Building Team As A Comprehensive Unit in footballmanager 2014

Thank You for Stefan Fraser

Before writing, I have to give my special thanks to Steven Fraser, one of my favorite author. One makes me click with him is the very interesting and comprehensive way of description from him. And the most important is I easily understand what he wants to share and I completely agree with most of them (which I had them in mind but could never write them up). This paper is also inspired by one of his amazing article. It’s a shame that I never has any single chance to have interaction with him. He sadly has passed away but, what he had left for us are ones that will stay forever for the good of this game.

Without him, this piece would never be here. All I try to explain and all you’ll read from this article is simply what Fraser did. I just want to show you all how I interprate his effort according to my need of tactical-management. Hopefully you’ll enjoy it as I enjoy it much when writing and implementing it as well.


I wrote this article for Football Community in Indonesia, an article to show how I build my team. To show what is my interpretation for team building. An interpretation of mine amongst million of interpretation out there.

Having a team with full capabilities from one line to another line is one of the objectives to be (and should be) achieved by managers. A team to comply the requirement of complete team is if you have players with solid abilities of defending and able to support the attack, midfielders with high mobility to cover the defense and running forward to sharpen the team’s attack and the front line that is not only capable on scoring but also capable of being creative spark who provides chances for his colleagues. In real-life, Germany (West) era of the 70s, the era of Spain Tiki-Taka, or France from 1998 to 2000, are the examples of teams with full capabilities from line to line. For me, they were not only complete but also solid.

They were not only complete but completely homogeneous, which is created by solid bond between the lines, offense and defense as a whole unit. Solidity the key word.

In process of achieving these objectives, a manager must have a system and concept which translated into an appropriate concrete shape. He should be able to draw all sort of informations into an appropriate shape. He must be able to integrate the idea of himself (about strategy, shape, style of play) with all external comparisons (development of new tactics, changes in the competitive landscape, etc) in order to create a system which translated into tactic that is fit to the team. How the process run and produces some great outcomes, each manager has his own character to deal with. He has his own specific way. All things could be true, there is no wrong of doing this or doing that, as long as all the considerations and decisions are LOGICAL.

If there is a goal then there is a way to help achieving it. And there is a need of the character to achieve maximum result, which is purpose-oriented. This “3 thing” is all-together the starting point of my system. Based on this “3 thing”, I developed my logic in an attempt to build a solid team.

1) System and Concept

There is one important thing about players that we ought to understand. Which is, however you set the strategy and how you instruct them to play, the player is an entity with a specific character, in which each player has a different interpretation about what the strategy is about, how they interprate instructions, and how football is ideally played. Thus, the contribution of success is really depending on the interpretation by each individual. For those who say, success is (merely) the success of the strategy and the manager instruction, I say, it’s completely wrong. Strategy and instruction are contributing to tactic success, yes. But, not everything. Players take huge part. They are the executor of the system. They are the core of system.

Strategies, instructions, and players, are parts of system. An ideal system, is, in which all the components work collectively in comprehensive manner, covering other’s weaknesses, and at once able to explore the strengths of team.

The player (human), is the core of system. Players are the backbone of system, they constructe it, they run it, and they much contribute to the success of system. If you can find a suitable method of how to accommodate the differences between your players, you have one step closer to success.

I want my team to play attacking game (but not in aggressive way), capable on defending when I need them to defend, be ready to deal with all In Game situations, and be ready with all sorts of variant tactic to fight. My team have to be ready for Short Pass-Slow Tempo, my team have to be ready for High D-Line and Intense Pressing Play, my team have to be ready for Wider Play for flanks exploiting based on Direct Pass-Fast Tempo, or “waiting” for Fast Break Chance in Defensive Style of Play. My team have to be ready for all things. They have to be ready for immediate changes. They have to be highly-adaptive on everything.

The core is, I want my players to be flexible in various changes. I want them to be ready in all situations and all threats.

In my new season of my save, 2022-2023 season, as part of the spirit of flexibility, I develop one “new” shape. I name it “Waiting Shape”. I do not want to play as open as I used to, but, I also do not want to sit too deep. I “wait” for the right moment to come to launch Counter Attack. It would be “new” variant of my strategy. I used to create 3 Attacking-based formation. For some certain moments, I do my experiment and explode it to the most aggressive point. I several times experimented with my formation to explore the niche (that may exist) in the tactic. If you’ve read my article Wide Players to Create Space and Chances, there you can find how my experiment in maximizing the aggressiveness of my 4 wide players.

