Xem phiên bản đầy đủ : Tactics Guide
vietales
05-07-2007, 06:30 PM
Tổng hợp từ fm-britain.co.uk
Mentality
1 vài gợi ý cho việc set mentality cho đội. Chúng nó viết nhiều nhưng tóm lại là như thế này
Home Framework
GK 14
DC 15
FB 16
MCd 17
ML/R 18
MCa 19
FC 20
Away Framework
GK 1
DC 2
FB 3
MCd 4
ML/R 5
MCa 6
FC 7
Attacking Away Framework
GK 6
DC 7
FB 8
MCd 9
ML/R 10
MCa 11
FC 12
Ghi chú:
GK: Goal keeper
DC: Central defender
FB: Full back
MCd: Defending midfielder
ML/R: Right/Left midfielder
Mca: Attacking midfielder
FC: Forward
ML/R 10: số lượng click kể từ vị trí ngoài cùng bên trái (0 click)
Tổng hợp từ fm-britain.co.uk
henry_henry
05-07-2007, 06:33 PM
Tổng hợp từ fm-britain.co.uk
Mentality
1 vài gợi ý cho việc set mentality cho đội. Chúng nó viết nhiều nhưng tóm lại là như thế này
Home Framework
GK 14
DC 15
FB 16
MCd 17
ML/R 18
MCa 19
FC 20
Away Framework
GK 1
DC 2
FB 3
MCd 4
ML/R 5
MCa 6
FC 7
Attacking Away Framework
GK 6
DC 7
FB 8
MCd 9
ML/R 10
MCa 11
FC 12
Ghi chú:
GK: Goal keeper
DC: Central defender
FB: Full back
MCd: Defending midfielder
ML/R: Right/Left midfielder
Mca: Attacking midfielder
FC: Forward
ML/R 10: số lượng click kể từ vị trí ngoài cùng bên trái (0 click)
Tổng hợp từ fm-britain.co.uk
--------> Ông viết như thế thì mấy người mới chơi đố ai hiểu giải thích rõ ràng ra chứ
vietales
05-07-2007, 06:43 PM
@henry: tôi giải thích ở phía dưới còn gì T_T
Ví dụ: FC 12 có nghĩa là khi set mentality cho FC thì click 12 cái
vietales
05-07-2007, 06:45 PM
Team Instructions
Use Target Man
Thiết lập này hoạt động cực kì tốt và có thể tạo ra rất nhiều cơ hội nếu được sử dụng 1 cách chính xác. Target man nguyên mẫu: cao, to và khỏe có thể tàn phá cầu môn đối phương nếu như được set là no forward run và bóng được phân phối to head, to feet hoặc mixed. Hiển nhiên nếu như set run onto ball thì ta phải set cho hắn forward run.
Use Playmaker
Một Playmaker cần phải được xếp ở 1 vị trí có thể nhận được bóng một cách dễ dàng vì vậy nếu như để anh ta chạy lên khu vực tấn công quá nhiều sẽ làm giảm đi hiệu quả của anh ấy. Set forward run ở mức thấp hoặc mixed, closing down ở mức thấp, set zonal marking và có thể set free role sẽ giúp phát huy hết khả năng của Playmaker
Play Offside
Sử dụng chiến thuật này kết hợp với việc sử dụng 1 hàng phòng ngự dâng cao, vì thế nếu như bẫy việt vị bị phá thì hậu vệ vẫn có thời gian để quay về. Vì vậy ý tưởng này thích hợp với Home Framework và sẽ có ít hiệu quả hơn với Away Framework. Hiển nhiên, hậu quả sẽ càng lớn hơn nếu như hàng phòng ngự toàn những cầu thủ chậm, vì vậy nếu như bạn có 1 hàng phòng ngự nhanh thì rất thích hợp để chơi bẫy việt vị (lỡ may bị phá còn có cơ đuổi).
Counter Attack
Individual Instructions
Run With Ball, Long Shots, Through Balls and Cross Ball
Trong cách chỉnh của tôi, cho cả chiến thuật khi đá sân nhà và sân khách, không có 1 cầu thủ nào thực hiện các chỉ dẫn trên quá thường xuyên - often. Việc set các chỉ dẫn trên ở mức mixed sẽ đảm bảo sự vững vàng trong chiến thuật do không có 1 cầu thủ nào tuân theo 1 cách máy móc các chỉ dẫn trên, nếu như gặp các đối thủ yếu hơn mình thì không sao nhưng nếu như gặp các đối thủ mạnh hơn thì.... Do vậy, nếu như chắc chắn rằng cầu thủ của mình có ảnh hưởng lớn đến trận đấu với chỉ dẫn often bởi vì anh ta giỏi hơn người kèm của mình thì hẵng chuyển sang often.
Cross From
Home Tactics: Wingers cross byline, full-backs mixed.
Away Tactics: Wingers cross mixed, full-backs [b]deep[/i].
Cross Aim
Điều này phụ thuộc vào cách set chiến thuật của từng người.
- Nếu như sử dụng 1 tên Target man cao, to, khỏe ta nên set cross aim là target man.
- Nếu như cả 2 tiền đạo đều không chiến tốt thì mixed là sự lựa chọn tốt.
- Nếu như 1 trong 2 tiền đạo nhanh hơn người kia set cross aim là near post.
- Cross aim far post sẽ tạo cơ hội cho 2 tên Winger.
Swap Position
Sử dụng tốt nhất với MC và FC. Nếu như sử dụng Playmaker, sử dụng Swap position sẽ giữ anh ta luôn ở vai trò là 1 playmaker, nhưng thỉnh thoảng cũng khiến cho hắn chơi thấp hơn hoặc cao hơn bình thường. Điều này sẽ khiến việc kéo giãn đội hình đối thủ 1 cách hiệu quả hơn. Cũng như thế, 1 Target man, nếu như hắn nhanh ta có thể để hắn hoán đổi giữa các vị trí mà ta set forward run là rare hoặc mixed
Free Role[i]
Đặc biệt hiệu quả với AMC playmaker.
