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== What are Tactics ==
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{{Other use|article=Tactics as in match orders (CA, AIM, etc)|title=Tactics}}{{Interwiki/Tactics}}
  
This section needs to be completed
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'''Tactics''' are used by [[manager]]s to alter the generation or direction of [[scoring opportunities]] in a [[match]]. A tactic can be set in the [[match order]] page.
  
== Tactic Types ==
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Each tactic's effectiveness depends on specific player [[skill]]s. In addition, each has drawbacks that should be taken into consideration before using them. Tactics can be used for special games in which you want to try something alternative, but they require specific players to work, so it is usually better to have a team built to exploit their potential.
  
* Counter-Attacks ([[CA]])
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=Tactics=
* Pressing
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'''Normal''' tactic means that your team does not play any with any tactics, it's the default set. Besides the normal, there are six tactics: ''Pressing'', ''Counter attack'', ''Attack in the Middle'', ''Attack on Wings'', ''Long shots'' and ''Play Creatively''. They were introducted in this order in the game.
* Attack in Middle ([[AIM]])
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* Attack on Wings ([[AOW]])
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== Pressing ==
* Play Creatively (PC)
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{{See|Pressing}}
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Pressing (PR) means that all players focus on putting pressure on their opponents reducing the number of attacks in the game. They also put slightly more effort into breaking up opponent attacks than trying to create their own, getting tired earlier.
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Successful pressing needs:
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* A high average [[Defending]] skill in all your players on the field,
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* A high average [[Stamina]] of all your outfield players (when they get tired, they are less effective in putting pressure on their opponents),
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* A high average [[experience]].
  
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.
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According to tactical level achieved, a number of game opportunities fade for both teams.  
  
=== Counter-Attacks ===
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== Counter-Attack ==
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{{See|Counter-attacks}}
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Counter-attacks (CA) is a tactic which involves giving up midfield in an attempt to score by counter-attacking. This extra opportunities increases the overall number of chances to score in a match.
  
There are 2 kinds of counter attacks (CA). The most common is the normal CA. The more rare kind is the random CA or special CA as it's also been called.
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A successful counter-attack requires a enough offense to score on the few opportunities that are created and obviously a very strong defence. Midfield can be weak - a team playing CA takes a penalty of about 7% to its [[midfield|midfield rating]] compared to playing normal.  
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Note that the corresponding loss of [[possession]] will always be nearly 1.81% (350/193% exactly)
  
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Only defenders give a contribute to CA level, with their Defending and Passing skills; Defender's Passing counts two time Defending for calculation.
  
'''Normal CA'''
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According to tactical level achieved, a number of game opportunities are created for the CA teams.
  
To get normal CAs you need to choose to play the tactic. In addition it only works if you don't win the midfield.
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==Attack in the middle==
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{{See|Attack in the middle}}
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When using attack in the middle (AiM or AIM), your team attempts to make more attacks using midfielders than with wingers, though the total number of chances remains constant.  
  
There is a penalty to using CA. It reduces your midfield rating by 7%. Calculated in possession this means about 1,8% if you were close to winning the midfield, less if you have a much weaker midfield than your opponent. If you only would get around 10% possession playing normal, you only lose about 0,5% playing CA. If you win the midfield playing CA the loss in possession increases, but you don't get any normal CAs, just the penalty.
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The rules also mention that the disadvantage of this tactic is that your side defences become proportionally worse.
  
Which midfield rating counts? Before calculating midfield penalties from CA and PIC or after? Nobody knows for sure, but statistical data indicate that the midfield need to be weaker before calculating the penalties in order for normal CA to work.  
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The tactical level is increased by Passaging skill of each team player on the pitch, or rather is calculated by summing Passing of all outfield players.
  
What about MOTS and CA? Can you have a weaker midfield without MOTS and win midfield with MOTS and still have a working CA? The statistical data is very limited in this area as very few MOTS and CA at the same time. Until otherwise proved, it would be prudent to expect it not to work and that CA requires a team to lose midfield both before and after penalties and bonuses.
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According to tactical level achieved, the number of attacks that end in the central attack sector can increase as much as 40%.
  
