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Showing posts with label Training Guide. Show all posts
Showing posts with label Training Guide. Show all posts

Wednesday, September 3, 2008

makes skill player increases

making skill player increases:

- making training schedule that good
- loan to go to club any other
- player interaction
tutorial or state that you (player name) can learn from( player name)
this overview's see and compares with moons in advance :
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Monday, August 18, 2008

Installing File Training

Installing Training
Training goes in the C:\Documents and Settings\User\My Documents\Sports Interactive\Football Manager 2007\training\schedule
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Friday, August 15, 2008

Coach Setting

As you would expect in Football Manager 2008 different coaches need different coaching attributes depending on what they are coaching. It’s important though that you consider certain attributes when picking your coaches.

Here is a quick breakdown of what yousshould be looking for.

General Coaches

Adaptability – key if the coach is coming from abroad
Motivating - the coach will motivate players better in training
Level of Discipline – making sure your players stay on task and focused during training
Working with Youngsters – a necessity for youth coaches
Man Handling – your coach will handle player’s personalities better

Scouts

Adaptability – key if the scout is coming from abroad, but it will also help scouts knowledge increase quicker if he scouting in a foreign country.
Determination – scouts will be more determined to find more players
Tactical Knowledge – important if your scout is ‘scouting next opposition

Physios

Physiotherapy – obviously the physio would be useless without this
Level of Discipline – making sure players do not slack off when they are injured
Motivating – he will be able to motivate players to return from injury as soon as possible
Man Handling – physios who can handle players better, will be able to help them return quicker

Assistant Managers

Judging Player Ability – this will ensure you get better teams reports
Tactical Knowledge – important if he is in charge of your reserve team
Working with Youngsters – important if he is in charge of your u18 team
Man Handling – he will give you better advice on decisions you have to make when handling problems with your players
Motivating + Level Discipline – he will give you better advice on team-talks
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Good Training

How To Retrain Players
Go to the training screen, then in the bottom section where the drop down menu ‘view’ is, change that to position training and then you will see it, where you can set a new position.

My players don’t seem to be doing well in training
Morale affects how well a player takes to training as well. Ensure that he keeps his morale up, using him as a sub or sending him out on loan can help. Ensure too that your training schedule is not too heavy during the winter in areas of physical training

What’s a good way to develop your youth

Its all fine and dandy if you have the right coaches, but getting the best out of players involves a lot more.


*Good facilities
*Good Tutoring
*And timing their development


At age 17 - Move him to Reserves or send him on loan where he can gain valuable match experience, the side should also have good facilities and the quality should match the player in question
At age 18 - Give him the odd run in First team matches and minor cups..always match their level to the opposition; be aware of burn-outs, these can happen if you continously play him against teams that are far above his level
At age 20 - Loan out to Championship. When he returns put him on rotation and see if he can fight his way through.

Its good to get a youth coach as well, ideally he should have high attributes for working with youngsters

Coach requirements for 7 stars- Updated for FM2008
The attribute nos need to be verified as these are off the manual and I do not have it in hand

Strength : Fitness > = 18
Aerobic : Fitness > = 18
Goalkeeping : Coaching Gks >= 18

Tactics : Tactical >= 18

Defending : Defending = 18 & Tactical>= 18 or
Defending = 19 & Tactical>= 14 or
Defending = 20 & Tactical>= 10

Ball Control : Technique = 18 & Mental>= 18 or
Technique = 19 & Mental>= 14 or
Technique = 20 & Mental>= 10

Attacking : Attacking = 18 & Tactical >= 18 or
Attacking = 19 & Tactical >= 14 or
Attacking = 20 & Tactical >= 10 or

Shooting : Attacking = 18 & Technical>= 18 or(May be Wrong)Could be Attacking = 18 & Technique>= 18
Attacking = 19 & Technical>= 14 or
Attacking = 20 & Technical>= 10

Set Pieces : Technique = 17 & Mental + Attacking >= 39 or
Technique = 18 & Mental + Attacking >= 36 or
Technique = 19 & Mental + Attacking >= 33 or
Technique = 20 & Mental + Attacking >= 30

