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explaining tactics

yoyo913

Team Captain
found this great post off of sortitout forums, it explains all parts of tactics quite well, great read for hardcore FM fans

PART 1


The Tactic Settings

i am going to explain the basic principles of creating your own tactic.

Formations – Formations are the starting point in creating any tactic, personally i prefer a 4-1-2-1-2 Diamond, its not the best but its my favorite, if your trying to create an overall tactic then go for your favorite style, if your going for a specific team go over the team, look threw the who plays where i created, see who you think suits each position and if they have the right amount of players. There's no point creating a tactic for 2 defensive midfielder if you only have the one, or two even, you should always have a substitute you can use in case of an injury. A common all round formation is the 4-4-2

If anybody has to do runs make sure its either from or two their position, otherwise the will never play where they are best, if you have them running out from their position at least they play there some of the time.

In the team instructions settings there are many sliders, i will explain them and what i believe can be more useful for home or away.


Multiple Tactic System

Myself and a few others i have seen follow the multiple tactic system, this is generally 4 tactics, home, away, attacking and defend lead, so it covers all occasions. Some people use a 3 way with i do not recommend because there is a chance you will have to chance it to something you have at some point, you don't wont to sit around wasting time. With a four way base the attacking on the home tactic but give more farrows and forward runs. For the defend lead get rid of any farrows and sarrow the strikers if your using two, also for defend lead set the passing focus to down the flanks. This is a fairly balanced out system, it also prevents what a lot of people suffer called AI “cracking”. This is where in the second season the rival teams work our your tactic and counteract it, some people do not like this, personally to me it adds realism.

Mentality

Mentality has four areas, i personally leave it on 10 (default) and set them to the individual players, if individual players are changed the team instructions settings has no effect at all and is there for useless if changed.

Ultra Defensive – Rarely will people use this mentality, it isn't accessible in the individual player instructions, the team will be looking to run back and not even slightly intend to attack this is extremely useless. Also if this is set all individual mentality's will be overrun.

Defensive – Defensive can be good but its better set as a individual mentality instead of a team mentality, players will be looking to stay back more, this option is best with counter-attack ticked.

Normal – Normal is what it is, neither defensive or attacking, if i choose a team mentality it would be between normal and attacking so two notches in, this can make it that bit more defensive but attack minded.

Attacking – This is the more popular style moving forward more and trying to score a goal most of the passes will be to somebody in front.

All Out Attack – Another mentality that overrides player mentality, this is just going forward for basically everybody, don't be surprised to see your goalkeeper trying to score, it leaves the back of the formation wide open so much you wouldn't even think you had defenders.

Individual Mentality's

If you wont to use individual mentality's and not a team global one you have to decide on who will be what mentality etc. I generally use the below and work it for the tactic i am using. This is a lot similar to the ROT system.

Goalkeeper – 4
Central Defender – 6
Defensive midfielder – 8
Wing Back – 10 (Home) – 8 (Away) – 6 (Defend Lead)
MR/L – 12
AMR/L – 14
ST – 16

The reason why the wingback is 10 at the moment is for home games, for away games the wing back would be 8 and defend lead dropped to 6. The reason for this is because in home games you wont your wingback's to go forward a bit using their crossing and trying to help, this isn't as recommended at away games because the opposition is using slightly more attacking aggressive tactic and they will exploit holes. One of the main attacks and favorite things for the opposition wingers and strikers is to go behind your wing backs when they are forward.

Creative Freedom

Creative freedom isn't linked to creativity before people get confused, creative freedom is what you allow your players to do, for example a very high creative freedom setting for a defender, you would probably see him trying to run up the pitch and bang it in. Although this is a good thing for strikers and attacking players to much can lead to out of positioning. Another example is a 4-4-2, to use creative freedom accordingly you would have 1 striker with high and the other with low, the low creative freedom striker would stay close to his main starting point waiting for the ball, the higher to me is a lot like Rooney, running back down to help the mid get the ball and get it back up there. But if there both over creative freedom they would both be running back down there to get it, they receive the ball and thats it, no one to pass to ahead of them because they are meant to be at the front, this is why the better tacticians use it accordingly with one on high and the other a bit lower.

Low Creative Freedom – Striking to their position not going to far out, more ideal for defenders and goal keeper.

Normal Creative Freedom – This is more they will do it when they want type attitude for the players, but you shouldn't risk this with defenders, having a defender say to him self “o i will just run all the way up there” isn't very reassuring or realistic.

