Subpage under development, new version coming soon!
Asunto: Tactic manuals - translations
As I've promised, here is my translation (packed with errors :P) of that, what was written by Poles, considering the tactic.
The original text comes from Polish double champion site and can be found here:
Part 1 and Part 2.
[color=magenta size=+0.5]Part 1: (Shadow)[/color]
DEFENDERS
Theoretically, according to the prices on the transfer list, the most important skill for every defensive player is his defender skill. But considering it as the only important one is a huge mistake.
The lower the league is, defending skill becomes less important. The defender skill of a defensive player could be 2-3 levels lower than the attackers technique, and the attacker "shall not pass" (during his attempts from in front of defender) ;P
Generally, an adequate defender with so-called backgroung skills (i.e. pace, technique, playmaking) is more useful than a solid one without them. But the real test for every defenders is fighting against different attackers in the league.
Useful skills:
-defender
-pace
-playmaker
-technique
-passes (but I haven't if figured, if they are really essential)
r00zg4: Almost everything is OK, but I disagree with the passes. I think it is a very important and useful skill, especially now after the introduction of the new Sokker engine.
sorv: Considering passes, I reckon that the play on the pitch begins with defenders. Solid passes should be enough for the deffender to play a nice cross, that can be intercepted by wingers.
Sweeper
He needs only 2 main skills: defender and pace. As he is set to remain in box all the match long, playmaking isn't so important here. Technique could be quite helpful, because he would get better control of the ball (it would stick to him).
r00zg4: Yeap - nothing to add :]
sorv: So do you want to quit playing offsides and put the one last defender instead ? (the one that wouldn't change his position during the whole match?) If someone sets well his attackers, it could be costly...
Central back
He needs defendr and playmaker skills (closer the middle he plays, playmaking becomes more important). If we decide to play an offside-trap, we have to check 2 things: if our defenders are quick enough to return on time and if they have defendier skill high enough to clean the ball from an attacker's back (defender skill should be about 3 levels higher than the attacker's technique then).
r00zg4: If we play central back moved forward, the passes should also be "quite so", so that our defender could play a direct ball to another player, not risking interception and exploitation by opponents.
Wing Back
Wing back needs defending, speed and stamina (as he will have to make yards). The importance of playmaking depends on wht his task is: if we want him to support our wingers it doesn't need to be so high, but in that case, his technique should let him dribble one or two opponents.
r00zg4: I also suggest, that passing is very important skill, like pace and defending. If our DEF doesn't have passes, almost every ball intercepted by him near the line would be kicked outside the pitch, what is really frustrating... Thanks to passes, more balls will be directed to our players.
[color=magenta size=+0.5]Part 2 (r00zg4)[/color]
MIDFIELDERS
Considering midfield, things get slightly complicated. Midfielder with high playmaking and low passes is actually useless !
Also a good MID should have quite good defending, technique, pace and shooting.
shadow: I would disagree with your saying that passes are useless, but I'll elaborate this later :)
Offensive Midfielder
His basic skills are playmaking, passes, technique, speed and shooting. Thanks to the last one, our ATT/MID would get the chance to beat opponent's goalkeeper with shots coming from outside of the box.
shadow: Well done, but there aren't many player like that :P As far as I am concerned, passes and playmaking are the basis, other skills - just a nice addition. We must consider, that such ATT/MID would get not more than 1-2 chances to beat the goalkeeper during the whole match.
sorv: Sometimes those shots aren't worth a penny, but if there are 5 shots during the whole match... it's worth then :) It would be a pity, if they were killing birds...
Defensive Midfielder
Apart from playmaking and passes, a very useful skills for a DEF/MID are also defending, pace and stamina. Stamina is especially useful, when we play with 1 DEF/MID who will need to run a lot... As we don't want him to lose any of his skills during the match, stamina should be as high as possible (the best would be formidable).
shadow: you are quite right, but I would also put technique here. THe player whose mission is to take the ball from the opponent is very prone to opponent's attacking players.
sorv: There is also a second nice type of the defensive miedfielder. If he has high playmaking instead of technique, he will lose the ball more rarely. Even solid-excellent technique could not be enough to dribble the opponent, but losing the ball is for us a real threat.
Winger
If we play 3 central DEFs, then apart from playmaking, passes, pace and technique, defence is very important, as he should fill the gap (we don't have wing backs).
If we play 4 or 5 in the back, then our winger could concentrate on attacking. Basic skills are much the same here: playmaking, passes, technique, pace, but also shooting.
shadow: Pace is extremely important, I would put it on the same level as playmaking. Considering passes, I would repeatedly argue that there are not so important, as winger needs only to play the ball into the box :] Playmaking - essential, more important than for other MIDs. It's pretty strange, byut wingers tend to dribble (so technique comes here)
ATTACKERS
There are 2 groups of the attackers: attacker playing slightly in the back and the on playing at the point (very offensively).