How many CA's can you get in a single match? As with so many other things this is a secret HT keeps to themselves. Before random CAs were implemented 3 CAs was the highest recorded number and that was a fairly frequent number. It was then believed that 3 was a maximum number. After random CAs were implemented a few matches with 4 CAs have been recorded. It seems likely that they are caused by the team getting both normal and random CAs, but there's so far no way of knowing for sure.
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== Attack on Wings ==
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{{See|Attack on wings}}
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Attack on Wings (AoW or AOW) is very similar to attack in the middle, only in reverse. The disadvantage is that it weakens your central defense. Instead of more attacks ending in the central attack sector, According to tactical level achieved, you get a igher percentage of attacks on the wings.  
  
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== Long Shots ==
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{{See|Long shot tactics}}
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Long shots (LS) is an attacking option for teams who have problems scoring on regular side/middle attacks. It should only be chosen by those who have decent shooters, that is a high average of Scoring and Set Pieces in the team.
  
'''Random CA'''
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According to tactical level achieved, it trades up to 1/3 of attacks with a long shot event (shooter and opponent goalkeeper are directly against each other).
  
Unlike the normal CA you don't need to play CA tactic to get a random CA, and you can also get it when you win midfield. They are much less frequent than normal CAs, but if you have a relatively strong defense they do appear from time to time. Thay can of course also appear even if you play CA tactic, but there is no way yet of telling which kind you get. Not that it really matter either.
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This tactic was the last introduced in the beginning of [[global season]] 38.
  
How many random CAs can you get in a match. The highest known number so far is 3. That's a very high number in a single match for a type of chance that's rare to start with, so don't expect to see it happen to you. So far it's only 2 known matches where it's occured.
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== Play Creatively ==
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{{See|Play creatively}}
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Playing creatively (PC) is most effective for teams that have many players with [[specialties]].
  
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When you use play creatively, there is a greater chance that [[special event|special events]] (both positive and negative) will occur for both teams during the match - if both teams use play creatively, this chance is even higher.
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Teams playing creatively will be less focused on defense.
  
'''General'''
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Experience and Passing are the important skills for tactical level.
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This tactic was the last changed, with the addition of the tactical level.
  
No CAs, normal or random, are special events (SE). They are continued regular attacks. That means in order to get a CA, you first have to stop an attack. That requires you to have a relatively strong defense compared to your opponents attack (or a lot of luck). Any stopped attack can be converted to a CA. We know for sure that your CA skill have a major impact on your ability to convert a stopped attack to a CA. Other factors that '''may''' play a part are by how much the attack missed and how many CAs you've already had in that match.
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=Strategy=
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Strategies are particular settings and [[line-up]]s that combine with tactics to enhance their effects, and often to bring them to their very limit.  
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For example, an All-Out Attack strategy uses line-up s like [[2-5-3]], offensive positions for all central players and usually the AiM tactic.
  
A formula may look someting like:
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==All Offensive==
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{{See|HTs on Global/All Out Attack}}
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All Offensive, acronym AO, means a way of playing aimed at maximizing the midfield and the attacks, that is high ball [[possession]] and at least one attack capable to score all available chances.
  
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)
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The weakness of the AO is that you play without role defenders on the field, a risky condition, conceding a goal to every opponent's action. For this reason, it is necessary to ensure a clear superiority in other sectors (in particular in midfield), in order to try to score more goals than the opponent.
  
K = Fixed base percentage
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Than the defense slots are occupied by midfielders lined up as offensive defenders (to increase the midfield rating), and by wing backs lined up as offensive full-backs, to maximize the wing attacks.
F = Multiplier percentage for CA skill
 
X = Number of CAs already achieved in the match.
 