What are the important attributes for each position

Goalkeepers - Vital Skills

Positioning, handling, command of area, agility, stamina, jumping, reflex, strength, decisions and aerial ability

Other

Throwing, pace, concentration, composure, bravery and anticipation

Centre backs - Vital Skills

Positioning, jumping, tackling, marking, aggression, strength, bravery and heading

Other Skills

Stamina, anticipation, determination, pace and acceleration

Fullbacks

Choose well, easily the best position to exploit in the game. If you can have the best of both worlds then they could be the diff between winning and losing. They can be both defensively good and offensively awesome. Pace isn’t a crucial factor, but if you want them to be good defenders, then positioning and anticipation may have to be introduced as well.

Vital

Work rate, stamina, teamwork, decisions, positioning and acceleration

Other Skills

Determination, strength, crossing and dribbling

Defensive Midfielder

Holding players who can help draw out the opposition, they can also play deadly killer balls and work very well with AMC based formations.

Vital Stats

Tackling, strength, aggression, marking, stamina, work rate, teamwork and decisions

Others

Pace, passing, acceleration, determination, concentration, creativity

Attacking Mids

Link players with DMs or with regular MCs. If you place FWR often on them they could drift out of position so never do that. Use their strengths. This can be an interesting area, what’s listed are bare essentials,but if they have good dribbling skills they can be very deadly too.So adjust their instructions based on what they have..you can use dribbling for long shots as a trade off.

Vital Stats

Decisions, Creativity, passing, off ball, technique, finishing, work rate

Others

Stamina, teamwork, flair, long shots, pace, acceleration

Wingers - Vital Skills

Crossing, creativity, dribbling, pace, acceleration, tackling, balance, technique, passing

Others

Finishing, long shots, teamwork, work rate, off ball

Forwards - Vital Stats

Creativity, flair, finishing, off ball, dribbling, passing, technique, pace, acceleration

Others

Teamwork, flair, balance, long shots, anticipation, crossing

Strikers - Vital Skill

finishing, off ball, jumping, heading, anticipation, technique

Other

Pace aggression, acceleration, strength, long shots
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Guide to Reach Excellence., Part 3

take your time to setup the corner kicks. get your self a piece of paper and a pen. it's vital for success and your effort will be rewarded in the game.

we have some missions to be assigned for your players.

1) 2 Players taking corner kicks.
2) 2 players attacking each post
3) 1 player challenging goal keeper
4) 1 Player short option
5) 1 player attack ball from deep.
6) 1 player outside area


Now for the set up menu.

Go to you squad page and choose View Technical attributes.

1) See who got the highest corner kick taking in your team.
It's supposed to be your Fullbacks as they in real life always take the corner kicks. now place them down in front of corner kick taker and make some alternatives if you rotate your squad.

2) Now on the same squad menu click the heading ability that highest come first then type down those guys also. It's also supposed to be your DCs as they must have high Heading ability.

3) Now this is optional decision to you either to set a guy with best heading or Finishing/composure rates in the position challenging the goal keeper. write him down.

4) On the technical attributes also click flair so that highest come first and also and write his name down.

5) now move to physical attributes and see who got the highest pace along with acceleration to and write him down.

6) Now i suppose you are familiar with your players and you know which player on your squad got the best long shots attribute so also write him down.

now after you have these people on your paper let's assign these missions to our tactic.

Now place your players in the tactic.

* Assign your corner takers.
* Let your best headers in the squad attack near post and far post.... (One for each task)
* The Highest Pace to attack from deep
* Best Flair to do short option
* Best composure to challenge goal keeper
* Best long shots to stand out side area.


And now assign all the rest to stay back even your players taking the corner kick.

Now how do we get use of the IFK to act like corner kicks. Easy just choose in your team instruction the free kicks to be played cross center and this will provide you with at least 10 goals from IFK per season.

But also you have to make sure your best free kick take is the one who is taking the free kick.

Now the corners and free kicks are set, save the tactic with your new corner setup and here you go.
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Guide to Reach Excellence., Part 2

Now you have chose your tactics As we discussed in part one. Now here is the guide to set up your players' missions and tasks to do on the pitch.

