FM-Britain Forums: FM-B Tactical FAQ - FM-Britain Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • This topic is locked

FM-B Tactical FAQ

#1 User is offline   Millie 

  • Advanced Member
  • Group: Administrators
  • Posts: 9,074
  • Joined: 18-February 07
  • LocationLeicester

Posted 17 November 2007 - 09:37 PM

This FAQ is designed as a concise guide to the most common questions we get around the tactics forum. Chances are that your question (if it's general enough) has been asked before, so please read this guide before you ask in the main forum. That way we can keep the forum tidy - and you won't make a fool of yourself.

That being said, never be afraid to ask a question - we have probably missed loads out here, and all questions no matter how sophisticated or how stupid is a bad question. We're all here to learn. Members are reminded to politely point out the FAQ, especially to new members, not to belittle or insult them with it.

The Tactical Bible and Football Manager Tactics and Training Staff


Contents

1. Downloading
2. Uploading
3. Screen Shots
4. Glossary of Terms
5. Acronyms
6. Commonly Submitted Tactical Questions
7. Tactical Bible Index

1. Downloading

Where can I download tactics?
Here! Most people in most tactics threads will offer their tactics for download. Alternately, you can use the new tactic viewer and downloads provided by the FM Portal.

[/i]
Where do I install them?
All downloaded files for FM2008 go in the My Documents/Sports Interactive/Football Manager 2008 folder (N.B. this is true of all the SI Football Manager sims - 2005, 2006 and 2007 - obviously, just change the 2008 to the version you're playing). From there, you need to put the appropriate file in the appropriate folder:[table][tr][td align=center][/td][td align=center width=100]File Type[/td][td]Folder[/td][/tr][tr][td]Tactics
Training Schedules
Saved Games
Saved Matches
Shortlists[/td][td align=center].tac
.tsh
.fm
.pkm
.pft[/td][td]My Documents/Sports Interactive/Football Manager 2008/tactics
My Documents/Sports Interactive/Football Manager 2008/schedules
My Documents/Sports Interactive/Football Manager 2008/games
My Documents/Sports Interactive/Football Manager 2008/matches
My Documents/Sports Interactive/Football Manager 2008/filters[/td][/tr][/table]If these folders don't exist in your My Documents/Sports Interactive/Football Manager 2008/ folder, then create them.

When in the game, go to the tactics screen and click the Tactics drop down menu then Edit Tactics. A box should come up with some options. Click import and the tactics should be there for you to import. Don't worry if you've put them in the wrong place as the menu allows you to search any directory on your computer for them.

Follow a similar pattern in the relevant screens for training schedules and player filters. Save games can be loaded in the usual way, but saved matches can only be loaded via the main menu when you first open the game.

What about .zip or .rar files? Where do I put them?
.zip and .rar files are types of zipping. In simple terms, this means that the file has been squashed down so that the file size is smaller and therefore easier to download on the internet or fit onto a disk. To unzip these you need to download an unzipping utility such as WinRAR which is available from Rarlab. Just follow the instructions, unzip the file into the relevant folder, and you're off!

OK, and will these files work on previous/later versions?
Tactics from 2006, 2007 and 2008 will all work on each other. However, whether they'll be any good is a different matter. Saved game files MUST be used on the version they were started on, and can only be used on the patch version they were started on or a later patch. So, a game started on 7.0.1 (the first patch for FM2007) will work on 7.0.1 and 7.0.2, but NOT on 7.0.0, 6.0.1 or 8.0.0). To find your patch version, just check the main screen when you load the Football Manager programme.

2. Uploading

How do I upload files to FM-Britain
Currently we do not allow uploads to the main site, but we do have a rather handy upload feature on the forum which allows you to upload the most common internet files. Simply start a post and scroll down to the Attachment Editor before you click "Submit Post". There you can choose a file to upload. Then, use the Manage Current Attachments drop down and click the little icon that looks like a piece of paper with a plus on it. Voila! Your file is ready to share with the community.

Unfortunately, you can't then link to this file on other sites, but you can obviously just give people the link to the thread and tell them to download your file from there.


It says I can't upload that file type!
Unfortunately due to software limitations our servers don't always trust uncommon file names (such as those ending .tsh, .pkm etc.). You will need to zip these files using Windows or another zipping utility and upload them either in .zip or .rar format.

3. Screen Shots

How do I take a screen shot
Simple. Get to the part of the game you want to take a picture of and press Print Screen on your keyboard. Then open up an image programme (such as Paint, PaintShop Pro, Photoshop etc.) and click the Edit menu and then Paste (alternatively, press Ctrl+V). Then save the file as a .jpg file and upload it as explained in section 2.

4. Glossary of Terms

Slider Numbers
In all but one slider, a value of 1 means the far left of the slider and a value of 20 means the far right. Thus, a side playing "Width 20" is playing at the widest possible setting, where as a player with "Closing Down 1" has the lowest possible closing down.