P = Penalty percentage for previous CAs in the match
 
  
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The recommended line-ups are 2-5-3, [[3-5-2]] and [[3-4-3]] (the others would make little sense).
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AO does not suffer tactical penalties for the defence of AIM, so playing Attacks in the Middle with winger towards middle is the best option.
  
'''CA skill'''
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If a manager decides to focus almost always on the AO, it is a good idea to hire an [[Offensive Coach|offensive coach]].
  
CA skill is calculated from the skills of all playing defenders and defenders only. A base number is calculated from adding the values of their defending skills and their passing skills. Passing skills are multiplied by 2. This base number is modified by the players form and experience and the result is a CA skill which appears to be completely linear.
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;Alternative names or variants are
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* [[All-out Attack]] or the AoA strategy
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* [[Norwegian tactic|The Norwegian]] strategy (old, based on [[World_Cup_IV#Final|WC 4 final match]] strategy)
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* [[Sunda tactic|The Finnish]] strategy (old)
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* [[User:EEEEEM|EM strategy]] (old)
  
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==All Defensive==
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All Defensive, acronym AD or ABD for "All-back Defence", means playing completely renouncing the attack to focus on other sectors.
  
PolarBear --[[User:80.190.240.126|80.190.240.126]] 22:17, 24 November 2005 (UTC)
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The idea of AD is to not allow your opponent to score any goals, thanks to a super defence and the midfield ball possession.
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The weakness is that the attacks are neglected, therefore it is possible to score only on events that do not always happen very frequently.
  
=== Pressing ===
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To score you have two weapons:
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* Special Events,
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* Set Pieces (free kicks and penalties).
  
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent's attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.
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The recommended line-ups are those with five defenders and more midfielders as possible: [[5-5-0]], [[4-5-1]] and [[5-4-1]] usually combined with pressing tactic (to eliminate actions from the game), the counter-attacks tactic (to exploit any CA that lead to free kicks) and,last but not least, the long shot tactic.
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Play creatively is not recommended, both because it also increases the risk of suffering a Special Event, and because it lowers defences.
  
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal.  
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If a manager decides to focus almost always on AD, it is a good idea to hire a [[Defensive Coach|defensive coach]].
  
Two things can greatly increase your chances of successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the "Powerful" specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the "pressing skill", so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this "Pressing" skill, the experience bonus is added for each outfield player, as normal.  
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==Extreme Counter-Attacks==
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{{Main|Counter-attacks#Extreme_Counter-attacks}}
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CAEX (rare All-Out CA) is a strategy that completely gives up possession and focuses only on both defences and attacks.
  
Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance.
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The line-up used is the [[5-2-3]] with two Quick offensive wingers.  
  
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled.  
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==Press, PiC & Pray==
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{{Main|Pressing#Press-PiC-Pray{{!}}Press, PiC & Pray}}
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Press-PiC-Pray, acronym PPP, uses pressing tactic, a defensive line-up (i.e. 4-5-1), Play it Cool [[team attitude]] and a sprinkle of... prayers!
  
Counter-attacks
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==Send Orders and Pray==
With counter-attacks, when your opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating the midfield, then you will just suffer the disadvantage (see below) of this tactic.
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{{Main|SOAP}}
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The acronym SOAP stands for "Send orders and pray". It is the sovereign of all strategy, often used by mixing unorthodox individual orders with far-fetched tactics played with the wrong players.  
  
On the other hand, this tactic can be very useful if you have a strong defence and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances from which to counter-attack.
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It is also an unofficial way to say you are going to play Normal in next match (you neither will give a [[Play it Cool]]-order, nor a [[Match of the Season]]-order).  
  
The disadvantage of this tactic is that you lose 7% of your midfield capacity.  
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== See Also==
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*[[Defensive_forward#The_Ercanto_Strategy|The Ercanto's]]
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<!--
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* [[The ABC of Tactics]] (one of the first guide in HT history).-->
  
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a [[5-4-1]], you will have the defender and [[passing]] skills of 5 of your players contributing to your counter-attacking ability.
 
