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Subject: Tactic
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Kypros tactic is not perfect. I mean representation and Kypros teams. Everybody know it. We should talk (writing) about it. We shoul teach from each other.
Below I copied tactic guide one of the most experienced person in Poland and in the world of Sokker. Please read it :-)
Tactic Guide (by Julius)
There are several issues that good manager should be aware of during the creation and modifications of his tactics. All of them concern editing tactic and making some changes to position of the players in every one of 35 sectors. But let's start with 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 goes 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, so I think I don't need to bother with them :P
* 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 - you may decide who will take them, by setting it in Orders section. Otherwise, they are played the player standing the nearest to the spot.
SOLUTION: think of choosing someone with pretty good playmaking and passes (possibly also shooting) as your free-kick taker. You should get then 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 :P
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 got tired and play worse near the end of the match.
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 quicker their skills 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 the sectors - check if your players don't have to run huge distances between the neighbouring sectors.
Look out - 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.
As we ought to assign no 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 :D
* conditional changes - another toy that gives us options. It goes like this
IF I blah blah IN blah minute THEN PUT blah player ON blah position.
What are the benefits of all conditional changes ?
Only a couple, as some options in conditional changes are unfortunately useless...
SOLUTIONS:
+ switching positions without making a sub - your better striker might have been unfortunately set to fight against better defenders. After the switch, he may create more shooting oportunities. You may do the same within DEFs or MIDs.
+ stamina wimps - as you probably know, players with worse stamina get tired faster. What you may do is to substitute a player with low stamina (for example in half time) to get the same quality of the position all the match long
+ technique killing - a funny name for letting in a good technician in a second half. Opponent's defenders will have got tired by then, so why not realease a technical dragon to play against them ?
+ bonus training ? Every good manager tries to weigh the strength of the team according to the strength of the opponent. Sometimes it's no difference if you win one match 1-0 and the second 7-0 or both 4-0. You may let young trainee play for 60 in the first and 30 in the second match (or 45/45) to give him some training and also not to lose the game quality (it would happen if he had to play all the match long)
If you switch players that are playing, they will keep the same numbers and will train on the same position. Substituting ATT with DEF means that you will have a player playing offensively in defence and training as ATT and also a player trying to get rid of the ball playing in attack as DEF :] Remember that players get training according to their last position before every Thursday.
This manual should throw some light upon the creation of any powerful tactic :)
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 ;)
Below I copied tactic guide one of the most experienced person in Poland and in the world of Sokker. Please read it :-)
Tactic Guide (by Julius)
There are several issues that good manager should be aware of during the creation and modifications of his tactics. All of them concern editing tactic and making some changes to position of the players in every one of 35 sectors. But let's start with 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 goes 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, so I think I don't need to bother with them :P
* 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 - you may decide who will take them, by setting it in Orders section. Otherwise, they are played the player standing the nearest to the spot.
SOLUTION: think of choosing someone with pretty good playmaking and passes (possibly also shooting) as your free-kick taker. You should get then 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 :P
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 got tired and play worse near the end of the match.
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 quicker their skills 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 the sectors - check if your players don't have to run huge distances between the neighbouring sectors.
Look out - 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.
As we ought to assign no 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 :D
* conditional changes - another toy that gives us options. It goes like this
IF I blah blah IN blah minute THEN PUT blah player ON blah position.
What are the benefits of all conditional changes ?
Only a couple, as some options in conditional changes are unfortunately useless...
SOLUTIONS:
+ switching positions without making a sub - your better striker might have been unfortunately set to fight against better defenders. After the switch, he may create more shooting oportunities. You may do the same within DEFs or MIDs.
+ stamina wimps - as you probably know, players with worse stamina get tired faster. What you may do is to substitute a player with low stamina (for example in half time) to get the same quality of the position all the match long
+ technique killing - a funny name for letting in a good technician in a second half. Opponent's defenders will have got tired by then, so why not realease a technical dragon to play against them ?
+ bonus training ? Every good manager tries to weigh the strength of the team according to the strength of the opponent. Sometimes it's no difference if you win one match 1-0 and the second 7-0 or both 4-0. You may let young trainee play for 60 in the first and 30 in the second match (or 45/45) to give him some training and also not to lose the game quality (it would happen if he had to play all the match long)
If you switch players that are playing, they will keep the same numbers and will train on the same position. Substituting ATT with DEF means that you will have a player playing offensively in defence and training as ATT and also a player trying to get rid of the ball playing in attack as DEF :] Remember that players get training according to their last position before every Thursday.
This manual should throw some light upon the creation of any powerful tactic :)
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 ;)
Thanks for the information. I will try to do something right.
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