High Creative Freedom – Moving about trying to exploit more holes and positions to gain an attack.

Passing Style

Passing style should be different up the pitch to have a more unpredictable approach, the lesser skilled passers should be using more direct passing to the nearest unmarked man, towards the front it should move down to mixed and then shorter with the better passers, personally i never go all the way to short, just the notch above, i wont my higher up players to have some freedom in how they get the ball across the pitch.

Mixed: Your players will attempt all styles of passing, short passing, mixed passing, direct passing and long passing. This is also what i have most of my players on but a few notches to short. I don't want my player having to risk a stupid pass because i wont him to pass a certain style.

Short: Your players will just pass the ball to the closest player that isn’t marked. It is basic in a sense but hard unless your players are good passers, the shorter it gets the more one touch style football is created.

Direct: Very good for a counter-attack style tactic as it gets the ball up to the front faster, personally i keep my defenders on direct and never put any other players on direct, direct means he will pass it to the guy in the next zone, for example defense to midfielders, midfielder to striker, as good as it sounds keeping possession isn't an easier task and the ball can be easily lost.

Long: Possession is lost even easier here, your players will hoof it down the pitch aimlessly it may as well be over most peoples heads, i do not remember somebody using this to an effect.

Tempo

I have had many, many discussions on this, basically tempo is how fast the ball will move up the pitch and how fast the team will look to make the attack.

Slow Tempo – Passing the ball around more to the sides creating an attack slower, this is more patient build up and works better at home with counter-attack turned off.

Normal Tempo – Not quite fast or slow, not many people use this as it can be counter acted by high or slow tempo.

High Tempo – Is more designed for away games, the ball will likely reach the striker with in a couple of passes, this is why it is better at away games as counter-attacking style couldn't work if you pass the ball around when there's an opening. Be warned, a lot of teams can't keep this up for the full 90 minutes.

Width

Width is how wide your team play and spread across the pitch and taking up more of the pitch or less of it.

Narrow – Narrow is when you wont your defensive unit to stay tight, this is more for a counter-attacking style and is certainly more useful in away games.

Normal – This is fine to use, personally i go with narrow away and home wide, some people now tend to notch it two spaces to either side so its not to wide and not to narrow so i recommend this more but slightly on either side.

Wide – A wide formation is more for home, spreading out over the pitch taking up more space and opening more exploits, this isn't recommended much for away games because to many gaps are left open for the opposing strikers.

Closing Down

This is how much your team will “press” the opposition, trying to get the ball. While some think this is a great idea it pulls players out of their original position, that is why i recommend having a very low closing down on defenders for away and just below 10 for home games. Defensive midfielders, if used should be the highest closing down out of your team around 14/15 and cutting down opposition before it reaches your defense. Another thing i advise is a high closing down on one of your strikers if your using two, he will close down on their defenders when they have the ball and make the make quick passes which could lead to an error and you gaining the ball in their area.

Low Closing Down – This means the players will put them selfs between the ball and the goal and stand there till they are being taken on. This is good for keeping certain players in position when defending.

High Closing Down – Pressing the opposition running at them trying to gain the ball, this will bring players out of position and tire down players if used a lot.

Time wasting

There are a lot of arguments here for time wasting, time wasting is how how quickly the player will attempt to get rid of the ball and in theory this has nothing to do with tempo. For example, low time wasting assumes that the player will get rid of the ball as soon as possible which may result in a poor pass or a missed opportunity. A higher time wasting makes players think about their pass and don't rush to kick the ball away. I believe for home a time wasting of 10 and away the half way notch between normal and often or the first notch of often, these have provided best results so far.

Rarely Time Wasting – Never should it be on this, it is rushing the ball away from the player fast, he probably wont even think about the pass he is going to make.

Normal Time Wasting – My preference for home games, this lets them time waste when they feel best and feel like it, it wont hurry them to much or make them take to long on making the pass.

Often Time Wasting – This is recommended for away games, this gives players more time to think about the pass they are going to make which is more important when not at home and i believe 14 is a good number to use.

Defensive Line

Also called the D-Line, this is how far back or forward your defense move to, imagine moving your defenders up to the defensive mid position but everybody else staying near their true position. Its how high your defense move, higher defensive lines attempt to break the oppositions attack before it gets closer to the goal, it can cut down on the amount of decent shots the opponents take and also the user could try the offside trap. With all that positive about the high d-line, if they got fast players and your defense aren't your stuffed. A deep d-line is nicer for countering the opposition drawing them in and hitting on the break. To use a 5/5 system so 5 defense mentality and 5 attacking, put the d-line to the mentality of the most attacking midfielder.