Overall, with this “new shape”, my team are having 3 different formations. 2 strategies of Attacking based and 1 strategy of Counter Attacking based. Which are enough for fighting with all AI tactics.

Ok, we just passed through the stage of elaboration of idea (System and Concept). The next stage is determining the criterias. You have to identify what you need. You have to determine what kind of players that are suit to the system. Onece again, players are human being. In all system all over the world, humanbeing is the core of it. They determine it, they build it, they run it, they push it to the most amazing level, they are the core of system.

Criterias are tools which absolutely help you to overcome problems. If you find shortages then how you cover it. If you see some positive potential then how you maximize it. If you got everything great then hoe you improve it, how you make it perfect. Criterias help you providing options. Criterias help you making ideal decision. If you analize and decide them logically, they’ll be devoted to you.

 2) Shapes and Strategies

Three (3) basic shapes of my team are, 4-2-3-1, 4-1-2-3 Non Striker, and 4-1-2-2-1 Assymetric. Three different formations with same basis. Which are, (1) playing with 2 Attacking Wingers + 2 Wing Backs, (2) always play a Central Attacking Midfielder, and (3) Striker is not the main team goal scorer.

How would I give instructions to the teams and players, I can not deliver it in detail. Why? Because, all instructions are given in accordance with what is needed in each game. I will share the logic behind the instruction idea.

Instructions which I consider to be activated on Team Instruction Screen as the Kick Off Instruction, are, the Instructions relating to Possession Football, Dribble Instructions, Movement Instruction, and Instructions of Playing Tempo. I just have to be sure that my players are instructed ideal enough, so they are able to explore all possibilities.

But, it’s only benchmark. It’s Not is something I run them in each game in same way. As long as it’s logical to use, I will activate it. But, when needed, then I will do the adjustment. But (again), more than that, everything is flexibel and require ongoing analysis and evaluation.

I should really be sure, from one to another match, the instructions I gave is the best media to accommodate the needs of team.

1_Three Formation of Borussia Dortmund_ryan tank Building Team Football Manager

3) Building Team as A Unit

The considerations for strategy decisions in general term, specific instructions to each individual, what are the criterias for players selection, are the crucial things in my effort of building team as a unit. The point is, how you build your team, from the aspect of strategy or management, which intersects with the macros and micros as well, largely determines the level of success. During all of these processes, if you do it comprehensively, they’ll be more easily to analyse and evaluate. In this opportunity of writing, I wish all these things to be fully conveyed by me, and, reaching all readers. I know, it’s hard. In fact, it’s completely difficult. But, I’ve got to try it. For all flawness within, I’m sorry in advance.

As mentioned above, one thing I want is, my team have to attack (but not extremely aggressive). I wish they could master the game by doing a lot of quality ball possession, not (just) quantity. I also want my players to play “free”, but, still running within the framework of the basic form.

How do I apply them? Let’s take a look at it together.

3.1. Mentality and Philosophy (Fluidity)

People call It Mentality Framework. The joint that will be the core of strategy and shape. You can categorise this stage as the stage of determining the team macro strategy.

I decide to choose Control as the Team Mentality and Balanced as the Philosophy (Fluidity). Why?

1) With Mentality-Control, players directed to play attacking football, however, remain vigilant against the threat of enemy (such as Counter Attck and so on). With Mentality-Control, players will look to attack with moderate aggressiveness. You can say, keeping the Defensive-Block not too “high”, that could be exposing vunerable-space in the defense. As their default character is defaultly set at moderate level, I just need to tweak it little bit higher or (maybe) lower to find the right rythm.

2) I want to be having more control on my players Agsressiveness. I’d tried many Attacking Mentality Style of Play. I had tried some Defensives and Counters Mentality in some friendlies. The Mentalities which are Standard, Counter, Defensive, and Contain. absolutely not take into my consideration, why? Because the Aggresiveness within don’t comply with my standard of Attacking awareness. They’re too moderate (low). How about Attacking and Overload? Attacking is the Mentality giving me so much success. It helps me achieving a lot of tittles. But, in my opinion it’s too aggressive for me in regards of flamboyant playing with little bit taste of possesion football. Attacking Mentality simply pushes your players RFD and Individual Mentality to the high level. With Slider (ah that’s slider again), I can set it up as how I need to play. Without it, I’m getting much difficult to set it up. The Aggressiveness is, In My Opinion, too much and I can’t fully control it. Overload? No. I don’t even ever touch it.

