An individual order can be given to outfield players (goalkeepers can't be given an individual order). All players have the individual order normal by default. Besides that, there are five not default individual orders: defensive, offensive, towards middle, towards wing and man marking.
A player that is given a new instruction during the match can not mantain the older instruction (i.e., a player can play offensive or man marking, but not both simulataneously).
An individual order keeps the affected player on his current position, but changes his contribution to various parts of the match ratings. I.e., an offensive central defender will defend less, but contribute more to the midfield of the team.
Using a man marking individual order, you can instruct one of your players to follow and try to “take out” a key player in the other team.
Giving a player man marking orders cancels out any order he has already received about going offensive, defensive, to the wing or to the middle.
The trick is, of course, to find the situations where man marking pays off and avoid the ones where it will not.
How does it work?
The man marking player's key skill is defending. It is compared to the highest skill on the target player (non-Set Pieces). This check decides how big the penalty will be to the contribution of the target player. If the player that man marks is also Set Pieces taker, his efficiency as a marker will be a little lower.
If defending skill is the same or higher, efficiency increases a lot. As an example, if an outstanding (Level 10) defender marks a titanic (level 15) playmaker, the latter will lose around a quarter of his contribution. If instead the marker is a divine defender (level 20), the contribution of the titanic playmaker will be reduced by two thirds instead.
Marked player penality = Marker Defending ^ 3.5 / ( Marker Defending ^ 3.5 + top skill ^ 3.5 )
Top skill is the higher skill of marked player after the exclusion of Set Pieces from the calculation.<bt>
Note that the skills to be considered in the formula are not the nominal skills of the players, but marker and marked skills updated with the bonuses / malus due to form, stamina, loyalty, experience (and also any bonuses / malus due to SE weather).
Effects on man marking player
|Marker player||Marked player|
|The penalty is only 50% when the marker is near, otherwise it increases.|
You can give only one man marking order per match to any of your Defenders, Wingbacks and Inner Midfielders.
This order triggers after 5 minutes and your player loses half of his skill contribution to his team’s ratings (in specific, your player contributes 50% less if the opponent is close and 65% less if he is further away).
Effects on targeted player
You order one of your players to shadow and obstruct a specific player on the other team as a target and only with a Forward, Winger or Inner Midfielder .
The total contribution of the target skills to the team ratings is affected and decreased. All effects on players involved in man marking hits all the skills of the player, except Set Pieces.
If the player targeted does not show up, or if he plays in a non-markable position, the order becomes void, but your player then plays as normal in the match, without any penalties (the order may become active later in the match, though, if your target is substituted into the game or changes into a markable position).
Bonuses and penalties
Powerful players gets a large boost (10%) to their defending skill during man marking calculation, and players with no speciality gets a smaller one (5%).
Note that all these bonuses and penalties due to specialities are taken into account only to calculate the man-marking effect, and are not considered for the ratings.
Any penalty for the marking player affects all skills, except Goalkeeping and Set pieces. Penalties to the target player also excludes Defending.