But First Lets Talk about The Sliders In the Player and Team Instruction.

A: Team Instruction Guide

Now i will just go quickly through the team instruction explaining each slider then there will be more details in player instruction guide.

(1) Mentality

The picture shows Level One Of each Mentality attacking and defensive. When u go above normal and reach attacking this is called Level 1 Attacking. Also when u go below normal to reach defensive this is called Level 1 Defensive

The Overall team mentality is determined by the Personality of your squad, Ambitious and determined Squad play attacking ball very well.

Playing attacking football is nice. but it might keep your defense open, However when you increase or decrease the team mentality you sometimes don't affect the players cause they r set to have their own mentality. i.e. if your set your striker to full attack manually and u wanted your team to defend all your team will defend except your striker.
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(2) Creative Freedom

Same As Attacking We now have defined what's meant by Level 1 for much and Little.

Creativity in general is something needed in football, As your players need it to get out of certain situations, But too much creativity will Ruin your Football and will Surely cause you some damage, Meanwhile Too little creativity will cause your players to act stupid and the ball will be taken easily from them cause they have no right to think or create.

Also This can be applied to each player separately so we will discuss it more in player instructions.
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(3) Passing

Passing Is related to many things actually. It's related to tempo, Weather and your style of play.

When you choose your passing style you got to put in mind how do u wanna play.. Short Simple passing with one twos and flowing football must be played when u play slow attacking football.

Fast Direct passing is required when you play fast tempo with counter attacks.

Also when the weather is bas and it's raining you have to play direct passing cause short will cause lots of wrong passing.

Also This can be applied to each player separately so we will discuss it more in player instructions.
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(4) Tempo

Tempo is the speed of your game. The speed of the players passing the ball.
Possession Required slow football, Counter attack requires fast tempo, Also Tempo is linked to weather playing fast tempo in bad weather is hard and Generally your tempo is decided according to your tactical formation and the way you want to perform.
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(5) Width

Game Width is one of the most important team instructions made.. because it depends on many things and it really affect your game.
it depends on: Pitch Size, Your Passing Focus, Your Team Abilities, Your tactical Form

Playing on Short Side Pitches: Here you have to go WIDE and extreme wide.. The midfield is crowded so your only way out of this is the Flanks.. And you have to focus passing on the flanks to give your wingers the ability to start your attacks from there.

Narrow Game. is more suitable for attacking from the middle at Huge pitches cause there will be enough space for your AM to play through balls to your Strikers and play one twos with your wingers and DMC.

However you got to see what's best for your squad's abilities and choose it.. also during the game you will have to change that as your scout is supposed to tell what's best for the coming game...
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(6) Closing Down

Thanks to FM team They fixed that Bug and it's working good now.. Closing down is vital in success as it gives you the lead and the upper hands against your opponents.

But Remember closing down requires high work rate players or they will lose their fitness very soon in the game.
Also This can be applied to each player separately so we will discuss it more in player instructions.
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(7) Time Wasting

Time wasting is also very important factor in your success.. it's used in many ways.. Here is the keys.
In my tactics i always use level 1 rare time wasting because of the following.

Using extreme low time wasting is gonna make your players lose their concentration and get rid of the ball very soon Also using Extreme high time wasting will kill your game pace and may cause your players to lose the ball easily due to keeping it long in their feet.

Use Extreme rare time wasting when you are losing.. Also Extreme often time wasting in hard games against rivals and only use it ONLY in the last 10 minutes of the game.
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(8) Defensive Line

This is also considered very important vital factor for your success. For me i always use level 1 deep but i can change this according to many during the game.

Sometimes you are pressured back by an easy team.. Or even Big teams who play one striker.. then you can use level 1 push up to relief the pressure but your defenders must be fast and have good decisions as they can be left out in the way by a smart pass from your opponent.

Defend Extreme Deep when you feel the opponent team is pushing up his defense this will give you some space to move the ball behind his defensive line and your midfield will have more space to move.