The Balanced Fluidity. Again, why Balanced?

For additional information, I used to play Fluid and Very Fluid philosophy as part of my strategy management. I do a lot of success with them. But, as far as I see it (my interpretation), especially the Very Fluid, it triggers my players to engage in much (if not to say all) phases of play with high Creative Freedom. This philosophy is suitable for you who want to play aggressive as unit. Very fluid pushes your players go, run, and fight together as a unit. The drawback, if not addressed carefully, can distort the basic shape (I’m talking about Creative Freedom). This is what I want to avoid from. Then, how could Balanced help me avoid this?

Balanced helps maintaining your formation shape. Players are more focused on their duties respectively. On the other hand, with right set up, you can still accomodate the more creative players to be having opportunities to express Themselves. This the Philosophy which is middle-positioned. Balanced is the middle ground of more rigid and more fluid ones. On its default character, it sets the more defending to be more on defending awareness, the more to push up, and the Support-Duties to be moderately fill in the space between.

As I would like to explain furthermore, my players are the combination of amazing Mental Attributes, which are extremely balance on Attacking and Defending, as well. With this great advantage, I can easly Instruct my players via Player Instruction to psh them to be more expressive, so I can be close enough to Fluid Philosophy.

I think, it has been able to embrace what I want. It is not 100% accurately accomodate what I need, of course. There’s limited capabilities of the ME. But, at least, the choose of combination between Control and Balanced is close enough to represent my wish of tactical-management.

The combination Control-Balanced, I see it as the “weapons” which is suitable to my attacking play but not too aggressive. Team can still attack with regard to the basic form, attacking with Creative Freedom control on a moderate level, and attack while concentrating in overseeing any possible threat enemy.

2_Framework_ryan tank Building Team Football ManagerFramework

3.2. Basic Construction and Adhesive Element

As I said above, there is a purpose, then there is need for character. There are criterias that you can set yourself. There are different approaches that you can apply to your team. There is priority-scale for you as a manager.

Mental Attribute is core construction that builds a player character and the distinguisher of a player’s quality level of performance. The structural frame of each individual builders that contributes to the success of the relationship between components in the system. This aspect determines the players adherence level. It determines the comprehensive relationship between components. This is the aspect where I expect that my players adhere together in an above average level of quality.

3.2.1. Attacking Line

Here you can see how I see Mental Attributes are extremely important for attacking phase. I rank them according to priority. Determination, Anticipation, Decision, Creativity, Off the Ball, Flair, and Teamwork.

3_Mental Structure of Attacking Line_ryan tank Building Team Football ManagerMental Attribute Structure

Determination, determines the extent to which a person’s level of success. I have 12 players with 15 on Determination score. Determination is involved in a lot of positive personalities (Driven, Determined, Professional, Ambitious, etc).

Anticipation, is a player’s ability to read the game (fortune teller ability).

Decision. Ability to make decision. The higher the score on Decision, the lower the likelihood of a player to do a useless act. Decision will be perfect to combine with Anticipation. As Anticipation is the Reading Game Ability.

Creativity, vision, is more suitable word to explain the ability within. In my team, there are 10 players with a score of at least 15 on Creativity. Is it great? Of course. Because, incidentally, they are the players that I would plot on the Attacking Line. With Creativity, a player has the ability to see options that other players can’t see. In a moment of attack, for example, there is always a wide variety of options, passes, kicks, movements with or without ball, etc. Players with high Creativity always will (be able to) see a lot more options than any other player. That is the importance of Creativity. “Seeing” options.

Off the Ball, without ball movement. I do not need to explain further. To be sure, movement without ball is so much necessary in dismantling the enemy defense.