Deep D-Line – Draws opposition in, less chance of defenders being out run, can sometimes be asking for an attack to be made so it can be bad for you but if it works you can pull of the counter.

Normal D-Line – I prefer to use this away normally, this will be a distance between defense and midfielders at an average amount.

High D-Line – What most people prefer for home and away, this is what i generally use for home if i have to choose or notch 12 which is a bit higher but not exactly pushing up, good for breaking their attack early and using the offside trap.

Tackling

Tackling is a straight forward instruction, easy for friendly etc to cut down on most injury's and up it when its a normal game. It is basically the mentality of the player for tackling, for example easy means tackle if you know you got a fair chance of winning, normal if you wont the players to try and win even if they don't have great odds, and hard means go all out and rough them up a bit as well.

One more thing to remember is Referees, some give out more card then others, if you click on the referee you can find him in an officials section, if he gives a lot of red cards then you can expect to get some if your using hard tackling.

Easy – For friendlies, players such as strikers etc that aren't very good tacklers or told to tackle much.

Normal – This is for most players on the pitch and what i use for most of the time my back four or my back central defenders.

Hard – I use this on my defensive midfielder and sometimes my wing backs, it also acts as a roughing up type job as it can hurt other players moral slightly and a good chance of injuring them.

Focus Passing

This is to choose where the ball is focused on being played, from everywhere, down the wings etc, the most common and best choice is mixed.

Through the middle – Your team will pass this down the center, this can be useful when trying a narrow approach.

Down both flanks – This will be getting your ball to your wing backs and wingers a lot more, i tend to use this on a hard counter or for defending a lead.

Down Left/Right Flank – This means down the flanks but a set flank, this is very suicidal, if you try this you may as well not play.

Mixed – The team will mix everything up and look to pass at all places, i always use this for home and most of the time for away unless i am on a desperate counter.

Marking

This is how you mark your opposing team, whether to guy by each man individually or stay in a certain area, i choose everybody on my team with zonal.

Zonal – This is where you guy sticks to his zone when not doing a task such as pressing or running with the ball.

Man – Each man will get a player and mark him, this is not a good idea even for the defenders it is bad, if you man mark a striker of there's they change formation and swap it over so its one striker, your going to be marking what a defender?

Target Man Supply

I don't use one striker and when i do i don't use a target man as i think it takes away some of the attack capabilities.

Run To Ball – This is for players with more good acceleration, pace, dribbling and fairly decent strength.

Ball To Feet – This is for strikers who hold up the ball, have good strength like before fairly good dribbling with technique.

Ball To Head – This is where the ball will be crossed in aiming to get on the strikers head, the best attributes for this are, jumping, strength, heading, off the ball and finishing.

Extra Settings

Tight Marking – This tells your men to mark a player tightly when he is in his zone or at all times with man marking, my personal preference is everybody on zonal marking with the central defenders on tight marking.

Play Offside – As i said before this is suited with a higher defensive line, if your back for have great team work positioning and are exceptionally fast and have been working together for quite some time try it, some teams use it to great effect if done correctly.

Counter Attack – Counter attack should be on for away games or defending the lead, although it lowers your possession overall it gives you the chance to hit them on the break by spreading the play, this works best with faster strikers and midfielders.

Use Playmaker – I don't use this anymore but i did used to and it worked very well, it tells the squad to get the ball to this guy so he can make the killer or important pass. I cant fully remember the tactic but i had one guy in the middle with everybody around him evenly spaced out, he was set as the Play maker and this worked to a great effect he always made a decent pass.

Use Target Man – Just like the Play maker your team aims to get the ball to him, this is generally a better tactic if you have a single striker, remember to use the above settings on how to get him the ball if you decide to use it.
 

yoyo913

Team Captain
PART 2

Player Instructions

The below settings should follow the before premise of premiership should use 15+ of these attributes etc and so forth. With hold up ball settings, note its not always a good idea to have more then one player in that area using that command.