If you understand these two key factors above i am sure that during the game you will use the defensive line more wisely now and it will give you more tactical flexability.
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(9) Tackling

Well this is all your.. but i recommend normal tackling cause hard will cause you many bookings and affect your squad consistancey and quantum.
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(10) Focus Passing

As i said above this is related to pitch size and also your squad abilities.
If you have good wingers and full backs Go [Down Both Flanks] but let's say your opponent has an injured right defender or they r down to 1 and they are playing with one of their full backs is not a full back.. Focus passing down his flank will give you the advantage on his side.

Having good Mid fielders with tendency to play one twos and long shots and through ball.. Through the middle is your key to success and if your opponent doesn't have good DCs this is gonna be a good place to attack.
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(11) Marking

Zonal marking is way better than man marking when playing against BIG teams. as their players are always kinda fast and will skip man marking easily and cause problems in your half.

Actually it makes no difference IMO.. but it's all yours to decide what type of marking you would like.
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(12) Target man Supply

This setting depends on your type of striker.

*If he is fast and can go past his man run onto ball is your best option
**If He is not fast and can have good positions in the area passing to feet is your best options.. also some strikers love ball played into feet.. so that's an indicator on how to give him the ball.
*** Tall and good heading ability striker should have the ball played to head so he can place goals

IMO i use two kind of strikers.. speedy and tall and set them both to be my target man and set this option to mixed so i get the best out of it.
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(13) Tight Marking

Ticking this option on will lead your squad to tight mark the nearest man to them and try to cut out balls coming to him.. It's used when you have a squad able to do this. Cause imagine a ball played to your opponents winger and your full back tries to cut the pass coming to his man and he fails.. your flank is now open wide for attack and the winger will apply the cross easily.

This is also can be used in player instruction and I always tick it on for my DMC.. and it works well with him.
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(14) Use Target Man

Tick it on when you want your players to play for the target man... leaving it off will lead your players to play the crosses and through balls to the strikers or anybody in the area.

Better use it as it leads all your balls to be to the striker who is always in the area.
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(15) Use Play Maker

Play Makers are best used when you play through the middle.. A play make is one with Good anticipation, Passing, Long Shots and Team work..

Ticking that on will lead your field players to seek this guy in every pass and try to find him.. If you choose a good player as a play maker. he will take the ball. controls the tempo and try to slice your opponent defense with through balls to your strikers or spread the ball to a free winger.
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(16)Play Offside

Use this option when only you play push up defensive line.. Cause playing offside trap with your defense line deep will cause one of your DCs to do something wrong leaving your opponent striker in one on one situation and we surely don't want that to happen.

You can use it against extreme fast strikers or weak team with extreme slow and strikers with low intelligence.
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(17)Counter Attack

Well you can use counter attack along with fast tempo and defensive mentality. Using counter attack with slow tempo and attacking mentality will make a conflict to your squad and you will be wondering why they can't play well.
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(20)Throw in

Use Long throw ins but make sure you have players able to do that.. Using long throw ins is very useful if u r under pressure or if you are on the attacking side to play the ball into your opponents area trying to make a chance from it.
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Guide to Reach Excellence. Part 1

Our newly appointed Writing Crew member, Ramzinho has written a 8 part guide on how to reach excellence with FM08. It's a very in depth guide and most enjoyable read for all those who may be strugling or just starting out with thier FM game.A must read for everyone. You can discuss or ask any questions you may have about this article in our forums Here

First Of all i have to say that some of the guides i will present here are not totally mine. some other people introduced it but i have added the 12 seasons of fm's experience to them. Despite you they may be similar to another topics but the application and the use of it is totally different.

(1) Getting Started with Fm

People who buy FM are always looking for a challenge and most of them head directly to lower league teams where they love to drive their home team to the higher league and to win major trophies. that's very good and shows the spirit of challenge all FM gamers have, But it's not the quite right step.

In real life those clubs won't do very good with the current players and Unfortunately you will not have enough budget to get good players and Even if you managed too.. You will not be able to attract that mold of players.

So i advice every FM player to start with a team in the Highest league.. Now you pick any team in the premier league you prefer, if you like a challenge you can use the Mid table teams to build you reputation and play until the regens start to appear...Then you can move to your lower league teams and you will be to strengthen your squad with young, talented players without too much budget.