[i]Hold Up Ball
Điều này dường như sẽ cho đội bóng của 1 lợi thế nết như được set 1 cách chính xác. Tốt nhất là ta set hold up ball cho những cầu thủ ở trước hàng phòng ngự như DMC hoặc hậu vệ cánh, điều này sẽ cho phép đội bóng lấy lại được đội hình và phản công. Targetman hoặc tiền đạo lùi cũng có thể set hold up ball để chờ những cầu thủ khác lên tham gia tấn công.
vietales
06-07-2007, 10:32 AM
Opposition Instruction
Đây là 1 trong những phần mới của FM 07.Những chỉ dẫn này có thể trở thành công cụ hiệu quả để hỗ trợ cho việc phòng thủ và có thể trở thành chìa khóa dẫn đến chiến thắng cho nhiều trận đấu, đặc biệt trong những trận đấu căng thẳng và những trận đấu có tỉ lệ (cá cược) chống lại đội bạn.
Nếu như bạn xem trận đấu với hightlight mode được set là extend hay thậm chí là full match, bạn sẽ nhận thấy hiệu quả của các chỉ dẫn, các cầu thủ sẽ cố gắng tuân theo những chỉ dẫn của bạn khi đối phương có bóng. Điều này thậm chí có thể khiến đối phương “lên cáng” và có thể đó là 1 trong những lý do tại sao opposition instructions trở nên hiệu quả với bất kì cách set marking nào, nhưng dường như kết hợp với zonal marking sẽ mang lại nhiều hiệu quả hơn.
Sử dụng 1 lượng lớn opposition instructions cho mỗi cầu thủ tấn công (FC,AMC,MC) thậm chí có thể làm giảm đáng kể lần sút cầu môn của đối thủ.
Sau đây là 1 số gợi ý trong việc set opposition instructions:
Tiền đạo (Forwards):
- Tight marking là always đối với bọn (half) decent striker hoặc young striker
- Closing down là always đối với tiền đạo chậm và never đối với những thằng nào nhanh hoặc được miêu tả là explosive striker.
- Hard tackling đối với những cây sào như Crouch và những con thú trên không như Bianchi chẳng hạn.
- Show on to foot là weaker foot đối với những cầu thủ có lối chơi kỹ thuật.
Closing down có liên quan đến tốc độ của cầu thủ. Nếu như bạn có 1 hậu vệ có tốc độ chỉ là 6 hay 8 trong khi tiền đạo lại có tốc độ là 16, bạn nên để closing down never. Nhưng nếu như hậu vệ của bạn có tốc độ từ 14 đến 16 nhưng tiền đạo đối phương lại là 1 tiền đạo năng nổ explosive striker thì nên cân nhắc giữa closing down always và no specific. Closing down thường có hiệu quả nếu như không có khoảng cách quá lớn về tốc độ giữa hậu vệ và đối phượng được kèm.
Cầu thủ chạy cánh (Wingers):
- Tight marking và closing down là always.
- Show on to foot là weaker foot với những cầu thủ chơi ở cánh chân thuận (cầu thủ thuận chân phải chơi ở cánh phải và ngược lại).
- Hard tackling always. Tuy nhiên, nếu như sử dụng hard tackling bạn cần phải để ý đến số lượng lỗi không cần thiết trong khu vực quyết định. Điều này tùy thuộc vào ý thích cá nhân và bạn tin tưởng vào khả năng tackling của cầu thủ bao nhiêu
Tiền vệ (Midfielders):
- Closing down always đối với những cầu thủ có khả năng sút xa.
- Tight marking, closing down always đối với AMC và MC trong vai trò Playmaker
Những chỉ dẫn này thực sự có thể mang lại sự khác biệt, đặc biệt là khi bạn đã kiểm soát được AMC của đối thủ.
Trung vệ và thủ môn (Centre backs and Keepers): Closingdown always
Nếu như phải đối mặt với đối phương có chất lượng hơn đội nhà thì có thể Closingdown always show on weaker footđối với hậu vệ cánh (Fullbacks và Wingbacks). Tuy nhiên ko nên quá lạm dụng nếu không sẽ chỉ phí stamina.
Còn nữa ...
votinhkhach
06-07-2007, 11:39 AM
post thì post luôn đi, sao nữa chừng lại đứng lại rùi :(, giờ tui lại phải đi tìm nguồn đây.
Who wont be Dead
06-07-2007, 12:02 PM
=Chán thật,bác cứ up up mở mở thế này...
Chết dân....
henry_henry
06-07-2007, 12:34 PM
Post thì post một lần thui , đằng này cứ post từng tí một thế anh em sốt ruột lắm
votinhkhach
06-07-2007, 12:57 PM
Having looked at three tactic building frameworks, it is now time to delve deeper into some of the other theories behind successful tactical set ups. The following section looks at Mirroring, Defensive Line, Farrows/Sarrows/Barrows, Mentality, Through-Balls, Forward Runs, Run With Ball, Crosses, Hold Up Ball, and Marking. All have been tested successfully with the RoT framework, but not with the 5x5 or Split Global.
Slider Pairings/Mirroring
Mirroring basically means ensuring two opposing elements of the game have a slider total of 20. I experimented with mirroring heavily during my last three months on FM06 but didn’t ever get around to writing it up. There are many ways in which to mirror, and the following offers some suggestions.
