1 ile 30 arası toplam 178 sonuç

Konu: Tactical Theorems and Frameworks '07

Hybrid View

  1. #1
    Nesil
    2006
    Yer
    2 kıtada birden olandan;)
    Mesajlar
    2,000

    Default

    ya beyler siz gülüyosunuz ama SI bunu konuşuyor şu anda mesajların yarısı orada SI nin bi baksanız..

  2. #2

    Default

    ingilizce bilen biri tercüme etse güzel olur

  3. #3

    Default

    arkadaslar biri bunu turkceye cevirirse cok guzel olur tam yarisini bile anlayamadim simdiden tesekkurler

  4. #4

    Default

    sen kim tarafından yönlenriliyorsun:PP:P

  5. #5
    Nesil
    2006
    Yer
    2 kıtada birden olandan;)
    Mesajlar
    2,000

    Default

    Quote Originally Posted by peker_553 View Post
    sen kim tarafından yönlenriliyorsun:PP:P
    kime ne demek istedin kardeş? biraz açarsan anlarız..

  6. #6

    Default

    Quote Originally Posted by ForCimbom View Post
    ya beyler siz gülüyosunuz ama SI bunu konuşuyor şu anda mesajların yarısı orada SI nin bi baksanız..
    ABI TAMAMDA INGILLIZCEMIZ YOKSA BIZ NE YAPALIM

  7. #7

    Default

    bravo ForCimbom ingilizcem çatpat iyidir adamlar aşmışlar bunuda belirtiyim

  8. Default very nice

    buna benze yazilar cok okudum bunlardan biride asagidaki cok isime yaradi acikcasi

    Both in the real game and in FM07, set pieces have become a vital factor in winning or losing games, especially close and important games. It is crucial to spend some time on selecting the right set piece takers and players for every task. This can make the difference between success and failure.

    While working on the set pieces, we quickly realised that it would be next to impossible to test every possible set piece setting and its efficiency. So we restricted ourselves to a few routines that have been proven with various successful tactics, knowing there may be other ways to set up your set pieces. The advice here is not definitive, but it is well-tested.

    One word about set piece takers and set piece coaches: it can be highly effective to watch the success of your set piece takers for every new team. They often don't convert according to their stats, so some games without setting your set piece takers may pay off. Decisions, finishing, long shots, crossing, passing, composure and other stats are as important as free kicks depending on what you want the kicker to do.

    The feedback from several players suggests that the overall efficiency is increased by employing a better set pieces coach, though it is hard to verify this.

    The recommendations are based on a 4-4-2 as template.

    Attacking Free Kicks

    Suggested settings:

    Please note that you should check for your best headers and tweak your settings accordingly.

    LB: back if needed
    RB: back if needed
    CB small: forward or disrupt wall
    CB tall: challenge GK
    ML: forward
    MC/d: disrupt wall
    MC/a: forward
    MR: back if needed
    ST tall: challenge GK
    FC quick: forward

    A kill game version requires one player more to stay back if needed (most likely the ML).

    It is important to spend some time on selecting the best free kick takers. Having a good left-footed player to take kicks on the right and vice versa offers some advantages as the ball's natural curve will be difficult to defend against. Also you should watch for crosses and long shots. Some free kick takers are rather ineffective despite having good stats, so monitoring your free kick takers for the first games of the season and pre-season will most likely pay off in the long run.

    Team settings: most common are best header or mixed. The difference between them seems to be of little importance.

    Defending free kicks:

    Upfront strategy: from one to three players forward.
    Keeps many opposition players back, but leaves fewer marking/wall options. Counter attacks don't seem that common from intercepted free kicks. For those occassions where they do happen, it can be handy to have a few players forward, but the main benefit is the threat it poses to the opposition. They are forced to keep more players back, so it should improve your chances of recovering the ball. Those players left upfront will, most likely, come back to help should the opposition get a second chance on goal, or they will be already in position to launch a quick counter attack.

    Defensive strategy: all players back.
    More defensive options, but more pressure from the opposition as they send more men up front; and no counter options at all.

    Wall options:
    Large walls: up to six players, plus FBs mark man, CBs default/mark man
    Small walls: 3-4 players, FBs plus DMC mark man, CBs default/mark man

    Very defensive options:
    FBs or wingers set to cover posts in defensive away formations, when playing on the back foot or expecting plenty of free kicks against you. Note: covering the posts is generally less effective in FM07 than previous versions. However, these two players may occasionally help with clearing the ball or any rebounds.