Flair. More people may prioritize Flaie more than me. I put Flair in this sequence is not because I do not consider Flair is an important one. No it’s not. Well, I look at Flair as, which is a natural instinct, a gift to push a player on doing spectaculer-amazing things. I do not feel, with mediocre Flair of players, a team will not be able to perform a good game and make a lot of goals. Indeed, with more top Flairs, your team will invite more admirations because of the amazing plays they are performing. This is a point of view of mine. You should have one indeed. This is an option. Option is specific thing based on individual interpretation. You choose it.

Teamwork, a simple definition to interprete Teamwork is, this attribute drives a player to be more aware of the team shape, without a lot “play themselves” initiatives. So, it makes sense that a high score of Teamwork also determines the extent to which the players maintain the shape and collective play.

Let me give one example. You saw Claudio Marchisio’s goal in a match of England 1-2 Italy? Focus on the action when Andrea Pirlo’s dummy-move fool Daniel Sturridge and provided shooting room for Claudio. When the ball came to Pirlo, Claudio Marchisio was around him. We assume there were two simple options for Pirlo :

(1) deciding to control and releasing simple pass into England 16 box, which was not what Pirlo did, possibly because Pirlo thought it would be useless and readable by England Defense.

(2) dummy-move to fool Sturridge while providing the opportunity for Claudio to have a go on goal.
Apparently, Pirlo took the 2nd option. Regardless of whether Clauido managed to make goal or not, you can see how the work of Creativity and Decision taking the role at this moment. There was ability to see options and the ability to decide (which might be the best to pursue). When Flairness also associated with courage / encouragement to take risks (risk-taking), the dummy-move of Pirlo could be categorized as a movement where Flair took the part of it.

3.2.2. Defensive Line

After seeing the Mental Attribute for the Attack Line. I’ll now show you how Mental Attributes connected to the back line.

4_Mental Structure of Defensive Line_ryan tank Building Team Football ManagerMental Attribute Structure

Positioning, in general term it’s exteremely ok. I have only 1 player with under 15 od score. The importance of Positioning is the proper positioning in an effort to eliminate the threat of enemy Attack. A quotation from Alfred Riedel, former coach Indonesia National Team for Asia Cup : “What makes Indonesian players were often lost or late in keeping (marking) the attacking the enemy at the time, was, the error on positioning. In the past, they stood behind the enemy, so, consequently there were 2 possibilities, out of position or losing the enemy far too early. Therefore, I ordered players to stand next to the enemy, instead of the back. That is the key, guys. Positioning.

I will do a small analysis for references and comparative study. Take a look at Matthias Ginter. His Determination is relatively low, 13. Even though, as I had said above, this is the first attribute that I always take a look first, how then I asses Ginter will be the rock for my defensive Line?

Here is my analysis on Ginter. Firstly, you have to look at his Mental Attributes overally. Secondly, you have to understand there are basic principles “cover the weaknesses by combining player A with B, C, and D, which stronger in what is be the weakness of player A. The Determination Attribute of Ginter is relatively low, but, if you look at the score from his Anticipation to Workrate, with the average score of 16.57, you should be sure Ginter is one of the best Defender in FM 2014. On the other hand, say I put him on RCD, I can combine him with Balanta as LCD, Aziz Jbara as RWB, and one RCM in front of Ginter which is able to cover the weakness of Ginter’s.

Simple analysis to the other Mental Attributes, is available on my post in my blog HERE. Where I discuss Anticipation, Decision, Positioning, composure, and Concentration for the sake of defensive solidity.

So far we’ve seen my interpretation on Mental Attribute as the constructor and adhesive, as well, for the team. What you have seen above is the core of the basic considerations and decisions. It doesn’t mean, other things outside of Mental Attribute would be inferior. No. Not it wouldn’t be. They are just the basic. By having a basic things at your disposal, you have well-defined starting point to advance to the next stage. In this advanced stage, the complexity of the components of a system builder is increasing. And, they all need to be stirred and mixed into one unit, in a suitable environment, homogeneous and solid.

4) Putting All into One

Football Manager is a game. A game always offers a wide range of possibilities, as options, for you to succeed, or fail. There are lots of probabilities in it. Thus, there will always be specific ways, but, consists of various identical combinations.

I, personally, always consider Team Instruction as an effort on maintaining the bond between the lines to be purpose-oriented. Team Instruction is also able to help players keeping their game in relation to cover weaknesses and launch their best, at once, to be fully utilized for the benefit of team.

