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Subject: Ik-maak-me-nuttig topic ...
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Vala nu bestaat die ook ze ;) Wat is nu de bedoeling? Het spelletjes gaat als volgt ... je neemt een zin en je vertaald die naar het Engels. De volgende vertaald de volgende zin naar het Engels enz. .... tot we de volledige tekst hebben vertaald.
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Tactic Guide
Julius Wednesday 21 September 2005
There are several issues that good manager should be aware of during the creation and modifications of tactics. All of them concern editing the tactic and making some changes to the position of the players in every one of the 35 sectors. Let's start by clarifying how tactic squares are used during the match.
* the meaning of the sectors - Actually it's a pretty funny question :]
The middle zone (squares that go along the middle line in your tactic field) are neutral. The middle one is used when any of goalies has the ball. If the ball is played to the opponents half by our players, our team moves forward (to upper sectors of the tactic). If it is intercepted by opponent, our team will try to draw back (to lower sector of the tactic). Thus, the current tactic square is determined according to where the ball is and who has it (you or your opponent).
Now let's get the idea what needs to be done that our tactic worked fine.
* corner-kicks - setting the corner has already been described in domeQ's manual (see corner link on left), so I think I don't need to bother with them
* throw-ins - they are played by the player standing closest to the spot where the ball has left the pitch (in appropriate sector of your tactic). A player throws the ball usually to the mate standing closest to him (mind that, when you set your own tactic!). If he has to choose where to play the ball, he would throw it forward, but if a backward player is slightly closer, he could choose the second option as well. SOLUTION: remember in side squares that the nearest player would take the throw-in. You should think of placing another player near in order to force your own throw-in solution (in our tactic we place there a 2nd player so that the ball could be thrown to him). Check if you have designated the 2nd player in each of 14 sectors located near the side-line of your tactic. In attacking sectors such player could also be an attacker, who would instantly shoot. If the closest player is too far away, this could result in losing the ball.
* free-kicks - they are usually played by the player nearest the spot (but remember that the current sector/square depands on where the ball is being played). Free-kicks near the opponent's goal - it could be beneficial to predict which player would take them and change his position in each sector. SOLUTION: think of placing someone with pretty goot shooting and passes (possibly also playmaking) near the box, so that he could take free-kicks . You could get another shooting oportunity or a chance for a nice pass and finish.
* choosing the proper formation - as I would say: a good strategist adjusts the tactic to his players, not in the opposite way. SOLUTION: Check what players you have and what has been said about useful skills on different positions. Get the idea of what you can and cannot play. Think of possible reinforcements.
* setting your attack - how to score more goals ? SOLUTION: If a striker has more space around him, his chances of scoring will increase.Use it!
* setting your defense - how to lose less goals ? A tough question :] Some people say you should play 4 DEFs and 1 DEF/MID. Other - 3 DEFs and 2 DEF/MIDs or even 5 DEFs... you have to decide it by yourself SOLUTION: Give your opponent's strikers little space to breathe (esp. during set-pieces)
* setting your midfield - what should I do with them ? SOLUTION: Don't let them fight for a ball in every sector of the pitch! Know that they could eventually get tired and play worse near the end of the match (especially if they have low stamina). Think of giving a task to MIDs - maybe they should concentrate more on attacking or defending ?
* players' routing - players with a low stamina can lose their skills quicker during the match, if they have to run after the ball. Mind that !
SOLUTION: think of introducing some 'operation areas' for each of of your players (it means in all 35 sectors!).
if you have good fast defenders - maybe you should risk playing some offsides ?
if your defenders are slow - maybe they should only stick to their position just outside the box ?
Do your DEFs really have to cross the middle line ?
Do your strikers have to draw back near your own goal ?
* moving the ball between sectors - check if your players don't have to run huge distances between the neighbouring sectors. Look aout - if there is such a player and has a low pace, he could be late for his position in the next sector. There's why for example DEFs are not on time. SOLUTION: move the ball in your tactic from and to every neighbouring sectors of the pitch. Match players' pace to the distance they will have to run between one sector and another. Check also their stamina.
* smoothing the tactic - to check if your players don't have to make some distances unnecessarily
SOLUTION: move the ball a couple of sectors forward and backward, left and right. Holding the ball, do some circles. Check all neighbouring squares.
