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[原创翻译] FM2006 战术设置

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发表于 2005-11-15 17:10:15 | 显示全部楼层 |阅读模式
文章来源:SIGames
翻译:jojocarter
本文中文译文首发于:bbs.fmfans.cn
欢迎转载本文,但必须保留作者信息,不得修改文章内容,不得用于商业用途


1楼是绝代单骄修改版 根据楼主的翻译修改了一下
改了一些我认为楼主翻译不当的地方
2楼是英文原文 3楼是楼主原来的翻译
:) 擅自修改了楼主的帖子 不好意思 希望楼主不会见怪

尽管这些设置都是我根据4-4-2总结出来的,但是应该也可以结合其他阵型,以供那些希望自己创造FM2006阵型的朋友使用。在介绍如何设计球队阵形之前,我将先大概地介绍一下具体的各项指令应该如何设定。

心态(mentality)

心态设置中很重要的一点就是要注意保持整体球队心态的一致性,尽量避免让不同队员的心态设置差别太大,因为这样会导致三条线拉的太开,传球失误率上升。比方说如果你的后卫设成全力防守的心态,而前锋设成全力进攻,而中场球员设为正常心态。这时你会发现你的球队短传失误频频,球员拿球时可供选择的进攻方式大大减少。球队的整体推进效果和传球的流畅性都将受到很大的影响。当一名传球不太好的后卫拿球时,他将发现队友都冲向前方,离他很远,没人可以传球;而对方的前锋却逼了上来。在这种情况下,他为了保持防守的心态,要么选择开大脚(很有可能无视你在战术中给他设定的短传选项),要么选择回传(当这名球员的决断力不高时,很有可能选择回传;而这可能是致命的,很容易被对方上抢的前锋断下而造成失球)。

因此在设定战术时,必须考虑到球员可能的传球路线,让队员的心态设置和其保持一致。对于那些不够果断,传球也不够好的球员来说,有可能因为传球路线太少,而导致传球失误。在游戏中,一定要考虑到那些传球差的中后卫拿球时可能的传球路线;最好确保他身旁不远处有人接应,如其他中后卫、防守型中场和边路球员。比较好的办法是设置一个心态为防守(但不要是全力防守)的中场,这样中后卫拿球后就可以交给中场球员组织;或者把两翼的边锋、边后卫的心态往进攻方向调整,这样中后卫就可以将球传给前插的边路球员。

好,现在假设球已经传到了中场。现在拿球队员可能的传球路线变得更加丰富了;但是心态设置依然起着很重要的作用。和前面的分析同样的道理,假如前锋的心态设得过于靠前,将会导致被孤立而无法接球;也就是说中场拿球球员的传球路线被限制了。建议把一名前锋适当回撤接球,接应中场球员,给中场队员多点前插的空间和时间,然后再给对方致命一击。

总体来讲,就是要注意保持整体阵型,让球员在大多数情况下有比较多可供选择的传球路线。


逼抢(closing down)

逼抢也是一个很重要的选项,不合理的设置球员逼抢将让防线漏洞百出。我们应该谨慎地使用这一选项。简单地说,逼抢指令就是让你的队员冲向拿球、控球的对方球员……在2D画面中我们可以看到,一旦对方球员拿球,设成经常逼抢的队员就开始逼向他。经常逼抢的好处是让对方不能从容地处理球,弊端就是容易失位;容易被对方过掉,从而扯开空当。较为明智的做法是设了紧逼防守(tight marking)的中后卫就不要再设成经常逼抢;这样容易让他混淆,因为他必须同时盯住人,而又要去逼抢冲破中场防线的其他进攻人员。如果他的决断力不高的话,将会使防守出现漏洞。

较低的逼抢指令将会使球员尽量保持在对方拿球队员和球门之间,这样一来,防守队员可能不会经常铲断,但是会让对方很难传球或轻易的过人,而只能长传或远射。特别是针对那些全力进攻的球队,这样将会将对方拖入阵地战,效果比急于把球拿到自己脚下要好一些。

经常逼抢在某些情况下比较有效,不过需要因人而异。速度较慢的球员不适合经常逼抢,如果他们被过了,很难回追补位。不会铲球的也不适合,因为很容易被对方过掉,或者只能被迫犯规,从身后把对方拉倒。比较适合经常逼抢的有两种,一是让体力好,作风硬朗,富有侵略性的中场工兵去逼抢对方的中场发动机(这样的球员一般才华横溢,富有创造力,但球风偏软);二是让速度快,身体好并且勤奋的前锋去逼抢对方防守队员,迫使对方快速出脚,寻找对方忙中出错的机会。

除此以外,注意让你队中那些富有创造力的球员设成很少逼抢,这样可以给他们多点组织进攻的空间,从而带动球队并容易反击。如果你将其设为经常逼抢,他们将更为靠近对方球员,没有太多发挥的空间——也许你获得的定位球会比原来多,别无优点。再说了,谁见过用Riquelme、Zidane去逼抢防守的?