Wing Back – Pace, Positioning, Stamina – Forwards Runs Often
Wing Back - Dribbling, Positioning, Stamina, Crossing – Run With Ball Often
Defensive Midfielder - Strength, Decisions, Passing – Hold Up Ball
Winger – Forward Runs Often
Winger - Dribbling, Pace – Run With Ball Often
Midfielder - Strength, Decisions, Passing - Hold Up Ball
Midfielder - Stamina, Decisions - Forward Runs
Midfielder - Dribbling, Pace - Run With Ball
Attacker - Strength, Jumping - Run With Ball
Attacker - Dribbling, Pace – Hold Up Ball

Cross From – Some people have different opinions about this i tend to generally follow
Wing Back – Deep
Strikers – Byline
Everybody Else – Mixed.

Some people prefer to use byline on Wingers also.
Closing Down & Creative Freedom

Logic suggests that if you wont an even balance down the pitch you must give this out accordingly, for example every creative player should have somebody on the pitch less creative with more closing down, for every attacking player, a defending one, and this is how you should give out the above settings. It follows this pattern.

Defensive Midfielder: Closing Down to First Notch of Often
Attacking Midfielder: Creative Freedom to First Notch of Often

Conflicting Instructions

These are settings that if used together may cause more harm then good.

Deep Defensive Line & Offside Trap – This is quite contradictory, having your defense very low but catching the opposing strikers offside, if you managed to pull this off they would be in your penalty area by the time they get the ball.

Slow Tempo & High Closing Down – Closing down but doing so slowly, as i said before Tempo is how quick the team play so this speaks for its self.

Home & Away Difference

The reason why there are different tactics for home and away is because the game effects it like in real life, for example in an away game the home team will have the crowd behind them etc. This is why the away game is more defensive with a narrow high time wasting approach, because the crowd are pumping there team to attack more and you generally cant fight a scoring war away.
Team Talk

Team talks are very important and there are a few simple rules if you wont to keep things simple but quite correct. One thing to note is never say i expect this from you every week, this will lower team morale quite a lot and this can cost you. Also, don't put delighted at a players performance or overall team performance if the team you are facing and nowhere near as good as you, for a start it makes them a bit big headed, it also makes them play poorly in the following games against good teams.

Half Time

Any Match Status – Above 7 - Good Mood - Pleased
Any Match Status – Above 7 - Poor Mood – Delighted – Cheer them up.
Any Match Status – Below 7 - Any Mood - Encourage
Playing Better, Not Winning – Sympathize With The Team


Full Time

Any Match Status – Above 7 - Good Mood - Pleased
Any Match Status – Above 9 – Any Mood - Delighted
Any Match Status – Below 7 - Any Mood – Disappointed
Any Match Status – Below 5 - Any Mood – Angry
Played Better, Didn't Win – Sympathize With The Team

Don't forget your commenting on the teams player rating, not the overall score, if the player rating is good it means the team is doing well regardless of the score, so don't jump to angry or disappointed team talks. Please note if you do to many individual talks, which ever talk prevails for example most of the players are on pleased the odd player disappointed the overall team will get more pleased then bad.

Training

Training is very important in the game, given the right amount of time, good coaches and well chosen training schedules can make a team of slops into a killer team.


The Schedules

When choosing what settings to use the user should first note what each slider improves and what each one means. Please note when creating a training schedule, do not let the button intensity line go over the word medium, this will likely inflict more injury's and overwork the players.

Strength - Natural Fitness, Stamina, Strength, Work Rate.
Aerobic - Acceleration, Agility, Balance, Jumping, Pace, Reflexes.
Goalkeeping - Aerial Ability, Handling, Kicking, Throwing, One on Ones.
Tactics - Anticipation, Decisions, Positioning, Movement, Teamwork, Command of Area.
Ball Control - Dribbling, First Touch, Technique, Flair, Heading.
Defending - Tackling, Marking, Concentration.
Attacking - Passing, Vision.
Shooting - Finishing, Long Shots, Composure.
Set Pieces - Crossing, Corners, Free Kicks, Penalties, Long Throws.

Barka Tip - “focus on what position they play. if they are a defender then high defensive settings and put the attacking and shooting down to nothing because you don't want the defenders trying to score more then the strikers.”