* giving orders to the players - this is where the training comes in
We must distinguish 2 things here: the position where the player plays according to the tactic (defender/midfielder/attacker - depends on the sectors he is assigned to in all 35 squares of the tactic) and orders we have given him (DEF/MID/ATT). As some sorts of training are dedicated to a specific formation (DEF/MID/ATT), managers tend to appoint their attackers as MIDs or DEFs and defenders as MIDs or ATTs so that the selected player would get the training. Giving strange orders to the player may result in losing consistency of your tactic. For example: deciding that your sweeper should play with MID or ATT order may result in his tendency to dribble, instead of taking the ball from the opponent.
SOLUTION: weigh what is more important for you: training of the specific players with risk of losing the consistancy or creating a strong tactic (but without all training dedications). If your team is much better than the opponent's, some inconsistency shouldn't be risky, but if the teams have similar strength, don't be disappointed if you lose.
It is important never to assign more than 5 DEFs/5 MIDs/3 ATTs during the match, the other choice would be to play normally on Sunday (with the maximum possible number of players in the formation trained) and dedicating the wednesday results to training.
* setting the good tactic against the opponent - the most important one
SOLUTION: Follow these steps:
- check what tactic your opponent plays (during the last couple of matches)
- would he play the same one against you ? If so - that gives you the advantage
- find what are his tactic's weaknesses
- exploit them
This manual should throw some light upon the creation of any powerful tactics It isn't complete yet, so please, give me any notice if you want to publish it somewhere on the net., so that I could inform you about possible changes. Maybe I'll return to it some day to add some nasty tricks I use )) Use the proposed solutions at your own risk
Of course any help - error correction or other suggestions what I have missed would be welcomed :]
(edited)
(edited)
--------------------
Tactic Guide
Julius Wednesday 21 September 2005
There are several issues that good manager should be aware of during the creation and modifications of tactics. All of them concern editing the tactic and making some changes to the position of the players in every one of the 35 sectors. Let's start by clarifying how tactic squares are used during the match.
* the meaning of the sectors - Actually it's a pretty funny question :]
The middle zone (squares that go along the middle line in your tactic field) are neutral. The middle one is used when any of goalies has the ball. If the ball is played to the opponents half by our players, our team moves forward (to upper sectors of the tactic). If it is intercepted by opponent, our team will try to draw back (to lower sector of the tactic). Thus, the current tactic square is determined according to where the ball is and who has it (you or your opponent).
Now let's get the idea what needs to be done that our tactic worked fine.
* corner-kicks - setting the corner has already been described in domeQ's manual (see corner link on left), so I think I don't need to bother with them
* throw-ins - they are played by the player standing closest to the spot where the ball has left the pitch (in appropriate sector of your tactic). A player throws the ball usually to the mate standing closest to him (mind that, when you set your own tactic!). If he has to choose where to play the ball, he would throw it forward, but if a backward player is slightly closer, he could choose the second option as well. SOLUTION: remember in side squares that the nearest player would take the throw-in. You should think of placing another player near in order to force your own throw-in solution (in our tactic we place there a 2nd player so that the ball could be thrown to him). Check if you have designated the 2nd player in each of 14 sectors located near the side-line of your tactic. In attacking sectors such player could also be an attacker, who would instantly shoot. If the closest player is too far away, this could result in losing the ball.
* free-kicks - they are usually played by the player nearest the spot (but remember that the current sector/square depands on where the ball is being played). Free-kicks near the opponent's goal - it could be beneficial to predict which player would take them and change his position in each sector. SOLUTION: think of placing someone with pretty goot shooting and passes (possibly also playmaking) near the box, so that he could take free-kicks . You could get another shooting oportunity or a chance for a nice pass and finish.
* choosing the proper formation - as I would say: a good strategist adjusts the tactic to his players, not in the opposite way. SOLUTION: Check what players you have and what has been said about useful skills on different positions. Get the idea of what you can and cannot play. Think of possible reinforcements.
* setting your attack - how to score more goals ? SOLUTION: If a striker has more space around him, his chances of scoring will increase.Use it!