(2) How to choose your tactic upon your current players, Team and League.

Many Of us Like to try their own tactics on their team without doing much thinking or even using the default tactics built-in FM but that's Not the reason we buy the game lads, We r supposed to be creative and Efficient with our teams to make the difference that satisfy us as managers.

Here is a guide on choosing the right formation based on the terms of players, Team and League.

(A)Let's Talk about your squad

You have to take your time to know you squad. who are the players and where do they perform the best. Always use a pen and a paper to do this cause you will not be so familiar with the squad abilities when you take control of your team.

Write down your team players and their positions right beside that. and start reading coach reports to know where they play best and also know each player's ranking among his team members playing in same place. Then place these info beside each player...

Now you know Who Play Where... But can he do it?

Well It depends on your team, your opponents and your players..

Each Position in soccer needs specific skills let's now know the Requirements of each position on the field. I will ignore GK because his abilities are limited and you should have a good one anyway. Now Field Positions.

Defender Center: A central defender must have good Skills at the following:
Marking, Tackling, Heading, Anticipation, Decisions,Strength, Bravery and concentration.

Full Backs: A Full Back must have good Skills at the following:
Tackling, Dribbling, Acceleration, Crossing (Agility and Corners: Optional)

Defensive Midfielder: A Defensive Midfielder must have good Skills at the following:
Tackling, Passing, Bravery, Work Rate, Strength, Determination and Positioning.(Long Shots Optional)

Attacking Midfielder Central: A Central Attacking Mid must have good Skills at the following:
Creativity, Passing, Long Shots, Team Work, Decisions, Flair and Dribbling (First touch: Optional)

Attacking Midfielder R/L: A Winger must have good Skills at the following:
Acceleration, Dribbling, Crossing, Creativity, Flair and Pace

Strikers: A Striker must have good Skills at the following:
Finishing, Composure, First Touch, Off The Ball, Anticipation, Technique and Aggression

Now We know each position's requirements, Take further time to know your players and write down each player's points of strength and weakness.

(B)Tactical Design

If you are an EPL, SPL or Calccio player Then you must Think 4-4-2

The 4-4-2 is supposed to be the hardest formation ever made on the history of football. it requires many duties from all the players even the strikers.

*Defensive State
The Striker starts all the work applying pressure on the Opponent's central defenders while the wingers join the DMC to make a defensive line at the middle of the pitch.

When your opponent go on wing playing your Winger applies pressure on their FB and you DMC tends to play on the attacked side to cover the Wingers back. While your AMC step back to secure the other side of the pitch.

Your Full Backs are supposed to meet the opponents wingers and your wingers help them to prevent the over lap between the Opponent Full back and winger

And if the Attack is going from the middle You DCs work As marker men to mark The opponents strikers while your Full Back Secure The Flanks From opponents Wingers and your DMC Applies pressure on the opponent's AMC.

**Attacking State if you go wing play your wingers and full backs will try to invade the opponents' flanks and apply cross balls to the strikers and your AMC.

IF you play From The Midfield. Your full backs will not be so involved in the game as your AMC and wingers along with your DMC and strikers will try to play the ball in order to find a gap for a winning assist through your opponent back Line.

***So now you know what the players do in the pitch and how they think. You should Be able to decide what formation will you use.. It's mainly depending on your players abilities and the strength of the league you are playing in.

EX: If you have 3 good DCs and 2WBs 1 MC 2 AMR/L 1AMC and 1 ST build your tactic upon that and play 3-2-1-3-1 Don't target players to serve a tactic you know or u have...

Use your players to build up your tactic.. That's the way it's meant to be done.
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Thursday, August 14, 2008

Guide To team Talks. FM 2008.