No, there is no way to get the numbers to appear on your tactics or training screens - sorry!

The exception is team mentality which has two extra settings - ultra defensive (1) and all-out-attack (22). Thus, the team mentality slider runs from 1 to 22.

Each number is usually referred to as a "notch" or a "click" on the slider.

"Mentality Systems"
A mentality system is a way of setting up the mentality instructions for all your players. There are many different types, but when someone refers to a "mentality system" they basically mean how the mentality sliders for each player in their formation are set out.

Rules of One and Two
Rule of One and Rule of Two are "mentality systems" used in FM since 2006 to act as the basis of tactics. Simply, the manager will make sure that his team get progressively more attacking as the team goes forward, but making sure that no player is more than one or two mentality notches apart from another. Therefore, a goalkeeper may have a mentality of 1, the centre backs 2, the full backs 3, the defensive midfielder 4 etc. through to the strikers who would have perhaps a mentality of 7. There are many variations and versions possible depending on the formation and style of play. See http://www.fm-britai...?showtopic=5932 for some example frameworks and uses of the system.

Global
"Global" refers to any player instruction which is deliberately left the same as the team instruction - i.e. the player's instruction is unchecked in the player instructions screen. Thus, global can be a "mentality system" (all the players left on the team setting) or it can describe how someone has set up their closing down, passing, tackling etc. etc. etc. Not all players in a tactic (if any) will necessary be set to global, but usually the term will be used to denote that most of the team are acting and are changed by the team instructions and not individually.

Split Mentality
A mentality system which has some of the team on one setting and some of the team on another. Usually this only involves two separate groups in the side, but can be more.

Formation "Arrows" - farrows, barrows, sarrows and darrows
An arrow helps change the shape of a formation and the role of a player. They are offensive and defensive tools.

There is debate as to the exact use of arrows, but simply put a forward arrow (a farrow) will make a player run into that position when your team are on the attack (or have the ball) and a backwards facing arrow (barrow) will make a player run back into that position when your team are defending (or don't have the ball). Sideways arrows (sarrows) work slightly differently, giving a player licence to drift into that new position. Diagonal arrows (darrows) naturally enough take on the characteristics of a little of both.

On the PC, arrows are put on players by going to the formation screen and right clicking and dragging the "shirt" of the player to the desired position.

5. Tactical Acronyms

There are a number of technical acronyms we use around the FM-B tactical forums. We don't mean to be confusing, it's just we'd rather save time. Any that you're not sure about? Just ask. Most of the common ones are listed here:

[table]
[tr][td width=33%]Tactical Instructions[/td][td width=33%]Player Positions[/td][td width=33%]FM-Britain[/td][/tr][tr][td valign=top]TTB = Try Through Balls
TM = Target Man
SC = Striker Central
RWB = Run With Ball
CF = Creative Freedom
CD = Closing Down
TMS = Target Man Supply
TW = Time wasting
CB = Cross ball
HUB = Hold up ball
FWR = Forward Runs
[/td][td valign=top]GK = Goalkeeper
FB = Full Back
DC = Central Defender
WB = Wing Back
DMC = Defensive Midfielder
MCd = Midfielder with defensive duties
ML/R = Midfield Wingers
MCa = Midfielder with attacking duties
AML/R = Attacking Wingers
AMC = Attacking Midfielder
FL/R = Wide Forwards
FCd = Deep Lying Forward
FCa = Advanced Forward
SC/ST = Striker
[/td][td valign=top]RoO - Rule of One*
RoT - Rule of Two*
TTF or TT&F; - Tactical Theorems and Frameworks
[/td][/tr][/table]
* - see glossary

[font color="AA0000"]6. Commonly Submitted Tactical Questions[/font]

Preventing dangerous crosses
Q: I've played two matches this season, I've won both but conceded 3 goals. All of which from crosses from the opposing wingers. My defence is pretty damn good, but this problem is enough to cost me matches.

A: Look into the closing down of your fullbacks and wingers (defensive topics of the Tactical Bible) and your opposition instructions on wingers and probably fullbacks as well (again TB).

Forward runs vs forward arrows
Q: Can anybody explain the difference between forward runs and forward arrows?? e.g. what exactly are these arrows for?

A: Forward runs (also see the TB, various items and Tactic Tweaking I) are a very powerful tool to set up the offensive or defensive approach of a player role. This means how often he will look to get into an offensive position as soon as your team does win the ball. The easiest example may be the difference between MC/d and MC/a in a 4-4-2: the MC/d with FWR rarely will sit on top of the central defenders during most attacks, while the MC/a will play close to the penalty area and often get into it if he sees an opportunity.

The farrows just give a hint for wanted movement when your team has the ball (barrows without ball). These adjustments are less important then setting up the team with correct FWR settings since FM 07. But they can support the overall movement and shape your team as you want to see it attacking/defending wise. The only exception I would note are the long farrows in an attacking 4-4-2, which seem to be crucial to get the wingers into the wide attacking positions, combined with FWR often.

