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Understanding custom tactics PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Sunday, 01 November 2009 20:38

    Introduction

Seanflannery posted a wonderfull tutorial about understanding the custom tactics. Read them here!

The impact of Custom Tactics should not be underestimated.  By affecting the movement of your AI teammates around you and dictating the style of your AI opposition, it has a huge influence on your overall gameplay experience against the CPU.  Tempo can be altered drastically.

In FIFA 10 the default setup of Custom Tactics is often far from desirable.  For example: In several leagues such as England, Australia, Poland and more besides, the combination of 'High' Pressure and 'Double' Aggression for nearly every team causes an unpleasantly frantic and downright unrealistic game.  No team presses that hard and that recklessly for 90 minutes in real life, nor is it much fun to play against.

To fix imbalances such as these, we need to create and save sets of Custom Tactics that will bring about more realistic, more enjoyable and more varied styles of play for us to compete against, particularly where the much-maligned Manager Mode is concerned.  To do this we first need a solid understanding of how Custom Tactics work.

 

    Aims of this document

    1. To lay out clear definitions for each slider, so that we can all gain a clear understanding.
    2. To provide recommendations on how to implement realistic values in order to coax realism and fun from the AI.

Please Note that this is not a document intended to teach you hw your own human-controlled team can use Custom Tactics more successfully.  If a more clear understanding helps you to do so, then that’s good too – but this is primarily about how the AI interprets the tactics.

    The Custom Tactics Framework

Team instructions are split into three sections: Build-Up PlayChance Creation and Defence.

Build-Up Play influences the decision-making of the attacking team in the first two-thirds of the pitch only.

Chance Creation influences the decision-making of the attacking team in the attacking third only.

Defence dictates the approach of the team when they don't have the ball.

    Build-Up Play

 

Build Up Play - Speed

Definition

 

  • SLOW
    • The team is patient building plays, often passing the ball around in defence with players regularly passing backwards.
    • Players are more selective in their runs going forward, and put the emphasis on finding good space over finding forward space.
  • BALANCED
    • The team does not build play particularly fast or slow.
  • FAST
    • The team looks to get the ball from back to front as quickly as possible.
    • Players choose to position themselves in more advanced positions on the pitch.
    • Players make more forward runs.

Understanding this slider in simple terms:

  • How much the ball possessor favours a forward pass.
  • How aggressively his teammates get forward off the ball.

 

It is important to differentiate Speed from 'tempo'.  It is about the direction of the pass (how much they want to pass forwards) and the direction of movement off the ball (how much they want to seek forward space rather than supporting laterally or behind).  It is about how aggressive the build up is, rather than actual speed of play.  Teams with a Slow setting can still move the ball at a slick tempo, but if necessary they will do so in a lateral or backwards direction, retaining possession.

 

Implementation

The best advice is to take it easy on the Speed.  It's so common when people set-up Custom Tactics to see them favour the higher end of the slider by default.  Don't fall into this trap!  The AI already tends toward aggressive intent and requires little further encouragement.  Being too heavy with the Speed slider leads to frantic arcade football.

The middle and lower bands of the Speed slider simulate a more intelligent, tactical and satisfying game from the AI.  On Slow/Balanced settings (0-66) they are able to keep possession more effectively and will not always rush the ball towards your goal, reducing that arcadey feeling.  Fast setting (67+) should be the preserve of heavily counter-attacking teams only (combined only with Deep defence).

An impression of speed often comes from the physical pace of the players themselves, not by how aggressively they charge forward.  You might think of teams like Arsenal and Manchester United as playing at fast speed, but they also dominate possession intelligently, vary tempo and support each other off the ball.  You don't see Carrick or Fabregas immediately sprinting up the pitch the moment their team wins possession.  This places them in the Balanced bracket. For a team like Barcelona, no matter how slick and smooth they are, dominating possession is paramount - this places them in the Slow bracket.  Remember this is about aggression, not tempo.

Interpreting style

Is secure possession of the football the team’s priority, with patient build up?  If so, try something in the Slow bracket (10-30).

Is the team keen on possession and organisation, but with a little less patience?  Try low Balanced (35-45)

Is the team quite aggressive about advancing the ball up the pitch smoothly, taking the play to the opposition?  Try middle to high Balanced (50-60).

Is the team’s primary gameplan to counter-attack at every opportunity from deep positions?  If so, try low Fast (70-80).