If you want your Possesion Football to be success, you have to make sure your Goal Keeper to your Attackers are having the same corridor. Make sure you understand what you need to instruct to your players. Make sure they keep the distance between the attacking Line and Defensive Line. Make sure they distribute the ball carefully. You can do it by instructing the proper instructions.

4.1. Relationship between Line

Back Line

Goalkeeper. There are 2 choices of roles. Goalkeeper or Sweeper Keeper. I instruct simple distribution to my Goal Keeper, so he makes simple pass to my Defenders. I hope myn goalkeeper helps keeping the success of Retain Possession and Play Out of Defense Instructions.

Wing Backs. Basically, Wing Back is defender. In essence, their prime task is to secure the Defense. Of how they have the Overlapping ability and support the Attack aggressiveness, is another matter. Several of my wing Backs task, are :

– Provide support in effort of winning the 2 wide sides, especially when my Attacking wingers play Narrow shape.

– Cover to the space that is caused by the aggressiveness of Attacking Wingers.

– Do the Run From Deep to help the attack, if necessary.
So, the decision whether I choose the role of FB or WB or CWB, will be depending on match by match analysis, depending on current situation, etc.

Central defender. I have to be more carefull on instructing for my Central Back duo.
– Releasing passes with the lowest risk.
– Do not aggressively closing down.
– Their major task is keeping the Defense from being conceded.
The performance of my 2 Central Defenders, also crucial for my Play Out of Defense Instruction. When instruction is running well, you see the team’s Attack is built from the back, without doing a lot of Ridiculous actions.

Middle Line

Central Midfielder

In 4-2-3-1. Unlike my previous strategy, in this season, the duo in Midfield, encouraged to engage to be taking more participation in Attacking phase. I perform different Role-Duty compared to previous seasons. For a flash back, in previous seasons I have always (in the shape of 3 Central Midfielders) played one role as the “water carrier”, one Role as Creator-Connector, and one role as Creator-Runner-Connector. For this season, I combine the Runner with Creator without the “water carrier”.

In the 4-1-2-3 Non Striker. The principle is the same as I did for the 4-2-3-1 shape. It may be more aggressive, because, in the shape of 4-1-2-3 Non Striker, I plot one player as the Pocket Defensive Midfielder to cover the Defense as well as much involved in the area of Central Defender. That means, when my 2 CMs aggressively move forward, there is one player who oversees the Defense.

Asymmetric 4-1-2-2-1. There is only 1 Central Midfielder. My inclination, is, play midfielder in Runner-Creator Role.

Attacking Midfielder

In 4-2-3-1. One attacking midfielder (AMC). Ivan Kujevic, Mario Gotze, and Guido Vadala, will be competing for this position. His prime task is, being the connector between Midfield and Up Front, as well, as well as a runner in his Role of False 10 concept.

For 4-1-2-3 Non Striker. I preffer plotting a Player Role as the Connector-Creator. Trequartista, Enganche, and AP are to be considered. This Strikerlsess formation is the reason for me to find a Striker with Play-Making ability (I decided to sell Lukaku to Arsenal for 35 million Pounds).

In Asymmetric 4-1-2-2-1. The principle is the same as I do for 4-2-3-1 formation.

Defensive midfielder (DM)

In 4-1-2-2-1 Assymetric. Since the formation and the tactic are to set up the play of Counter Attack and Low-Block D-Line. I have to make sure my DM will not be much forced sitting too deep because of the AI wave of Attack. Let me explain little more detail. For example, I select Anchor. This Role is very static in terms of freedom of movement. And really concentrated to the Defense Line, with actions in low risk. You can imagine, with the given role plus low D-Line implemented by team, my DM might be much burned out, isolated, and much more worse being the weakest link. Will these considerations, Regista (Rga) or BWM-S might be logical to implement.

In 4-1-2-3 Non Striker. Because I plan to play a bit aggressive here, I have to make sure the DM in this Formation doing maximum cover for my Defensive Line. My 2 Central Midfielders pushed more advanced. My 2 Attacking Wingers would involve a lot on Attacking. So, I have to make sure for the “Safety Comes First” for my back line by having my DM do enough cover.