Width versus Time Wasting
The assumption for this mirror is that a home tactic should be wide with low time wasting whereas an away tactic should be narrow with high time wasting. Thus, the mirroring split is:
Home: Width 15 vs. Time Wasting 5
Away: Width 5 vs. Time Wasting 15
I always use the 5/15 split as a starting point as they correspond with the ‘first notch’ of the sliders. Thus 5 is ‘first notch’ rarely and 15 is ‘first notch’ often. From this position attacking can be emphasised via lowering time wasting and raising width by the same factor. Likewise, defence can be emphasised by moving the sliders in the other direction.
NB: I rarely had to alter sliders from the ‘first notch’ position. Occasionally, I went to a 17-3 split if I was chasing a late goal, but I have never tested emphasising defence.
Creative Freedom versus Closing Down
I was having so much success with the Width/Time Wasting split that I decided to try it on a player by player basis. I built a tactic on a CF/CD split in individual instructions. The system looked like so:
DCs: Creative Freedom/Closing Down = 3/17
FBs: Creative Freedom/Closing Down = 5/15
MCd: Creative Freedom/Closing Down = 5/15
ML/R: Creative Freedom/Closing Down = 10/10
MCa: Creative Freedom/Closing Down = 15/5
FCs: Creative Freedom/Closing Down = 15/5
NB: I only tried this system at home. For away games I went for CD of 5 across the board (CF as above system) with the exception of the MCd who remained at 15. However, there is no reason it shouldn’t work (see Level Assumptions before deciding to employ such a system in LLM).
Mentality versus Passing
The Width/Time Wasting and the Creative Freedom/Closing Down mirrors worked so well that I decided to experiment with Passing/Mentality. My assumption was that DCs would benefit from direct passing, whereas a high mentality attacker only needs to play quick flicks. Following the RoT framework I devised the following.
DCs: Mentality/Passing = 6/14
FBs: Mentality/Passing = 10/10
MCd: Mentality/Passing = 8/12
MR/L: Mentality/Passing = 12/8
MCa: Mentality/Passing = 16/4
FC: Mentality/Passing = 14/6
ST: Mentality = 18/2
The results were very impressive. There is an argument for transposing the passing of the MCa and the FCd if you wish.
NB: This passing system was designed for High Quality sides. For Championship – high L2 I would suggest raising passing by 2 across the board so the mentality/passing total equals 22. For LLM raise by 4 so the total = 24 (see Level Assumptions). The GK should always pass to 2 higher than the DCs, no matter what mentality setting you use.
Tempo and Front Three Creative Freedom
There is evidence emerging in the Demo that tempo and front three (FCs & AMC/MCa) creative freedom should be matched. Therefore, if tempo is at 5 then CF for the front three should also be 5. If tempo is 15 then CF should be 15. The following reason seems to apply.
5/15 and 15/5 tempo/CF systems don't work as well, or look as good, because the two variables don't compliment each other. If tempo is high then players will look to move the ball around quickly and get it further upfield sooner. This is hindered by the 3 forward players not being allowed to stray from position, which is required in order for them to create spaces into which to pass the ball.
A slow tempo means players won't rush with passing and hold the ball up a lot. When making a pass players will try to keep it simple. This is complimented by players staying in their own positions. Therefore, the 5/5 and 15/15 systems work more effectively.
There are two things to take into consideration here. Firstly, there is the degree of tiredness players will suffer if they are playing high tempo football all match. Tempo/CF at 15/15 with all attacking players on high forward runs often will lead to fatigue. Therefore, high CF/high temp systems need to be employed realistically (circa Arsenal in their fast-fast-slow style). Secondly, it obviously influences the mirroring of CF/CD when applied to attacking players. Further testing is needed (see Future Testing/Closing Down).
N.B. It may be that a 5/15 tempo/CF split works well in a counter attacking system although a lot more testing is required.
Defensive Line
The assumption for the defensive line is that a high defensive line keeps your team close together and is thus ideal for away games. A high defensive line should be equal to the mentality of your most attacking midfielder. However, if you are using a DMC then it should drop by at least 2 notches from that setting or the DMC will get dragged too close to the d-line and fail to perform adequate covering duties.
A low defensive line is important when you are playing ultra-defensive systems such as the dreaded 3-3-2-1-1. In such systems the opposition FC plays very deep and a deep defensive line will ensure that the FC is covered by the DMC/MCd. The DCs will stop him if he gets past the DMC, but in general the DMC will win the ball or force a hurried clearance which is mopped up by the DCs. They are in a lot of space so have plenty of passing options available to recycle the ball back into the attacking third of the pitch. If the d-line is too high they won’t have easy options as they are covering the FC and too much time will be wasted in trying to win the ball back for them to be able to play easy passes into space (see Breaking Down the 3-3-2-1-1).
Farrows/Sarrows/Barrows
My preferred system is a 4-4-2 Diamond so I’ll use that as a guide. These rules should be pretty much transferable to any formation with a little thought.
Ultra-Attack: Long farrowed ML/R, Short farrowed FBs. This farrowing combination allows the wide players to double up on the defending side. If it is working you will see a lot of crosses nodded in at the far post by the corresponding winger.
Attack: Long farrowed ML/R. This allows for constant pressure on the opposition whilst maintaining a tighter defensive base.
Possession: Short farrowed ML/R, short barrowed AMC. This ensures a box-like structure around the opposition penalty area but remains more focussed on possession than on creating chances.
Defend Lead: Sarrowed FCs: Combined with a tight defensive system sarrowed FCs offer plenty of opportunities to exploit the channels. If the AI is pushing its FBs forward expect a host of counter-attacking chances.
NB: I also play an alternate 4-2-3-1 system that has long farrowed ML/R. On paper it looks more defensive than the Defend Lead system, but it actually focuses on getting four players forward (FC, AMC, ML/R) whereas the Defend Lead only attacks with three (FCs, AMC).