 

Build Up Play - Passing (distance)

Definition

  • SHORT
    • The team will try to build using short passes.
    • Players closest to the ball will come to support.
  • MIXED
    • The team does not build using a particularly short or long passing game.
  • LONG
    • The team will look to play the longer ball, perhaps targeting a tall striker or looking for a ball over the top.
    • Players farther from the ball possessor will attempt to find space.
    • Close players will anticipate the long ball and push up to look for the knock down or flick on.

Understanding this slider in simple terms:

  • The length of pass favoured by the ball possessor.
  • The distance from him that his teammates will look to find space.

 

Implementation

This slider is easier to judge than the Speed slider, and there's not so much 'right or wrong' as long as it reflects the team's style.  The important thing to remember is the combination of this with Speed.  For example, Fast speed and Long passing both encourage players to get high up the pitch, so will have a cumulative effect on each other.

Interpreting style

Does the team primarily play very short passes to feet?  Go with Short (10-30).

Do they use a good mix of medium and varied passes? Try lower Mixed (35-50).

Do they use a target man and fire the ball into his chest/feet to be held up?  Try upper Mixed (55-65).

Do they regularly hoof the ball long, looking over the top or up high for an aerial challenge?  Go Long (70-100).

 

Build Up Play - Positioning

Definition

  • ORGANISED
    • Players tend not to stray too far from their assigned positions during the course of the match.  The team maintains structure when building play.
  • FREE-FORM
    • Players have the freedom to make runs out of position. For example, forwards can make more runs wide to collect the ball, fullbacks can make more overlapping runs, wide players can cut in more, and central midfielders can make runs to the corner or overlap the strikers.

 

Implementation

Not much to add to this one.  Quite a subtle setting that should be self-explanatory from the given definition.

Interpreting style

Is organisation and well-drilled shape a priority of this particular coach?  Try Organised.

Do the fullbacks regularly provide width to the midfield during Build Up?  Try Free-Form.

Do the strikers often pull wide to make themselves available for an early ball out of defence?  Try Free-Form.

Not sure?  Stick with Organised as a generic default.

 

    Chance Creation

Chance Creation – Passing (risk)

Definition

  • SAFE
    • To maintain possession, the team will rarely try a pass that may risk losing the ball, choosing to wait for the ideal opportunity.
    • Players will ensure that the ball possessor has safe options when positioning themselves, and will wait for a good opportunity to make a penetrating run.
  • NORMAL
    • The team does not look to play particularly safely or riskily.
  • RISKY
    • The team will always try for the killer pass.
    • Players look for every opportunity to make runs into space and behind the defence. Teammates won’t be as concerned about ensuring safe options for the ball possessor.

Understanding this slider in simple terms:

  • How eager the ball possessor is to attempt an incisive pass in the attacking third.
  • How often his teammates will look to gamble on runs through/behind the defence when in the attacking third.

The key to remember is that this slider comes into play when the ball crosses that imaginary line that denotes the attacking third of the pitch.  It does not impact on the build up in the first two-thirds of the pitch.

Implementation

Think of how patient or impatient the real team are when they have the ball in the attacking third.  There's also an element here of how incisive and dangerous the AI team will try to be, their 'cutting edge'.  Teams like Barcelona might have a patient and possession-oriented build up, but then their creativity and inventiveness shines in the attacking third, creating chances aplenty.

Interpreting style

Do they keep it safe and wait for a good opportunity, perhaps working it wide for a cross instead?  Try upper Safe or low Normal (25-40).

Do they look to split the defence with slide-rule passes to create a chance in the penalty area?  Try upper Normal or low Risky (55-70).

Are they impatient and/or aggressive with the ball in the attacking third, trying to force the issue? Try Risky (75-85).

 

Chance Creation – Crossing

Definition

  • LITTLE
    • The team tries to avoid crossing the ball. Instead, they will try to play out of the crossing zone by passing back, or getting to the end line looking to cut the ball back to a teammate for a shot.
  • NORMAL
    • The team will put crosses into the box when there is a good opportunity.
  • LOTS
    • The team tries to get the ball into the box at every opportunity. The ball possessor will try to cross the ball early.
    • Teammates will make earlier runs into the box.

Understanding this slider in simple terms:

  • How early the ball possessor will cross the ball into the penalty area.
  • How many of his teammates will be trying to get on the end of it.

