Frameworks.
The framework section details the key settings for team shape. If a team has a poor shape it becomes easier to break down and less fluent in attack. Frameworks specifically deals with mentality, arrows and forward runs.
Mentality Systems
SI have explicitly stated that mentality is the most important setting in the game. Getting it wrong is likely to cause lots of grief. The following details some potential base settings and additional tweaks to gain best advantage. Please note that TT&F fundamentally believes that the individual mentality settings do not work in tandem with the team setting in conjunction with all other dual settings. Thus, if you choose to set all mentalities individually it does not matter where the team mentality slider is positioned.
The most fundamental change between FM06 and FM07 was the reworking of mentalities. Prior to that it was possible to defeat the match engine by spreading mentalities across the board so that you could launch lightening attacks and remain defensively stable. The reworking disabled such systems, most notably the Rule of Two (RoT). It was now inadvisable to have such extreme mentality splits. Thereafter, TT&F began to recommend and still recommends having no more than 6 (six) slider notches separating the most defensive-minded defender from the most attacking-minded attacker (with the exception of a rule-breaking proviso to be detailed later). The format TT&F developed was the Rule of One.
The Rule of One works very simply. Each level of the team is separated from the next level by a mentality of 1 (one). Thus, when setting up the side you would do so in the following manner:
Rule of One
Please note: Control is either equal to or slightly more conservative than Attack.
We do not believe this is the only way to set up mentalities and believe there to be various alternatives. However, in conjunction with the above set up, were you to choose a framework based on Global Mentalities we would suggest you take the mean settings as a guide:
Additional Mentality Settings
Central Midfielders
Mentality differences seem to be more acute than in previous versions. In defensive-minded tactics any kind of mentality gap between the midfield and the DCs leaves a gap that the AI will ruthlessly exploit. Thus, it is beneficial to have one MC on the same mentality setting as the DCs no matter what the tactic in order to provide defensive cover (with the possible exception of a Control based tactic). NB: This was extremely necessary in 8.0.1 but it may well be the case that this is not required in the 8.0.2 patch. Be prepared to experiment.
Equally, it is problematic if you have too big a mentality split between the midfielders and attackers. Large mentality splits in this area create a void between the two strata that effectively forces the midfield to hit direct through balls to breaking attackers. It is impossible to build up attacking play and create easy chances. All you will create are frantic one-on-one dashes or hopeful long shots. These problems will be exacerbated if the forward runs/farrows are poorly structured.
The Strong/Tall Target Man/Creative Forward
Even though they perform very different roles, the Strong/Tall Target Man and the Creative Forward require something similar in terms of mentality settings in attacking tactics. With too high a mentality setting, neither has the chance to become involved in the game as much as they should. Drop their mentality to the lower end of the team mentality split (12 in Balanced, 14 in Attack) so they can better link up play. Too high and they will only ever look for attacking balls rather than team-linking passes or cushioned back headers. Too low and they will lose their attacking effectiveness.
Playmaker
As with the Strong Target Man/Creative Forward, the Playmaker is likely to perform better with a slightly lower than team average mentality setting. It will allow him to drop into space and dictate play via a wider range of passing options rather than only looking for attacking balls. If you are using the MCd as the Playmaker, this won’t matter. If you are using the MCa, consider dropping his mentality to a similar level to the MCd.
Quick Target Man/On–the-shoulder Striker
To ensure the Quick Target Man/On-the-shoulder Striker is playing on the shoulder of the last man, it is imperative you add a few mentality notches for Defend/Counter/Balanced. We would suggest adding three-four notches for Defend and Counter, and one or two for Balanced.
Arrows
The only arrows we wish to be explicit about are the forward arrows for the most advanced wide players (ML/R in 4-4-2, WBs in a 5-3-2). For Defend there should be no forward arrows; for Counter and Possession short forward arrows, for Attack and Control long forward arrows.
Other arrows are more optional, although the side-arrows on the FCs can be useful for Defend and short diagonal backward and forward arrows for the MCd/MCa can aid the other systems.
Forward Runs
The Defensive Trio
The two DCs and the MCd should stay back at all times to protect the penalty area in the defensive tactics and to recycle possession in the attacking ones. Therefore, in all formations, they should have their forward runs set to rarely.
Wide Players
Forward runs are arguably most vital for wide players. With them set badly the full-backs won’t support attacks or the wingers won’t track back to help defensively. Forward runs for Full Backs and Wingers should, respectably, follow this pattern:
Control: Often, Often
Attack: Mixed, Often
Balanced: Mixed, Mixed
Counter: Rarely, Mixed
Defend: Rarely, Rarely
The Attacking Trio
Setting forward runs for the front three is vital in terms of getting the tactic to function but is more of an art than a science. The standard starting setting would be:
MCa: Often
FCd: Rarely
FCa: Mixed
However, they can be altered depending on player type and team requirement. A speedy FCa playing in a Counter or Defend system may be most effective with forward runs set to often, so he is always trying to break the offside trap and get behind the defensive line.
An FCd might also benefit from forward runs mixed in Defend or Counter systems, although the forward runs rarely will be vital in the more aggressive tactics. In those, his job will be to drop deep to link up play and/or pull his marker out of position so a team mate can exploit the space behind him. A lower mentality coupled with forward runs rarely should ensure that happening.
The MCa might be required to play a more defensive role for Defend or Counter systems entailing a mixed or rarely setting. Likewise, if he is a Playmaker, mixed or rarely might ensure he is in more space to receive the ball.
Getting these right for each system can be a matter of trial and error and often is related to the player type. It is pointless having a lazy playmaker making forward runs all the time whereas a hard working midfield dynamo can do it all day. If both strikers are speedy snipers and not suited for creative roles then it may be best to have them both making forward runs mixed/often. Just watch the offside count! Getting it right can turn a tactic from a semi-effective one to a world-beater so experiment as much as possible.
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