Main skills: shots, technique and pace.
shadow: and stamina (I had to add sth :P)
Attacker staying in the back
He will also need defending and (what may shock a little bit) - playmaking and passing. IMHO playmaking decides how quick such player can make up his mind: to shoot or to pass the ball to a partner. In the second option is where the passes become more important.
shadow: r00zg4 must be training attackers, as I have nothing more to add here ;)
Attacker on the point
Julius: correct me, because I don't know if that expression is precise
In the old engine things that mattered were shots, pace and defending.
Unfortunately, in the new engine deffenders make up their minds quicker, as they pass it forward as soon as they touch it (or kick it outside the pitch if their passing are tragic) So, if the opponents has DEFs withdrawn, defending skill of such attacker loses it's value and become almost useless.
shadow: I disagree :) Passing the ball outside the pitch is the result of poor playmaking.
(editado)
The original text comes from Polish double champion site and can be found here:
Part 1 and Part 2.
[color=magenta size=+0.5]Part 1: (Shadow)[/color]
DEFENDERS
Theoretically, according to the prices on the transfer list, the most important skill for every defensive player is his defender skill. But considering it as the only important one is a huge mistake.
The lower the league is, defending skill becomes less important. The defender skill of a defensive player could be 2-3 levels lower than the attackers technique, and the attacker "shall not pass" (during his attempts from in front of defender) ;P
Generally, an adequate defender with so-called backgroung skills (i.e. pace, technique, playmaking) is more useful than a solid one without them. But the real test for every defenders is fighting against different attackers in the league.
Useful skills:
-defender
-pace
-playmaker
-technique
-passes (but I haven't if figured, if they are really essential)
r00zg4: Almost everything is OK, but I disagree with the passes. I think it is a very important and useful skill, especially now after the introduction of the new Sokker engine.
sorv: Considering passes, I reckon that the play on the pitch begins with defenders. Solid passes should be enough for the deffender to play a nice cross, that can be intercepted by wingers.
Sweeper
He needs only 2 main skills: defender and pace. As he is set to remain in box all the match long, playmaking isn't so important here. Technique could be quite helpful, because he would get better control of the ball (it would stick to him).
r00zg4: Yeap - nothing to add :]
sorv: So do you want to quit playing offsides and put the one last defender instead ? (the one that wouldn't change his position during the whole match?) If someone sets well his attackers, it could be costly...
Central back
He needs defendr and playmaker skills (closer the middle he plays, playmaking becomes more important). If we decide to play an offside-trap, we have to check 2 things: if our defenders are quick enough to return on time and if they have defendier skill high enough to clean the ball from an attacker's back (defender skill should be about 3 levels higher than the attacker's technique then).
r00zg4: If we play central back moved forward, the passes should also be "quite so", so that our defender could play a direct ball to another player, not risking interception and exploitation by opponents.
Wing Back
Wing back needs defending, speed and stamina (as he will have to make yards). The importance of playmaking depends on wht his task is: if we want him to support our wingers it doesn't need to be so high, but in that case, his technique should let him dribble one or two opponents.
r00zg4: I also suggest, that passing is very important skill, like pace and defending. If our DEF doesn't have passes, almost every ball intercepted by him near the line would be kicked outside the pitch, what is really frustrating... Thanks to passes, more balls will be directed to our players.
[color=magenta size=+0.5]Part 2 (r00zg4)[/color]
MIDFIELDERS
Considering midfield, things get slightly complicated. Midfielder with high playmaking and low passes is actually useless !
Also a good MID should have quite good defending, technique, pace and shooting.
shadow: I would disagree with your saying that passes are useless, but I'll elaborate this later :)
Offensive Midfielder
His basic skills are playmaking, passes, technique, speed and shooting. Thanks to the last one, our ATT/MID would get the chance to beat opponent's goalkeeper with shots coming from outside of the box.
shadow: Well done, but there aren't many player like that :P As far as I am concerned, passes and playmaking are the basis, other skills - just a nice addition. We must consider, that such ATT/MID would get not more than 1-2 chances to beat the goalkeeper during the whole match.
sorv: Sometimes those shots aren't worth a penny, but if there are 5 shots during the whole match... it's worth then :) It would be a pity, if they were killing birds...
Defensive Midfielder
Apart from playmaking and passes, a very useful skills for a DEF/MID are also defending, pace and stamina. Stamina is especially useful, when we play with 1 DEF/MID who will need to run a lot... As we don't want him to lose any of his skills during the match, stamina should be as high as possible (the best would be formidable).
shadow: you are quite right, but I would also put technique here. THe player whose mission is to take the ball from the opponent is very prone to opponent's attacking players.
sorv: There is also a second nice type of the defensive miedfielder. If he has high playmaking instead of technique, he will lose the ball more rarely. Even solid-excellent technique could not be enough to dribble the opponent, but losing the ball is for us a real threat.
Winger
If we play 3 central DEFs, then apart from playmaking, passes, pace and technique, defence is very important, as he should fill the gap (we don't have wing backs).