Mentality, Through-Balls, Forward Runs, Run With Ball and Crosses
The following provides an indicator of how I set up Forward Runs, Through Balls, Crossing & Passing Focus.
Forward Runs
Attack: Often FCs, AMC, ML/R. Mixed FBs, DMC. Rarely DCs
Possession: Often FCs, AMC. Mixed ML/R, FBs. Rarely DMC, DCs
Defend Lead: Often FCs, AMC. Mixed ML/R. Rarely FBs, DMC, DCs.
Try Through Balls
Often: FCd, AMC, DMC. Mixed: FCa, ML/R, FBs, DCs, GK
Crossing
Often: ML/R, FBs. Mixed: FCs. Rarely: AMC (unless free role), DMC, DCs
Focus Passing
Home: Mixed. This provides greater scope and opportunity for attacking moves.
Away: Down Both Flanks: Exploits the channels and keeps the ball away from positions from which interceptions will be costly.
Hold Up Ball
At least two players should hold up the ball. I usually use my DMC and FCd in these roles, as the DMC holding the ball allows the defence to regroup and the FCd allows for the chance of wingers overlapping him which opens up more attacking angles.
Marking
In my opinion man-marking was horribly flawed in FM06. It worked perfectly until the AI switched tactics. Once that happened user defenders remained assigned to their original markee no matter where he was repositioned. Therefore, your DC may well end up man-marking the opposition’s ML. I believe this may have been fixed in ’07, although don’t quote me. Anyway, to combat this perceived problem I advise the following.
Tight-Zonal: DCs, FBs, DMC
Loose-Zonal: ML/R, AMC, FCs
This system fits nicely with the CD/CF set up in that it ensure space for front players whilst keeps the defenders tight on their men. For a more defensive system the ML/Rs could also be pushed into tight-zonal.
Goalkeeper
I have always employed a sweeper-keeper with a mentality of 14 with low CF/CD, although there is no reason you shouldn’t follow general RoT settings and have the keeper’s mentality set to 4.
Source đó, ai đọc hiểu được thì hay, tui dịch từ từ, khi nào xong up lên cho phần tiếng Việt, giờ đọc đỡ phần tiếng Anh này đi :)
henry_henry
06-07-2007, 01:05 PM
Having looked at three tactic building frameworks, it is now time to delve deeper into some of the other theories behind successful tactical set ups. The following section looks at Mirroring, Defensive Line, Farrows/Sarrows/Barrows, Mentality, Through-Balls, Forward Runs, Run With Ball, Crosses, Hold Up Ball, and Marking. All have been tested successfully with the RoT framework, but not with the 5x5 or Split Global.
Slider Pairings/Mirroring
Mirroring basically means ensuring two opposing elements of the game have a slider total of 20. I experimented with mirroring heavily during my last three months on FM06 but didn’t ever get around to writing it up. There are many ways in which to mirror, and the following offers some suggestions.
Width versus Time Wasting
The assumption for this mirror is that a home tactic should be wide with low time wasting whereas an away tactic should be narrow with high time wasting. Thus, the mirroring split is:
Home: Width 15 vs. Time Wasting 5
Away: Width 5 vs. Time Wasting 15
I always use the 5/15 split as a starting point as they correspond with the ‘first notch’ of the sliders. Thus 5 is ‘first notch’ rarely and 15 is ‘first notch’ often. From this position attacking can be emphasised via lowering time wasting and raising width by the same factor. Likewise, defence can be emphasised by moving the sliders in the other direction.
NB: I rarely had to alter sliders from the ‘first notch’ position. Occasionally, I went to a 17-3 split if I was chasing a late goal, but I have never tested emphasising defence.
Creative Freedom versus Closing Down
I was having so much success with the Width/Time Wasting split that I decided to try it on a player by player basis. I built a tactic on a CF/CD split in individual instructions. The system looked like so:
DCs: Creative Freedom/Closing Down = 3/17
FBs: Creative Freedom/Closing Down = 5/15
MCd: Creative Freedom/Closing Down = 5/15
ML/R: Creative Freedom/Closing Down = 10/10
MCa: Creative Freedom/Closing Down = 15/5
FCs: Creative Freedom/Closing Down = 15/5
NB: I only tried this system at home. For away games I went for CD of 5 across the board (CF as above system) with the exception of the MCd who remained at 15. However, there is no reason it shouldn’t work (see Level Assumptions before deciding to employ such a system in LLM).
Mentality versus Passing
The Width/Time Wasting and the Creative Freedom/Closing Down mirrors worked so well that I decided to experiment with Passing/Mentality. My assumption was that DCs would benefit from direct passing, whereas a high mentality attacker only needs to play quick flicks. Following the RoT framework I devised the following.
DCs: Mentality/Passing = 6/14
FBs: Mentality/Passing = 10/10
MCd: Mentality/Passing = 8/12
MR/L: Mentality/Passing = 12/8
MCa: Mentality/Passing = 16/4
FC: Mentality/Passing = 14/6
ST: Mentality = 18/2
The results were very impressive. There is an argument for transposing the passing of the MCa and the FCd if you wish.
NB: This passing system was designed for High Quality sides. For Championship – high L2 I would suggest raising passing by 2 across the board so the mentality/passing total equals 22. For LLM raise by 4 so the total = 24 (see Level Assumptions). The GK should always pass to 2 higher than the DCs, no matter what mentality setting you use.
Tempo and Front Three Creative Freedom
There is evidence emerging in the Demo that tempo and front three (FCs & AMC/MCa) creative freedom should be matched. Therefore, if tempo is at 5 then CF for the front three should also be 5. If tempo is 15 then CF should be 15. The following reason seems to apply.