Attacking Wingers

In 4-2-3-1 Non Striker and 4-2-3-1, I plot my Attacking Wingers as Inside Forwards. They are instructed to be the major goal scorer, especially Mohammed Ousmane the Blue Print of Cristiano Ronaldo.

Front Line


In 4-2-3-1 and 4-1-2-2-1 Assymetric. As I want, my Striker is not the main Goal Scorer. This tactic has been going for seasons. I am one of the False 9 role concept fan (with a variety of roles, such as DLF, Treq, or False 9 itself), which is a product of the evolution of modern football. The False 9, must have :
– Play Making vision of Play
– Good movement, which needed as the responsibilities of his role as supplier and space creator. In short, he could be considered as a Play-Maker Up Front.

In 4-1-2-3 Non Striker. I play without putting one particular player to play as the conventional Striker. In this formation, the 5 frontest players (2 CM and 3 Attacking Midfielders) actively move to create space, opportunities, and goals. Especially, the 3 frontest players, which will be the main resource of goal scoring.

4.2. Team Instruction

Retain Possession, this is important if you want your players to be more careful in processing the ball. This instruction does not just slow down the tempo and make the player excessively cautious. In fact, Retain Possession can also be combined with a high tempo game.

Shorter-Passing, short distance pass. In many games, short pass really helps me achieving success. I’m sure you know already what the meaning and value behind this instruction. This instruction is considered to be default.

Play Out of Defense, asking players to build Attack from the bottom. This instruction pushes the Defense to take part of being the initiator of Attack. With this instruction, players (especially the defenders) are instructed to use all the possession opportunities to build Attack, without doing much risky actions hampering the Attacking opportunity. Franz Beckenbauer, Matthias Sammer, Lothar Matthaeus, and Mats Hummels are experts of building Attack from the back.

Pass into Space, Triggering through balls. If you ever heard / read the term of ball area, this instruction can trigger it. Very nice and fit with Attacking Play or Counter Attack.

Run at Defense, if your players attributes are the attributes for dribble skill, then, this instruction is helpful on maximizing of such capabilities. In many ways, Run at Defense forces the AI Defense depressed and helps you mastering the 1/3 of Opposition field.

Push Higher Up, setting the Defensive Line to be “high”. Close to the center line, or, even, stands in the AI’s Defense. When you have players with great Anticipation and Quickness, this instruction will run safer for your Defense Line. Barcelona and Dortmund have succesfully made this concept of High Block D-Line getting more popular.

Use Tightrer Marking, when under attack, the players will position themselves as close as possible to the AI. This instruction is great to combine with Pressing Game.

Higher-Tempo, from the wording, you must understand the purpose of this instruction. if you want to play attacking, and your enemy happens to have composure, concentration, and stamina is low, this instruction is helpful for you in deforming the enemy base. This Instruction is considered to be Default.

I mix these instructions with respective roles and players tasks. How I do to put the Team Instruction and individual Instruction together, that’s the most interesting part.

Before putting them together, I have to do something different with what I used to do when I played FM 2014. I mean, this is the first FM where we don’t have tactical slider for tweaking. In previous FM, the Tactical Creator provided me the default interpretation of Role-Duty Behaviour. So, when it came to tweaking, I just need to adjust the setting by up-ing or down-ing the notch button. Tactical slider interpretation gave me so much ease on tweaking. That’s something I don’t have in FM 2014.

So, what I need to do, is, analyzing the Role-Duty I give to my players in FM 2014 via FM 2013 tactical slider interpretation screen. For example, when I give my Right Back the Role-Duty Wing back-Attacking, I need to see how FM 2013 tactical slider screen interprates his Behaviour, by seeing his RFD, RWB, TB, and so on. Then, based on what I see here, I make some decision on Player Instruction. I give him a Role-Duty. Then, I do comparative Study by seeing the Role-Duty behaviour on Tactical Slider Interpretation Screen from FM 2013. If I need to tweak (instruct), I tweak based on default notch of the slider interpretation.

There are so much limitation. I know it. Because, some new Roles in FM 2014, didn’t exist in FM 2013. And, the most confusing (but challenging one), I don’t even know, whether Sport Interactive are still implementing same interpretation for the same Role-Duty between FM 2014 and 2013. So, I will making tweak (instruction) also based on situation changing on pitch.