If we play 4 or 5 in the back, then our winger could concentrate on attacking. Basic skills are much the same here: playmaking, passes, technique, pace, but also shooting.
shadow: Pace is extremely important, I would put it on the same level as playmaking. Considering passes, I would repeatedly argue that there are not so important, as winger needs only to play the ball into the box :] Playmaking - essential, more important than for other MIDs. It's pretty strange, byut wingers tend to dribble (so technique comes here)
ATTACKERS
There are 2 groups of the attackers: attacker playing slightly in the back and the on playing at the point (very offensively).
Main skills: shots, technique and pace.
shadow: and stamina (I had to add sth :P)
Attacker staying in the back
He will also need defending and (what may shock a little bit) - playmaking and passing. IMHO playmaking decides how quick such player can make up his mind: to shoot or to pass the ball to a partner. In the second option is where the passes become more important.
shadow: r00zg4 must be training attackers, as I have nothing more to add here ;)
Attacker on the point
Julius: correct me, because I don't know if that expression is precise
In the old engine things that mattered were shots, pace and defending.
Unfortunately, in the new engine deffenders make up their minds quicker, as they pass it forward as soon as they touch it (or kick it outside the pitch if their passing are tragic) So, if the opponents has DEFs withdrawn, defending skill of such attacker loses it's value and become almost useless.
shadow: I disagree :) Passing the ball outside the pitch is the result of poor playmaking.
(editado)
Another interesting thing to read, considering tactic.
The original document can be also found on Polish double champion - Dzialki Lesne site - check it out here
[color=blue size=+0.5]Skippi and Julius Strikers' Guide[/color] [color=red size=+0.5]:)[/color]
A kind of translation of that what is on the site with my add-ons ;)
SKILLS:
The most important skills of the attacker are:
1. Striker
2. Technique
3. Pace
4. Defending
5. Playmaking
6. Passing
The best striker should aquire all those skills, but only first three are really essential.
Playmaking and passing can be useful, but rather for defensive attacker.
There are 2 categories of strikers: technical and quick.
*first one: the most important skill is obviously technique, but also stamina.
*the other: quick striker should also have moderate defending (to snatch a ball from opponents' defenders) and playmaking (not to waste time for looking around - normally such striker hesitates before he starts running with full speed). The great option is to have one striker of each type in your team - it increases your chances to find any opponent's weakness (slow defenders or with poor technique)
Training strikers
It's not difficult at all - 3 skills (+stamina). The best choice is to recruit a coach that is unearthly in trained skill (wage about 30k zł - 7.5k euro). Later we could exchange our coach for one with all 3 skills unearthly and not bad in training stamina (general skill doesn't have any affect here). The wage should be within 60-70 zł (15-17.5 euro). Every week we can train 6 strikers.
But that number increases to 10 if we decide on technical training (provided that we place them as MIDs) or even 22 (during pace training). Be aware, that you should redefine your requirements (in Training bookmark) and place there a proper formation! Strikers can play as usual, but they should have been set to MID in their match selection in order to gain a proper training. There is a side effect - our strikers would more often pass than shoot. And of course it slightly destabilises our tactic.
Training shooting (striker skill) simultaneously fot 10 players (as 2 sets of 5 MIDs) ? They won't receive as much training as when they are set to their proper position ATT)
Training strategy
Notice that concentrating only on training one skill - striking (in cost of defend, pace or technique) isn't the best option. The recommended training should involve training the striker to very good or excellent-outstanding (in top leagues) and changing training towards lacking skills. It will make our striker even more dangerous than before ;)
Additionally, higher the skill is, the wage of such player will dramatically rise !
We can even become unable to afford to pay enourmously high wage for such a player (who at higher level won't get more useful then before)...
Setting the tactic
*3-5-2 with deffensive attacker
A very common one, great for 1 technical and one quick attacker.
Defensive attacker should have quite good playmaking and passing, instead of shooting.
*3-4-3
A useful one when we don't have any candidate for deffensive ATT. Such player could be very expensive, so it's useful to buy 3 strikers from blood and flesh. No difference if 2 of them are technical and one quick or vice versa.
*4-3-3
If our midfield isn't strong enough and we want to play with counter-attacks. Defenders should have high passing here, to direct their passes straight to strikers.
Tips for tactics:
- all 3 tactics presented above are equally good, if only they suit our players
- defender should snatch a ball from the back of our striker if their skill is about 3 levels higher than our striker technique
- when you position your players, make your strikers head towards middle when advancing towards the opponent's goal.
-If you have very fast strikers, let them play on the brink of the last defender. Even if they are caught offsides a couple of times, the chances of loosing their cover rise.
- the proper position of a technical striker is to put him slightly in the back, otherwise we won't get all of his abilities during a match.