 

Implementation

In a similar way to Speed, the AI is already quite pre-disposed to crossing the ball when there's an opportunity, and as such doesn't need a great deal of encouragement.  Therefore the 'Lots' setting should be reserved for the sorts of teams who really do launch the ball into the danger area (from deep) as often as possible.

The 'early' part is often the overriding issue here.  If you think that the real team encourages wingers to get out wide and to the byline as a favoured method of attack, that doesn't necessarily translate as 'Lots' because they will end up crossing from far too deep.  You might want to try the lower end of the 'Normal' bracket in that case.

Interpreting style

Is the team hesitant to cross, usually choosing to turn back and pass the ball inside looking for an opportunity to shoot or create?  Go Safe (20-30).

Does the team try to cross to their strikers from positions a little closer to the byline?  Try lower Normal (35-45).

Is the team eager to get crosses in as often as possible, with midfielders arriving in the box?  Try upper Normal (50-60).

Do they lump the ball into the box early from deep positions?  Go with Lots (70-85).

Chance Creation – Shooting

Definition

  • LITTLE
    • The team will be patient, and only shoot if the opportunity is extremely good, opting to keep possession.
    • Long shots will be rare.
  • NORMAL
    • The team will perform a variety of long shots and short shots depending on the situation.
  • LOTS
    • The team will shoot at every opportunity.
    • Teammates will make the extra effort to position themselves looking for shooting opportunities, for example staying just outside the box looking for a layoff, or positioning themselves for the cutback.

Understanding this slider in simple terms:

  • How eager the ball possessor is to shoot from further out.
  • How often his teammates look to position themselves for lay-offs or cut-backs.

Implementation

In contrast to Speed/Crossing, Shooting is a setting where the AI generally needs to be encouraged.  Stay well away from 'Little', for fear of seeing them try to walk the ball into the goal unrealistically.  As a rough guide, go with 'Lots' if the team is keen to fire in shots from range (e.g. Chelsea with Lampard, Essien, Drogba etc).  If shooting from outside the box is not very common, still go with the higher end of the 'Normal' bracket.

As a general comment on Chance Creation, don't forget that the Passing, Crossing and Shooting values all need to be balanced against each other.  All influence the positioning of teammates off the ball - are they running in behind the defence, are they getting in the box for a cross, are they setting up to strike from range?  Each impacts on the other, which you should bear in mind if the real team has a tendency towards one type of attack more than the others.

Interpreting style

Is the team quite reluctant to shoot from long distances, preferring to work the ball into the area or wide for a cross?  Try upper Normal (50-65).

Do they like to test their aim from outside the area when the opportunity arises?  Go with Lots (70-80).

Do they have a real shoot on sight policy, and prefer to set up for the strike above other forms of attack?  Try higher Lots (85-90).

Chance Creation - Positioning

Definition

  • ORGANISED
    • Players tend not to stray too far from their assigned positions during the course of the match. The team maintains structure when creating chances.
  • FREE-FORM
    • Players have the freedom to make runs out of position. For example, forwards can make runs wide to collect the ball, fullbacks can make more overlapping runs, wide players can cut in more, central midfielders can make runs to the corner or overlap the strikers or wide midfielders.

Implementation

Again this is self-explanatory, but note that this setting tends to have a bigger impact on Chance Creation than it did in Build Up.

Setting this to Free-Form helps to make the AI less predictable and therefore more dangerous, which I'd say is a good thing.  If you’re going to allow players to move out of position then the attacking third is the place to do it, far from your own goal.  As a general rule lean towards Free-Form (essential for the very top level teams), saving Organised for teams who are comparatively rigid and uninventive.

Interpreting style

Is the team quite predictable in attack, unwilling to commit too many players around the penalty area?  Try Organised.

Does the team favour patiently working the ball out to their side midfielders, who always stay wide to get crosses in?  Try Organised.

Is the team more aggressive in attack, allowing midfielders to make runs into the box and fullbacks to overlap wide?  Try Free-Form.

Not sure?  Go with Free-Form as a default.

 

    Defence

Defence – Pressure

Definition

  • DEEP
    • The team drops back and allows the opposition time in their own half in exchange for getting numbers behind the ball.
  • MEDIUM
    • The team will start to defend in their opponent’s half, but not the full length of the pitch.
  • HIGH
    • The team will apply full pressure in their opponent’s half.
    • Wide midfielders and fullbacks will push high on the ball side to make it difficult for the opposition to play out.
    • This tactic can be effective but leaves lots of space open for the ball over the top behind the defence.