Our training Schedules – Here you can download the training schedule we use, if you can't download it follow the pictures below to create it yourself. Our schedule is designed for us as we have said and for our teams, it will probably be fine for most

Download Link http://www.fmdownloads.net//index.php?acti... Tactics&

Goalkeeper - http://img144.imageshack.us/my.php?image=gklh7.jpg
Central Defender - http://img134.imageshack.us/my.php?image=cdfe8.jpg
Wing Back - http://img87.imageshack.us/my.php?image=wbji6.jpg
Defensive Mid - http://img136.imageshack.us/my.php?image=dmccb6.jpg
Midfielder - http://img132.imageshack.us/my.php?image=midyk9.jpg
Attacking Midfielder - http://img136.imageshack.us/my.php?image=amcyc1.jpg
Striker - http://img142.imageshack.us/my.php?image=strikerpi7.jpg


The Coaches

Probably the most important part of the training is the coaches, no matter how great a training schedule, if the coaches aren't good, the training wont improve. Below is a list of how to get 5 stars in each training section, you will need 10 Coaches, one for each category and then another coach set to each section, this other coach does not need to be good, he just lowers the overall intensity and lowers the chance of injury.

Strength – fitness 18+
Aerobic - fitness 18+
Goalkeeping - Coaching Goalkeeper 18+
Tactics – Tactical 18+
Defending - Defending 19+
Ball Control - Technique 18+ & Mental 18+
Attacking - Attacking 18+ & tactical 18+
Shooting - Technique 18+ & Attacking 18+ or
Set Pieces - Technique = 17+ & Mental + Attacking - 39+


Who Plays Where

Main Attributes List and Type of Player. Before picking a player note his age, there is a time when they find them selfs past their personal best. Also there are several things to consider when choosing a team like languages and who they do not like.

Penalty Taker – This will up the chance of scoring from the penalty.
Main: Penalties, Composure.
Secondary: Influence.

Team Captain – This will make the team a bit more determined and following instructions.
Main: Decisions, Influence, Older.
Secondary: Determination.

Free Kicks (Try to have this player as a winger) – Increases scoring chance of a free kick.
Main: Free Kicks, Flair, Decisions.
Secondary: Crossing.

Corner Taker (Try to have this player as a winger) – Gives a better cross on the corners.
Main: Corners, Creativity.
Secondary: Crossing.

Throw Taking (Try to use your full backs, set them to take throws on their side)
This creates a better throw and more likely to go to a team mate then oposition.
Main: Long Throw.

Goalkeeper – This will make the goalkeeper a better shot stopped and more of a team member then just a goalkeeper.
Main: Reflexes, Handling, Communication.
Secondary: Command Of Area, Ariel Ability, One On Ones.

Wing Backs (Home) – Improves the wingback's use within attacking, better crossing etc.
Main: Positioning, Crossing, Anticipation.
Secondary: Stamina, Pace, Decisions.

Wing Backs (Away) - Better for away games, being more of a defensive line then an attacker.
Main: Positioning, Tackling, Anticipation.
Secondary: Stamina, Pace, Bravery.

Central Defenders – This attributes will help the defenders in getting the ball of strikers and making better marking when defending corners and free kicks.
Main: Tackling, Teamwork, Strength.
Secondary: Marking, Positioning, Jumping.

Defensive Midfielder – Improves the chances of the defensive midfielder getting the ball when he is better in these attributes.
Main: Tackling, Positioning, Stamina.
Secondary: Work rate, Bravery, Jumping.

Wingers – Helps the wingers get the ball to the striker quicker and smoother.
Main: Crossing, Dribbling, Passing.
Secondary: Pace, Off The Ball, Creativity.


Attacking Midfielder – This attributes gives the player a more special touch, this is your Zidane, Ronaldinho type position.
Main: Passing, Creativity, Dribbling.
Secondary: Technique, Off The Ball, First Touch. (Finishing is a bonus)

Striker – Ideal attributes for any striker, being able to position himself better and get the ball round the defenders quite easily.
Main: Finishing, Acceleration, Dribbling.
Secondary: Technique, Pace, Of The Ball.

Target Man Striker (If you choose one) – Target man attributes, he will be marked a bit more that is why jumping and heading and needed to gain the ball.
Main: Jumping, Heading, Finishing.
Secondary: Strength, Off The Ball, Dribbling.


If you don't understand why i have picked some of these attributes go down to the FM dictionary, in there i have each definition explained and it will help you understand why i made these choices.


Happiness

Language
If a player can’t communicate with any other staff members or players then he is more likely to be unhappy than one who can talk to other staff, this will also effect on the pitch for example, he shouts for the ball but there's a chance nobody will understands him. Nobody knows how in depth SI have gone into this.

Disliked Players
Some players actively dislike other players and shouldn’t be placed in the same team, if they don't like each other this would also affect the game, imagine two strikers, both good. They dislike each other and wont to score more goals then the other, a lot of open chances are going to be missed because one of the two is to egotistical to help.