5/15 and 15/5 tempo/CF systems don't work as well, or look as good, because the two variables don't compliment each other. If tempo is high then players will look to move the ball around quickly and get it further upfield sooner. This is hindered by the 3 forward players not being allowed to stray from position, which is required in order for them to create spaces into which to pass the ball.
A slow tempo means players won't rush with passing and hold the ball up a lot. When making a pass players will try to keep it simple. This is complimented by players staying in their own positions. Therefore, the 5/5 and 15/15 systems work more effectively.
There are two things to take into consideration here. Firstly, there is the degree of tiredness players will suffer if they are playing high tempo football all match. Tempo/CF at 15/15 with all attacking players on high forward runs often will lead to fatigue. Therefore, high CF/high temp systems need to be employed realistically (circa Arsenal in their fast-fast-slow style). Secondly, it obviously influences the mirroring of CF/CD when applied to attacking players. Further testing is needed (see Future Testing/Closing Down).
N.B. It may be that a 5/15 tempo/CF split works well in a counter attacking system although a lot more testing is required.
Defensive Line
The assumption for the defensive line is that a high defensive line keeps your team close together and is thus ideal for away games. A high defensive line should be equal to the mentality of your most attacking midfielder. However, if you are using a DMC then it should drop by at least 2 notches from that setting or the DMC will get dragged too close to the d-line and fail to perform adequate covering duties.
A low defensive line is important when you are playing ultra-defensive systems such as the dreaded 3-3-2-1-1. In such systems the opposition FC plays very deep and a deep defensive line will ensure that the FC is covered by the DMC/MCd. The DCs will stop him if he gets past the DMC, but in general the DMC will win the ball or force a hurried clearance which is mopped up by the DCs. They are in a lot of space so have plenty of passing options available to recycle the ball back into the attacking third of the pitch. If the d-line is too high they won’t have easy options as they are covering the FC and too much time will be wasted in trying to win the ball back for them to be able to play easy passes into space (see Breaking Down the 3-3-2-1-1).
Farrows/Sarrows/Barrows
My preferred system is a 4-4-2 Diamond so I’ll use that as a guide. These rules should be pretty much transferable to any formation with a little thought.
Ultra-Attack: Long farrowed ML/R, Short farrowed FBs. This farrowing combination allows the wide players to double up on the defending side. If it is working you will see a lot of crosses nodded in at the far post by the corresponding winger.
Attack: Long farrowed ML/R. This allows for constant pressure on the opposition whilst maintaining a tighter defensive base.
Possession: Short farrowed ML/R, short barrowed AMC. This ensures a box-like structure around the opposition penalty area but remains more focussed on possession than on creating chances.
Defend Lead: Sarrowed FCs: Combined with a tight defensive system sarrowed FCs offer plenty of opportunities to exploit the channels. If the AI is pushing its FBs forward expect a host of counter-attacking chances.
NB: I also play an alternate 4-2-3-1 system that has long farrowed ML/R. On paper it looks more defensive than the Defend Lead system, but it actually focuses on getting four players forward (FC, AMC, ML/R) whereas the Defend Lead only attacks with three (FCs, AMC).
Mentality, Through-Balls, Forward Runs, Run With Ball and Crosses
The following provides an indicator of how I set up Forward Runs, Through Balls, Crossing & Passing Focus.
Forward Runs
Attack: Often FCs, AMC, ML/R. Mixed FBs, DMC. Rarely DCs
Possession: Often FCs, AMC. Mixed ML/R, FBs. Rarely DMC, DCs
Defend Lead: Often FCs, AMC. Mixed ML/R. Rarely FBs, DMC, DCs.
Try Through Balls
Often: FCd, AMC, DMC. Mixed: FCa, ML/R, FBs, DCs, GK
Crossing
Often: ML/R, FBs. Mixed: FCs. Rarely: AMC (unless free role), DMC, DCs
Focus Passing
Home: Mixed. This provides greater scope and opportunity for attacking moves.
Away: Down Both Flanks: Exploits the channels and keeps the ball away from positions from which interceptions will be costly.
Hold Up Ball
At least two players should hold up the ball. I usually use my DMC and FCd in these roles, as the DMC holding the ball allows the defence to regroup and the FCd allows for the chance of wingers overlapping him which opens up more attacking angles.
Marking
In my opinion man-marking was horribly flawed in FM06. It worked perfectly until the AI switched tactics. Once that happened user defenders remained assigned to their original markee no matter where he was repositioned. Therefore, your DC may well end up man-marking the opposition’s ML. I believe this may have been fixed in ’07, although don’t quote me. Anyway, to combat this perceived problem I advise the following.
Tight-Zonal: DCs, FBs, DMC
Loose-Zonal: ML/R, AMC, FCs
This system fits nicely with the CD/CF set up in that it ensure space for front players whilst keeps the defenders tight on their men. For a more defensive system the ML/Rs could also be pushed into tight-zonal.
Goalkeeper
I have always employed a sweeper-keeper with a mentality of 14 with low CF/CD, although there is no reason you shouldn’t follow general RoT settings and have the keeper’s mentality set to 4.
Source đó, ai đọc hiểu được thì hay, tui dịch từ từ, khi nào xong up lên cho phần tiếng Việt, giờ đọc đỡ phần tiếng Anh này đi :)
------> Nếu thế này thì lúc nào dịch xong hãy up lên bạn à , chứ nếu ngồi dịch cái này chắc chơi xong 1 mùa giải trong FM rùi đó:B57:
laonong29
06-07-2007, 04:41 PM
Having looked at three tactic building frameworks, it is now time to delve deeper into some of the other theories behind successful tactical set ups. The following section looks at Mirroring, Defensive Line, Farrows/Sarrows/Barrows, Mentality, Through-Balls, Forward Runs, Run With Ball, Crosses, Hold Up Ball, and Marking. All have been tested successfully with the RoT framework, but not with the 5x5 or Split Global.
