponent
2. How big a threat the opponent consider us to be

Of course, there are many other variables to take into account as well such as form,team gelling, weather, motivation, pitch played in etc, but these factors as always there and they change in a way that it would be impossible to cover in one single thread

My point is that no approach can be the absolute correct choice if only looking at the opponents stature or the match odds,. Sometimes, despite that they will try hitting us on the break, our version Attack will work a charm, due to that their attackers are so slow and our defenders so quick whilst in another, they will outscore us, wining 5-3 as our d-line just was too high for our players to cope with. So in short- and this is very important - Its not only the teams general quality that is deciding on the version picking or result, but also how good the opponent is at playing their game in relation to our ability to play to the strength of our approach. A world class team facing a mid team will still struggle breaking them down if they have very good defenders with great mental stats, especially if they play a cautious and smart approach within a defensive formation. Think about what the version does and doesn't and then consider if the opponent is good enough to exploit its weaknesses and if we are strong enough to carry out our instructions



MAIN VERSION - The settings in the tactics differ slightly from the screenshots depending on the chosen framework


mainlv.png



ATTACK HOME
This version is a very attacking uses lot of the pitch width. The fullbacks are bombing forward at all times but the midfield move as a unit and t-balls are not spread left and right at all costs, but instead to suit the purpose, stretching their defence by overloading their flanks and box.

If the equal opponent sits with men behind the ball, trying to draw their opponent on and then use one or two attacker that plays on the shoulder of the defence, i.e. using their version of 6.Counter, this version can be rather risky, especially if we are not the superior team


BALANCED
The name or it kind of gives it away as its a balanced approach that can both keep possession using a patient build up as well as using tempo changes, resulting in hitting the opponent on the break. The flow of the game will of course differ depending on the chosen formation but the approach remain the same regardless if we play a narrow formation using passing focus through the middle or exploit the flanks making crosses into the box


DEFENSIVE
A slow possession based football with the aim to pin the ball forwards and backwards between our players. The opponent should be restricted to taking long shots when out of angel AND under pressure (i.e., those non dangerous ones; D). Though, its not an ultra defensive since we use counter attack and if breaking up attacks when the opponent have few men behind the ball, we will despite using a slow tempo, launch quick counter attacks when the players see it fit to do so





ADDITIONAL VERSIONS - The settings in the tactics differ slightly from the screenshots depending on the chosen framework

adda.png



OVERLOAD

This version has basically one aim and its to overload the final third with players, put high pressure on the defensive opponent and never give them time to rest, hassle them to buckle up under the pressure. Here, we play much more direct than in any of the other version and whilst we do not play very wide, our fullbacks provide width, acting like wingers


CONTROL

It’s a wide and slowish breakdown tactic to be used against team sitting deep, playing defensive. . The aim is to create space and then to use it by exploiting the gaps and holes that appear when we have stretched their defence. Rash decisions or crosses against such well organized and positioned opponents almost always backfire...
When playing as an overachieving middle team/underdog, you might find that when the opponents starts playing defensive against us, your team might actually not be good enough to use this version, just like in real life


BALANCED+++

This one is a more attacking version of the main version Balanced. Here, we look to keep possession and use triangles higher up in the pitch. More players are given attacking instruction and we look to overload the penalty area with the fullbacks providing width.
[*] QUICK COUNTER

This version is also played in a more cautious manner but the difference between this one and the more possession based Balanced or the other more cautious version defensive, this versions has one aim: To exploit the fact that the AI is playing slightly headless with great risk, leaving holes behind their fullbacks using a high d-line. This is the only time when 6.Counter is really great, when we are able to play the ball into space, behind the fullbacks, into channels.

If having too much possession using this tactic – and not creating anything of course - then the AI are playing with a normal d-line BUT with low closing down, this means that we should go up 1 or 2 a versions.