So I would say: set up the team movement with forward run settings which is crucial and support movement with
arrows slightly.

Preference for left sided players?
Q: Does "Play Down both Flanks" tend to use one side more than the other?
Explanation: On FM2006 I had the feeling, that the above mentioned setting resulted in play only on the left side. I can�t make up my mind regarding FM2007, but have a sneaking suspicion this could be the case.


A: For previous instalments, a preference for the left side was very obvious. Today (FM07) many players still have the same impression, but this has not been really proven, so the effect is at least much smaller.

Using two fast strikers
Q: What's the best way to set up 2 pacey strikers (e.g. Owen and Martins)? I've looked at the bible but no help!!
I play a 442 but there's no point in crossing in for them so would a different formation be more effective?


A: TMS run onto ball or to feet. You can use them with the 'standard' combo settings but make them swap positions. Mixed crosses and through balls often for the wingers should lead to a good supply.

[font color="AA0000"]7. Tactical Bible Index[/font]

Analysing AI Tactical Systems

How to read the game based on mentality and formations and how to react if needed.


Building From The Back

How to integrate defensive players into attack and attacking players into defence in order to achieve numeral superiority.

Communication and psychological 'warfare' - Masterthread

Introduction into communication, man management and motivation, expanded in the Squad Management threads.

Hold Up Ball

When and where to use hold up ball instructions, depending on the tactical purpose

Injuries - Tackling the Injury Problem


Several methods in order to reduce the amount of injuries, from training to subs, rotation and workload adjustments.

International Aspects

Some helpful thoughts on adjusting your tactical approach to different countries and their playing style

Keeper - The Sweeping Keeper

How to gain a playing keeper as an additional defensive player and useful protection of your back line.

Lower League Manager Tactical Guidance

Suggestions how to keep your tactics simple and successful when you have to manage low quality players.

Marking Systems

A detailed look into pros and cons of marking systems from zonal to man, tight to loose with recommendations depending on the tactical purpose.

Mentality Systems/Mindsets

Overview about systems like RoO, RoT, global and split mentality systems with looking at their pros and cons.

Muddy Pitch Adaptation

There are a number of tweaks that will make your team play better in a deluge and on deep pitches

Opposition Instructions

How to make best use of individual instructions, both defensive and attacking wise.

Overloading

Hints on building ultra-attacking formations which may save your day, if nothing else helps.

Player Requirements

How to find players that are able to play the kind of football you want to play.

Part I: Keeper, Defence and Midfield
Part II: Attack, PPMs and character, Filters

Player Preferred Moves - PPMs

Looking at PPMs under tactical aspects, their advantages and disadvantages. Short overview of all PPMs.


RoO/RoT for dummies

How to get started with Rule of One and Rule of Two in very simple words


Set Pieces


Tested routines for ALL set pieces, attacking and defending wise.

Sliders - Millie's Comparative Slider Guide (v1.1) - Masterthread

Comprehensive overview of sliders and their interaction. Very helpful as starting point and reference.

Squad Management

Detailed view at non-tactical factors that may influence squad morale and economic success and hinder or help your long-term progress as a manager. Not looking into this complex can often cause heavy feedbacks on your tactical success.

Part I: Youth Development - bringing youth through or selling them.
Part II: Subs, Rotation, Team Building - Increasing your squad depth, integrating new players with less frictions.
Part III: Staff, Media and Player Interaction - A key to consistency.
Part IV: Team Talks - A key to maintain your performance or turn games around.
Part V: Squad Discipline - How to avoid bans and finishing games with 10 men.
Part VI: Tutoring - How to get the most out of your young players.

Shut up shop/kill game - How to shut up shop

Specialised tweaks for defending a narrow lead during last 15 minutes of a game


Tactical Theorems and Frameworks 2007 - TT&F; 07 - Masterthread

TT&F; 07 is the theoretical backbone of the TB, introducing the Rule of One mindset and highlighting a huge number of topics that are expanded in the TB.

Tactical Clinic - Asmodeus' Tactical Clinic

Help and advice on many annoying tactical problems that usually occur during tactic building or during a game.


Tactic Building Approaches, a Reference Guide

Overview about possible team settings and player instructions for building tactic sets, from Defensive to Control


Tactic Tweaking I

Forward runs
Optimising Foul Ratios
Semi-playmaker and semi-targetmen
Counter attack
Matchday: exploiting weaknesses of the opposition, avoiding own weaknesses

Tactic Tweaking II

D-line
Time wasting
Tempo
Offside trap with deeper lines

Tactic Tweaking III

Long shot efficiency
Full playmakers
Player Swapping

Target Men

How to set up all different kinds of target men from strong to quick and different kind of attacking combos.

Top Teams Tactical Guidance

Helpful advice how to have most fun when playing with a top team, especially regarding breaking down small opponents.

Tactical Bible Forum Link
-1

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • This topic is locked