Slider Pairings/Mirroring
Mirroring basically means ensuring two opposing elements of the game have a slider total of 20. I experimented with mirroring heavily during my last three months on FM06 but didn’t ever get around to writing it up. There are many ways in which to mirror, and the following offers some suggestions.
Width versus Time Wasting
The assumption for this mirror is that a home tactic should be wide with low time wasting whereas an away tactic should be narrow with high time wasting. Thus, the mirroring split is:
Home: Width 15 vs. Time Wasting 5
Away: Width 5 vs. Time Wasting 15
I always use the 5/15 split as a starting point as they correspond with the ‘first notch’ of the sliders. Thus 5 is ‘first notch’ rarely and 15 is ‘first notch’ often. From this position attacking can be emphasised via lowering time wasting and raising width by the same factor. Likewise, defence can be emphasised by moving the sliders in the other direction.
NB: I rarely had to alter sliders from the ‘first notch’ position. Occasionally, I went to a 17-3 split if I was chasing a late goal, but I have never tested emphasising defence.
Creative Freedom versus Closing Down
I was having so much success with the Width/Time Wasting split that I decided to try it on a player by player basis. I built a tactic on a CF/CD split in individual instructions. The system looked like so:
DCs: Creative Freedom/Closing Down = 3/17
FBs: Creative Freedom/Closing Down = 5/15
MCd: Creative Freedom/Closing Down = 5/15
ML/R: Creative Freedom/Closing Down = 10/10
MCa: Creative Freedom/Closing Down = 15/5
FCs: Creative Freedom/Closing Down = 15/5
NB: I only tried this system at home. For away games I went for CD of 5 across the board (CF as above system) with the exception of the MCd who remained at 15. However, there is no reason it shouldn’t work (see Level Assumptions before deciding to employ such a system in LLM).
Mentality versus Passing
The Width/Time Wasting and the Creative Freedom/Closing Down mirrors worked so well that I decided to experiment with Passing/Mentality. My assumption was that DCs would benefit from direct passing, whereas a high mentality attacker only needs to play quick flicks. Following the RoT framework I devised the following.
DCs: Mentality/Passing = 6/14
FBs: Mentality/Passing = 10/10
MCd: Mentality/Passing = 8/12
MR/L: Mentality/Passing = 12/8
MCa: Mentality/Passing = 16/4
FC: Mentality/Passing = 14/6
ST: Mentality = 18/2
The results were very impressive. There is an argument for transposing the passing of the MCa and the FCd if you wish.
NB: This passing system was designed for High Quality sides. For Championship – high L2 I would suggest raising passing by 2 across the board so the mentality/passing total equals 22. For LLM raise by 4 so the total = 24 (see Level Assumptions). The GK should always pass to 2 higher than the DCs, no matter what mentality setting you use.
Tempo and Front Three Creative Freedom
There is evidence emerging in the Demo that tempo and front three (FCs & AMC/MCa) creative freedom should be matched. Therefore, if tempo is at 5 then CF for the front three should also be 5. If tempo is 15 then CF should be 15. The following reason seems to apply.
5/15 and 15/5 tempo/CF systems don't work as well, or look as good, because the two variables don't compliment each other. If tempo is high then players will look to move the ball around quickly and get it further upfield sooner. This is hindered by the 3 forward players not being allowed to stray from position, which is required in order for them to create spaces into which to pass the ball.
A slow tempo means players won't rush with passing and hold the ball up a lot. When making a pass players will try to keep it simple. This is complimented by players staying in their own positions. Therefore, the 5/5 and 15/15 systems work more effectively.
There are two things to take into consideration here. Firstly, there is the degree of tiredness players will suffer if they are playing high tempo football all match. Tempo/CF at 15/15 with all attacking players on high forward runs often will lead to fatigue. Therefore, high CF/high temp systems need to be employed realistically (circa Arsenal in their fast-fast-slow style). Secondly, it obviously influences the mirroring of CF/CD when applied to attacking players. Further testing is needed (see Future Testing/Closing Down).
N.B. It may be that a 5/15 tempo/CF split works well in a counter attacking system although a lot more testing is required.
Defensive Line
The assumption for the defensive line is that a high defensive line keeps your team close together and is thus ideal for away games. A high defensive line should be equal to the mentality of your most attacking midfielder. However, if you are using a DMC then it should drop by at least 2 notches from that setting or the DMC will get dragged too close to the d-line and fail to perform adequate covering duties.
A low defensive line is important when you are playing ultra-defensive systems such as the dreaded 3-3-2-1-1. In such systems the opposition FC plays very deep and a deep defensive line will ensure that the FC is covered by the DMC/MCd. The DCs will stop him if he gets past the DMC, but in general the DMC will win the ball or force a hurried clearance which is mopped up by the DCs. They are in a lot of space so have plenty of passing options available to recycle the ball back into the attacking third of the pitch. If the d-line is too high they won’t have easy options as they are covering the FC and too much time will be wasted in trying to win the ball back for them to be able to play easy passes into space (see Breaking Down the 3-3-2-1-1).
Farrows/Sarrows/Barrows
My preferred system is a 4-4-2 Diamond so I’ll use that as a guide. These rules should be pretty much transferable to any formation with a little thought.
Ultra-Attack: Long farrowed ML/R, Short farrowed FBs. This farrowing combination allows the wide players to double up on the defending side. If it is working you will see a lot of crosses nodded in at the far post by the corresponding winger.