This is a guide for perfecting your team talks, in particular, 1/2 time team talks in footaball manager 08 written by Wolfsong from sigames forums. The key idea of this guide is that successful team talks need to differentiate players who overperform/underperform and say special things to those individuals, instead of using general team talks only.
I have been following this guide in my brain whenever I play and I have won 370 games, drew 91, lost 50 till 2016 in my 8.0.1 game. The achievements include 2010 Wolrd Cup winner with Ivory Coast, 2012 African Nations winner with Ivory Coast, 3 times Italian Series A winner with Roma (2012/13-2014/15) and 2014 Euro Champions League winner with Roma since I joined Roma in 2012.

I have only ever had just two tactics and I always leave everything at normal except for individual mentalities (Rule of One) and defense line, and except when I need to counter 4-2-4. So team talks have played a big part in my career in fm08 so far.

Hopefully the above raises your interest to read on, now let's get on with the team talks. There are seven main factors that affect the choice of team talks in fm08:

1- Player performance i.e. match ratings;
2- Player morale/squad morale;
3- Player personality/squad personality;
4- Home/away;
5- Linked with factor 2: Prematch odds;
6- Whether the opponent is your rival;
7- Whether the target player is a substitute brought on.


Now don't be scared by the long list, some factors will not need to be considered for some team talks, as I shall explain below:
Pre-Match:

Pre-match team talks are relatively straight forward and has less effect than 1/2 time team talks. Pre-match team talks generally only need to take into account factors 2, 4, 5 and 6. There is generally no need for individual team talks here, except a 'no pressure' may be used on young players making his debut. The new "pick up where you left from" rarely has any effect from my experience.

My suggestions for general pre-match team talks are as follows:

1- Home and you are heavily favoured by prematch odds, and when morale is above average: "I expect a win."

Likely outcome: one or two players 'Gained focus'; or no effect according to feedback screen, but your team performs well in the 1/2 half anyway.

2 -Home and odds are close or you are slightly favoured: "You can win this game!"

Likely outcome: a few players "looked delighted", somtimes "seemed motivated". "looked delighted"".

3- Home and your opponent is heavily favoured: "Wish Luck!"

Likely outcome: a few players "looked delighted", somtimes "seemed motivated".

4- Home and your opponent is your rival: "For the fans!"

Likely outcome: no effect based on feedback, but this always guarantess me an excellent 1/2 performance by my team.

5- Away and you are heavily favoured: "You can win this game!"

6- Away and odds are close: Either "You can win this game!" or "Wish luck."

7- Away and your opponent is favoured: "Wish luck."

8- Away and your opponent is heavily favoured: "Pressure is off!"

Likely outcome: a few players are "more relaxed".

If your are playing the World Cup or other continental cups, then the Home/away factor is taken away, simply base your pre-match team talks on odds and morale.

Half-time team talks:

This is the main part of this guide. I have turned hundreds of matches around using 1/2 time team talks, not counting the differences team talks have made between a draw and a win. Half-time team talks mainly need to take into account almost all factors: 1,2,3,4,5 and 7.

1- Home and you are winning by 1 goal margin:

General team talk: "Encourage". Likely result: a few players 'looked delighted', sometimes 'seemed motivated'.

Individual team talk:

"Disapointing" on players with rating 6, careful that this does not work on new signings or young players making his debut.
Likely result: "Fired-up" or "Inspired" or "Seemed motivated" or any of the above couple with "Angered". Sometimes no effect. Likely "Lost confidence" if used on new signings or young players.

"You have faith" on players with ratings 8+ and substitutes at 1/2 time, especially effective on strikers/AMs.
Likely results: "Inspired to a great performance", "Inspired to a better performance", "Morale boost", "Seemed motivated", "Happy" or "Looked delighted". Rarely no effect. Which result depends on player personality.
Works sometimes on strikers with rating 7 too and occassionally on youngsters with rating 6.

Correct use of 'disappointing' and 'you have faith' will 99% guarantee you a win by 90mins.

What if the player has a rating 5? Substitute him off, say 'disappointg' or 'angry' to him, and say 'you have faith' to the player coming on.

2- Home and you are winning by more than 1 goal margin:

General team talk: "Pleased" or "Thrilled" depending on the winning margin.
Likely result: No effect or 'does not seem to be listening' but it does help to avoid negative reactions by saying something else. Only for new signings or in the 1st couple of games you are in charge, you will get 'happy' 'seemed motivated' effects by these team talks.