  
Passing skill is twice as important as defender skill when calculating your counter-attack ability!
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[[Category:Match concepts]]
 
 
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.
 
 
 
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.
 
 
 
It should be noted that any team can experience counter-attack events, even if they don't select that tactic. Further, these "tactic-independent" counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.
 
 
 
=== Attack in Middle ===
 
 
 
When using AIM, your team attempts to make more of your attacks down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade attacks down the wings for attacks through the centre. You get a straight one for one exchange, so the total number of attacks remains constant.
 
 
 
The disadvantage of this tactic is that your wing defence gets somewhat worse.
 
 
 
Your ability to turn wing attacks into attacks through the middle is influenced by the total passing skill of all your outfield players. When calculating your AIM skill, an experience bonus is added for each involved player, as normal.
 
 
 
With an exceptional AIM skill, you will get something like 40% more attacks through the middle.  At a minimum you are guaranteed to get 20% more attack through the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.
 
 
 
The AIM tactic is not reported with events like counter-attacks, and lost opportunities are detailed only for the tactics above. The only indication that a player is using AIM is at the start of the game report and in the match ratings. The game, however, keeps adding a modifier throughout the match.
 
 
 
=== Attack on Wings ===
 
 
 
This works in the same way as AIM, only in reverse. Instead of more attacks coming in the center, you get more of your attacks on the wings.
 
 
 
Similarly to AIM, the disadvantage is that it weakens your central defence.
 
 
 
=== Play Creatively ===
 
 
 
When you use Play Creatively, there is a greater chance that special events (both positive and negative) will occur for both teams during the match. If both teams use Play Creatively, the chance for special events will be even greater.
 
 
 
The downside is that teams playing creatively will be less focused on the defense, thus losing some defensive ability.
 
 
 
Playing creatively will probably be good for SE-optimized teams (i.e. for teams that have many players with specialties).
 
 
 
== Tactics and Training ==
 
Certain training routines work well with tactics. 
 
 
 
=== Tactics for Scoring Trainers ===
 
 
 
As a scoring trainer, you'll find that your tactics are rather limited, as you need to strengthen your midfield while playing 3 forwards. The most common formation using 3 forwards is the 3-4-3 with 3 IMs and a winger (which is usually a WTM). The most common variations of the 3-4-3 are:
 
<table cellspacing="1" cellpadding="3" border="0" width="280">
 
  <tr>
 
    <td style="background-color:#dddddd" colspan="4" align="center"><strong>Formation A</strong></td>
 
  </tr>
 
  <tr>
 
    <td colspan="4" align="center" style="background-color:#22dd22">GK</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td align="center">D.WB</td>
 
    <td align="center">CD</td>
 
    <td align="center">IM</td>
 
    <td align="center">D.WB</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td align="center">E.FO</td>
 
    <td align="center">IMO</td>
 
    <td align="center">IMD</td>
 
    <td align="center">WTM</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td colspan="2" align="center">FO</td>
 
    <td colspan="2" align="center">FO</td>
 
  </tr>
 
</table>
 
 
 
<table cellspacing="1" cellpadding="3" border="0" width="280">
 
  <tr>
 
    <td style="background-color:#dddddd" colspan="4" align="center"><strong>Formation B</strong></td>
 
  </tr>
 
  <tr>
 
    <td colspan="4" align="center" style="background-color:#22dd22">GK</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td align="center">E.FO</td>
 
    <td align="center">CD</td>
 
    <td align="center">CD</td>
 
    <td align="center">E.IM</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td align="center">E.CD</td>
 
    <td align="center">IMO</td>
 
    <td align="center">IMO</td>
 
    <td align="center">WTM</td>
 
  </tr>
 
  <tr style="background-color:#22dd22">
 
    <td colspan="2" align="center">FO</td>
 
    <td colspan="2" align="center">FO</td>
 
  </tr>
 
</table>
 
 
 
The first formation gives you decent wing defence, which is useful against winger trainers, people playing forwards towards wing or anybody that has a decent wing attack (unless you're trying to guess the side you'll opponent will play his wing). It's the usual "all round" formation.
 