Understanding this slider in simple terms:

  • How high up the pitch the defending team will pressure the ball.
  • How high the defensive line will try to play.

Note that Medium and High can BOTH deal with pressing in the opponent's half to some extent.  This is easy to overlook, particularly if you're used to Football Manager definitions (Own Area, Own Half, Whole Pitch).  Not here!

Implementation

Along with Speed and Aggression, this is one of the most important settings to get right.  It is also another area where it’s better to lean towards the lower half of the slider (rather than the proliferation of 70/High that for some reason EA spread through most leagues).  As mentioned earlier, playing against High pressure teams with High aggression every match is not that fun.  To create a more enjoyable and realistic experience we need to tone this down.

There are certain teams whose philosophy is to press 'High', Guardiola's Barcelona being the most obvious example, but really these teams are rare (it requires top level fitness, intelligently co-ordinated pressing, and the ability to dominate possession at length once you've won it back).  Particularly against weaker opposition, Barca will attempt to play the entire game in the opponent’s half of the pitch.  This is an unusually aggressive strategy that few can pull off.

The majority play a mixture of 'Deep' and 'Medium', defending mostly in their own half to stay organised and compact.  There’s also an element here of how we want the AI to play against us.  If they are set to get men behind the ball and defend their own half, you face the challenge of breaking them down and it encourages more strategic gameplay.  If they are always set to ‘High’ then it contributes to frantic, open and reactionary gameplay, as well as more opportunities for the easy through ball for 1v1 chances.

You can generally accept 50 as a rough guide for pressing to about the halfway line, as you’d probably expect.  Look towards the lower half of the 'Medium' bracket (33-50) as a starting point, only going higher if you genuinely see the real team pressing regularly in the opposition half.  Similarly, be wary of dropping below 20.  Plenty of teams, particularly Italian defenders, defend their penalty area, but there’s a point where it becomes unrealistically deep.

Interpreting style

Are they a counter-attacking side, planning to draw the opponent in before hitting on the break?  Try upper Deep (20-30).

Is the team’s aim to get plenty of men behind the ball, preferring to stay compact in their own half?  Try upper Deep or lower Medium (25-35).

Does the team engage throughout their own half of the pitch?  Try lower Medium (40-50).

Do they regularly press into the opposing half, looking to assert themselves and operate quite a high defensive line? Try upper Medium (50-65).

Do they genuinely press like Barcelona, harrying even in the attacking third to dominate completely?  Try Lots (70-80).

 

Defence – Aggression

Definition

  • CONTAIN
    • The team tries to contain the ball possessor, with players rarely diving into tackles or trying to outnumber the ball carrier.
  • PRESS
    • The team dives into tackles hard, and will slide whenever possible.
  • DOUBLE
    • The team will look to tackle fiercely and in numbers, sending an extra player to the ball possessor as often as possible.

Understanding this slider in simple terms:

  • How aggressively the defender(s) nearest the ball engage(s) the ball possessor.
  • How likely the defender is to throw himself into a lunging tackle.

Implementation

This is another very important setting and another slider where ‘less is more’.  Ever been frustrated by an overly aggressive AI kicking lumps out of you and reducing everything to a frantic scrap?  Then you'll know this needs to be tuned down a little.

'Double' is actually unrealistic, especially when combined with High/Medium Pressure.  Constantly sending two defenders to the ball will pull a defence out of shape and be ripped apart at any remotely competent standard of football, not to mention the number of daft yellow/red cards it will encourage the CPU to collect.  Reserve 'Double' only for combination with Deep pressure, and only then if they are a notoriously physical and bruising side.

For 95% of teams it's more appropriate to use a mixture of 'Contain' and 'Press'.  Again, as a starting point look at the lower half of the 'Press' bracket (33-50).  Also be wary of a combination of Deep/Contain.  We still want the AI to be a challenge, not just keep standing off while you walk up to their penalty area.

As a general, rough rule: the lower the Pressure, the higher the Aggression, and vice versa.

 

Interpreting style

Does the team defend tactically, preaching organisation and shape, preferably well away from their own goal?  Try upper Contain (25-30).

Do they close down adequately, without over-committing or being too reckless in the tackle?  Try lower Press (35-50).

Do they put more bite in the tackle, hoping to impose themselves physically at the risk of being drawn out of position?  Try upper Press (50-60).

In combination with a Deep defence, do they draw the opponent in and then hit him hard?  Only then try lower Double (70-75).

Defence – Team Width

Definition

  • NARROW
    • The team will defend compactly.
    • Players will pinch in on the far side to cover teammates and allow for ball side pressure.
    • When the ball is central, the team will pack the middle of the pitch and allow more room on the wings
  • NORMAL
    • The team will not try to defend particularly narrowly or widely.
  • WIDE
    • The team will not pinch as much.
    • Players on the far side will mark opponent tightly, sacrificing cover in favour of making it difficult for the opposition to pull them out of shape.

Understanding this slider in simple terms:

  • How spread out across the width of the field the team will defend.
  • It does NOT set the width of the team when in possession of the football.

Implementation

As a general rule: the closer to your goal you defend, the more narrow you want to be.  If the real team is set up with 'Deep' Pressure, there's a good chance it will probably be combined with 'Narrow' Width, or at least low 'Normal'.  'Wide' should only be used for teams who press high and expect to be defending a long way from their goal.

It might be worth bearing in mind that your AI opponent will probably be more difficult to break down if they are set up as 'Narrow' or 'Normal' rather than 'Wide'.

Interpreting style

Is the team compact and difficult to break down, minimising gaps between defenders?  Try upper Narrow (15-30).

Do they like to like to retain shape, without allowing too much freedom out wide?  Try lower Normal (35-50).

Do they press high and rely more on winning individual battles, trying to keep the game expansive? Try upper Normal to lower Wide (60-75).

Defence – Defender Line

Definition

  • COVER
    • The players in the back pinch, drop, and cover each other providing depth in defence.
    • This makes through balls more difficult to play, but allows the opposition the freedom to pinch higher.
  • OFFSIDE TRAP
    • The team plays with a flat backline, and looks for the opportunity to step up and catch the opposition offside.
    • The opposition won’t have the freedom of pushing high, but this is a dangerous tactic.
    • When the trap is broken it usually results in an easy scoring opportunity.

Implementation

Cover is a generally a more common tactic than the risky Offside Trap, and your average AI team will probably be harder to break down if they're playing Cover.

On the other hand, an AI team set up with High Pressure and Wide defence might benefit from using the offside trap as a means of keeping the play in their opponent's half of the pitch

Interpreting style

Does the team defend deep?  Use Cover.

Does the team press high with a high defensive line?  Try Offside Trap.

Not sure?  Cover is generally a safer default.

 

    Simplified Slider Definitions Checklist

Build Up Play - Speed

•     How much the ball possessor favours a forward pass.

•     How aggressively his teammates get forward off the ball.

Build Up Play - Passing (distance)

•     The length of pass favoured by the ball possessor.

•     The distance from him that his teammates will look to find space.

Chance Creation – Passing (risk)

•     How eager the ball possessor is to attempt an incisive pass in the attacking third.

•     How often his teammates will look to gamble on runs through/behind the defence when in the attacking third.

Chance Creation – Crossing

•     How early the ball possessor will cross the ball into the penalty area.

•     How many of his teammates will be trying to get on the end of it.

Chance Creation – Shooting

•     How eager the ball possessor is to shoot from further out.

•     How often his teammates look to position themselves for lay-offs or cut-backs.

Defence - Pressure

•     How high up the pitch the defending team will pressure the ball.

•     How high the defensive line will try to play.

Defence - Aggression

•     How aggressively the defender(s) nearest the ball engage(s) the ball possessor.

•     How likely the defender is to throw himself into a lunging tackle.

Defence – Team Width

•     How spread out across the width of the field the team will defend.

•     It does NOT set the width of the team when in possession of the football.

 

    Reproducing Real-life Teams

Hopefully we’ve now gained a good understanding of what the sliders mean, and you can use the ‘Interpreting Style’ boxes above to get a good starting point on how to set up specific Custom Tactics that reproduce the real-life style of a certain team.

Ideally you’ll run two types of test in order to tweak this.  One is to run CPU vs CPU matches.  By spectating you’ll start to get a good grasp on how the AI is interpreting your instructions and what you need to tune to reproduce the style you want.  Secondly, take control of the opponent and play against the team whose Custom Tactics you are tweaking.  This way you’ll know what it is like face them and whether they’ll test you in the style they should.

In the end, don’t sweat this too much.  It’s tempting to tweak and tweak until the end of time but virtual perfection is unlikely.  As long as they’re playing roughly the right sort of style and you haven’t inadvertently made them too easy to beat, let’s move on and actually play the game for fun!

You’ll also realise that there are only 28 Custom Tactic slots… and at least one or two of those you’ll want to keep for yourself for future use.  This limits us on the number of teams we can reproduce and save.  We’re going to need some generic sets that we can share throughout the many teams.

 

    Creating Generic Custom Tactic Sets

The general idea is that we need a number of Custom Tactic sets that represent as many distinct styles of play as we can, without taking up too many save slots.

These sets can then be assigned liberally throughout the teams in all the leagues, conforming to the realistic style of each league but also allowing us plenty of variation for when we come up against those teams in the Manager Mode.

There are many ways to approach this.  I’m going to lay out a set of ten that I have created, which will hopefully result in a nice varied spread of balanced and fun CPU opponent styles.

1-3: Generic NorthGeneric Central and Generic South

These three are fairly balanced, generic sets, without a heavy bias to a particular style.  The names North, Central and South refer to generalised European styles of play.  In the North (BritainScandinavia, colder climates) the game tends to be more physical with a slightly longer passing style.  In the South/Mediterranean (SpainItaly, warmer climates), the game is generally slower and more considered.  Central gives you a mixture between the two.

Suitable for?

Generic North – British leagues, Scandinavian leagues, Polish league, Austrian league, etc.

Generic Central – Belgian league, French league, Dutch league, etc.

Generic South – Spanish league, Portuguese league, Italian league, etc.

4-5: Counter LongCounter Short

The counter-attack is an easily distinguishable gameplan.  Defend deep, hit the opponent quickly on the breakaway.  These two sets provide a couple of variations on the theme, one with slightly longer passing and more crossing, one with slightly shorter passing and fewer crosses.

Suitable for?

Counter Long – British leagues, Scandinavian leagues, Polish league, Austrian league, etc.

Counter Short - Spanish league, Portuguese league, Italian league, etc.

6-7: Press MixedPress Short

These two sets are very similar to Generic North and Generic South, but with Pressure raised to make the defences play a lot higher up the pitch.  With higher defensive lines and the offside trap, this gives us a second distinguishable style of play to encounter.

Suitable for?

Press Mixed – Scandinavian leagues, German league, Dutch league etc.

Press Short – Spanish league, Swiss league etc.

8-9: Long SlowLong Fast

The ‘hoof’ might be unattractive but remains a valid and distinctive style, a very direct one looking to launch the ball high up the pitch in agricultural fashion, usually combined with physical play.  One set is slightly more aggressive than the other.

Suitable for?

British Leagues, Scandinavian leagues, Australian league etc.

10: Possession

At the other end of the spectrum is the slow, patient, possession-oriented style, demanding ball-retention at all costs via a much more aesthetic short passing style.

Suitable for?

Italian league, Mexican league etc.

 

    Generic Custom Tactics Chart

Last update: 30/10/09

 

Generic North

Generic Central

Generic South

Counter Long

Counter Short

Press mixed

Press short

 

Long slow

Long fast

 

Possession

BUILD UP

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Speed

45

55

30

 

75

80

 

45

30

 

35

55

 

10

Pass Distance

55

40

25

 

60

35

 

45

30

 

80

100

 

15

Positioning

org

org

org

 

org

free

 

org

free

 

org

org

 

org

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CHANCE

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pass Risk

45

70

60

 

70

80

 

70

60

 

30

40

 

25

Crossing

60

45

35

 

55

35

 

45

30

 

65

85

 

25

Shooting

70

80

65

 

65

75

 

70

60

 

75

70

 

55

Positioning

org

free

free

 

free

free

 

free

free

 

free

org

 

free

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DEFENCE

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pressure

45

40

35

 

25

20

 

65

65

 

35

25

 

45

Aggression

55

45

40

 

45

40

 

35

30

 

55

65

 

35

Team Width

35

40

45

 

35

35

 

70

70

 

30

20

 

45

Defensive Line

Cover

Cover

Cover

 

Cover

Cover

 

Offside

Offside

 

Cover

Cover

 

Cover


    Assigning Tactics To Leagues

Here’s an attempt at a list of what styles of play might best suit the various leagues… if I have any of the leagues incorrect, feel free to change.

Each league has been assigned, for the most part, about four different sets.  Assuming you don’t know how every single team is supposed to play, simply go through each league and assign those sets liberally and evenly amongst the clubs there to give you a nice spread of playing styles to compete against.

If there are certain leagues that you are sure you have no intention of ever playing in, you could always skip that league!  Just remember that these changes need to be done before starting your Manager Mode in order for the teams to adopt the tactics.

To assign them: go to the edit menu, Team Management, select a league, select a team, go to Custom Tactics, and then select the name of their assigned custom tactic at the very top of the list.  That will bring up the list of saved slots – just assign the slot that you had created and saved the relevant generic set in.

 

Australian A-League

Generic North

Counter Long

Long Slow

Long Fast

 

Austrian Bundesliga

Generic North

Counter Long

Press Mixed

Long slow

 

Belgian Pro League

Generic Central

Counter Short

Press Mixed

Press Short

 

Liga Do Brasil

Generic South

Counter Short

Press Short

Possession

 

Czech 1.Liga

Generic North

Generic Central

Counter Long

Press Mixed

 

Danish Superliga

Generic North

Counter Long

Press Mixed

Long Slow

 

English Premier League

Generic North

Counter Long

Press Mixed

Long Slow

Long Fast

Coca-Cola Championship

Generic North

Counter Long

Press Mixed

Long Slow

Long Fast

Coca-Cola League 1

Generic North

Counter Long

Long Slow

Long Fast

 

Coca-Cola League 2

Generic North

Counter Long

Long Slow

Long Fast

 

French Ligue 1

Generic Central

Counter Short

Press Mixed

 

 

French Ligue 2

Generic North

Counter Long

Press Mixed

 

 

German Bundesliga

Generic North

Generic Central

Counter Long

Press Mixed

Long Slow

German 2.Bundesliga

Generic North

Counter Long

Long Slow

Long Fast

 

League of Ireland

Generic North

Counter Long

Long Slow

Long Fast

 

Italian Serie A

Generic Central

Generic South

Counter Short

Possession

 

Italian Serie B

Generic Central

Generic South

Counter Short

Possession

 

South Korean K-League

Generic Central

Counter Long

Press Mixed

Press Short

 

Primera Division de Mexico

Generic South

Possession

 

 

 

Netherlands Eredivisie

Generic Central

Counter Short

Press Mixed

 

 

Norwegian Tippe Ligaen

Generic North

Counter Long

Long Slow

Long Fast

 

Polish Ekstraklasa

Generic North

Counter Long

Long Slow

Long Fast

 

Portuguese Liga

Generic Central

Generic South

Counter Short

Press Short

 

Russian Premier League

Counter Long

Press Mixed

Long Slow

 

 

Scottish Premier League

Generic North

Counter Long

Long Slow

Long Fast

 

Spanish La Liga

Generic South

Counter Short

Press Short

Possession

 

Spanish Liga Adelante

Generic South

Counter Short

Press Short

Possession

 

Swedish Allsvenskan

Generic North

Counter Long

Long Slow

Long Fast

 

Swiss Super League

Generic Central

Counter Long

Press Short

 

 

Turkish Super Lig

Generic Central

Counter Long

Counter Short

 

 

US Major League Soccer

Generic North

Counter Long

Press Mixed

Long Fast

 

 

    Useful Links

FIFA 10

EA Forums: The Big Fifa10 Custom Tactics Project

http://forums.electronicarts.co.uk/fifa-10-sony-playstation-3-microsoft-xbox-360/828476-big-fifa10-custom-tactics-project.html

EA Forums: The Big Fifa10 Custom Tactics Project Version 2

http://forums.electronicarts.co.uk/fifa-10-sony-playstation-3-microsoft-xbox-360/844417-big-fifa10-custom-tactics-project-version-2-a.html

The FIFA 10 Realistic Tactics Project

http://www.schroederriedel.de/fifa10rtp/index.php

FIFA 10 – The Realism Patch

http://www.fifa10realismpatch.moonfruit.com/

FIFA Custom Tactics Forum

http://s1.zetaboards.com/FIFA_Custom_Tactics/index/

Evo Web Forums: FIFA 10 Custom Tactics / Formations

http://forums.evo-web.co.uk/showthread.php?t=54910

From

http://www.halln.co.uk/fifa/understandingcustomtactics.htm

 

 

 

NJH - 2009