The essentials in 5 minutes
Ten things every manager needs before the first match. Each one links to the full article when you want the detail.
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How a match is played
Each team starts with 6 scheduled opportunities, up to 4 more for the stronger midfield, 1 for each attacking midfielder or winger the opponent fields and 1 if he fields a holding midfielder, plus each forward’s own chance, counter-attacks and a trailing captain’s rally.
Every opportunity has to be won step by step: the opening pass, the midfield duel (does the defender get there, then control against the challenge), the box duel, a shot that must find the target, and finally the keeper. Only about a quarter of opportunities end in a shot, so every duel counts.
The skills that matter in each position
A rating is a summary. Look at the skills behind it for the job you give the player.
What each position needs
Goalkeeper
Reflexes and Goalkeeper Positioning decide the saves. Interceptions, Control and Organisation help with crosses, holding the ball and the wall.
Centre-backs
Defensive Positioning to reach the attacker, Tackling to win the ball, Aerial against high balls.
Full-backs and wing-backs
The same defensive pair; wing-backs also need Constitution for their runs forward.
Midfielders
Passing first: it limits how much of their other skills they can use. Then Offensive Positioning and Ball Control to attack, Defensive Positioning and Tackling to defend.
Forwards
Offensive Positioning and Ball Control to get free in the box, Scoring to finish, Aerial for headers.
The lineup has a price
Pick a formation your players fit. Each OM, LW and RW gives the opponent 1 extra opportunity, and fielding a DM gives 1 too: an attacking shape and a holding screen both cost volume. Every forward still gets his own chance each match.
Choose the approach your players can play
An approach chosen without the players for it gives you nothing. Match it to your squad first, then to the opponent.
Approach and the players it needs
Standard play
No requirement and no extra effect: the safe default.
Close down early
Midfielders with Constitution and Tackling. Wins the ball high, but tires your team.
Keep possession
Midfielders with Ball Control. Plays through a press; a passer who is out-pressed sends a weaker ball into the box.
Run in behind
Runners and good passers. Pays against a high line; walks into an offside trap.
Bypass midfield
Forwards strong in the air. Skips midfield, but never wins midfield domination.
Technical freedom
Skilful finishers. Their Ball Control eases blocks, against any back line.
Regain and break
Runners for the counter. Strongest against a high line.
Adaptive shape
Blunts any opponent approach, never as well as the dedicated answer; your flank defenders give half their usual cover in the box.
Slow the game
Cuts both teams’ opportunities by 33% and draws more bookings.
Read the opponent
Unmanaged clubs play a house plan in about 70% of their matches, and their previous match reports show it. Pick the answer in Game plan and approaches, section Answers to each approach: a good answer pays most when a stronger side chose badly. For example, Regain and break punishes a high line, Keep possession beats a press, and the offside trap stops Run in behind.
Mentality: support and risk
Mentality moves your team-mates between the two ends of the pitch. Front foot and All-out add help in attack and take it from defence, and the side that pushes forward leaves space for counters and runs in behind. Cautious and Low block do the opposite: they protect the box and attack with fewer men. No mentality changes how often either team attacks.
Two scenarios worth setting
Scenarios react during the match while you are away. Two good first ones: a substitution around minute 60 for a tired player, and a switch to a more attacking mentality if you are trailing late on. The report shows exactly when each one fired.
Training: two slots per player
Training runs Monday to Friday. Each player develops the two skills you put in his slots, up to his potential. Train the skills his position needs; a skill outside his job grows, but does not raise his rating.
Read the report, not only the score
Start with the goals, for and against, then the duels your players keep losing. Show technical detail opens the calculation behind a shot or a duel, step by step. Now and then a dry remark follows a phase lost by a mile; you can switch it off with Match banter in the display menu.
Money in a few lines
You start with 8 weeks of wages in the bank. Wages are paid every week; sponsors and home gate receipts bring money in. Every movement is a line in the ledger. The market, the stadium and the academy can only spend what you actually have.
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