The second formation works well against most teams who concentrate on centre attack (other scoring trainers, notably), but it leaves you relatively weak in wing defense.
 
If the use of tactics like [[AIM]] and [[AOW]] is worth its drawbacks it's still open for discussion.
 
 
 
'''General tips'''
 
Before each game examine your oppostion, and if it's got strong midfield, but weak attack, consider playing with an OCD or with CA (if you have the proper defenders, of course; CA can be especially lethal with the 4-3-3 and 5-3-2 formations). If its attack is strong, play your inner mids defensive, and if its defence is strong, play your inner mids offensive.
 
Generally speaking, try to find the opponent's weak spot and hit there. If the opponent has no wing defence, use a FTW or an offensive winger. If you're simply superior to your opponent in something and he can do nothing about it, insist on it and think what your opponent might do to counter your advantage. For example, if you have a better midfield than your opponent, consider that he might play counterattack, so strengthen either your back-line or your attack.
 
 
 
== External resources ==
 
* [http://hem.passagen.se/hammervald/abc_of_tactics_index.htm ABC of tactics]
 

Latest revision as of 19:02, 7 August 2020

Disambiguation icon.png This page describes Tactics as in match orders (CA, AIM, etc). For other uses of Tactics, see Tactics (disambiguation)
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07AWinningTactic.jpg

Tactics are used by managers to alter the generation or direction of scoring opportunities in a match. A tactic can be set in the match order page.

Each tactic's effectiveness depends on specific player skills. In addition, each has drawbacks that should be taken into consideration before using them. Tactics can be used for special games in which you want to try something alternative, but they require specific players to work, so it is usually better to have a team built to exploit their potential.

Tactics

Normal tactic means that your team does not play any with any tactics, it's the default set. Besides the normal, there are six tactics: Pressing, Counter attack, Attack in the Middle, Attack on Wings, Long shots and Play Creatively. They were introducted in this order in the game.

Pressing

   Magnifier.png   Further information: Pressing

Pressing (PR) means that all players focus on putting pressure on their opponents reducing the number of attacks in the game. They also put slightly more effort into breaking up opponent attacks than trying to create their own, getting tired earlier. Successful pressing needs:

  • A high average Defending skill in all your players on the field,
  • A high average Stamina of all your outfield players (when they get tired, they are less effective in putting pressure on their opponents),
  • A high average experience.

According to tactical level achieved, a number of game opportunities fade for both teams.

Counter-Attack

   Magnifier.png   Further information: Counter-attacks

Counter-attacks (CA) is a tactic which involves giving up midfield in an attempt to score by counter-attacking. This extra opportunities increases the overall number of chances to score in a match.

A successful counter-attack requires a enough offense to score on the few opportunities that are created and obviously a very strong defence. Midfield can be weak - a team playing CA takes a penalty of about 7% to its midfield rating compared to playing normal. Note that the corresponding loss of possession will always be nearly 1.81% (350/193% exactly)

Only defenders give a contribute to CA level, with their Defending and Passing skills; Defender's Passing counts two time Defending for calculation.

According to tactical level achieved, a number of game opportunities are created for the CA teams.

Attack in the middle

   Magnifier.png   Further information: Attack in the middle

When using attack in the middle (AiM or AIM), your team attempts to make more attacks using midfielders than with wingers, though the total number of chances remains constant.

The rules also mention that the disadvantage of this tactic is that your side defences become proportionally worse.

The tactical level is increased by Passaging skill of each team player on the pitch, or rather is calculated by summing Passing of all outfield players.

According to tactical level achieved, the number of attacks that end in the central attack sector can increase as much as 40%.

Attack on Wings

   Magnifier.png   Further information: Attack on wings

Attack on Wings (AoW or AOW) is very similar to attack in the middle, only in reverse. The disadvantage is that it weakens your central defense. Instead of more attacks ending in the central attack sector, According to tactical level achieved, you get a igher percentage of attacks on the wings.