Attack: Long farrowed ML/R. This allows for constant pressure on the opposition whilst maintaining a tighter defensive base.
Possession: Short farrowed ML/R, short barrowed AMC. This ensures a box-like structure around the opposition penalty area but remains more focussed on possession than on creating chances.
Defend Lead: Sarrowed FCs: Combined with a tight defensive system sarrowed FCs offer plenty of opportunities to exploit the channels. If the AI is pushing its FBs forward expect a host of counter-attacking chances.
NB: I also play an alternate 4-2-3-1 system that has long farrowed ML/R. On paper it looks more defensive than the Defend Lead system, but it actually focuses on getting four players forward (FC, AMC, ML/R) whereas the Defend Lead only attacks with three (FCs, AMC).
Mentality, Through-Balls, Forward Runs, Run With Ball and Crosses
The following provides an indicator of how I set up Forward Runs, Through Balls, Crossing & Passing Focus.
Forward Runs
Attack: Often FCs, AMC, ML/R. Mixed FBs, DMC. Rarely DCs
Possession: Often FCs, AMC. Mixed ML/R, FBs. Rarely DMC, DCs
Defend Lead: Often FCs, AMC. Mixed ML/R. Rarely FBs, DMC, DCs.
Try Through Balls
Often: FCd, AMC, DMC. Mixed: FCa, ML/R, FBs, DCs, GK
Crossing
Often: ML/R, FBs. Mixed: FCs. Rarely: AMC (unless free role), DMC, DCs
Focus Passing
Home: Mixed. This provides greater scope and opportunity for attacking moves.
Away: Down Both Flanks: Exploits the channels and keeps the ball away from positions from which interceptions will be costly.
Hold Up Ball
At least two players should hold up the ball. I usually use my DMC and FCd in these roles, as the DMC holding the ball allows the defence to regroup and the FCd allows for the chance of wingers overlapping him which opens up more attacking angles.
Marking
In my opinion man-marking was horribly flawed in FM06. It worked perfectly until the AI switched tactics. Once that happened user defenders remained assigned to their original markee no matter where he was repositioned. Therefore, your DC may well end up man-marking the opposition’s ML. I believe this may have been fixed in ’07, although don’t quote me. Anyway, to combat this perceived problem I advise the following.
Tight-Zonal: DCs, FBs, DMC
Loose-Zonal: ML/R, AMC, FCs
This system fits nicely with the CD/CF set up in that it ensure space for front players whilst keeps the defenders tight on their men. For a more defensive system the ML/Rs could also be pushed into tight-zonal.
Goalkeeper
I have always employed a sweeper-keeper with a mentality of 14 with low CF/CD, although there is no reason you shouldn’t follow general RoT settings and have the keeper’s mentality set to 4.
Source đó, ai đọc hiểu được thì hay, tui dịch từ từ, khi nào xong up lên cho phần tiếng Việt, giờ đọc đỡ phần tiếng Anh này đi :)
Ối cha mẹ ơi tiếng TÂY nhìn hoa hết cả mắt ra, chắc đợi đến lúc up tiếng Việt thì mới hết hoa mắt (:|. hihi Nhưng dù sao cũng cảm ơn bạn. Dịch nhanh lên nhé (:|
vietales
06-07-2007, 04:58 PM
Không phải là úp úp mở mở, các bác thông cảm. Trước giờ toàn để nguyên tiếng anh mà đọc rồi áp dụng thôi, bây giờ lại phải ngồi dịch, rồi tổng hợp nữa. Sắp có bài mới rồi :d
vietales
06-07-2007, 05:00 PM
Set Pieces
Cả tron đời sống thật và Fm 07, các tình huống cố định đã trở thành nhân tố thiết thực, nhiều khi quyết định thắng thua cả trận đấu đặc biệt trong những trận đấu quan trọng hoặc bế tắc. Điều quyết định là bỏ ra 1 ít thời gian để lựa đúng cầu thủ đá phạt và đưa ra nhiệm vụ cho từng cầu thủ. Điều này có thể làm nên sự khác biệt giữa thành công và thất bại.
Cầu thủ thực hiện và huấn luyện viên có ảnh hưởng đến sự thành công hay không của những tình huống này. Decisions, finishing, long shots, crossing, passing, composure là những chỉ số quan trọng không kém free kick, tùy thuộc vào bạn muốn cầu thủ đá phạt làm gì.
Sau đây là những gợi ý dựa trên đội hình 4 4 2
Attacking Free Kicks:
Nhớ kiểm tra cầu thủ chơi đầu tốt nhất và hiệu chỉnh cho phù hợp
LB: back if needed
RB: back if needed
CB thấp: forward or disrupt wall
CB cao: challenge GK
ML: forward
MC/d: disrupt wall
MC/a: forward
MR: back if needed
ST cao: challenge GK
FC nhanh: forward
Trận đấu quan trọng đòi hỏi có thêm 1 cầu thủ nữa stay back if needed
Chọn cầu thủ đá phạt là rất quan trọng. Để cầu thủ thuận chân trái đá những quả phạt bên phải sẽ mang lại nhiều lợi thế bởi đường bóng xoáy và sẽ rất khó để phòng thủ. Đương nhiên cũng nên để ý đến việc tạt bóng hay thực hiện những cú sút xa. 1 vài cầu thủ tỏ ra không co shiệu quả mặc dù có chỉ số rất tốt, vì vậy hãy kiểm tra cầu thủ đá phạt từ những trận đấu đầu tiên xe anh ta có tỏ ra hiệu quả không.
Team Setting: thường là mixed hoặc best header, không có sự khác biệt nào rõ ràng giữa 2 cách set.