    Suggested setups, based on a 4-4-2:

    Large wall:
    LB, RB: man mark
    CBs: default/man mark
    all other players: (ML, MR, MCs, Forwards): form wall

    http://img406.imageshack.us/my.php?image=indexcx3.jpg

    Small wall:
    LB, RB, CBs, MC/d: man mark
    MR, ST tall, MC/a: form wall
    ML, FC quick: stay forward

    http://img86.imageshack.us/my.php?image=indexrh6.jpg

    Small wall with posts:
    LB, RB: near post/far post
    CBs, MC/d: man mark
    MR, ST tall, MC/a: form wall
    ML, FC quick: stay forward

    Both strategies, small and large wall, have pros and cons. However, it is almost impossible to erase any possible danger, as you can see from these examples.
    Large wall:
    You can see there are two completely unmarked players behind the wall, while the opposition only keeps two players back.



    Small wall:
    While there are five players set to man mark, there is still one unmarked opposition player. On the other hand, there are four opposition players forced back and a counter option available.



    Throw Ins:

    We should spend a few minutes on this. Although it is overlooked very often, if you watch some games in full mode, you will notice that most throw ins with default settings result in losing possession. With the right settings, throw ins can result in a few extra goals every season, which is always a bonus!

    To avoid losing possesion it is essential to have enough players coming short. Three players seem to be the optimum.

    Suggested setting for a 4-4-2:

    Throw ins left:
    LB: short
    RB: back
    CB small: back
    CB tall: near post
    ML: short
    MR: back
    MC/d: short
    MC/a: lurk outside area
    ST tall: near post
    FC fast: forward

    Throw ins right:
    LB: back
    RB: short
    CB small: back
    CB tall: near post
    ML: back
    MC/d: short
    MC/a: lurk
    ST tall: near post
    FC fast: forward

    For a kill game/shut up shop version both CBs should stay back.

    Team settings: most commonly set to mixed. We could not test every available setting, but long throws may be an option for less technical teams with tall players in the penalty area. Quick could occasionally find a fullback caught out of position. But these options are less important than ensuring enough players come short to create a dangerous attacking move from a throw in, as well as having the right players in the box at the near post.

    Corner routines: attacking corners

    The most common setting is corners to near post, while a minority prefers the far post.

    So we will concentrate on near post. For far post corners, obviously these settings will be reversed.

    Attacking roles

    The consensus seems to be that near post, challenge goalkeeper and far post should be covered by the best headers or tallest players (most of the time the two CBs and a strong striker).

    The strongest header will usually cover the near post, the next best (some recommend highest aggression here) will challenge the keeper, the 3rd best will stand on far post. Other reports suggest two players for near post flick-ons.

    It does not seem to make sense to send more than these three players into the box as any more will simply bring the opposition players into the box to mark them, reducing the amount of space your players can exploit.

    It can be highly effective to offer more options to the corner taker: a winger or somebody else with good crossing ability and flair set to come short will result in a few surprise goals a year. Also it can be worthwhile having one or two players with good long shots outside the area. They are rarely ever marked and can score a good number of goals per season. Additionally, they will make it easier to win the ball back and keep possession in the opposition half.

    The central midfielders appear best suited there, as long as they don't have lousy long shots or extremely good heading stats. You don't want to be wasting players that would be useful elsewhere.

    Defensive roles

    Usually there should be two players set to always stay back plus one to stay back if needed - or three set to stay back if needed (which keeps the best header of them staying up front).

    In a defensive situation during last 20 minutes this number should be increased to four (by using the "if needed" option), since the opposition might keep up to three players up front.

    Usually the fullbacks and wingers are picked for this role, since many of them are weak at heading and rather small.

    Corner takers

    The corner takers should be monitored and set a few games into the season, since the AI does not always pick the best or most successful corner takers.

    For corners to the far post it is crucial to have in-swinging corners and good corner takers. Straight or outswinging corners are easier to defend (especially if aimed at the near post) and have a tendency to go straight out for a goal kick, wasting a valuable set piece. So you need a right footed player for the left side and vice versa.

    Suggested setups

    Suggested setup for a 4-4-2, corners to near post:

    Please check and adjust according to your players' heading/jumping/height.

