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<P>下面还有一段,希望一起贴到顶上去找有空的人翻译下:</P>
<P>With thanks to Asmodeus for letting me post his theory on defending a lead and his tactical philosophies. You can read more about his findings or download his tactics from <a href="http://community.sigames.com/groupee/forums/a/tpc/f/1519717/m/8692027471" target="_blank" ><FONT color=#882222>Setting Up a Basic 4-4-2 System</FONT></A>. <BR><BR><BR><B>Defending a Lead</B><BR><BR>I’ve noticed a lot of people on GQ and T & T threads complaining about supposedly “irresistible comebacks”- where the AI seemingly thwarts your tactic that put you three goals up in the first half.<BR><BR>With the 4-4-2 defensive outline I’ve illustrated above, it’s fairly simple to attain the flexibility needed to repel a fired-up team’s resurgences (obviously if you haven’t read my first post this won’t work, do I suggest that you do! Wink).<BR><BR>With the defensive four (plus one MC) set to defensive mentality and little creative freedom/closing down via player instructions, it means that you can control the rest of your team via the team instructions. This gives you faster and more accessible tactical flexibility.<BR><BR>For example, if you go in at half-time two goals to the good, you can set team mentality from attacking to normal. Following the philosophy I’ve illustrated above, you would then logically set your defensive line to the same notch as mentality- which would be normal.<BR><BR>As you are defending a lead, this would mean your back four would defend a little deeper and be less likely to be hit by balls over the top than before. Lowering your team mentality means that your offensive players (MC/MR/ML and the two strikers), will be less attack-minded and play deeper also, making sure there are no gaps between defence and attack.<BR><BR>Subsequently as the game goes on further, you can drop the mentality (and defensive line too of course) further. For example, if you grab another cheeky goal, drop team mentality to defensive and defensive line to deep.<BR><BR>How much you do this depends on how the game is going, so make the choice with your discretion. However, I’ve found that moderation should be used in FM2006, so I’d advise against defending too deep in the same way it’s inadvisable to push the defensive line too far forward.<BR><BR><BR><B>Three Frameworks</B> <BR><BR><I>Domination</I><BR><BR>Based on the defensive/offensive units outlined above, with mid/high width and closing down; high tempo and the aforementioned attacking mentality/high defensive line principles. This was my default tactic for starting games, and I would rarely change this until the second half.<BR><BR><I>Leading</I><BR><BR>As above, but with team mentality (only affecting the offensive unit as described) down to normal, and subsequently the defensive line down to the same. This was used when one or two goals up (depending upon opposition and circumstance), and maintaining the same short passing/slow tempo possession game to tire the opposition, and allow them less space behind the back four to exploit. I also set time wasting to “mixed”, whereas before it would be set to zero.<BR><BR><I>Counter</I><BR><BR>This was the polar opposite of my original tactic, and incorporates what you were talking about wwfan. Drop team mentality/defensive line to “defensive”/”deep” respectively, switch the formation to “narrow” and up the tempo to “quick”. I never stray further away from halfway either side of each slider, as too much leaves too big a gap in your formation as you know. Ticking the counter-attack box, this tactic was designed to soak up attacks and hit teams on the break. I occasionally toyed with the idea of direct passing.<BR><BR>The main reason I need other users to test this theory is because my current career is with Arsenal, who are obviously an exceptional side. Although originally using all three setups depending on the scoreline and the occasion, I found that with a team of such quality it was only really necessary to drop the mentality and defensive line in relation to each other in order to hold onto a lead. I found that going narrow only lead the opposition AI to play the ball down the flanks (to it’s credit). So, after switching between the three styles above for a while, I eventually settled on just lowering mentality and defensive line only, leaving width, passing and tempo the same, as it most suited my players.<BR><BR>This is why I am of the opinion that passing, width, tempo and closing down; along with the starting mentality for your attacking players, are all dependent on the players at your disposal. Once you have set up the 5 defensive players in the manner I’ve discussed, then assess your team. Are they the Arsenal-type team that can keep possession over the course of games? If so, go for width, short passing and a slow tempo to control the ball for long periods. If they have the stamina and work-rate etc, make them close down often.<BR><BR>If you are a relegation struggler, and are incapable of one-touch football, then it would be much more sensible to pack the midfield, narrow the team’s width, up the tempo and play a direct style.