- if one of our strikers has high defending, think about placing him slightly in the back (play ..-..-1-2 instead of ..-..-3). If he also has passes, try to make him MID instead of ATT (sometimes it is pretty useful)
- some clever tactics (with one striker one step in front of the other) even sacrifice the first one. We calculate, that the striker in front position will lose ball, but a moment later our second one (the one with good defence) will regain it form defender and run without any covarage straight for the opponent's goal
-attackers with high playmaking like to shoot from distances
General advice:
-place your strikers where there is no opponnent's DEFs around
- consider not selling your youngest gifted apprentices. Sometimes it is 3-4 times own goal: you will lose a talent, usually you won't receive money adequate to his skills and of course you will soon need to buy another player for training.
- think about long-term strategy. How about buying young 17-18 yo player for training and selling him after he reaches 25-27 years ?
Hope that you will correct possible mistakes...
(editado)
(editado)
The original document can be also found on Polish double champion - Dzialki Lesne site - check it out here
[color=blue size=+0.5]Skippi and Julius Strikers' Guide[/color] [color=red size=+0.5]:)[/color]
A kind of translation of that what is on the site with my add-ons ;)
SKILLS:
The most important skills of the attacker are:
1. Striker
2. Technique
3. Pace
4. Defending
5. Playmaking
6. Passing
The best striker should aquire all those skills, but only first three are really essential.
Playmaking and passing can be useful, but rather for defensive attacker.
There are 2 categories of strikers: technical and quick.
*first one: the most important skill is obviously technique, but also stamina.
*the other: quick striker should also have moderate defending (to snatch a ball from opponents' defenders) and playmaking (not to waste time for looking around - normally such striker hesitates before he starts running with full speed). The great option is to have one striker of each type in your team - it increases your chances to find any opponent's weakness (slow defenders or with poor technique)
Training strikers
It's not difficult at all - 3 skills (+stamina). The best choice is to recruit a coach that is unearthly in trained skill (wage about 30k zł - 7.5k euro). Later we could exchange our coach for one with all 3 skills unearthly and not bad in training stamina (general skill doesn't have any affect here). The wage should be within 60-70 zł (15-17.5 euro). Every week we can train 6 strikers.
But that number increases to 10 if we decide on technical training (provided that we place them as MIDs) or even 22 (during pace training). Be aware, that you should redefine your requirements (in Training bookmark) and place there a proper formation! Strikers can play as usual, but they should have been set to MID in their match selection in order to gain a proper training. There is a side effect - our strikers would more often pass than shoot. And of course it slightly destabilises our tactic.
Training shooting (striker skill) simultaneously fot 10 players (as 2 sets of 5 MIDs) ? They won't receive as much training as when they are set to their proper position ATT)
Training strategy
Notice that concentrating only on training one skill - striking (in cost of defend, pace or technique) isn't the best option. The recommended training should involve training the striker to very good or excellent-outstanding (in top leagues) and changing training towards lacking skills. It will make our striker even more dangerous than before ;)
Additionally, higher the skill is, the wage of such player will dramatically rise !
We can even become unable to afford to pay enourmously high wage for such a player (who at higher level won't get more useful then before)...
Setting the tactic
*3-5-2 with deffensive attacker
A very common one, great for 1 technical and one quick attacker.
Defensive attacker should have quite good playmaking and passing, instead of shooting.
*3-4-3
A useful one when we don't have any candidate for deffensive ATT. Such player could be very expensive, so it's useful to buy 3 strikers from blood and flesh. No difference if 2 of them are technical and one quick or vice versa.
*4-3-3
If our midfield isn't strong enough and we want to play with counter-attacks. Defenders should have high passing here, to direct their passes straight to strikers.
Tips for tactics:
- all 3 tactics presented above are equally good, if only they suit our players
- defender should snatch a ball from the back of our striker if their skill is about 3 levels higher than our striker technique
- when you position your players, make your strikers head towards middle when advancing towards the opponent's goal.
-If you have very fast strikers, let them play on the brink of the last defender. Even if they are caught offsides a couple of times, the chances of loosing their cover rise.
- the proper position of a technical striker is to put him slightly in the back, otherwise we won't get all of his abilities during a match.
- if one of our strikers has high defending, think about placing him slightly in the back (play ..-..-1-2 instead of ..-..-3). If he also has passes, try to make him MID instead of ATT (sometimes it is pretty useful)
- some clever tactics (with one striker one step in front of the other) even sacrifice the first one. We calculate, that the striker in front position will lose ball, but a moment later our second one (the one with good defence) will regain it form defender and run without any covarage straight for the opponent's goal
-attackers with high playmaking like to shoot from distances
General advice:
-place your strikers where there is no opponnent's DEFs around
- consider not selling your youngest gifted apprentices. Sometimes it is 3-4 times own goal: you will lose a talent, usually you won't receive money adequate to his skills and of course you will soon need to buy another player for training.
- think about long-term strategy. How about buying young 17-18 yo player for training and selling him after he reaches 25-27 years ?
Hope that you will correct possible mistakes...
(editado)
(editado)
Still interested in tactic ?