Individual team talks same as in point 1.

3- Home and you are drawing:

General team talk: "You can win this!" if most player ratings are 7+. Likely result: Some players "Looked delighted" "Happy" "Seemed motivated". Some players no effect.

"Disappointing" if average rating is 6 and morale is good + , likely result: a few players "inspired", "fired-up","seemed motivated". Sometimes "lost confidence" "seemed confused" if the player has rating 7+ or if the player morale is low, thus you need to do individual team talks for those players: "you have faith" or "pleased".

In this scenario you have no access to "you have faith". However, there is an even better option here: "You can make the difference!" Effective only on strikers and attacking midfielders, this, coupled with 'disapponting' will often turn the draw into a win by 90mins. Very good on strikers with rating 8, sometimes rating 7, and excellent on substute strikers.
Likely effect: "Inspired to a great performance", "Inspired to a better performance", "Morale boost", "Seemed motivated", "Happy" or "Looked delighted". Rarely no effect.

Note that "you can make the difference!" does not work on players with ratings 6, therefore if you have a striker at rating 6 at 1/2 time and you have a good substitute on the bench, put the substitute on, say 'you can make the difference' to him and disppointing to the starter, and watch the substitute making the difference. Alternatively you can leave the rating 6 striker on and say 'disappointing' to him and hope that he gets inpired or motivated. If he remains at rating 6 60-70 mins into the game, you know that the team talk has not worked, substitute him off ASAP.

An example:

I was drawing 0-0 with Modena as Roma at home after the 1s 45mins (I was heavily favoured of course), 7 of the 11 players had rating 7, so I said "you can win this game" as a genearl team talk. My striker Antunes and one of my DCs Pearce were on rating 6, they are the important positions and I can't afford them to continue underperform, so I substituted another striker Nazarith on and said "you can make difference" to him, at the same time Richards was brought on for Pearce with no individual team talks on him as I know that a DC does not usually make the difference when I am looking for a win. My AML Menez and MC Hornbig were on rating 6 as well, these are not crucial positions so I could try 'disappointing'. The results:
Click For Screen Shot.

4- Home and you are losing:

General team talk: "You can win this" if most player ratings are 7+. Likely result: Some players "Looked delighted" "Happy" "Seemed motivated". Some players no effect.

"Disappointing" if average rating is 6 and morale is good + , likely result: a few players "inspired", "fired-up","seemed motivated". Sometimes "lost confidence" "seemed confused" if the player has rating 7+, thus you need to do individual team talks for those players: "you have faith" or "pleased". (Copy and paste from above ^^)

I rarely go more harsh than disappointing for general team talks, if you feel like it, go for it and give me feebacks of your results.

Individual team talks: Similar to those in point 3, again here 'you can make the difference' and 'disappoiting' are you best friends which will turn the game around. Don't be surprised if you get a news item that one of your players praises your team talk and credits you for the turnaround after the match.

Away scenarios

Because my hands are getting tired typing...I will not separate all away scenarios, as they are similar to home scenarios but note the following:

Go less harsh (as suggested by the tips in the game) for both general team talks and individual teams talks. 'Disappointing' rarely works away, either as general team talk or individual team talk, unless you are heavily favoured, e.g. Chelsea away vs...hmm... Leeds...
Therefore if you have a striker at rating 6 by 1/2 time and you are drawing/losing, don't say 'disappointing' as you do at home. "You have faith" or a general "you can win!" works occassionally but the best option for me is to substitute him off and say 'you can make the difference!" to the player coming on.

Post-match team talks:

Post-match team talks is as straight-forward as pre-match. The goal here is to keep morale up, without ignoring poor performances. Here player rating is the key factor. If most players have rating 7, say pleased, even if you lost or drew. If most players have rating 6 at home, disappointing is the right one; thrilled if most of your players are on 8+. Individually, say delighted/fantastic to those with rating 8+ and don't be surprised that those players soon list you are their favoured personnel. Say disappointing to rating 6s, if other players hav e 7+. Angered to rating 5 is justified, the player may be 'angered' too as a result, but that does help keep his motivation up.