Long Shots

   Magnifier.png   Further information: Long shot tactics

Long shots (LS) is an attacking option for teams who have problems scoring on regular side/middle attacks. It should only be chosen by those who have decent shooters, that is a high average of Scoring and Set Pieces in the team.

According to tactical level achieved, it trades up to 1/3 of attacks with a long shot event (shooter and opponent goalkeeper are directly against each other).

This tactic was the last introduced in the beginning of global season 38.

Play Creatively

   Magnifier.png   Further information: Play creatively

Playing creatively (PC) is most effective for teams that have many players with specialties.

When you use play creatively, there is a greater chance that special events (both positive and negative) will occur for both teams during the match - if both teams use play creatively, this chance is even higher. Teams playing creatively will be less focused on defense.

Experience and Passing are the important skills for tactical level. This tactic was the last changed, with the addition of the tactical level.

Strategy

Strategies are particular settings and line-ups that combine with tactics to enhance their effects, and often to bring them to their very limit. For example, an All-Out Attack strategy uses line-up s like 2-5-3, offensive positions for all central players and usually the AiM tactic.

All Offensive

   Magnifier.png   Further information: HTs on Global/All Out Attack

All Offensive, acronym AO, means a way of playing aimed at maximizing the midfield and the attacks, that is high ball possession and at least one attack capable to score all available chances.

The weakness of the AO is that you play without role defenders on the field, a risky condition, conceding a goal to every opponent's action. For this reason, it is necessary to ensure a clear superiority in other sectors (in particular in midfield), in order to try to score more goals than the opponent.

Than the defense slots are occupied by midfielders lined up as offensive defenders (to increase the midfield rating), and by wing backs lined up as offensive full-backs, to maximize the wing attacks.

The recommended line-ups are 2-5-3, 3-5-2 and 3-4-3 (the others would make little sense). AO does not suffer tactical penalties for the defence of AIM, so playing Attacks in the Middle with winger towards middle is the best option.

If a manager decides to focus almost always on the AO, it is a good idea to hire an offensive coach.

Alternative names or variants are

All Defensive

All Defensive, acronym AD or ABD for "All-back Defence", means playing completely renouncing the attack to focus on other sectors.

The idea of AD is to not allow your opponent to score any goals, thanks to a super defence and the midfield ball possession. The weakness is that the attacks are neglected, therefore it is possible to score only on events that do not always happen very frequently.

To score you have two weapons:

  • Special Events,
  • Set Pieces (free kicks and penalties).

The recommended line-ups are those with five defenders and more midfielders as possible: 5-5-0, 4-5-1 and 5-4-1 usually combined with pressing tactic (to eliminate actions from the game), the counter-attacks tactic (to exploit any CA that lead to free kicks) and,last but not least, the long shot tactic. Play creatively is not recommended, both because it also increases the risk of suffering a Special Event, and because it lowers defences.

If a manager decides to focus almost always on AD, it is a good idea to hire a defensive coach.

Extreme Counter-Attacks

   Find similar.png   Main article: Counter-attacks#Extreme_Counter-attacks

CAEX (rare All-Out CA) is a strategy that completely gives up possession and focuses only on both defences and attacks.

The line-up used is the 5-2-3 with two Quick offensive wingers.

Press, PiC & Pray

   Find similar.png   Main article: Press, PiC & Pray

Press-PiC-Pray, acronym PPP, uses pressing tactic, a defensive line-up (i.e. 4-5-1), Play it Cool team attitude and a sprinkle of... prayers!

Send Orders and Pray

   Find similar.png   Main article: SOAP

The acronym SOAP stands for "Send orders and pray". It is the sovereign of all strategy, often used by mixing unorthodox individual orders with far-fetched tactics played with the wrong players.

It is also an unofficial way to say you are going to play Normal in next match (you neither will give a Play it Cool-order, nor a Match of the Season-order).

See Also