If loosing out on possession immediately, the fullbacks having a terrible passing completion and once again, not creating any chances at all, then the AI is probably playing with a normal-deeper d-.line AND with a higher closing down setting. Our attacks will be fruitless as their fullbacks or DC´s will be the first to the ball, the space not being there to play it into. Here it’s important to either go down a version to Defensive or up a version to Balanced, all depending on how attacking we want to be and how Attacking the AI is playing( never sit to deep and play too defensive against a AI using their Control-version). The signs should be very easy to see. If we retrieved possession, you have chosen the correct version, if not, well, and then you have chosen the wrong direction
[/LIST]




1.7 Crucial Stats - a brief walk through

- To come




OLD PATCHES

Download links - Made during patch 10.2

All sets for 10.2

Link to top team 4231 that can be transformed into other formations





Download links - Made during patch 10.1

442 Target Man

4132 Target Man(FCL)

4411 Target Man (FCL) optional

4312 Target Man optional (FCL)

DMC-MC Box Midfield Target Man optional (FCL) * Beta version

DMC-AMC Box Midfield, Playmaker optional ( AMCs or MCright)

Wide Diamond, Target Man optional ( FCL)
 
Last edited:
These might not work,the tactics system in FM 10 has had a massive overhaul.There has been a few people moaning already that their old tactics dont work.
 
Hi there i was using your tactics in 09 with good succes. Im still make mistakes on choosing the right tactic for the job, and get annoyed with my self. :(

Played a couple of games with 010 demo, its alot easier to set up your own tactics. i wait for you to set some tactics for 010 becuase theres some changes to the match engine and tactics options.

Your knowledge of reading the game in football manger is very very good. i would love to know more on this subject. iv read your previous threads which have helped alot on reading the game to centain degree but i still make lots of mistakes.

tell me more.... :)
 
These might not work,the tactics system in FM 10 has had a massive overhaul.There has been a few people moaning already that their old tactics dont work.


Agree although the 442 set should work good as the positioning of the players( mentality fwruns, d-line and closing down) are well constructed But when it comes to multistrata formations or formations lacking wide players, there are bound to be differences between the 2 editions.

I have now played 15(Boro) + 9(Bury) matches with the 442, mostly starting the Standard version and its working great
 
i'm using a 4-3-3 with arsenal on the demo... its working great... won every match in the league so far and beat united 2-1 away as well.... uploaded it but it went straight into the fm 09 downloads section... tell me where i can put it up
 
ill give your tactics in 010 a go and see how i get along

Just remember that the tactics in Fm10 have a major flaw...that ticked boxes, like HIB or RFP just does not stick or get duplicated to other players as well. So, my tactics are also flawed in that sense that these instructions seems to "float" when changing versions
 
the float period is about 5 min in game.

What ?

What I meant was that the instructions does not stick ( i.e ticking the boxes does not work as they sometimes dont stick and sometimes duplicate onto other players)
 
Mate would these work with Leeds in the Championship if so, when would i use them.
 
Mate would these work with Leeds in the Championship if so, when would i use them.

Oh yes they will. They will work with all teams but in the lower leagues( i.e the worst teams in League One and lower) ,one might want to stay away from the 4. attack away version
 
The version 4.attack away and 6.counter are the versions that I actually have 2 different versions of. One of them each uploaded here and the other ones I am trying out my self. As it seems, the version that I have are better integrated into the set whilst the uploaded are better as single tactics
 
First post updated with new a version of the 442, a new 442 Target man and a 4231
 
This looks great TBH, looking forward to using these ^^)
 
TACTICAL SETS FM10, patch 10.1

By

The Better Half



[email protected]



Here are my new sets that in testing have brought me good results with teams like Sunderland, Everton and West Ham. This is - as stated before - in a beta stage. In this tread, I will upload sets using different formations, just like in FM09 and more information, screenshots and and overall better graphical design of the thread, will be done over the coming days. The version will be almost the same as last years edition,Overload – Control – Attack Home – Attack away - Balanced – Counter and Defensive. AS for now, the Overload version is left out.