Here you will find out, how to choose corner-kick takers
The original document can be also found on Polish double champion - Dzialki Lesne site - check it out here
[color=blue size=+0.5]How to set the corner kick taker ? (domeQ)[/color]
We actually CAN appoint any player to take a corner kick, athough there is no such separate option in SK. Use the fact, that the corner-kick will be taken by the player closest to the spot.
Although during throw-ins and freekicks it doesn't work so well (IT DOES! :P), making some changes to your players' positions could be beneficial.
First of all, we need to open your tactic and place the ball in A1 - the top left corner square of our tactic pitch. Then we select the player who will take the corner-kick (according to the number he will play in our tactic). Such player should have pretty good passes skill (you should also check his playmaking). Holding the player, we drag him nearer the left hand side corner, of course ONLY for the A1 sector. Having done that, the corner kick will be always played by the player, that has just been placed there. If any corner-kick appears, the player will be appointed by the match engine to take a corner kick, as he stands closest to the spot.
Of course second corner-kick is analogical, but we have to start with moving the ball to A5 sector.
If anyone had problems with understanding that, he should take a look to those images:
Here our corner kick is played by the winger that has number 6.
After our switch, the corner-kick will be taken by the player with number 10.
Also the links may fail sometimes, so try finding a better stable place for the jpg's ;)
(editado)
Here you will find out, how to choose corner-kick takers
The original document can be also found on Polish double champion - Dzialki Lesne site - check it out here
[color=blue size=+0.5]How to set the corner kick taker ? (domeQ)[/color]
We actually CAN appoint any player to take a corner kick, athough there is no such separate option in SK. Use the fact, that the corner-kick will be taken by the player closest to the spot.
Although during throw-ins and freekicks it doesn't work so well (IT DOES! :P), making some changes to your players' positions could be beneficial.
First of all, we need to open your tactic and place the ball in A1 - the top left corner square of our tactic pitch. Then we select the player who will take the corner-kick (according to the number he will play in our tactic). Such player should have pretty good passes skill (you should also check his playmaking). Holding the player, we drag him nearer the left hand side corner, of course ONLY for the A1 sector. Having done that, the corner kick will be always played by the player, that has just been placed there. If any corner-kick appears, the player will be appointed by the match engine to take a corner kick, as he stands closest to the spot.
Of course second corner-kick is analogical, but we have to start with moving the ball to A5 sector.
If anyone had problems with understanding that, he should take a look to those images:
Here our corner kick is played by the winger that has number 6.
After our switch, the corner-kick will be taken by the player with number 10.
Also the links may fail sometimes, so try finding a better stable place for the jpg's ;)
(editado)
Now it's time for my own brand new tactic manual! :P
It hasn't been published anywhere before. I'm not sure if a similar guide has ever been created, even in Polish! :)
Let it be my contribution to the international tactic improvement ;)
But firstly, I would like to pay tribute to Polish GM - Guguś, thanking him for his assistance :)
[color=blue size=3]Tactic Guide (by Julius)[/color]
There are several issues that good manager should be aware of during the creation and modifications of his tactics. All of them concern editing tactic and making some changes to position of the players in every one of 35 sectors. But let's start with clarifying how tactic squares are used during the match.
* the meaning of the sectors - Actually it's a pretty funny question :]
The middle zone (squares that goes along the middle line in your tactic field) are neutral. The middle one is used when any of goalies has the ball. If the ball is played to the opponents half by our players, our team moves forward (to upper sectors of the tactic). If it is intercepted by opponent, our team will try to draw back (to lower sector of the tactic). Thus, the current tactic square is determined according to where the ball is and who has it (you or your opponent).
Now let's get the idea what needs to be done that our tactic worked fine.
* corner-kicks - setting the corner has already been described in domeQ's manual, so I think I don't need to bother with them :P
* throw-ins - they are played by the player standing closest to the spot where the ball has left the pitch (in appropriate sector of your tactic). A player throws the ball usually to the mate standing closest to him (mind that, when you set your own tactic!). If he has to choose where to play the ball, he would throw it forward, but if a backward player is slightly closer, he could choose the second option as well.
SOLUTION: remember in side squares that the nearest player would take the throw-in. You should think of placing another player near in order to force your own throw-in solution (in our tactic we place there a 2nd player so that the ball could be thrown to him).
Check if you have designated the 2nd player in each of 14 sectors located near the side-line of your tactic. In attacking sectors such player could also be an attacker, who would instantly shoot. If the closest player is too far away, this could result in losing the ball.
!!! UPDATED !!!
* free-kicks - you may decide who will take them, by setting it in Orders section. Otherwise, they are played the player standing the nearest to the spot.
SOLUTION: think of choosing someone with pretty good playmaking and passes (possibly also shooting) as your free-kick taker. You should get then another shooting oportunity or a chance for a nice pass and finish.
!!! UPDATED !!!
