What are Tactics
This section needs to be completed
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.
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.
To get normal CAs you need to choose to play the tactic. In addition it only works if you don't win the midfield.
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.
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.
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.
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.
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.
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.
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.
A formula may look someting like:
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)
K = Fixed base percentage F = Multiplier percentage for CA skill X = Number of CAs already achieved in the match. P = Penalty percentage for previous CAs in the match
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.
PolarBear --22.214.171.124 22:17, 24 November 2005 (UTC)
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.
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal.
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.
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.
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.
Counter-attacks 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.
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.
The disadvantage of this tactic is that you lose 7% of your midfield capacity.
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!
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.
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
The training scheme you choose determines the formation and tactics you may use effectively to a large extent, as you can only maximise training by using certain formations.
Scoring trainers can use 3-4-3 or 4-3-3 Playmaking trainers can use 3-5-2 or 4-5-1 Defence trainers can use 5-4-1 or 5-3-2
Goalkeeper or wing training allow more formation flexibility.
Of course, it is always possible to use alternative formations, but this will mean you are unable to maximise training for the week.
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:
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.