Favorite Personnel
If the player has a friend in the team, maybe consider playing him with him especially if they work near each other on the pitch.

Individual Happiness
If you are trying to pick over two players using the table below and you cant decide, have a look at the players individual happiness. Sometimes these can be clues whether somebody is hardworking, or is intending to leave the club when he proves how great he is.

Outraged - Low temperament and isn’t very professional.
Disappointed - Model professional who isn’t going to cause an impact.
Worried or Upset - Not very good at handling pressure.
Believes he can get into manager’s plans - Hardworking and good at handling pressure.
Thinks this club is a stepping stone - Disloyal, Ambitious and fairly un-professional.

The Board
These are the least people you don't want happy, for the fact your job is in their hands. Several things can change whether they are happy or don't feel your the right person for the job, Every chairman has different opinions and reacts in a different way here is a few.

Transfer Decisions
If you free-transfer valuable players (or players that the chairman likes) then the chairman will be understandably upset with you.

League Position
The chairman indicates to you the club’s desired league position at the beginning of a season, if your failing to achieve this the board will not be happy.

Supporter Pressure
Supporters will react badly to poor league position, bad runs of form or the transferring of favorite players.

Purchasing Players

When purchasing a player you might be made to make a difficult choice or even decide what to look for in the first place. A peak age is a good first note, when in the searching section put in a criteria search for age first and set it to most ..... You don't want to buy this good player which you splashed out on to find hes way past his best, players do not show as clearly but some stats can be deceiving when age kicks in. The ages below are a good recommendation to use and can help when choosing the right player.

Remember! Before you go out and buy a player, check your reserves and under 18s there is always somebody in there that is good enough to be a force.

When buying a player, make sure they are not over these age ranges, this is when the players start to decline in performance and sometimes when they think about retirement in the game.

Goalkeeper - 33
Defender - 31
Midfielder - 29
Striker – 28

Like i showed above attributes are important, when narrowing down the search with the below.

Goalkeeper - Reflexes, Handling, Communication, Jumping.
Wing Backs - Positioning, Tackling, Pace, Anticipation, Stamina.
Central Defenders - Tackling, Jumping, Positioning, Strength, Marking, Teamwork.
Wingers - Pace, Dribbling, Passing, Off the Ball, Creativity, Crossing.
Attacking Midfield - Passing, Off the Ball, Creativity, Technique, Dribbling.
Defensive Midfield - Workrate, Jumping, Tackling, Stamina, Positioning.
Striker - Pace, Acceleration, Dribbling, Technique, Finishing, Off the Ball.
Target Man - Jumping, Heading, Strength, Off the ball.

Depending on your club division you should also follow the below rule as a minimum for the above attributes.

Premiership clubs 15+.
Division One 10+.
Conference 7+.

When purchasing officials such as coaches, assistant managers and physios, remember to look at their ideal attributes, if your going for all 5 stars on the coaches, head back to the training section where i have listed what you need, if your looking for a good assistant manager then search for assistant managers with good tactical knowledge, good ability to pick players and good man handling. For physios go for the higher physiotherapy and determination to get them aiming to get the player back on track and fit again. Remember when a player is injured the physio makes an assumption of how long he will be out, the better the physio the better the assumption.


thank Synax from FM Britain for all of this

this should help you a lot whilst creating a tactic
 

Zlatan

Fan Favourite
and never have such a big sig... :)

Anyway that's a marvelous post indeed, where those people who write that find the time to write such a thing.
 

monkeyhappy

Senior Squad
Tom said:
the old Aiden would never have made such a comment :(
ok! i take that back! anyway i followed the rules and lost to chelsea 0-2 but then i beat arsenal 1-0 :hump: so that was nice! schwarzer played a blinder tho! at least itll provide someone for craig gordon to look upto!
 

monkeyhappy

Senior Squad
Horatiu said:
somehow I already knew most of the stuff he wrote about.. its common sense basically
yeah but the thing about creative freedom and time wasting was a big shock to me! i thought it was like... how many times they try to take it into the corner and also i thought that tempo was about taking time to pass?
 

Tom

That Nice Guy
yeah to be fair i do kinda agree with Horatiu, it's very good for beginners, but really it doesnt tell me MUCH i didnt already know.
 
D

Dan the monkey

Guest
Fantastic post, i'm surprised FM-Britain isn't very active with quality posts like that.
 


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