* choosing the proper formation - as I would say: a good strategist adjusts the tactic to his players, not in the opposite way.
SOLUTION: Check what players you have and what has been said about useful skills on different positions. Get the idea of what you can and cannot play. Think of possible reinforcements.
* setting your attack - how to score more goals ?
SOLUTION: If a striker has more space around him, his chances of scoring will increase.Use it!
* setting your defense - how to lose less goals ? A tough question :]
Some people say you should play 4 DEFs and 1 DEF/MID. Other - 3 DEFs and 2 DEF/MIDs or even 5 DEFs... you have to decide it by yourself :P
SOLUTION: Give your opponent's strikers little space to breathe (esp. during set-pieces)
* setting your midfield - what should I do with them ?
SOLUTION: Don't let them fight for a ball in every sector of the pitch! Know that they could eventually got tired and play worse near the end of the match.
Think of giving a task to MIDs - maybe they should concentrate more on attacking or defending ?
* players' routing - players with a low stamina can lose quicker their skills during the match, if they have to run after the ball. Mind that !
SOLUTION: think of introducing some 'operation areas' for each of of your players (it means in all 35 sectors!).
if you have good fast defenders - maybe you should risk playing some offsides ?
if your defenders are slow - maybe they should only stick to their position just outside the box ?
Do your DEFs really have to cross the middle line ?
Do your strikers have to draw back near your own goal ?
* moving the ball between the sectors - check if your players don't have to run huge distances between the neighbouring sectors.
Look out - if there is such a player and has a low pace, he could be late for his position in the next sector. There's why for example DEFs are not on time.
SOLUTION: move the ball in your tactic from and to every neighbouring sectors of the pitch. Match players' pace to the distance they will have to run between one sector and another. Check also their stamina.
* smoothing the tactic - to check if your players don't have to make some distances unnecessarily
SOLUTION: move the ball a couple of sectors forward and backward, left and right. Holding the ball, do some circles. Check all neighbouring squares.
* giving orders to the players - this is where the training comes in :)
We must distinguish 2 things here: the position where the player plays according to the tactic (defender/midfielder/attacker - depends on the sectors he is assigned to in all 35 squares of the tactic) and orders we have given him (DEF/MID/ATT). As some sorts of training are dedicated to a specific formation (DEF/MID/ATT), managers tend to appoint their attackers as MIDs or DEFs and defenders as MIDs or ATTs so that the selected player would get the training.
Giving strange orders to the player may result in losing consistency of your tactic. For example: deciding that your sweeper should play with MID or ATT order may result in his tendency to dribble, instead of taking the ball from the opponent.
SOLUTION: weigh what is more important for you: training of the specific players with risk of losing the consistancy or creating a strong tactic (but without all training dedications). If your team is much better than the opponent's, some inconsistency shouldn't be risky, but if the teams have similar strength, don't be disappointed if you lose.
As we ought to assign no more than 5 DEFs/5 MIDs/3 ATTs during the match, the other choice would be to play normally on Sunday (with the maximum possible number of players in the formation trained) and dedicating the wednesday results to training.
* setting the good tactic against the opponent - the most important one
SOLUTION: Follow these steps:
- check what tactic your opponent plays (during the last couple of matches)
- would he play the same one against you ? If so - that gives you the advantage :)
- find what are his tactic's weaknesses :)
- exploit them :D
!!! NEW!!!
* conditional changes - another toy that gives us options. It goes like this
IF I blah blah IN blah minute THEN PUT blah player ON blah position.
What are the benefits of all conditional changes ?
Only a couple, as some options in conditional changes are unfortunately useless...
SOLUTIONS:
+ switching positions without making a sub - your better striker might have been unfortunately set to fight against better defenders. After the switch, he may create more shooting oportunities. You may do the same within DEFs or MIDs.
+ stamina wimps - as you probably know, players with worse stamina get tired faster. What you may do is to substitute a player with low stamina (for example in half time) to get the same quality of the position all the match long
+ technique killing - a funny name for letting in a good technician in a second half. Opponent's defenders will have got tired by then, so why not realease a technical dragon to play against them ?
+ bonus training ? Every good manager tries to weigh the strength of the team according to the strength of the opponent. Sometimes it's no difference if you win one match 1-0 and the second 7-0 or both 4-0. You may let young trainee play for 60 in the first and 30 in the second match (or 45/45) to give him some training and also not to lose the game quality (it would happen if he had to play all the match long)
If you switch players that are playing, they will keep the same numbers and will train on the same position. Substituting ATT with DEF means that you will have a player playing offensively in defence and training as ATT and also a player trying to get rid of the ball playing in attack as DEF :] Remember that players get training according to their last position before every Thursday.
!!! NEW!!!
This manual should throw some light upon the creation of any powerful tactic :)
It isn't complete yet, so please, give me any notice if you want to publish it somewhere on the net., so that I could inform you about possible changes. Maybe I'll return to it some day to add some nasty tricks I use ;)))
Use the proposed solutions at your own risk ;)
Of course any help - error correction or other suggestions what I have missed would be welcomed :]
Oh - one more thing - as Poles know too much about the tactic already...