The 3 team talks are linked, if you said pressure is off at the start, a disappointing does not work at 1/2 time even if the player is on rating 6, similarly even if you lose the game, you should not say disappointing. A sympathise is a good option here.


****Update ***

'warn against complacency', I use it occassionally only as a general pre-match team talk in the Home 2nd leg of cup eliminations e.g. When I won 2-0 or more in the 1st leg away, in the 2nd leg I warn my players against complacency. Also I check if the squad morale is high, if morale is low, I fear that this will have negative effects. The feedbacks on this is usually no effect.

I have just completed the 2015/16 Italian Series A season with Roma. This example shows the beauty of 'disappoiting' and "you have faith" combined with correct substitutions.

Prior to the last match of the season against Palemo at home, my Roma was 1 point behind Palemo, so obviously I needed a win to secure the title.

At 1/2 time I was losing 0-1 despite dominating possession and shots on goal. 7 players were on rating 7, but 4 of my players: AMR Nasri, DL Bale, MC Iniesta and Striker Nazarith were on rating 6; AML Ben Arfa was carrying an injury, so I substituted Menez on, here is what I said to these players and the effects:

Click For Screen Shot.

60 mins into the game the score was still 0-1, however I noticed that the performance of Nasri, Bale and Iniesta improved considerably and their ratings became 7 at that time. Striker Nazarith, however, continued to miss chances and his rating stayed at 6, so I knew that my team talk did not work on him and substituted him off for Carlos Vela immediately.

The ratings at the end of the match:

Click For Screen Shot.

As you can see, Nasri, Bale and Iniesta each provided an assist and their ratings all improved from 6 at 1/2 time to 8 by the end of the match.

So I got to enjoy the praise from my captain Mertesacker

Click Here For Screen Shot.

Also just to add, for post-match team talks, after a few games, the feedback screen almost always says 'noting specific noted' or 'doesn't seem to be listening'. However, follow the guide anyway because it does strengthen your relationships with the players if you praise their exceptional performances. You sometimes get a post match news item that says something like 'xxx is delighted to be singled out in the post match team talk'

About pre-press talk and manager interaction, unfortunately I am not making use of them that much, so I am not as confident talking about them as I am for team talks. When my squad morale is superb,which is very often if good team talks are done consistently, I decline to comment on anything because a random negative reaction may be detrimental. However, there is a general guide posted by wwfan a while ago for fm07 that applies to fm08 pre-press talk as well, I couldn't find the original post so I rewrite them here briefly (Note this is a general guide, although it tries to minimises negative effects of pre-press talks, one or two players may still react badly because the exactly effect depends on player personality. When morale is average - low, use of this may help boost the morale of a few players.

1. Home and odds are heavily favoured to you - here heavily means really heavily - e.g. Serie A top team vs Serie B Bottom team: "xxx is a team that I really expect to beat" or any other variations of wording of this.

2. Home and odds are favoured to you- e.g. Serie A top team vs Serie A mid - bottom team: "we can beat xxx if my players play to their best" or any other variations of wording of this.

4. Home and odds are in opponent's favour - hard one to do here, can try either "we can beat xxx if my players play to their best" or "xxx will cause us problems". Effect is rather random.

3. Home or Away and odds are close - Decline to comment.

4. Away and you are very heavily favoured - "we can beat xxx if my players play to their best"

5. Away and you are favoured- again hard one to do, I prefer "xxx will cause us problems", or you can try "we can beat xxx if my players play to their best" .

6. Away and your opponent is favoured - "xxx will cause us problems"

7. Away and your opponent is heavily favoured - The option that says you can't win...

I will write a bit more on other stuff like mind game etc when I get back from work. But as I said, I rarely use them now because of how good team talks can be.

That's it for now. I welcome feedbacks and comments from all of you who have tried this guide. Or if you have your own method of team talks and wish to share it At sigames, Or in the FMGlive forums please do so. I hope this guide will be useful to everyone who reads it and plays fm08 to help enhance your team talks.

Cheers,

Wolfsong.
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