6 versions and one more to come, will there not be agony when choosing starting version ?. Well, most of the times, you will not even consider touching most of them as starting version in the specific match ahead. Most of the time you have a pretty good idea what you are after in the coming match so if playing the undefeated top team away there are maybe 2, max 3 versions you are thinking about. The same goes for facing the team you are fighting against for a place in Europe. Playing at home you probably want to go for the 3 points and will probably consider the version close to Attack away, whilst playing away against the same opposition you wont consider playing too attacking, neither too defensive so yet again there are 2 version or maybe 3 to choose from. The nest step would be to ask your self if you want to play using counter attack in the coming match or not. After answering that final question the version picking is often down to only 1 or maybe 2 version. Also notice that the Tactical Creator have not been used and that I am playing in the classical mode. Therefor, touchline shouts are disabled



TACTICS AND LINKS



442 Filefront Link ---Zhare Link


4231 Filefront Link----Zshare Link



442 Target man Filefront Link ----Zhare Link






THE VERSIONS




When you pick version, 2 things have to be taken into consideration

1. Our strength versus the strength of the opponent
2. How big a threat the opponent consider us to be

Of course, there are many other variables to take into account as well such as form, weather, and motivation, pitch played in etc, but these factors as always there and they change in a way that it's hard to foresee

My point is that against some teams, one approach can be the correct choice. In one match , despite that they will try hitting us on the break, our Attack Home will work a charm, due to that their attackers are so slow and our defenders so quick whilst in another, they will outscore us, wining 5-3 as our d-line just was too high for our players to cope with

The same goes for all versions. Think about what the version does and doesn't and then consider if the opponent is good enough to exploit its weaknesses


CONTROL

A slow and wide breakdown tactic. Should be used against defensive teams sitting deep to stretch their defence.

When facing teams using AMR/L or 2 advanced FCs running down the flanks, it can be a good idea to tweak the fullbacks into staying back.


ATTACK HOME

A quick, wide and aggressive football that uses counter attacks as a measure to make sure we attack as soon as possible. This tactic uses a high d-line and can be rather risky against teams that are good in both keeping possession and staying in position, well organised teams.

When facing teams using AMR/L or 2 advanced FCs running down the flanks, it can be a good idea to tweak the fullbacks into staying back


ATTACK AWAY

In contrary to the tactic above, this is a much slower and more patient approach. Here, we only use the counter attacks (i.e. quick and aggressive attack in FM10) when we break up their attacks high up in the pitch. When we get control of the ball in our area or first 3rd of the pitch, we will play a possession based football, trying to draw the opposition on to us


BALANCED


A balanced approach between attack and defence. We keep a deeper d-line and a normal mentality, restricting our t-balls to when there is a good opportunity rather than to make them at all costs and in haste.

COUNTER


A version to exploit the fact that the AI leaves space behind when they attack. Used only against higher - pushed up d-lines – as our direct attacks will result in hitting balls into channels down the flanks onto our FC´s to run onto. If trey – the AI - play with men behind the ball, then this will be in vain as it only results in giving away possession.


DEFENSIVE


A slow possession based football with the aim to pin the ball forwards and backwards between our players. The opponent should be restricted to taking long shots when out of angel AND under pressure (i.e., those non dangerous ones; D)


When facing teams using AMR/L or 2 advanced FCs running down the flanks, it can be a good idea to tweak the fullbacks into staying back in the most attacking version.





THE PLAYERS



442 tactic

MCLEFT - Defensive skills needed
MCRIGHT - Stamina and off the ball, Box to Box midfielder
FCLEFT - Physical attributes
FCRIGHT - Intelligent player with good feet


442 target man

MCLEFT - Defensive skills needed
MCRIGHT - Stamina and off the ball, Box to Box midfielder
FCLEFT - Physical attributes again. Needs to be one of your best players
FCRIGHT - Poacher that know how to be in the right spot at the right time and how to convert


4231

DMCLEFT - Defensive skills needed
DMCRIGHT - Stamina and off the ball, Box to Box midfielder
FC - Specific competence needed. Try staying away from poor stats that neutralizes his competence and have a multiple negative effect

mate the links for 4231 and target man are not working. You may need to re upload them
 
cheers

also, hate to be annoying, what kinda of success have you had with the target man tactic?

Currently using it with West ham ( sitting 5th after 10 matches)
Also used it with Chelsea ( to see if it works against teams playing defensive) top after 10 matches and with Genoa ( 6th after 10 matches)

The target man set is basically the same as the normal 442 and one can use them both in the same save. Its all about utilizing the squad at hand and playing to the strength of the team
 
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