    LB: back if needed
    RB: back if needed
    CB small: challenge GK
    CB tall: near post
    ML: short option
    MR: back if needed
    MC/d: outside area
    MC/a: outside area
    ST tall: far post
    FC quick: forward/attack from deep/attack far post

    Suggested setup for near post/far post corners in the same tactic:

    Please adjust to your specific player attributes as above.

    Team instructions (depending on your corner takers available):
    E.g. Corners left (Near) - Corners right (Far)

    Setup:
    LB: Back
    RB: Back
    DC tall: near post
    DC small: challenge GK
    MR: forward
    ML: short
    MC/a: lurk outside area
    MC/d: back if needed
    ST tall: stand on far post
    FC quick: forward

    Left-footed corner taker from the right
    Right-footed corner taker from the left (but can be left footed if good)

    Corner routines: defending corners

    A common and reliable approach:

    Closing down: winger or playmaker. Ideally someone who is not of much use in the penalty area, but able to make an interception and initiate a fast counter or build up play (good passing, creativity, composure, flair, decisions). A player good at heading might be wasted, and would probably be of more use defending the penalty area. Most headed interceptions lead to another corner or throw in.

    Back or man-marking/marking tall player: DMC and strong striker, depending on their height and heading plus jumping stats.

    Back: AMC and/or winger

    Near post/far post: most likely the FBs. Occasionally the wingers and FBs used to mark small.

    Mark tall: CBs, plus DMC and ST if suited well.

    Staying up front: Fast striker and fast winger. Sometimes both strikers. In very attacking tactics, three players.

    Settings based on a 4-4-2 with 2 players staying forward.

    Please check and adjust for your players' speed and heading stats/height.

    LB/RB: near post/far post
    CB/CB: mark tall
    MC/d: man mark/mark tall/back
    MC/a: back
    ML: forward
    MR: close down
    ST tall: man mark/mark tall/back
    FC quick: forward


    orjinal halide burda okuyun

    http://www.fm-britain.co.uk/index.ph...ws&news_id=104

  9. Default cok war bunlardan eger isteyen olursa atarim

    bakin buda cok guzel target man olayinin nasil kullanabilirsiniz oyunda onu anlatiyo

    Introduction
    When you think of the archetypal target man, players like James Beattie, Duncan Ferguson, or for those of us with longer memories, Paul Mariner, spring to mind. Tall and strong with a good touch for a big man (Mariner possibly excepted) whose job it is to win flick ons, hold up the ball and generally bring others in to play. In a good year they can be top scorers, but their all round contribution is more important than their goal ratio.

    Yet, in the real world, as in FM, there are different types of target men. Alan Shearer was not the tallest of players and despite being good in the air preferred to have the ball played to his feet so he could use his excellent first touch and physical strength to hold up the ball and lay it off to breaking wingers. Mark Hughes was of similar ilk. Finally, you have the lightening fast finishers who, although able to hold up the ball, are more concerned with running on to through balls and using their pace to best effect. Michael Owen best personifies this type of player.

    FM07 is arguably the first version of Football Manager that allows users to design tactics around such various types of target men. In previous versions the Target Man option just seemed to limit play. Now, if set up correctly, it can offer the user team a massive advantage and constantly delivers results. The following article is a guide for best setting up the various types of target men.

    The Strong Target Man

    The most important attributes for the strong target man are height, strength, jumping, heading, and bravery.

    When using a strong target man the two supply options are ‘mixed’ or ‘to head’. The ‘mixed’ option is largely ‘to head’ dominant, with circa 80% of balls played high. However, enough balls are played in to feet or in front of the target man to make pace and skill important. Ideal players at higher levels are poachers or strong strikers with a decent amount of pace, flair, creativity, and composure such as Drogba, Klose, Toni, Fred, or Gillardino. At lower levels height remains important, but some pace, decision making ability and a decent first touch should still be required. If your target man option is tall, strong but less than skilful then ‘to head’ becomes the best option.