* setting your defense - how to lose less goals ? A tough question :] Some people say you should play 4 DEFs and 1 DEF/MID. Other - 3 DEFs and 2 DEF/MIDs or even 5 DEFs... you have to decide it by yourself SOLUTION: Give your opponent's strikers little space to breathe (esp. during set-pieces)
* setting your midfield - what should I do with them ? SOLUTION: Don't let them fight for a ball in every sector of the pitch! Know that they could eventually get tired and play worse near the end of the match (especially if they have low stamina). Think of giving a task to MIDs - maybe they should concentrate more on attacking or defending ?
* players' routing - players with a low stamina can lose their skills quicker during the match, if they have to run after the ball. Mind that !
SOLUTION: think of introducing some 'operation areas' for each of of your players (it means in all 35 sectors!).
if you have good fast defenders - maybe you should risk playing some offsides ?
if your defenders are slow - maybe they should only stick to their position just outside the box ?
Do your DEFs really have to cross the middle line ?
Do your strikers have to draw back near your own goal ?
* moving the ball between sectors - check if your players don't have to run huge distances between the neighbouring sectors. Look aout - if there is such a player and has a low pace, he could be late for his position in the next sector. There's why for example DEFs are not on time. SOLUTION: move the ball in your tactic from and to every neighbouring sectors of the pitch. Match players' pace to the distance they will have to run between one sector and another. Check also their stamina.
* smoothing the tactic - to check if your players don't have to make some distances unnecessarily
SOLUTION: move the ball a couple of sectors forward and backward, left and right. Holding the ball, do some circles. Check all neighbouring squares.
* giving orders to the players - this is where the training comes in
We must distinguish 2 things here: the position where the player plays according to the tactic (defender/midfielder/attacker - depends on the sectors he is assigned to in all 35 squares of the tactic) and orders we have given him (DEF/MID/ATT). As some sorts of training are dedicated to a specific formation (DEF/MID/ATT), managers tend to appoint their attackers as MIDs or DEFs and defenders as MIDs or ATTs so that the selected player would get the training. Giving strange orders to the player may result in losing consistency of your tactic. For example: deciding that your sweeper should play with MID or ATT order may result in his tendency to dribble, instead of taking the ball from the opponent.
SOLUTION: weigh what is more important for you: training of the specific players with risk of losing the consistancy or creating a strong tactic (but without all training dedications). If your team is much better than the opponent's, some inconsistency shouldn't be risky, but if the teams have similar strength, don't be disappointed if you lose.
It is important never to assign more than 5 DEFs/5 MIDs/3 ATTs during the match, the other choice would be to play normally on Sunday (with the maximum possible number of players in the formation trained) and dedicating the wednesday results to training.
* setting the good tactic against the opponent - the most important one
SOLUTION: Follow these steps:
- check what tactic your opponent plays (during the last couple of matches)
- would he play the same one against you ? If so - that gives you the advantage
- find what are his tactic's weaknesses
- exploit them
This manual should throw some light upon the creation of any powerful tactics It isn't complete yet, so please, give me any notice if you want to publish it somewhere on the net., so that I could inform you about possible changes. Maybe I'll return to it some day to add some nasty tricks I use )) Use the proposed solutions at your own risk
Of course any help - error correction or other suggestions what I have missed would be welcomed :]
(edited)
(edited)
Er zijn verschillende zaken die een goede manager zou moeten weten voor het maken en veranderen van een taktiek
Al deze zaken gaan over het wijzigen van de tactiek en het veranderen van de posities van de spelers in de 35 sectoren.
(edited)
(edited)
Let's start by clarifying how tactic squares are used during the match.
Laten we beginnen met het duidelijk maken hoe tactiek-gebieden gebruikt worden tijdens de match.
Laten we beginnen met het duidelijk maken hoe tactiek-gebieden gebruikt worden tijdens de match.
Ik maak mij nuttig; omdat ik dit topic nieuw leven inblaas door het te uppen. Heb ik gelijk Denzel of heb ik gelijk :P
Daar zijn jullie Nederlanders toch goed in hé, in het naar boven halen van topics van jaren geleden:p
wij als rode duivels kijken alleen in de toekomst :p
Dat lijkt mij beter inderdaad :P
Moet gezegd worden, kan een mooie toekomst worden ;)
Moet gezegd worden, kan een mooie toekomst worden ;)
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