</P><STRONG>On Creative Freedom, Teamwork and Decisions<BR><BR></STRONG><I>Creative Freedom</I><BR><BR>Many posts on the forum are of the assumption that the creative freedom slider stops a player from obeying other individual instructions. If it is set high then a player will be more unlikely to do what he is told, if set low then he will adhere to instructions. I believe there are elements of truth to this, but it is not the whole story.<BR><BR>A player on high creative freedom will inevitably look for options in attack as soon as he gets the ball. If he decides that the creative/killer ball is on he will play it. Sometimes it will come off, sometimes it won't. That is the very nature of creativity in all walks of life. If he decides the creative/killer ball is unfeasible, he will play a safe ball and move into position to try again. Hence, decision making is also key to a truly great creative player. A creative player with good decision making will invariably choose the right time to play the right ball. Other factors will influence whether it comes off, such as the defensive stats of the opposition players trying to intercept the ball/tackle the creative player and the off the ball/decison making stats of the player trying to pick up the pass, but on the whole a player with good creativity/decison making will create chances. Alternatively, a player with good creativity/bad decison making will often try to play unfeasibly difficult balls that will result in interceptions and counter attacking moves as often/more often than creating chances for his own team. When setting instructions for such a player, be aware that giving him total freedom will likely result in you losing possession and having to defend quick countering moves as often as getting into scoring positions yourself.<BR><BR>Creativity is not flair and must be managed accordingly. A creative player creates chances for others, a flair player creates chances for himself. Thus, whereas a flair player can be closely marked and looking out of the game, only to do something extraordinary and score out of nothing, a creative player needs time and space in which to operate, so he has more opportunity to spot the creative pass. Thus, when positioning a creative player, make sure he is loosly zonal marking with closing down set to a minimum, so that he is always in the maximum amount of space to receive a pass. If he has excellent decision making/teamwork/workrate/off the ball, he could also be assigned a free role, which would allow him to rove about the pitch looking for space and thus become more useful. Creative players are often low on bravery, so can be marked out of the game by hard-men opponents. Be aware of this if you feel your creative player is not performing, and possibly look to play him deeper which will draw his marker out of position and create space in front of him for others to exploit. <BR><BR>Finally, in terms of creativity for the whole team, be careful setting it too high for too many players. If you do this, too many people will be looking for the killer ball, and your truly creative players will have less opportunity to influence a game. Also, too many passes are likely to be intercepted as they are being hit from unfeasible positions on the pitch, and possesion will turn over almost the second you have the ball. Tweak it high for a few players, and let the others focus on more mundane tasks, such as defending or scoring goals.<BR><BR><I>Teamwork</I><BR><BR>A player with high teamwork attribute will religiously obey the managers instructions, whether they are appropriate for the situation he is in or not. Teamwork is great when you have applied the optimum settings for the tactical situation your team is in, but will actually be disadvantageous if you have set innapropriate instructions. For example, if you have set closing down to 20 then a player with good teamwork will constantly close down, no matter what position/situation he finds himself in. This is where the maximum or minimum slider settings begin to fail and why moderation must be applied. If a player with high teamwork is told to close down to 20, then he will do it without fail; if he is told to close down often but not always, his decision making becomes more important, as he then has to decide on the appropriate moment to apply the closing dsown instruction.<BR><BR>A player with low teamwork is obviously more difficult to manage as you can never be sure whether he will obey instructions or not. This will be doubly difficult if he has bad decision making, as he will reguarly do what he wants, no matter if it is a good decision or not. All a manager can do with this sort of player is try to ensure he is in a position that won't cause huge harm to his own team, but where his unpredictableness will sometimes come off and create chances/opportunities to score.<BR><BR><I>Decision Making</I><BR><BR>Decison makingis hugely important in how you instruct a player. The higher the decision making stat, the more mixed instructions you can give him, as you are sure he will take the right option at the right time. Thus, a central defender with good defensive stats and high decison making can be asked to close down to mixed, as you can trust him to apply the instruction when required. A central defender with bad decison making should be told to close down rarely, which will keep him between the striker and the goal and thus make the attacking player try to go past him, rather than committing himself to a rash challenge. This can be applied right down the line for every position on the pitch. If a player has poor decison making, give him firm instructions to do a job; if he has good decision making, trust him to do the right thing. For a winger, for example, you could tell him to choose between through balls and crossing, with them both set to mixed, as you believe he will invariably pick the right option. I could go on and on about this, but I'm sure it is pretty obvious by now.