For clearer understanding, here I choose my 4-1-2-3 Non Striker Shape as the example to show how I do this comparative study. Let’s begin the party, guys!!

 4.3. Individual Instruction

5_Formation, Player Instruction, Framework_ryan tank Building Team Football ManagerThe Basic Shape

6_Players Instruction by Tactical Creator_ryan tank Building Team Football ManagerDefault Instruction from Tactical Creator of Football Manager 2013.
The Red ones, are the Behaviour to be tweaked.

7_Players Instruction The Plan_ryan tank Building Team Football Manager

My plan for Individual Instrruction. The Red Ones, are the Tweaked Instructions as the part of my Tactical Plan

4.3.1. Individual Instruction

8_Possesion Player Instruction_ryan tank Building Team Football ManagerHere is the Individual Instruction of FM 2013 which categorized as Possesion Factor

9_Distribution Player Instruction_ryan tank Building Team Football ManagerHere is the Individual Instruction of FM 2013 which categorized as Distribution Factor

10_Movement Player Instruction_ryan tank Building Team Football ManagerHere is the Individual Instruction of FM 2013 which categorized as Movement Factor

11_Defending Player Instruction_ryan tank Building Team Football ManagerHere is the Individual Instruction of FM 2013 which are categorized as Defending Factor

Those are my ideas of play, my idea of shape. The idea which is reflected by the Individual Instruction shown above. The next step is, turning them into the Football Manager 2014 Individual Instruction. How they would be looking a like, here we go.

12_Player Instruction The Master Plan_ryan tank Building Team Football ManagerSo, here we are. The Master plan of my Borussia Dortmund save. This is the Instructions for my players. The Instructions which I use them as the foundation. The instructions which are flexible to be implemented depending on match situation.

There are several points I need to tell. (1) In FM 2013 there was option for Marking Style (Zonal and Man). I don’t see them on Individual Instructions of FM 2014. You see I default it as shown in the table (2) For Run From Deep (RFD), I’m not sure it has the correlation with Get Further Forward, I decide to activate it as the definition tells making impact in advanced area. This becomes more logical to be implemented as the Trequartista is a Role with Rare Run From Deep. I want him to be more advance. (3) Through Ball. I default It because I can’t find any Instruction with similarity with this. I think PPM can help a lot to trigger players launching their through ball pass.

As you can see, guys. The Default Mentality aspect tells us much. My 3 frontest men, Central Midfielder, and my two wing Backs are the players who is surely gonna be bombing the enemy line. With slighty lower Mentality of one Central Midfielder and my pocket player, this results of my DM and one CM sitting deeper. My Center Backs are the players who given more more conservative Instruction, as I want them just to guard the goalie.

I have bunch of players who can fill the 3 frontest positions. They’re all amazing players of Technical, Intelligent, quickness, and work ethos. So are whom to fill the Central Midfielder and the DM. I don’t have to tell you a lot, as you can see yourself via the Mental Structure I had shown you above.

Simple shape I want, is, I want my player to Attack, not Aggressively (that’s why I Instructed them to Retain Possesion and Default Tempo as I want them to decide, and no Run at Defense). My two Inside Forwards, have a little bit different tasks. The one, Ousmane the CR7 Blue Print is the beast of Attacking Line. The another one is Mario Gotze with amazing Play-Making skill. As Gotze told to be moderately in dribble, I want he maximize his vision, so I hope for the balance of Passing and Dribble. They are told to Cut Inside. So, I need to be sure my other players can give enough cover here, which are the two Wing Backs. I choose them and give specific Role-Duty, so they got high Run from Deep and not the common Wing Backs who rely on their Ability to cross.

Roaming, Pressing, High D-Line, and the RFD are combined into a unit to make sure my players are aware enough about the Vertical movement. As my 4-1-2-3 is a Non Striker shape, I need my player to move to advanced area as a unit, in the right time, in the right shape. This vertical movement is crucial if you play Non Striker formation as what I’m implementing now.

So that’s my team. Thats’s how I try to build them. A Team with bunch of quality players, is something I long to create. This is the appropriate time. As I have all I need. A solid team with bunch of quality players, a solid team which are ready for all situation and threats.


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2 thoughts on “Building Team As A Comprehensive Unit in footballmanager 2014

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