    Best Settings

    TM settings (if strong striker is TM)
    Preferred supply: To head/mixed
    Mentality: Lower than team average (e.g. 14 instead of 20 in RoO)
    Forward run settings: rarely
    HUB: Yes
    Creative freedom: Low
    Crosses from byline, cross aim mixed
    All other settings: Mixed
    Team crosses set to: Wingers and full backs closest to the TM cross to mixed as the TM isn't always up with play due to winning the flick on to the wide player. The winger/full back on the other side of the pitch should cross to far post as the target man is either up with play because it wasn't his flick on or will arrive late in the box, yet still in time to meet the header, as the ball has further to travel

    Mobile Target Man
    (A good goal-poacher is required for this role)
    Target Man Supply: Mixed
    Mentality: Lower than team average (e.g. -5 to 6)
    HUB: No
    CF: 4 - 10 (depending on away-home matches and the quality of the TM)
    Long Shots: Rarely/mixed
    All other settings: Mixed


    If you choose to play a tall, strong player supporting a quick, mobile target man, the following settings are best advised.

    Strong Striker Supporting a Quick TM
    As above, except for:
    Mentality: attacking (e.g. 20 in attacking RoO)
    HUB: no
    FWR: mixed (if pacey and frequently caught offside), often (if slow or pacey with good anticipation etc.)
    Long shots: rarely
    Team crosses set to: side of the strong striker. (E.g. near post from right + far post from left)


    Reasoning

    Setting Target Man Supply to head/mixed is much more possession friendly than run to ball which often loses out against deep lying defensive lines. The lower mentality setting will get the Target Man to play deep which offers two advantages. Firstly, his headers, rather than being constantly attacking flick ons, will often be cushioned backwards to the midfielders or sprayed out to the wings which allows for quality build up play. Secondly, his lower mentality and deep position drags his marking defender out of the defensive line, opening up space behind it for a quick strike partner to exploit should the header be a flick on.

    Tests have suggested that ideal players in the strong Target Man role will make more key passes and assists then the MC/a, especially in home games.

    In home games against ultra-defensive opposition, two strong strikers can be used occasionally. It is even better if one of those two has a fair amount of pace. Two tall strong strikers can be amazing in combo as they dominate everything in the air. If the ball to TM is played badly the other striker is equally likely to win his header so you can constantly win possession and counter.

    The Quick Target Man

    The most important attributes for the quick target man are first touch, pace, dribbling, strength, off the ball, finishing, and composure.

    The two best supply settings for a quick target man are ‘run to ball’ or ‘to feet’. ‘Run to ball’ produces a fair number of high balls over the defence with lots of quick direct through balls whereas ‘to feet’ pretty much guarantees the ball being played on the floor and a lot less through balls. Ideal players at higher levels are Henry, Eto'o, Robinho, van Persie and Tevez.

    Best Settings

    Lone TM Settings
    Preferred Supply: Run to ball
    Mentality: Lower than team average (e.g. 14 instead of 20 in RoO)
    FWR: Mixed
    HUB: No
    Creative freedom: High
    Close down: Rarely
    Crosses mixed, cross aim mixed, cross from mixed
    Long shots: Mixed
    TTB: Often
    Team crosses set to: Mixed


    For a quick Target Man in a two-man strike force the best settings are as follows.

    Quick Striker TM
    Target Man Supply: Run to ball (away or defensive play), to feet (home or attacking play)
    As above, except for:
    FWR: Rarely
    HUB: Often
    CF: High
    CB: Often, cross aim far post
    CD: Mixed/rarely
    Cross from byline
    Long shots: Rarely
    TTB: Often
    Team crosses set to: Side of the strong striker. (E.g. near post from right + far post from left)


    If you choose to play a quick, mobile striker supporting a tall, strong Target Man the following settings are advised.

    Quick Striker Supporting Strong TM
    Fast striker mentality highest possible (e.g. 20 in attacking mindset)
    FWR: often/mixed if constantly offside
    RWB: often
    Long shots; rarely
    Rest mixed
    Closing down heavy
    Creative freedom: higher then strong striker
    Team crosses: mixed, TM, TM side

    Reasoning

    The quick target man is best employed with supply set to ‘run to ball’ or ‘to feet’. The ‘run to ball’ instruction seems to be especially effective for quick lone strikers or for away tactics that work with two strikers.

    When playing at home with two strikers, the supply option should be ‘to feet’ as ‘run to ball’ leads to many scrappy one-on-one situations that most keepers handle easily. The team gives away possession quite frequently by trying to play too many through balls past a well-prepared defence.

    A lone quick target man can be used at home and will often get on the end of a few crucial key passes and grab a goal or two. However, an ultra-defensive opposition can reduce the effectiveness of the lone striker target man dramatically.