[color=red size=2]any Polish translation of this manual is still FORBIDDEN !!![/color]
I will do it by myself, if the right time comes. :P
UPDATE NOTICE: Special thanks to Shadowman, Skippi, Jack Daniels and others for discusion and inspiration to make an update :]
(editado)
(editado)
It hasn't been published anywhere before. I'm not sure if a similar guide has ever been created, even in Polish! :)
Let it be my contribution to the international tactic improvement ;)
But firstly, I would like to pay tribute to Polish GM - Guguś, thanking him for his assistance :)
[color=blue size=3]Tactic Guide (by Julius)[/color]
There are several issues that good manager should be aware of during the creation and modifications of his tactics. All of them concern editing tactic and making some changes to position of the players in every one of 35 sectors. But let's start with clarifying how tactic squares are used during the match.
* the meaning of the sectors - Actually it's a pretty funny question :]
The middle zone (squares that goes along the middle line in your tactic field) are neutral. The middle one is used when any of goalies has the ball. If the ball is played to the opponents half by our players, our team moves forward (to upper sectors of the tactic). If it is intercepted by opponent, our team will try to draw back (to lower sector of the tactic). Thus, the current tactic square is determined according to where the ball is and who has it (you or your opponent).
Now let's get the idea what needs to be done that our tactic worked fine.
* corner-kicks - setting the corner has already been described in domeQ's manual, so I think I don't need to bother with them :P
* throw-ins - they are played by the player standing closest to the spot where the ball has left the pitch (in appropriate sector of your tactic). A player throws the ball usually to the mate standing closest to him (mind that, when you set your own tactic!). If he has to choose where to play the ball, he would throw it forward, but if a backward player is slightly closer, he could choose the second option as well.
SOLUTION: remember in side squares that the nearest player would take the throw-in. You should think of placing another player near in order to force your own throw-in solution (in our tactic we place there a 2nd player so that the ball could be thrown to him).
Check if you have designated the 2nd player in each of 14 sectors located near the side-line of your tactic. In attacking sectors such player could also be an attacker, who would instantly shoot. If the closest player is too far away, this could result in losing the ball.
!!! UPDATED !!!
* free-kicks - you may decide who will take them, by setting it in Orders section. Otherwise, they are played the player standing the nearest to the spot.
SOLUTION: think of choosing someone with pretty good playmaking and passes (possibly also shooting) as your free-kick taker. You should get then another shooting oportunity or a chance for a nice pass and finish.
!!! UPDATED !!!
* choosing the proper formation - as I would say: a good strategist adjusts the tactic to his players, not in the opposite way.
SOLUTION: Check what players you have and what has been said about useful skills on different positions. Get the idea of what you can and cannot play. Think of possible reinforcements.
* setting your attack - how to score more goals ?
SOLUTION: If a striker has more space around him, his chances of scoring will increase.Use it!
* setting your defense - how to lose less goals ? A tough question :]
Some people say you should play 4 DEFs and 1 DEF/MID. Other - 3 DEFs and 2 DEF/MIDs or even 5 DEFs... you have to decide it by yourself :P
SOLUTION: Give your opponent's strikers little space to breathe (esp. during set-pieces)
* setting your midfield - what should I do with them ?
SOLUTION: Don't let them fight for a ball in every sector of the pitch! Know that they could eventually got tired and play worse near the end of the match.
Think of giving a task to MIDs - maybe they should concentrate more on attacking or defending ?
* players' routing - players with a low stamina can lose quicker their skills during the match, if they have to run after the ball. Mind that !
SOLUTION: think of introducing some 'operation areas' for each of of your players (it means in all 35 sectors!).
if you have good fast defenders - maybe you should risk playing some offsides ?
if your defenders are slow - maybe they should only stick to their position just outside the box ?
Do your DEFs really have to cross the middle line ?
Do your strikers have to draw back near your own goal ?
* moving the ball between the sectors - check if your players don't have to run huge distances between the neighbouring sectors.
Look out - if there is such a player and has a low pace, he could be late for his position in the next sector. There's why for example DEFs are not on time.
SOLUTION: move the ball in your tactic from and to every neighbouring sectors of the pitch. Match players' pace to the distance they will have to run between one sector and another. Check also their stamina.
* smoothing the tactic - to check if your players don't have to make some distances unnecessarily
SOLUTION: move the ball a couple of sectors forward and backward, left and right. Holding the ball, do some circles. Check all neighbouring squares.
* giving orders to the players - this is where the training comes in :)
We must distinguish 2 things here: the position where the player plays according to the tactic (defender/midfielder/attacker - depends on the sectors he is assigned to in all 35 squares of the tactic) and orders we have given him (DEF/MID/ATT). As some sorts of training are dedicated to a specific formation (DEF/MID/ATT), managers tend to appoint their attackers as MIDs or DEFs and defenders as MIDs or ATTs so that the selected player would get the training.
Giving strange orders to the player may result in losing consistency of your tactic. For example: deciding that your sweeper should play with MID or ATT order may result in his tendency to dribble, instead of taking the ball from the opponent.
SOLUTION: weigh what is more important for you: training of the specific players with risk of losing the consistancy or creating a strong tactic (but without all training dedications). If your team is much better than the opponent's, some inconsistency shouldn't be risky, but if the teams have similar strength, don't be disappointed if you lose.
As we ought to assign no more than 5 DEFs/5 MIDs/3 ATTs during the match, the other choice would be to play normally on Sunday (with the maximum possible number of players in the formation trained) and dedicating the wednesday results to training.
* setting the good tactic against the opponent - the most important one
SOLUTION: Follow these steps:
- check what tactic your opponent plays (during the last couple of matches)
- would he play the same one against you ? If so - that gives you the advantage :)
- find what are his tactic's weaknesses :)
- exploit them :D
!!! NEW!!!
* conditional changes - another toy that gives us options. It goes like this
IF I blah blah IN blah minute THEN PUT blah player ON blah position.
What are the benefits of all conditional changes ?
Only a couple, as some options in conditional changes are unfortunately useless...
SOLUTIONS:
+ switching positions without making a sub - your better striker might have been unfortunately set to fight against better defenders. After the switch, he may create more shooting oportunities. You may do the same within DEFs or MIDs.
+ stamina wimps - as you probably know, players with worse stamina get tired faster. What you may do is to substitute a player with low stamina (for example in half time) to get the same quality of the position all the match long
+ technique killing - a funny name for letting in a good technician in a second half. Opponent's defenders will have got tired by then, so why not realease a technical dragon to play against them ?
+ bonus training ? Every good manager tries to weigh the strength of the team according to the strength of the opponent. Sometimes it's no difference if you win one match 1-0 and the second 7-0 or both 4-0. You may let young trainee play for 60 in the first and 30 in the second match (or 45/45) to give him some training and also not to lose the game quality (it would happen if he had to play all the match long)
If you switch players that are playing, they will keep the same numbers and will train on the same position. Substituting ATT with DEF means that you will have a player playing offensively in defence and training as ATT and also a player trying to get rid of the ball playing in attack as DEF :] Remember that players get training according to their last position before every Thursday.
!!! NEW!!!
This manual should throw some light upon the creation of any powerful tactic :)
It isn't complete yet, so please, give me any notice if you want to publish it somewhere on the net., so that I could inform you about possible changes. Maybe I'll return to it some day to add some nasty tricks I use ;)))
Use the proposed solutions at your own risk ;)
Of course any help - error correction or other suggestions what I have missed would be welcomed :]
Oh - one more thing - as Poles know too much about the tactic already...
[color=red size=2]any Polish translation of this manual is still FORBIDDEN !!![/color]
I will do it by myself, if the right time comes. :P
UPDATE NOTICE: Special thanks to Shadowman, Skippi, Jack Daniels and others for discusion and inspiration to make an update :]
(editado)
(editado)
*forestman applauds the tactics, but now worries that some of his tactical "secrets" were not actually that secret, nor special!*
(editado)
(editado)
I've changed the manual slightly.
The aim of this manual was not to show straightforwardly how to start winning, but to give the better understanding of the tactic.
Hope that you don't mind ;)
(editado)
The aim of this manual was not to show straightforwardly how to start winning, but to give the better understanding of the tactic.
Hope that you don't mind ;)
(editado)
I would think that technique is VERY important for central defenders. I can't count the amount of times in my short career that one of my attackers was able to steal the ball when a centerback failed to 'trap' the ball (at the report says) and I was able to score easily. So I play good technique centerbacks and they do a very good job of picking up errant passed and rebounds and clearing them. Backs clear the ball quickly regardless of thier playmaking.
Any one know how to set the player position for when the game kicks off after a goal.
I am struggling to alter that one :)
I am struggling to alter that one :)
it's the central middle square :P
After every goal players go back to their own half, so they don't stay on positions according to your tactic.
After every goal players go back to their own half, so they don't stay on positions according to your tactic.
Yeah, that's the problem - They go back to my half, which i the rules, *but* I want to change where they are positioned and cannot find a single square which has the same positioning :)
Pretty the same, when you hava a corner.
DEFs run like crazy to the middle line, although they're not asked to ;P
DEFs run like crazy to the middle line, although they're not asked to ;P
Some update :)
If you don't understand what "moving the ball" means, here you have some swf :]
How to move the ball and set the players' positions
(provided by Lord Skul from Belgium on SK International)
(editado)
If you don't understand what "moving the ball" means, here you have some swf :]
How to move the ball and set the players' positions
(provided by Lord Skul from Belgium on SK International)
(editado)
I thought chinese was hard to understand.. :/
The language is the least important thing there :P