Showing posts with label Football Manager 2012. Show all posts
Showing posts with label Football Manager 2012. Show all posts

The Best Young Players Wonderkids Football Manager 2012

Football Manager 2012 Wonderkids The most in-depth and well-presented list of the best young players in FM 2012.first and best list of wonderkids in Football Manager 2012,I have dedicated many hours into producing this list to make sure this is really the greatest wonderkids list around the web.


Easily the most in-depth and well-presented list of the best young players in Football Manager 2012.


This is the successor of what has been the best list of FM 2011 wonderkids. That list received over 2 million views and is considered the most popular single article around the scene, by far.

Updated for latest patch 12.2 on 12 May.

This is the third edition, including over 550 players and featuring recommendation stars!

What do those stars mean?

Gold means must-get (as in will most likely turn out to be world-class), silver means highly recommended (won't get as amazing as the player with gold), and no star means the player has good potential but might not live up to the expectations. It's still a personal opinion though, so don't follow it blindly.


Remember that by wonderkids, we are referring to players with amazing potential ability and great or decent current ability up to the age of 20.

We cannot reveal CA/PA because it would be against the rules of SI.

Like last year, this list features the best young players in the game, some of them will already be wonderkids, other should be pretty close and there will also be the ones that should have the potential but it's not certain they will make it before they turn 21!

Best Players Selection 2012 vs 2015 Football Manager 2012

Aaron Ramsey -- Arsenal
Bojan -- Barcelona
Christian Erickson -- Ajax
Douglas Costa -- FC Shakhtar Donetsk
Eden Hazard -- Lille
Giuliano -- FC Dnipro
Jack Wilshire -- Arsenal
Jose Angel -- Roma
Kyle Walker -- Tottenham
Lucas Mouria -- Sao Paulo
Moussa Sissoko -- Toulouse
Neymar -- Santos
Pato -- AC Milan
Phil Jones -- Man United
Sebastian Corchia -- Sochaux

This is to showcase the development throughout my season; results may vary. These players are the top players in 2015 on my career.

Best Free Players in Football Manager 2012

Updated Best Players 9 March 2012, Updated for Patch 12.2, Best Free Players in Football Manager 2012,I'm starting this account to cover the a lot of notable chargeless players if starting on Football Manager 2012 as they are spotted by arena FM12.

I've activated some filters on the amateur seek awning to advice me aces the best of all players, mainly ill-fitted for 2nd analysis clubs (could be ill-fitted for 1st analysis clubs depending on country).

Let's get to the list, sorted by position and recommendation (meaning that the players at the top of each list are recommended more than the ones at the bottom).

Goalkeepers:
Rost, Frank (38)
Elduayen, Federico (34)
Vinicius (27)
Costanzo, Franco (30)
Bosco (36)
Ivankov, Dimitar (35)
Marcos (35)
Lejsal, Martin (28)
Guevara, Enrique (29)
Marcos Leandro (29)
Pouplin, Simon (26)
Hernandez, Joaquin (28)
Michel Alves (30)
Nordfeldt, Kristoffer (22)
Joao Carlos (22)
Bohm, Robert (23)
Zuba, Andre (25)
Fontes, Yai (23)
Vera, German (21)
Briant, Vincent (25)

Defenders Center:
Friedrich, Arne (32)
Asatiani, Malkhaz (29)
Maertens, Birger (31)
Fuentes, Luis (39)
El Karkouri, Talal (34)
Meira, Fernando (33)
Campbell, Sol (36)
Fabricio (30)
Ferrari, Matteo (31)
Fuentes, Fabricio (34)
Ronaldo Angelim (35)
Gnanou, Ibrahim (24)
Djorjevic, Nenad (31)
Espinola, Carlos (35)
Rafael Santos (26)
Loran, Tyrone (30)
Baez, Carlos (29)
Traore, Lamine (28)
Cabrera, Nelson (28)
Luizao (24)
Kalabane, Oumar (30)
Douglas (26)
Alison (27)
Evaldo (28)
Vitor (26)
Enakarhire, Joseph (28)
Liptak, Zoltan (26)
Kavdanski, Martin (24)
Dervite, Dorian (22)
Langkamp, Matthias (27)
Moneke, Obi (27)
Fernando (25)
Bayema, Clement (22)
Wagner (21)
Ze Adriano (25)
Rakhmanov, Artem (20)
Ramon (20)

Defenders / Full-Backs Left:
Cortes, Roberto Carlos (34)
Jorge Ribeiro (29)
Fernandinho (30)
Leandro (32)
Vignal, Gregory (29)
Perez, Rodrigo (37)
Ramos, Marco (28)
Fedoriv, Vitaliy (23)
Sbai, Salaheddine (25)
Fartushnyak, Andriy (22)
Villalobos, Jairo (23)
Tidao (24)
Jorbison (19)

Defenders / Full-Backs Right:
Rodriguez, Martin (26)
Patrick (27)
Parnaby, Stuart (28)
Carlos Diogo (27)
Odiah, Chidi (27)
Pena, Agustin (22)
Rodrigo (25)
Gonzalez, Marcelo (22)

Defensive Midfielders:
Carboni, Ezequiel (32)
Mahamadou Diarra (30)
Gabri (32)
Ndjitap, Geremi (32)
Ricardo Conceicao (26)
Fernando (25)
Elton (27)
Saidou, Alioum (33)
Sergio (34)
Keita, Sidi (26)
Banguero, Jorge (36)
Leandro (26)
Ostolaza, Santiago (23)
Rafael (27)
Paniagua, Miguel (24)
Cesar Santiago (26)
Frezzotti, Alejandro (27)
Baning, Albert (26)
Alceu (27)
Kabous, Abderrahman (28)
Dyulgerov, Nikolay (23)
Ramirez (23)
Douglas Peruibe (25)
Djiba, Dino (25)
Stelvio (22)
Caue (25)

Attacking Midfielders:
Ze Roberto (36)
Guti (34)
Jonatas (28)
Gilberto (35)
Ergic, Ivan (30)
Pires, Robert (37)
Renato (26)
Rafael Ledesma (28)
Cristian (27)
Deyvid Sacconi (24)
Bruno Paulo (21)
Rodrigo Paulista (26)
Giovani Fortunatti (27)
William Amendoim (24)
Junior Timbo (24)
Gonzalez, Renato (24)
Julio Cesar (22)
Medina, Nicolas (29)

Wingers Left:
Pinga (30)
Zezinho (19)
Lopez, Claudio (36)
Maykon (27)
Rivic, Stiven (25)
Vaagan Moen, Petter (27)
Rekish, Dzmitry (22)
Gangioveanu, Constantin (21)
Tulasne, Geoffrey (23)
Bochet, Lilian (20)

Wingers Right:
Malbranque, Steed (31)
Nadal, Xisco (25)
Feidouno, Pascal (30)
Hersi, Youssouf (28)
Kante, Seydou (29)

Strikers:

Pacey
Diane, Amara (28)
Gil (30)
Leandro (26)
Soukouna, Ahmed (21)
Bosnjak, Ivan (31)
Medina, Wilder (30)
Diego Clementino (27)
De Paula (27)
Iddrisu, Abdul Nafiu (25)
Robson (28)
Lucas Gaucho (20)
Allende, Orlando (23)
Leo Papel (24)
Ricardinho (27)
Fagundes dos Santos, Elison (23)
Wellington (19)
Mangolo, Aime (26)
Anjembe, Timothy (23)
Asamoah, Alex (24)
Mauricio Alves (21)
Toshev, Martin (21)

Target
Crespo, Hernan (35)
Corradi, Bernando (35)
Agali, Victor (32)
Olguin, Luciano (29)
Opara, Emeka (26)
Goore, Zeka (27)
Luis (24)
Arthuro (28)
Sigurdsson, Hannes (28)
Kim Seong-Min (24)
Coulibaly, Abou (23)

Download Steklo X2 Skin For Football Manager 2012

Download Steklo X2 Skin For Football Manager 2012, One of the most popular skins in recent years, now available for Football Manager 2012.The author of this skin is Tom Dixon, who has been producing the hugely popular skins of the Steklo series in the last few years.


The skin comes with option to have left or right sidebar and a background selector.

Top quality work as usual by Tom! Installation instructions:
Download the skin and follow the steps below to get it into your game:

Extract the file (using either 7-Zip for Windows or The Unarchiver for Mac).

Copy the folders you extracted into your skins folder this is by default (you may need to create the skins folder if it doesn’t already exist):

Win Vista/7: C:\Users\\Documents\Sports Interactive\Football Manager 2012\skins
Win XP: C:\Documents and Settings\\My Documents\Sports Interactive\Football Manager 2012\skins
Mac OS X: /Users//Documents/Sports Interactive/Football Manager 2012/skins

You can find the location of it from within FM2012, load the game go into the preferences menu and at the bottom will be a section called User Data Folder, this will list the current location and will also allow you to change it or set it back to the default location:


If the skin came as an fmf file you just need to put the fmf file into the skins folder, if you extracted the skin from a zip/rar file you need to ensure you didn’t add an extra folder to the layout, when you copy the folder for your skin into the skins folder and go into the folder for your skin it should look something like this:


Applying the skin:

To select the skin in game you will need to:
  • load the game, and go into the preferences -> Display and Sound menu
  • untick ‘Use Skin Cache’ and tick ‘Always Reload Skin On Confirm’ then select confirm and
  • select the skin from the drop down menu, select confirm again and your new skin should now display. (Once the skin is loaded you can turn the skin cache back on and untick the Always Reload button.)

Please note the above skin is provided as is, it is nothing to do with Sports Interactive or SEGA and won't be supported by them.

:: Image was resized. Click on it to see original size ::

Download Skin
Official Website

Download Patch 12.2.2 Football Manager 2012

Download Patch Football Manager 2012 version 12.2.2, Download Patch 12.2.2 Football Manager 2012 , A hotfix for FM 2012 has just been rolled out to fix the Turkish Premier league winner not credited issue & the Hungarian foreign player rules.Football Manager 2012 Patch 12.2.2 is now available to download. Steam will need to be set to ONLINE mode to automatically update your game with the patch.


This patch addresses the reported issues of the 12.2.1 Update. In a nutshell, it's a hotfix for FM 2012 has just been rolled out to fix the Turkish Premier league winner not credited issue & the Hungarian foreign player rules.
There is no new database option when starting a new game.

Released: 21 March 2012

If you get any messages stating the game is now unavailable, we recommend verifying your cache.
If you have any feedback in regards to this 12.2.2 update please post it in the Official 12.2.1 Update Feedback Thread.


Football Manager 2012 12.2.2 Change List
Competitions
- Fixed issue where winning the Turkish Premier League is not credited
- Fixed Foreign player rules in Hungarian 1st and 2nd divisions

General
- Optimisations

Download FM12 Genie Scout 12 Free

Download Genie Scout 12 Football Manager 2012 Free FM Genie Scout 12 for Football Manager 2012. FM Genie Scout (or Genie Scout in short) is world's most popular scouting tool for Football Manager, created to extend the possibilities of finding, sorting and shortlisting players and staff, controlling their progress, making "first 11" and tactics choice easier and observing attributes invisible in FM.

Released: 26 Nov 2011 - v1.00 beta 1 build 200
Updated: 21 Feb 2011 - v1.00 final build 206

Compatibility:
Windows XP, Vista, 7 and FM 12.2 (and lower) or FM 11

How to run:

* Download the zipped archive and extract it anywhere.
* You'll get an installer file named "genie12_setup_b205.exe". Double click to install.
* Follow instructions and hit next until is finished.
* Launch Genie. Load your savegame... you don't need to have FM open of course.

That's it! No frameworks required.

Localization:
Some languages are completely translated and updated, some others need updating, and we're always looking for new languages to be added.

Download here
Fmscout.com

List of Player Preferred Moves Football Manager 2012

Mike's Guide to Player PPMs List of Player Preferred Moves Football Manager 2012
Dives into tackles: will look to go to ground more in the tackle, good for aggressive sides, however poor decision making can leave you exposed, or result in a booking or sending off.
List of Player Preferred Moves Football Manager 2012

Does not dive in to tackles: will look to stay on his feet when winning the ball, may not always make a strong challenge when its needed.

Marks opponent tightly: Will look to stick tightly to his designated man, particularly if playing a man marking game.

Stays back at all times: The player will always hold his defensive position, and not seek to break into space
Gets forward whenever possible: Will look to get forward and break into attacking space

Comes deep to get ball: will drop off to create that little bit of space for himself and link with deeper players, particularly good for passing defensive midfielders and central midfielders, as it gives extra space to find the pass, and strikers as they drop away from their marker forcing him to hold position and possibly allow a shooting opportunity, or follow him and be dragged out of positions.

Plays no through balls: The player will not look to split side with passes through the middle.
Tries killer balls often: Probably the second most important PPM for any playmaker, requires good decision making, passing, flair and creativity, the player will look to make defence splitting passes.
Dictates Tempo: The Playmaker's PPM. This player will look to be you Maestro and control the game. A must for any Xavi/Scholes wannabes

Plays One-Twos: Will look to incite pass and move plays
Looks for pass rather than attempting to score: very good for creative players who have poor finishing/long shots (Anderson), as they’ll look to play in teammates, will generate a lot of assists.
Dwells on ball: He will look slow the game down a little give himself extra time to pick out the pass
Stops play: Good for very low tempo possession based football, will look to take the sting out of the game, however, it can kill a flowing move. If you are looking to play quick football, particularly counter-attacking football, make sure your player unlearns this.

Plays short simple passes: Will make short passes to nearby team mates, but generally less keen on long raking passes. Generates a high pass completion rate
Tries long range passes: The player will look to play long raking passes across the pitch.

Switches ball to other flank: Like to change the direction of attack with long lateral passes
Runs rarely with ball: The play will not look to bring the ball past players, will look to pass more often.
Runs with ball often: looks to dribble at any opportunity.
Runs with ball down left: The player will favour dribbling and attacking players down the left hand side
Runs with ball down right:The player will favour dribbling and attacking players down the right hand side
Runs with ball through centre: will look to run at the heart of the opposition defence. Great for quick skilful strikers and attacking midfielders and central midfielders, giving them the ability to beat often beat two or three players before shooting.

Hugs line: The player will stick to the byline will look to burst down the line before looking for the cross
Cuts inside: Important for Inside Forwards and good for wingers with strong opposite feet (i.e. strong right foot for left sided players and vice versa), will look to drive in at goal from their flank.
Moves into channels: will look to move into lateral space as much as possible, either between the centre backs, or between fullbacks and centre backs.

Shoots from distance: will shoot from all areas of the pitch
Shoots with power: Goes for power over precision. Once hit, the ball stays hit and if it’s on target will more often than not beat the keeper

Places shots: top PPM for technical strikers with good composure, they will convert a very high percentage of their chances.

Likes to lob keeper: Good PPM for quick technical strikers getting through on one on ones.
Likes to round keeper: Another good PPM for strikers, requires less technique and flair than Lob Keeper
Likes to try to beat offside trap: Plays right on the edge of defence. very good for quick poachers and number 9s, with good off the ball and anticipation, not useful if you don’t play many through balls

Plays with back to goal: Ideal for strong target men, but also useful strong complete forwards, and strong lone strikers (players like Drogba, Dzeko, Zigic etc.)
Tries first time shots: Takes the shot at first opportunity, and can often catch out the option defence and keeper.

Possess long flat throw: Rory Delap. Nuff said
Hits free kicks with power: Will attempt to score a screamer of a free kick, poorer players will often hit this into the wall, free kick wizards getting the round the wall will see this end up in the back of the net, works better at longer ranges

Tries long range free kicks: Looks score from almost any position. If you have a set piece wizard (Van der Vaart) this player will make opposition think twice about conceding free kicks, but poorer players will often take wasteful shot, when a cross from the free kick is a better option.

Tries to play out of trouble: will look to dribble his way out being closely marked, or closed down. Very good for quick dribblers, who’ll often leave their markers standing, however poor decision making can mean they will dribble when the pass is a better option, and potentially get caught in possession

Avoids weaker foot: will avoid trying to pass and control off his weaker side
The following PPMs cannot be taught:
Arrives late in opposition area: these players have a very good timing when going forward, arriving at the last moment in attack, very good for players with good long shots coming from deeper positions (think Frank Lampard)
.
Gets into opposition area: An even more offensive PPM than Gets forward whenever possible.
Argues with officials: will tend to pick up more bookings than other players, however these players also seem to high aggression and determination, and will more often than not be fired up in big games and when behind

Curls ball: Great for long range shots, as they look to bend the ball round the keeper.
Some Good Combinations for Roles:

Centreback:
Dives into tackles: will look to go to ground more in the tackle, good for aggressive sides, however poor decision making can leave you exposed, or result in a booking or sending off. (Stopper defender)
Does not dive in to tackles: will look to stay on his feet when winning the ball, may not always make a strong challenge when its needed. (Cover Defender)
Marks opponent tightly: Will look to stick tightly to his designated man, particularly if playing a man marking game.

Ball playing defender:
Gets forward whenever possible: Will look to get forward and break into attacking space

Attacking fullback:
Hugs line: The player will stick to the byline will look to burst down the line before looking for the cross
Runs with ball down left: The player will favour dribbling and attacking players down the left hand side
Runs with ball down right:The player will favour dribbling and attacking players down the right hand side


Ball winning player/Anchorman:
Marks opponent tightly: Will look to stick tightly to his designated man, particularly if playing a man marking game.
Plays short simple passes: Will make short passes to nearby team mates, but generally less keen on long raking passes. Generates a high pass completion rate

Deep lying playmaker:
Tries long range passes: The player will look to play long raking passes across the pitch.
Switches ball to other flank: Like to change the direction of attack with long lateral passes
Tries killer balls often: Probably the second most important PPM for any playmaker, requires good decision making, passing, flair and creativity, the player will look to make defence splitting passes.
Dictates Tempo: The Playmaker's PPM. This player will look to be you Maestro and control the game. A must for any Xavi/Scholes wannabes

Comes deep to get ball: will drop off to create that little bit of space for himself and link with deeper players, particularly good for passing defensive midfielders and central midfielders, as it gives extra space to find the pass, and strikers as they drop away from their marker forcing him to hold position and possibly allow a shooting opportunity, or follow him and be dragged out of positions.

Advanced playmaker:
Tries killer balls often: Probably the second most important PPM for any playmaker, requires good decision making, passing, flair and creativity, the player will look to make defence splitting passes.
Dictates Tempo: The Playmaker's PPM. This player will look to be you Maestro and control the game. A must for any Xavi/Scholes wannabes

Plays One-Twos: Will look to incite pass and move plays
Runs with ball through centre: will look to run at the heart of the opposition defence. Great for quick skilful strikers and attacking midfielders and central midfielders, giving them the ability to beat often beat two or three players before shooting.

Goal scoring Mid:
Gets forward whenever possible: Will look to get forward and break into attacking space
Shoots with power: Goes for power over precision. Once hit, the ball stays hit and if it’s on target will more often than not beat the keeper
Shoots from distance: will shoot from all areas of the pitch

Flying Winger:
Hugs line: The player will stick to the byline will look to burst down the line before looking for the cross
Runs with ball often: looks to dribble at any opportunity.
Runs with ball down left: The player will favour dribbling and attacking players down the left hand side
Runs with ball down right:The player will favour dribbling and attacking players down the right hand side

Inside Forward:
Cuts inside: Important for Inside Forwards and good for wingers with strong opposite feet (i.e. strong right foot for left sided players and vice versa), will look to drive in at goal from their flank.
Moves into channels: will look to move into lateral space as much as possible, either between the centre backs, or between fullbacks and centre backs.

Trequartista:
Cuts inside: Important for Inside Forwards and good for wingers with strong opposite feet (i.e. strong right foot for left sided players and vice versa), will look to drive in at goal from their flank.
Moves into channels: will look to move into lateral space as much as possible, either between the centre backs, or between fullbacks and centre backs.

Tries killer balls often: Probably the second most important PPM for any playmaker, requires good decision making, passing, flair and creativity, the player will look to make defence splitting passes.
Comes deep to get ball: will drop off to create that little bit of space for himself and link with deeper players, particularly good for passing defensive midfielders and central midfielders, as it gives extra space to find the pass, and strikers as they drop away from their marker forcing him to hold position and possibly allow a shooting opportunity, or follow him and be dragged out of positions.

Targetman:
Shoots with power: Goes for power over precision. Once hit, the ball stays hit and if it’s on target will more often than not beat the keeper
Plays with back to goal: Ideal for strong target men, but also useful strong complete forwards, and strong lone strikers (players like Drogba, Dzeko, Zigic etc.)
Dwells on ball: He will look slow the game down a little give himself extra time to pick out the pass

Poacher:
Likes to round keeper: Another good PPM for strikers, requires less technique and flair than Lob Keeper
Likes to try to beat offside trap: Plays right on the edge of defence. very good for quick poachers and number 9s, with good off the ball and anticipation, not useful if you don’t play many through balls

Complete Current Potential Ability Football Manager 2012

Good a player CA/PA Football Manager 2012 Current and Potential Ability FM12 within Football Manager In the Editor there are tens of thousands of players and they all have Current and Potential Abilities. These two attributes can define a player and most of the times they give you an accurate description of how good a player is. We will call Current Ability:

CA and Potential Ability: PA
CA/PA Football Manager 2012

Current Ability Defintion Football Manager 2012 :
CA is an indicator of how good a player is at the moment. Usually at the beginning of the game CA will be less than PA (example CA of 160 and PA of 190). Both attributes range from 0 - 200.

Current Ability is a hidden value assigned to every player and staff within the game. It ranges from 1 – 200 and the higher this figure is, the better the player is. The general level of attributes assigned to a player seen within the game is directly correlated to the CA of this player. CA can change depending on game variables, generally increasing as a player gets older and more experienced. However it can also decrease when a player is past his peak or receives a serious injury for example. The maximum CA of any player is capped at a certain value, known as Potential Ability (PA).

Notes on CA:
The CA can improve by correct guidance and correct amount of games until the maximum figure, which is PA, at the correct time. If you use players who are under 19 too much then he is going to reach his PA too fast and therefore, it causes "burn out." Usually CA will drop when the player gets older or at some moment after he reaches his PA.

Potential Ability Defintion:
is an attribute for players in Football Manager games. It dictates the maximum that a person's CA attribute can ever rise to, and therefore how good they can possibly become. It can be a value between 1 and 200 (with 200 being the best).

The value of this attribute can also be a value between -10 and 0 (in the pre-game database) which tells the game to assign a random Potential Ability value within a certain range when creating a new game. For example, a player with PA set to -10 (the best rating), tells the game to use a random value between 170 and 200 for that player's Potential Ability.

Potential Ability is a hidden value assigned to every player and staff within the game. It ranges from 1-200 and the higher this figure is, the better the player potentially is (or, in the case of old players who have past their peak, the best they were). However within the pre-game editor it can also be a negative figure. A negative PA will result in a random PA between a certain range being assigned to the relevant player on starting a new game:

We also need to know that Potential Ability have two types as well:Fixed / Negative

Players with fixed potential:
These players have a fixed PA of say 184 (instead of the negative rating of -10) A high fixed PA is set to players like Pato, Aguero and Bolatelli due to the fact that they are already playing at the top of their games and in competive leagues, this ensures that these types of players will (most of the time) reach their PA instead of having a random PA.

Players with negative potential:
These types of players are assigned negative PA scores in the editor so that the game can randomly generate their potential each game (so it will most of the time always be different)
Now this is done so that they will either become World Stars or they will fade away (the developers cannot assume that Areola is going to become the next Buffon)

The minus ratings in the Potential Ability was introduced seeing as Potential Ability is probably the hardest rating to determine in the set of ratings that exists inside Football Manager, seeing as researchers are asked to judge how good a player could become in the future. This is pretty difficult, so the minus ratings create a bit more flexibility.

Actual PA’s which can be generated by the negative numbers:

-10 = 170-200
-9 = 150-180
-8 = 130-160
-7 = 110-140
-6 = 90-120
-5 = 70-100
-4 = 50-80
-3 = 30-60
-2 = 10-40
-1 = 0-30

Notes on PA:
The age in which a player reaches his full potential is up to different influencing factors. We need to take in consideration the standard of your facilities, your training schedules, the standard of your coaches, the amount of first team football the respective players gets and of course the actual difference between the CA and the PA. If he can improve a lot, then there is a high chance that he will.

Unlike CA, PA is generally a static figure that does not change once a game has been started. However if a player has a serious injury in the game their CA can decrease so much that they will never potentially be the player that they they could have been. PA is the maximum CA that a player can achieve and it is not possible for a player’s CA to ever surpass his PA. This system reflects well on real life, as a player who can be promising in real life may never reach his potential. It also helps to maintain a relative balance of player quality throughout the gameworld as time progresses.

Extra notes on CA/PA with regards to scouting:
A lot of the African clubs have very poor reputation and very poor facilities.

PA can be affected by this.
Lets use player X as a prime example. He may have a ton of actual potential, but while he is at Mangasport he will NEVER reach it (will only reach 1.5 stars instead of 5). If he moves to a top club he will be able to fulfill his potential and will show 4.5-5 stars.

I sign a lot of africans and I know this to be a FACT. I've signed 2 star players from Africa who are actually 5 star when they get to my club. The thing you need to know about scouting africa is to look at their attributes and NOT THE STAR RATING. If a player has solid stats (sometimes you can find players with outstanding stats) but a low star rating, SIGN HIM, he will be a wonderkid. Just last season in my save I signed a 1.5 star Nigerian AMC with 18 dribbling 19 technique 15 creativity and 18 passing...He's obviously 5 star now that he can reach his potential.

And while I'm at it, my current team doesn't have the best training facilities. I've had young players who had 4.5 PA lose their PA after a couple of years because my facilities are only adequate. When I sell these players to better teams with better facilities, their PA shoots back up to 4.5 or even 5.Additionally, a PA of zero is completely random, with the value based on the player's CA.

New Tactic Mr Hough FM12.2 Tactics FM2012

New tactic for FM12.2. formation is a 4-1-2-2-1 with advanced wingers and a lone striker.

When i was making this tactic i had various problems with defence and the DM position. What i found was that the DM was going to high in his position when all i want him to do is sit in front of the back 4 and protect that area just in front. What he was doing was venturing too far forward and leaving a big space in between the midfield and defence.
New Tactic Mr Hough FM12.2 Tactics FM2012

I mainly seen the problems when the opposition plays with an AMC. I found that the AMC had loads of space and my central defenders where closing him down as opposed to the DM closing him down which was not good as then the central defenders stepped up to close the AMC the lone opposition ST had loads and loads of space and i was getting killed by through balls.

I managed to fix that though and he now protects the defence how i want him too now.

I have found playing a high defensive line with no tight marking the best too go on this patch, What tended to happen when i was playing tight marking was that my defenders where getting too close to the opposition and they where just getting out ran all the time. With no tight marking and a high Defence line the opposition will still look for the long ball but because my defence is a few yards off the opposition ST it gives the defender time to get the ball and recycle possession to my team. Great tactic.

I like the play of the tactic and this particular formation is pleasing on watch, Great attacking because it's hard for the Opposition defenders to pick up the 1 attacker so i find that he has alot of space, If you are using a great striker i can imagine it being devastating and goal records will be rewritten.

The way the Striker plays is very clever in my opinion, He plays like a target man and an advanced ST all in one. Target man Receiving the ball early and laying off to the supporting midfielders or playing it wide to the wingers to advance onto goal. Advanced forward looking to break the offside trap and running at goal.

The 3 midfielders are key to the tactic though. The DM has to be a DM. That is important to the tactic. The CM's on the other hand can be attacking defensive or a mixture of both. I suppose it depends on your team and how you want to play.

Although the wingers play more like inside forwards you can use natural out and out wingers there, I played Bale in my tottenham test and he scored 15 goals in 15 games and also had 15 assists so again it depends what you have on your side and who you want to bring into that position.

Fullbacks are also key, They support the wingers and you will find alot that if the wingers run out of space they will often pass the ball back to the fullbacks who are approaching the 30 yard mark, This is a good and bad thing, Good for support but bad for the opposition counter, Try and get pace in these areas Pace and Positioning is KEY here.

All in all though i am very happy with this tactic. It is my first on the new patch and although i think this is good i am hoping my next one is better.

As always feel free to comment and leave any remarks about the tactic you like.

Match Information.

Match Prep has been set to Defensive Positioning with the Workload being Average - You can change this however i prefer it to be Defensive.

Maximum Pitch Size.

Team Talks - Use whatever you feel work the best for you.

Training again same as team talks Use the best that you have found for you.

No Opposition Instructions.
if you get a man sent off take off one of the outer strikers to replace him

Remember that al tactics need a period of 3-4 games for the players to gel, This one is no different, I would suggest about 10 games for a proper evaluation of the tactic.

Footballmanager 2012 Guide Training and Match Preparation

Update version of the ‘FootballManager 2011 Training ’, and will go through the training and match preparation modules in Football Manager 2012 – how it works, what’s changed from Footballmanager 2011, what all the sliders do and how to utilise them properly. All info presented in this article is factual, confirmed by the developers either through personal messages or through the official SI forum. Any speculative information will be noted as such.

Footballmanager 2012 Guide Training and Match Preparation

Training Categories
There are nine different training categories – two of them are fitness related, two of them are goalkeeping related, and the other five are general training. All categories affect visible player attributes only, and you can read more about what player attributes do and how they interact with each other in the Player Attributes Explained article.

The first important thing to know is that all related attributes in a training category have an equal chance of increasing. As an example; the strength training category affects jumping, natural fitness, stamina, strength and work rate, but none of the attributes have higher priority than the others – they all have an equal chance of increasing if you’re training the strength category. Although it takes longer to increase an attribute from 19->20 than from 10->11, that doesn’t affect the chance of the attribute being trained.

STRENGTH (PHYSICAL TRAINING)
This category controls 5 attributes: Jumping, Natural Fitness, Stamina, Strength and Work Rate. In FM2011 it only affected 4 attributes – Jumping was previously in the Aerobic category. This category is used for boosting overall fitness (players losing condition quickly in matches) and physical impact (will keep your players tenacious and able to win more take-ons through strength). It’s also an essential category for pre-season training (see the Pre-Season section for more info). Goalkeepers training in this category will not see an increase in Work Rate.

AEROBIC (PHYSICAL TRAINING)
This category controls 4 attributes: Acceleration, Agility, Balance and Pace. This category is mainly for improving the athleticism of your player. It will make him faster, more agile and steadier on his feet. Often used in conjunction with the Strength category to increase a players overall physical presence, and is also used for Pre-Season purposes.

GK – SHOT STOPPING (GOALKEEPER TRAINING)
This category controls 4 attributes, 2 of them goalkeeper specific: Reflexes (GK), One On Ones (GK), Composure andConcentration. This category trains the goalkeepers mental abilities, and only includes background or prime attributes.

GK – HANDLING (GOALKEEPER TRAINING)
This category controls 4 attributes, all of them goalkeeper specific; Aerial Ability (GK), Kicking (GK), Handling (GK)and Throwing (GK). This category trains the goalkeepers secondary (accuracy) attributes. Side note: Aerial Ability is the goalkeeper equivalent of Jumping.

TACTICS (GENERAL AND GOALKEEPER TRAINING)
This category controls the most amount of attributes (8), as it also trains goalkeeper attributes if applied to one:Anticipation, Composure (non-GK), Concentration (non-GK), Decisions, Teamwork (non-GK), Command of Area (GK), Communication (GK) and Rushing Out (GK). Being the category that affects the most amount of attributes, it’s the most important one, especially for younger players. It teaches them to read the game, how to move and how to make good decisions. If a goalkeeper is training this category, it’s an extension of his mental goalkeeping training, making him interact better with his team and make better goalkeeping decisions.

BALL CONTROL (GENERAL TRAINING)
This category controls 5 attributes; Dribbling, First Touch, Technique, Flair and Heading. All are technical or accuracy attributes except for Flair, which is an attribute that controls the unpredictability of a player. This category is useful if you feel your players repertoire is limited, and/or if you feel the player needs to control the ball better, as indicated by the category name. Goalkeepers training in this category will only increase their First Touch.

DEFENDING (GENERAL TRAINING)
This category controls 3 attributes; Tackling, Marking and Positioning. A fairly straightforward category – useful for all defensive minded players to increase their defensive precision. In FM2011, this category included the Concentration attribute, but it has now been swapped with the more suitable Positioning, which is the defensive equivalent of Off The Ball.

ATTACKING (GENERAL TRAINING)
This category controls 4 attributes; Crossing, Creativity, Off The Ball and Passing. Not as simple as the Defending category though, as this one contains the prime attribute Creativity, which essentially controls how many options a player has to choose between, together with Technique and Flair. It’s also the only category training the Passing attribute. Useful for all players on the pitch, but obviously most useful for attack-minded players.

SHOOTING
Lastly, this category controls 2 attributes; Finishing and Long Shots. In FM2011, this category included the Composure attribute, but that has been properly removed from this category in FM2012. The Shooting category is self-explanatory – useful for all players expected to provide end product, and will increase a player’s accuracy in front of goal.

As mentioned at the start of this section, ALL attributes in a category have an equal chance of being increased, and this is true regardless of how many attributes are in a category. It gets complicated when you include attribute value into the equation, but more about that later.


Training Score (Advanced)
So now that we know what the different categories do and what attributes they affect, it’s time to understand how this is all calculated to result in an increase for one or more attributes. Simply explained; a training score is calculated in every training category, and then that score is used to decide whether or not attributes are increased or not, and if so; how much.

This training score is calculated from three different factors:
* Category Workload – how high the slider for the category is set.
* Coach Workload – light, average, heavy or none.
* Coach Ratings – the amount of quality (stars) the coaches have for the category.

When this score has been calculated, it’s put up against several other factors, such as player happiness, hidden mental attributes and current attribute levels, and then decides if the training has been a success, and at what rate. Higher value attributes are harder (slower) to train, and player morale affects the training performance. The final result is simply that one or more attributes are increased – or not.

The higher the training score is, the bigger the chance that one or more attributes will be increased. In order to achieve the highest training score (and therefore highest chance of increasing attributes), make sure your coaches have as many stars as possible, are on a light workload, sliders are set to maximum in the category you want to train, and that your player is professional and is on a superb morale.


Category Workload Sliders


There’s been much speculation about the mystery of the sliders since they were introduced in Football Manager. Several theories exist (e.g X amount of notches will give you X result), but there really is no mystery to them: there aren’t any trigger limits, the increase is purely linear, forcing you to find the sweet spot on your own for every individual player. The labelling (medium, high, intensive, etc) is only there for visual feedback.

Every notch increases the final training score (the chance of a player improving an attribute). In order to have a realistic chance of one or more attributes to increase, a minimum level of medium is recommended for the slider connected to the category in which the attributes are tied to.
Even though a player could still increase an attribute at the lowest possible slider setting (notch 1), the training score at that setting is so low that the chance of an attribute increase is almost non-existant.

Even though the sliders are only one part of the equation that forms the training score (coach workload and quality/stars are almost as important), the final training score is drastically reduced when the category workload sliders are below ‘light’.

Also worth keeping in mind is that the higher the overall workload, the bigger risk of injury and player unhappiness. This doesn’t mean you can’t push up the individual sliders to max setting (in fact, I recommend you do, to increase the training score) – it just means that you have to keep an eye on the bottom slider, the overall workload. Try to keep the overall workload one notch below heavy and you minimise the chance of injuries/unhappiness.

Coaches & Workload
When it comes to coaches, it’s simple really: the more stars, the better. The stars take everything into account, and are to be 100% trusted. If two coaches both have 4-star rating in Tactics, you will achieve the exact same training score regardless of which one you use.

The coach workload decides the speed of the attribute increases. ‘Light’ will get you results faster, ‘medium’ slower, ‘heavy’ slowest and ‘-’ none at all.The coach workload doesn’t affect the level of attribute increase (how much), just the rate (speed) of the increase.
If you have a 5-star coach and a 1-star coach training the same category, the training won’t be affected by the low level coach. The rating is all that matters, it’s the overall indicator of how well the category is being trained. Therefor, it’s safe to sign high level coaches for all 9 categories, and then use low level (cheap) coaches to fill out the category workloads to ‘light’. It also doesn’t matter how many categories a coach is training in.

So with all that in mind, the best long term plan is to prioritise star rating over workload.

Coach Attributes
Similar to player attributes, coach attributes consists of background, prime and secondary attributes, but they have a different meaning when dealing with coaches specifically:

BACKGROUND ATTRIBUTES
There are two types of background attributes. The first type (coaching) influences the training score for individual players. They are Man Management and Working With Youngsters. They are the equivalent of each other, so the former is preferred for first team or regular coaches, while the latter is preferred for youth coaches.

The second type of background attribute (mental) controls things like how well the coach settles at the club and his tactical knowledge. This also includes his judging abilities, so mental background attributes are most important when choosing an assistant manager.

None of the background attributes have an influence on the star rating of the coach.

PRIME ATTRIBUTES
Prime attributes are used for every training category when calculating quality rating (stars). They are Determination,Level of Discipline and Motivating. If these three attributes are high enough, the coach is generally good at most of the training categories, regardless of his secondary attributes. Prime attributes can make up at least 50% of the maximum star rating for all categories.

SECONDARY ATTRIBUTES
Secondary attributes only affects specific training categories. Here’s how they affect specific training categories, and how much:

* Attacking – 43% attacking and 24% shooting
* Defending – 43% defending
* Fitness – 62% strength and 62% aerobic
* Goalkeepers – 43% GK (shot stopping) and 43% GK (handling)
* Mental – 24% ball control
* Tactical – 43% tactics, 19% defending and 24% attacking
* Technical – 43% ball control and 43% shooting

With all this information we can now make some pretty good assumptions on how to select and appoint coaches. High background (coaching) attributes will increase the training score, and high background (mental) attributes are best for assistant managers. High prime attributes are preferred in all cases, and then the secondary attributes are used for specific categories.

Custom Schedules
Compared to FM2011, there’s a new default schedule called ‘Conditioning’ from the start of your save. This training schedule can be used for any fitness-related training, and works pretty well for Pre-Season purposes. These default schedules are only there to make training easier for those who don’t wish to travel deeper into the training module, but in order to maximise your players potential you should create custom schedules.

There are different approaches here. Some create general schedules (similar to the default ones), but with altered category sliders. Some make schedules for every position, and some even make schedules for every individual player.
Making schedules for every single player isn’t necessary in FM2012, as we have individual focus on top of the general training. More about that in the next section.

In my own opinion, the best approach is to make custom schedules for: every base position + team specific + pre-season. So in my case, first I make schedules for goalkeepers, central defenders, full/wing backs, defensive midfielders, attacking midfielders, wingers/wide forwards and strikers. I then create a ‘prime’ schedule (a team-specific schedule in which the main focus of my team is trained – maybe my team has an attacking personality, so the focus would be on that). Lastly I have a pre-season schedule for increasing player fitness levels when they come back from their season break.

Individual Focus And Set Piece Training
Just like in FM2011, you can set individual training focus for all players. This is helpful if you want to be more specific than the training categories allow you to be, targeting single attribute boosts.

Individual Focus allows you to focus and spot train one of 7 physical (all except Natural Fitness), 3 mental or all 14 technical attributes – the most powerful being the prime attribute Technique, and also the important Composureattribute – controlling how well a player performs under pressure. In FM2011, Tackling wasn’t included as an option in Individual Focus, but it is available as an option in FM2012.

The other important aspect here is that in FM2010 and earlier, you had a specific Set Pieces training category. With that being replaced by the goalkeeping categories in FM2011, you have to use individual focus to train set piece attributes that aren’t affected by regular training categories: Free Kicks, Penalties, Long Throws and Corners.

Match Preparation
New for FM2012 is the updated match preparation panel, giving you a visual indicator as to how comfortable your team feels with your tactic. It also has a temporary effect on specific matches, depending on the special focus area you’ve chosen. It’s now located in the tactics module, as opposed to having its own module in FM2011, but the functionality is exactly the same as in FM2011.

First important thing to understand is that the workload level and the special focus areas do not impact one another directly, other than special focus areas taking time from all other training activities (including familiarity rate). A higher workload will NOT increase the effects of the special focus areas, and none of the special focus areas will have an effect on the tactic familiarity levels.

WORKLOAD SETTING
Having this at the highest setting (Very High) will not make your players unhappy with the level of training. It will just take away more time from normal training schedules (lowering the training score). It’s safe to push this up all the way when learning new tactics, as a short-term solution.

As soon as the familiarity levels reach fluid for all tactics trained, lower the workload slider to Low to maintain the levels, shifting more power to your regular training schedules in the process. The match preparation workload setting cuts into regular training time, so if you leave the slider on Average/High/Very High, training scores will be affected.

FAMILIARITY LEVELS
As these increase, your players will perform the tactical instructions better. Always aim to have all bars on fluid.Whenever you alter your tactics, even the smallest of changes will make the game re-calculate the familiarity levels of your team. This is also true in a match – using touchline shouts or altering tactics mid-game could have a negative effect on the team, as they’re not as familiar with the “new” tactic.

SPECIAL FOCUS AREAS
These selections are made to gain temporary benefits on a match-to-match basis. They will not stack up (except Team Blend), and should be viewed as a boost for the next match only. If you have a tough game coming up you might want to focus on Defensive Positioning, if you have an easy game coming up you might focus on Attacking Movement, and so on.

Worth noting is that if you have any of the special focuses selected the familiarity levels of the tactic(s) won’t increase as quickly. So if you want your team to learn the tactic(s) as fast as possible, don’t have a special focus selected.

The way these focus areas translate into the match engine is to give temporary boosts to related attributes. The boost is only given if the player is familiar enough with the tactic used, so that’s how familiarity levels and special focus areas tie in together.

TEAMWORK (PREVIOUSLY TEAM BLEND IN FM2011)
This is the only focus that stacks up over time, and the only focus that is not active during a match. Instead, it’s active in between matches. Having Teamwork set as the default special focus, and then focusing on a specific area one day before a match will give you double the benefits. What Teamwork does is to increase player relationships, gelling them together, which ultimately increases morale and performances.

Tutoring And Player Preferred Moves (PPM’s)
When you go to a Player Profile – Positions, you’ll see a list called ‘Preferred Moves’ (or ‘PPM’). There are two ways to have a player learn a PPM: First one is to have a private chat with him, telling him specifically what PPM you think he should learn. The second one is to have a senior player (that currently has the PPM you want your player to learn) tutor him, hoping that the player learns that specific PPM.

In order to tutor the player he needs to be young – age plays a big part in tutoring. The older the player is, the more reluctant he will be to learn new tricks.

Even though tutoring is mostly designed to give you an option how to have your players learn PPM’s, the other benefit is that you can build relationships within the squad. You always run the risk of creating enemies as well, but a positive outcome is likely if you take player personality into account when selecting tutoring pairs.

Player Workload And Training Levels

In the Player Profile – Training panel, you will see overall workload percentages in the bottom left corner. These will tell you how much the player is focusing on the different aspects of training. Every time you add purpose-built training like PPM’s, new position or Individual Training Focus, it takes a piece out of the main training schedule the player is currently in (causing the training score to take a hit).

The match preparation also cuts into this share. The ideal situation is to have at least 70% dedicated to ‘normal’ scheduled training, and the rest dedicated to individual focus and/or match preparation.

TRAINING LEVELS (ADVANCED)
An often overlooked panel is Training Levels, located in Player Profile – Training Levels (the far right tab at the top). The reason this panel is useful is because it tells you how high your training score is in a specific training category – the bars indicate how well a category is trained, based on player happiness, fitness, hidden attributes, current attribute levels, training facilities, etc.

Contrary to popular belief, the bars do not tell you how hard the player is training – they aren’t telling you if the player is in the risk zone for injuries or unhappiness.
If a bar is low, it tells you that either a) the workload slider for that category isn’t high enough to make an impact, or b) the player already has very high attribute values in the category, making it less likely that his attributes will increase, or c) the player has ‘run out’ of current ability points, so there is nothing left to take from to increase attributes.

If a bar is high, it means this category has a high chance of improvement – calculated by current attribute values, category workload, and so on. You should aim to have as high bars as possible in the categories you want to train, but there is no penalty for low bars – that just means that the chance of improvement in the affected attributes is small.

This info means that we can customise training schedules solely based on this information. With access to a visual indication of our training score, we can control the height of the bars by increasing or decreasing the workload in the player’s current training schedule. For example, if you only need a player to increase his Tackling and Pace attributes and don’t care about the rest, you could use the Training Level bars as a guide to scale away all unnecessary training.


Training Tips And Tricks
Using all the information we’ve reviewed in this article, here are some suggestions on how to use training efficiently. Just to be clear, this entire section is speculative and just my personal opinion based on the facts presented earlier in the article.

PRE-SEASON
Use a specific training schedule, focusing mostly on tactics, strength and aerobics to have players work up their fitness and key mental attributes after the summer break. Have your main tactic loaded as the only tactic in Match Preparation, and have the workload slider set to Very High. Have the Teamwork special focus selected all the way through pre-season.

As soon as the fitness information (Player Profile – Attributes) says a player is either match fit or in superb condition, he does not need pre-season training anymore, but I usually keep all players on pre-season training until 2 weeks before the season starts, just to get the benefit of the mental attribute increases from the high workload in the Tactics category.

SET PIECES
Assign individual training focus Free Kicks, Penalties, Long Throws and Corners for your corresponding set piece takers. There is no set piece training category in FM2012, so all set piece attributes has to be increased through Individual Focus.

SHORT-TERM TRAINING
If you want to quickly raise a specific player attribute, first find the training category in which the attribute is learned. Then check to see if the attribute can be learned through individual focus. Here is the list of what attributes are trained by what category/focus:

*Technical Attributes
* Corners – individual focus Corners
* Crossing – training category Attacking / individual focus Crossing
* Dribbling – training category Ball Control / individual focus Dribbling
* Finishing – training category Shooting / individual focus Finishing
* First Touch – training category Ball Control / individual focus First Touch
* Free Kick Taking – individual focus Free Kicks
* Heading – training category Ball Control / individual focus Heading
* Long Shots – training category Shooting / individual focus Long Shots
* Long Throws – individual focus Long Throws
* Marking – training category Defending / individual focus Marking
* Passing – training category Attacking / individual focus Passing
* Penalty Taking – individual focus Penalties
* Tackling – training category Defending / individual focus Tackling
* Technique – training category Ball Control / individual focus Technique

Mental Attributes
* Anticipation – training category Tactics
* Composure – training category Tactics / individual focus Composure
* Concentration – training category Tactics
* Decisions – training category Tactics
* Flair – training category Ball Control
* Off The Ball – training category Attacking / individual focus Off The Ball
* Positioning – training category Defending / individual focus Positioning
* Teamwork – training category Tactics
* Work Rate – training category Strength

Physical Attributes
* Acceleration – training category Aerobic / individual focus Quickness
* Agility – training category Aerobic / individual focus Agility
* Balance – training category Aerobic / individual focus Balance
* Jumping – training category Strength / individual focus Jumping
* Natural Fitness – training category Strength
* Pace – training category Aerobic / individual focus Quickness
* Stamina – training category Strength / individual focus Stamina
* Strength – training category Strength / individual focus Strength

The attributes that has both a training category and an individual focus assigned to them will have a higher rate and chance of increasing if both are used. The attributes that you can’t increase through training are Aggression, Bravery,Creativity, Determination and Influence – all mental attributes that are increased through other means (first team action, player growth, etc).

In order to increase a specific attribute as quickly as possible, create a custom training schedule with the corresponding category on Intensive (all the way up), then have the player set on individual focus for the intended attribute. Remove all positional and preferred moves training, and keep the match preparation training as low as possible. Make sure your coach(es) have an ok star rating in the category you’re training, that the category workload is ‘light’ (workload is more important that star rating in short term training), and that the player is happy (high morale). These factors will give you thehighest possible training score, and therefore the highest chance that an attribute will be raised.

LONG-TERM TRAINING

The long-term training is used for creating a team personality and instill a recognisable character to your team. Do you want to be known as a possession-based team? Masters of the defence? With long-term training you will build a specific set of attributes to shape the behaviour of the team.

Using the above list for attribute/training category/individual focus, we can build a custom training schedule that I like to call a ‘prime’ schedule. It should be balanced enough that almost all outfield players should be able to take part in it, to be shaped into your team’s personality and philosophy. But also specifically focused on 1-3 training categories.

Here are some prime schedule examples;
Attacking/Possession (Arsenal, Barcelona, etc) – Tactics and Attacking
Defensive/Counter (Real Madrid, Inter, etc) – Tactics, Defending and Shooting
Muscle/Control (Chelsea, etc) – Strength, Ball Control and Tactics

The prime schedule should be used mainly for newcomers to the club, so that they blend in well with the rest of the squad, giving them similar attributes. Make sure that your main tactic(s) reflect the training focus as well, it’s pointless having an attacking prime schedule if your main tactic is a defensive one.

Stats Per Position Updated For FootballManager 2012

top 5: reflexes, positioning, jumping, communication, command of area
Goalkeepers:
reflexes
communication
positioning
one vs one
handling
throwing/kicking
aerial ability
concentration
command of area
agility

Centre Back top 5: (depends on roles/duties)
Centre Back top
tackling
marking
heading
concentration
determination
strength
composure
jumping
positioning
bravery
anticipation
decisions
bravery

Cover: tackling, marking, anticipation, pace, acceleration
Stopper: tackling, heading, marking, aggression, bravery
Defend: marking, heading tackling, determination, composure
Ball player: tackling, marking, anticipation, passing, composure, decisions

Fullbacks top 5: (depends on roles/duties)
Fullbacks

Defend: marking, stamina, work rate, tackling, concentration
Suport: marking, stamina, work rate, tackling, crossing
Attack: marking, tackling, stamina, passing, crossing

Defensive Mids:
marking
tackling
heading
strength
pace
acceleration
work rate
stamina
determination
anticipation
jumping
passing
positioning

Anchor Man: tackling, marking, strength, bravery, heading, jumping
Defensive Mid: tackling, marking, acceleration, pace, anticipation
Deep Lying Playmaker: passing, creativity, composure, tackling, first touch

Centre Mids top 5 (depends on roles/duties):
Centre Mids

passing
tackling
first touch
team work
stamina
composure
creativity
determination
decisions
dribbling
work rate

Defend: tackling, marking, strength, determination, bravery
Support: tackling, passing, stamina, work rate, team work
Attack:passing, creativity, dribbling, first touch, decisions

Ball Winning Mid: tackling, marking, strength, determination, bravery
Advanced Playmaker: creativity, passing, anticipation, dribbling, technique
Box to Box: stamina, tackling, passing, long shots, teamwork

Wingers top 5: (depends on roles/duties)
Wingers top
pace
acceleration
dribbling
crossing
off the ball
stamina
agility
balance
decisions
technique
flair
first touch

Support: crossing, dribbling, flair, off the ball, stamina
Attack:pace, flair, crossing, agility, decisions, dribbling

Inside Forward: passing, finishing, decisions, dribbling, pace, balance
Advanced Playmaker:passing, creativity, composure, tackling, first touch
Defensive Wingers: tackling, stamina, passing, crossing, pace

Attacking Mids top 5: (depends on roles/duties)
Attacking Mids
dribbling
pace
off the ball
decisions
creativity
passing
team work
technique
flair
agility
first touch

Support: dribbling, flair, decisions, passing, long shots
Attack:pace, flair, agility, decisions, dribbling
long shots

Strikers top 7-8: (depends on roles/duties)
finishing
composure
off the ball
dribbling
pace
acceleration
strength
agility
balance
anticipation
heading
jumping
first touch
technique

Poacher:
finishing, composure, off the ball, acceleration, anticipation, pace, dribbling

Advanced forward:
finishing, composure, flair, crossing, heading, off the ball, pace

Target Man:
Strength, jumping, heading, bravery, finishing, composure, teamwork (long shots/stamina also quite important)

Deep Lying forward:
balance, dribbling, passing, finishing, stamina, long shots, off the ball, creativity

Complete forward:
strength, finishing, composure, off the ball, pace, dribbling, first touch, anticipation, heading

Trequirista:
flair, finishing, technique, creativity, balance, passing, composure, first touch

 
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