    If you are playing an ultra-attacking formation that is trying to overload the opposition’s defence, ‘run to ball’ still can work well if your quick target man always has options to pass the ball on to several other players.

    Lower League Settings

    In LLM scenarios, quick target men can be even more valuable, since many defenders who are less skilled are simply outplayed by the sheer pace.

    Setting up an AMC as TM behind two strikers drifting out wide

    An experimental guide and results for employing an AMC as a Target Man.

    Mid TM (AMC) Settings
    Mentality: 12-14
    CF: 4-6
    Passing: 4-6
    CD: 4-6
    Tackling: Easy
    FRuns: Mixed
    RWB: Rarely
    TTB: Mixed
    Long Shots: Rarely
    Cross Ball: Rarely
    HUB: Ticked.

    FCL With SArrow
    Mentality: 14-16
    CF: 4-6
    Passing: 4-6
    CD: 16-20
    Tackling: Easy
    FRuns: Often
    RWB: Often
    TTB: Rarely
    Long Shots: Rarely
    Cross Ball: Mixed
    Cross From: Byline
    Cross Aim: Centre (As MidTM should be getting into the area by now)

    FCR With SArrow
    Mentality: 18-20
    CF: 10-15
    Passing: 4-6
    CD: 10
    Tackling: Easy
    FRuns: Mixed
    RWB: Mixed
    TTB: Rarely
    Long Shots: Rarely
    Cross Ball: Rarely.

    Target Man Supply To Head

    The results were outstanding as the MidTM supplied 18 from an attempted 21 passes with only 2 fouls (although one produced a yellow card), 5 runs and winning 28 of 29 headers!! He also scored 2 and had 2 assists. His rating at half time was 8 and morale was very good. He finished with a 10 rating superb morale and got MoM in a 4-2 victory.

    Although the Target Man supply in the above match was set ‘to head’ a Target Man AMC with good decision making skills should be able to dominate with a ‘mixed’ setting. Even with poor decision making skills, giving the team specific instructions as to his supply makes a massive difference. Although only employed as an AMC/TM in away games he plays a massive role in the attack. His first goal came from him flicking the ball left to the SC who ran to the byline and crossed into the penalty area before my AMC/TM out-jumped the keeper and DC and buried the header in the right corner.

    Decisions will play a role in specified settings. The higher the rating the more varied you can set team supply.

    Advantages: high number of flick ons to the strikers, effective use of an AMC with less flair but good heading. Well suited for less technical teams.

    Disadvantages: Less slow passing and less patient build up play through the midfield.

    Additional Midfield Target Men: (AMLR)

    Useful in multi-strata formations like a 4-2-3-1. If your wingers have similar attributes as your target man, it can help to include them into to the target man list. No further tweaks needed here.

    Addendum

    However effective a target man is when man-marked, it seems a zonal defence with opposition instructions focused on the target man can limit his worth to the side. If you see a low won headers percentage for a target man who should be dominating in the air it may be worthwhile unchecking the target man option and allowing some balls to be played to his strike partner.

    The Target Man Supply option 'to feet' can work exceedingly well with a strong player with no forward runs. He will hold up the ball and spread the play to the wings with some effect. It can be a useful second option if your tall yet strong target man is being beaten to the ball in the air.
    .
    .
    .
    Birleştirilen Mesaj:
    yazilarla

    TTB=Try Through Balls
    TM =Target Man
    SC=Striker Central
    RWB=Run With Ball
    CF=Creative Freedom
    CD=Closing Down
    TMS=Target Man Supply
    TW = Time wasting
    CB = Cross ball
    HUB = Hold up ball

    farrow: forward arrow
    barrow: backward arrow
    sarrow: sideward arrow

    Positions

    GK = Goalkeeper
    FB = Full Back
    DC = Central Defender
    WB= Wing Back
    DMC = Defensive Midifielder
    MCd = Midfielder with defensive duties
    ML/R = Midfield Wingers
    MCa = Midfielder with attacking duties
    AML/R = Attacking Wingers
    AMC = Attacking Midfielder
    FL/R = Wide Forwards
    FCd = Deep Lying Forward
    FCa = Advanced Forward
    SC = Striker

    Slider settings:

    Lowest: far left value=1
    Highest: far right value=20

Mesaj Yetkileri

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •