Win %
62.50
Loss %
22.50
Draw %
15.00
Points per game
2.02
Matches won
100
Matches Lost
36
Matches Draw
24
Total points
324
Goal scored
461
Goal per match
2.88
Goal conceded
290
Conceded per match
1.81
Goal difference
171
Creator's Notes

Blue 3.0 RPM (aka Blue DM) is a high intensity tactic based on the successful Blue 3.0 from FM21.

When in possession, inverted wing-backs cut inside to become midfielders while shadow striker becomes a third striker. Deep lying playmaker is one of the most important players, holding position to cover defensively and offer a short option for passing. Goals are scored from inside the box and are distributed evenly between advanced forwards and shadow striker, with assists distributed evenly between middle and flanks.

tactic.png


league 1.pngleague 2.pngleague 3.pngleague 4.pngsquad.png

For people in consoles, below are the screenshots of team and player instructions.
tactic - in possession.pngtactic - in transition.pngtactic - out of possession.pngrole - am.pngrole - dc.pngrole - wb.pngrole - dm.pngrole - w.pngrole - fc.pngrole - gk.png

My set pieces are a tweak from earlier versions of Blue, Void from Cyborg, Motion from Egraam and Phoenix from Magician. More information here: https://fm-arena.com/thread/967-set-pieces/. (I will try to improve set pieces eventually, but I keep pushing it farther ahead in the schedule.)

Set piece takers should be the best available. For throw ins, give preference to IWBs of respective side, and for corners, give preference to DWs of respective side. Right BPD should be the best header and right AF should be the fastest striker.
set pieces - corner attack.pngset pieces - corner defend.pngset pieces - deep free kick attack.pngset pieces - deep free kick defend.pngset pieces - direct free kick attack.pngset pieces - direct free kick defend.pngset pieces - small chance free kick attack.pngset pieces - small chance free kick defend.pngset pieces - throw in attack.pngset pieces - throw in defend.pngset pieces - wide free kick attack.pngset pieces - wide free kick defend.png

My training schedules are focused in the following sessions:
- Recovery: injury risk.
- Quickness: most important attributes (pace and acceleration).
- Match practice and team bonding: cohesion and happiness.
- Teamwork, defensive shape and attacking movement: upcoming match bonuses and tactical familiarity.
- Match preview and rest: match day defaults (rest would become travel in away matches).

For additional focus, goalkeepers train reactions while all other players train quickness.

Below are training schedules for one match per week, two matches per week and pre-season. I assume one match per week during pre-season, for revenue.
training - in season sat.pngtraining - in season wedsat.pngtraining - pre season.png

I recommend dividing attributes in three tiers to compare players. Use lower tiers only to break ties of uper tiers.
- Tier 1: pace and acceleration.
- Tier 2: stamina, anticipation, jumping reach, dribbling (offensive players), work rate (defensive players).
- Tier 3: all other attributes.

I have also created a rating file for Genie Scout based on the FM-Arena table: https://drive.google.com/file/d/1_L6IzjkGNACQtxuIGrliLO6rEcvtB0Ti/view.

Same foot as side for BPD, DW and AF. It doesn't matter much for other positions.

Role ability, or the stars showing how good a player is in his role, can be safely ignored. It's just cosmetic, showing the opinion of your assistant manager based on current ability and the role attributes. It's always gonna be low for IWB using the same foot as side, or DW with low defending attributes, despite making no difference in performance.

Remember, the important attributes are not the ones highlighted in a player role, but those that actually impact performance as you can see in the FM-Arena table for attributes ratings.

Empty. Feel free to change if you know what you are doing, but don't listen to your assistant manager.

To be successful in football manager, you need to manage your team's playing time, which affects happiness, match sharpness, fatigue (can only be seen with sports scientist) and condition. Happiness and sharpness are managed by making sure each player is getting enough minutes, while fatigue and condition are managed by avoiding giving more minutes per week than they should play. Note that you can use friendlies and reserve matches to keep players sharp, but those matches have no effect on happiness.

My suggestion to manage the squad properly is to add two columns to selection info: "fitness and injuries > fatigue" and "stats (general) > general > games missed in a row". You can do that by right clicking any column name in squad screen, e.g., name, position, and selecting insert column. Make sure you don't use players with high fatigue and don't let any player reach too many games missed in a row (between 3 to 5 depending on your squad size).

After matches in tight weeks, you can rest the most tired players from training so they can recover condition to the next match. To do so, select any players you want to rest, then right click, training > rest > 1 or 2 days. That should be enough to have your most important players in shape for big matches.

Morale is another characteristic that needs management. The easiest way to increase morale is by winning, but you can also praise last (official) match, recent form (last 5 games) and training level, as well as criticize the same things. I recommend praising anyone with rating above 9 and criticize anyone with rating below 6. After defeats, I recommend complimenting any player with recent form or training with rating 8.1+.

Finally, you also need to manage complacency and anxiety. That is usually done through team talks and shouts. The effect is based on players hidden status and match odds, but some talks and shouts are usually more positive than others. For example, praising a winning team with shouts usually gives positive response, as well as encouraging your team when not winning (losing or tie).

For team talk, I usually prefer to relieve pressure telling them to play their natural game, then tell them individually that I have faith on them. At half time, I praise them if winning by at least two goals, otherwise I tell them I'm not happy. After match, I praise them for victories, tell them I'm unhappy when we don't win and sometimes warn against complacenty after big wins. Keep in mind that you should be a little bit lighter with your team against stronger opponents.

My testing league is set to include only english competitions and english teams. All players from English Premier League and Sky Bet Championship are set to have maximum consistency, important matches and natural fitness, while having minimum injury proneness. The editor data can be downloaded here: https://drive.google.com/file/d/1Oe-HGln9GRyVPJJpC8oQydz75YX5PIxo/view?usp=sharing.

There are two different group of teams being tested, with each run using two teams from Premier League and two from Sky Bet Championship, simultaneously. Teams were picked by preview odds, having the best and worst odds of each league, as well as best and worst from middle ten odds. The teams from Premier League are Manchester City, Arsenal, Southampton and Norwich, and the teams from Sky Bet Championship are Bournemouth, Blackburn, Barnsley and Derby.

Tactics are tested in holiday mode, three times for each group of teams, with results ranked between all tactics tested. The tactics with smallest sum of ranks is considered the best. For example, below are the results of Blue 3.0, Blue DM and Orange 2CM, with selected cell as the best result.
results.png

From Blue 3.0 (FM21):
- IWB-Su > IWB-At.
- CM-At > SS-At.
- SS-At (x2) > AF-At (x2).
- DLP-Su > RPM-Su
- Minor changes in set pieces.

Leave a comment below if you liked the tactic and make sure to share your results. Enjoy!

FM Base
The FM Community since 2005