Defending free kicks:
Chiến thuật phản công: giữ lại từ 1 đến 3 cầu thủ ở tuyến trên
Chiến thuật phòng thủ hoàn toàn: tất cả đều quay về => có được sự phòng ngự tốt hơn nhưng đòng nghĩa với nó là nhiều áp lực hơn. (Có thể để 2 thằng FB đứng 2 cột, điều này ít hiệu quả trong Fm 07 nhưng ít ra chúng nó cũng có thể giúp phá bóng lên).
Hàng rào:
Hàng rào lớn: lên đến 6 cầu thủ + FBs mark man, CBs default hoặc mark man
Hàng rào nhỏ: 3-4 cầu thủ + FBs và DMC mark man, CBs default hoặc mark man
Vài ý tưởng dựa trên đội hình 4 4 2
Hàng rào lớn:
LB, RB: man mark
CBs: default/man mark
Các cầu thủ khác (ML, MR, MCs, Forwards): form wall
Hàng rào nhỏ
LB, RB, CBs, MC/d: man mark
MR, ST cao, MC/a: form wall
ML, FC nhanh: stay forward
Hàng rào nhỏ (2):
LB, RB: near post/far post
CBs, MC/d: man mark
MR, ST cao, MC/a: form wall
ML, FC nhanh: stay forward
Nhớ kiểm tra cầu thủ chơi cao và nhanh để hiệu chỉnh cho phù hợp
Throw Ins:
Throw ins left:
LB: short
RB: back
CB thấp: back
CB cao: near post
ML: short
MR: back
MC/d: short
MC/a: lurk outside area
ST cao: near post
FC nhanh: forward
Throw ins right:
LB: back
RB: short
CB thấpl: back
CB cao: near post
ML: back
MC/d: short
MC/a: lurk
ST cao: near post
FC nhanh: forward
Trong những trận đấu quan trọng yêu cầu cả 2 CB đều stay back
Team settings: phổ biến là mixed, nhưng long throws có thể là sự lựa chọn cho những đội bóng ít kĩ thuật và có nhiều cầu thủ cao trong khu vực 16m50. Set quick thỉnh thoảng giúp cho Full back có được vị trí tốt, Nhưng tất cả những lựa chọn trên đầu không quan trọng bằng việc có cầu thủ nào come short để tạo ra 1 tình huống tấn công nguy hiểm hay không, cũng như việc lựa chọn đúng cầu thủ trong khu vực 16m50.
Corners:
Attacking corners: Lựa chọn phổ biến nhất là near post vì vậy chúng ta tập trung vào mục này. Dĩ nhiên nếu lựa chọn far post các thiết lập hoàn toàn ngược lại
Nhiệm vụ tấn công: Nhất trí rằng near post, challenge goalkeeper và far post nên được chiếm lính bởi những cầu thủ chơi đầu tốt nhất hoặc là những cầu thủ cao nhất (thường là 2 CB và 1 ST).
Cầu thủ chơi đầu tốt nhất sẽ đứng ở near post, người tiếp theo challenge keeper (yêu cầu có aggression cao), và người thứ 3 đứng ở far post. Cũng có thể set 2 tên near post.
Ngoài ra còn có các lựa chọn khác trong tình huống phạt góc. Cầu thủ chạy cánh với chỉ số crossing cao có thể set là come short và set lurk outside the area cho những cầu thủ sút xa tốt đều có thể mang lại bàn thắng.
Nhiệm vụ phòng thủ: Nên luôn có 2 cầu thủ stay back + 1 cầu thủ stay back if needed hoặc cả 3 stay back if needed. Trong khoảng 20ph cuối trận, số lượng cầu thủ này nên được tăng lên thành 4 (bằng cách sử dụng if need) bởi vì trong khoảng thời gian đó rất có thể đối phương sẽ để 3 cầu thủ phía trên khi chịu phạt góc. Vai trò này nên để cho hậu về cánh hoặc tiền vệ cánh đảm nhiệm bởi đa số laoị cầu thủ này thường nhỏ con và không chiến kém
Corner takers: Cầu thủ thực hiện đá phạt góc nên được chọn 1 cách thủ công bởi vì AI không luôn luôn chọn cầu thủ tốt nhất để thực hiện đá phạt góc.
Cách sắp xếp đề nghị dựa trên đội hình 4 4 2:
Nhớ kiểm tra cầu thủ chơi đầu tốt nhất và hiệu chỉnh cho thích hợp
LB: back/back if needed
RB: back/back if needed
CB : challenge GK
CB : near post
ML: short option
MR: back if needed/forward
MC/d: outside area
MC/a: outside area
ST cao: far post
FC nhanh: forward/attack from deep/attack far post
Defending corners:
Close down: Winger hoặc Playmaker, cúng có thể là 1 ai đó không có mấy tác dụng trong vòng cấm địa nhưng có năng chặn đứng tình huống (intercept cao) và thiết lập 1 đợt phản công nhanh (passing, creativity, composure, flair, decisions tốt).
Back/Man-marking/Marking tall player: DMC hoặc 1 tên tiền đạo thật khỏe tùy thuộc vào height, heading, jumping
Back: AMC hoặc/và Winger
Near post/far post: Thường là FB, cũng có thể là Winger còn FB dùng để mark small
Mark tall: CBs, DMC, ST.
Stay forward: Những cầu thủ có tốc độ tốt (tiền đạo, tiền vệ cánh)
Thiết lập dựa trên đội hình 4 4 2:
Nhớ kiểm tra và hiệu chỉnh cho phù hợp
LB/RB: near post/far post
CB/CB: mark tall
MC/d: man mark/mark tall/back
MC/a: back
ML: forward
MR: close down
ST cao: man mark/mark tall/back
FC nhanh: forward
Next: Man-Management and Media Interaction
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