<BR><BR><BR>Cheers for all the positive vibes.<STRONG>On Closing Down<BR><BR></STRONG>I havene't tested closing down very much, but fortunately somebody else has, the the following is with credit to/permission from HL7. His closing down thread is <a href="http://community.sigames.com/groupee/forums/a/tpc/f/1519717/m/8402053671" target="_blank" ><FONT color=#882222>here.</FONT></A> <BR><BR><I>Theory</I> <BR><BR>The best way to help out your defense is to have your midfield and strikers close down the man in possesion. This, coupled with hard tackling will frustrate the opposition, givbe them no time on the ball and generally make it easy for your defense to clear up.<BR><BR>During the game it is important to adapt your tactic around the current circumstance. for example, my Boston side was 1-0 down at home to Chesterfield at half time. Shortly after the restart one of their players was sent off for a second yellow. I changed to a slightly more attacking style, pushed my defense line up accordingly and played a very quick, direct passing. In the end after alot of grafting I managed to put so much pressure on them I won 2-1. Had I played out the game with the same instructions/tactic, I would probably have lost 1-0, or at best equalised.<BR><BR>Of course, to play a game centered heavily around closing down and breaking up the play, you need to make full use of your subs. your midfield in particular will tire after closing down for long periods, so make sure you have a couple of midfield options open to you on your bench, and keep a close eye on your players condition. It is important to note though that you should never have your defenders on hard tackling or closing down, this will pull them all over the place leaving alot of holes in your formation. Closing down is best used to try and help out the defense where possible.<BR><BR><I>Framework</I><BR><BR>Tested using a 4-1-3-2 with Boston, team instructions as follows;<BR><BR>Mentality - Normal (dead centre).<BR>Creative Freedom - Little (4 notches).<BR>Tackling - Hard.<BR>Closing Down - Often (midway between normal and full).<BR>Tempo - Slow (4 notches).<BR>Time Wasting - Often (nearly full).<BR>Passing - Direct (same as closing down).<BR>Width - Narrow (same as tempo).<BR>distribution (mixed).<BR><BR>Use a target man as well, with the distribution set to run onto the ball.<BR><BR>The player instructions are the same as team unless stated:<BR><BR>All defenders have; Mentality (Defensive - 5 notches), Tackling (Normal), Closing Down (Rarely - 4 notches), no forward runs, no crossing, no running with ball, no long shots, no throgh balls.<BR><BR>DMC; Mentality (Defensive - 5 notches), no forward runs, no crossing, no running with ball, no long shots, no through balls.<BR><BR>Wingers; Mentality (Attacking - 5 past normal), forward runs, crossing, run with ball, no long shots, no through balls.<BR><BR>MC; Mentality (Atticking - 5 past normal), forward runs.<BR><BR>Right sided striker; Mentality (Attacking - 5 past normal), forward runs.<BR><BR>Left sided striker; Mentality (Defensive - first defensive notch).<BR><BR>I came up with this system after watching chelsea play, I saw that they broke up play and frustrated their opposition in order to gain an advantage. I feel that with time wasting (diving, hitting ball out of play, shirt pulling etc.) coupled with hard tackling and closing down you can acheive the same effect. You can swarm the opposition, and really wind them up to the point where you can dominate teams that are normally superior to you.<BR><BR>I also find that over the course of the game, I lower closing down slightly, but due to the dominating effect my teams had in the first 60 minutes that I can maintain my lead effectively. <BR><BR><I>Caution When Employing High Closing Down on Patch 6.0.1</I><BR><BR>As posted by <a href="http://community.sigames.com/groupee/forums?a=tpc&s=21019056&f=521102691&m=4872002671&r=1132014671#1132014671" target="_blank" ><FONT color=#882222>PaulC</FONT></A> : For what its worth, I believe the main cause of comebacks is a failure to recognise player tiredness and a failure to adjust tactics to counter the AI tactical changes. <B>Condition</B> btw is too harsh and will be adjusted for patch 6.0.2 and I believe that will all but eradicate the "problem" as long as one's tactics arent too foolhardy. <BR><BR>Thanks again to HL7 for letting me use this.
<P>The best recent development on the forum is the huge number of threads offering alternate/additional theories/frameworks to the ones I have posted here. It means I don't have to think/work so hard any more, which has always been my long term ambition in life. Anyway, here is another great read, <a href="http://community.sigames.com/groupee/forums/a/tpc/f/1519717/m/7832094671" target="_blank" ><FONT color=#882222>originally posted by Tays</FONT></A>.<BR><BR><BR></P> |
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