球场宽度利用(width)

球场宽度利用的设置取决于你的球队的具体情况。如果你可以依靠慢节奏的短传控制住球,占据主动并控制着场上的局面,那么更多的利用球场宽度,频繁进行大范围的转移将会使对方球员疲于奔命,出现纰漏。与之相反的是,如果你的球队被压制住了,无法很好的将球控在脚下,那么应该较少地利用球场宽度,让阵形变得更为紧凑,以保持在局部区域的人员优势。


比赛节奏(tempo)

同宽度利用一样,比赛节奏的设定同样取决于球队的具体情况。如果你拥有传球好手,能够通过短传渗透来找到机会,那么用较慢的比赛节奏比较适合,可以让队员慢慢寻找对手的漏洞,伺机给予对方致命一击。相反,如果球员无法传出高质量的好球,使用慢节奏无疑是给对方创造断球的机会。快节奏同样适用于那些中场球员技术不够好,希望快速通过中场的球队。快节奏配合直传会让你的球队一拿球就很快交给锋线;不过这样容易让整个球队很快陷入疲劳。


传球方式(passing)

传球对足球比赛很重要,FM2006也是一样。不要错误的以为应该简单的根据队员的传球属性来安排比赛中的传球风格设置。比如,一个传球只有4的人,并不意味着你应该让他在比赛中设置成短传第四格(4)。你必须在决定采用何种传球方式前仔细研究你的队员。如果你拥有传球指数在15以上的队员,那么他已经足够优秀去完成每一次单独的传球动作了。
中场的传球是最最重要的,因为我认为必须保持把球控在自己脚下,并且知道何时应该传球给更前方的队员。如果时间拿捏准确就能创造好机会,反之则失之交臂,甚至把球交到对方脚下。在传球给前锋的时候还要注意越位问题,不过这不仅仅取决于传球,还要依靠前锋的能力,比如决断力,无球跑动等等。
在低级别联赛中,你可能无法依靠球员不足的能力去开展一场完全短传的比赛,我建议你还是把所有的人都设置成混合(mixed)传球方式,每个人都一样。这样做,你可以让对手无法预判你的传球方式。

混合(mixed):这意味着你的队员将尝试短传,长传和直传。如果你还没有足够的自信,建议你选择这个,这将是一个好的开始。
短传(short):球员将把球传给最近一个无人盯防的队友。如果被设置成短传(1)-(3),将会更多的一脚出球。这种传球方式适合于非常优秀的传球手。
直传(direct):队员将尽快地把球往前场传,直到球到前场队员脚下。不要以为这和长传一样——尽管他们看起来很相似。
长传(long):球员将总是传过顶的长距离的球。如果你的球员传球能力很弱,或者天气不好,又或者对手太强,效果可能不错,不过你将会失去大量的控球时间。

想要踢出一场流畅的比赛,不仅仅依赖于传球的属性。决断力(decision)将决定队员是否知道何时该传,传给谁。球路判断(anticipation)将会影响队员是否知道该往哪里跑。除此之外,还有一些其他的属性也会同时影响到比赛的观赏性。


拖延比赛时间(time wasting)

和战术系统关系较小,相对于别的选项来说较为独立。简而言之,需要进攻时尽量不浪费时间,需要在领先防守时可以选择多浪费时间。


即兴发挥自由度(creative freedom)

自由度是一个很热门的话题,也是一个很危险的设置。尽管我相信该项设置和别的指令并不矛盾,不会影响球员执行别的指令,但仍要谨慎使用。现实中绝大部分球队只会让一到两名球员在场上尽情发挥,我想FM2006应该也一样。如果所有队员自由度都很高的话,反而会失去它真正的意义;建议让大多数人设置低较低的自由度,对那些天才球员设置较高的自由度。


防线(defensive line)

我认为回收得太靠后的防线并不是合适的选择,相反还存在很多问题;这样也许会导致你的球员在无球的状态下挤作一团。当你即将要面对一场恶战的时候,或许可以尝试在好的防守型中场身上使用,不过仍然要谨慎。大多数情况下,可以使用较靠前的防线,再配上至少一名速度快的中后卫,这样可以压缩空间,迫使对手迅速出球,并导致比赛大部分时间在中场纠缠。对于速度快的后卫来说,还可以设置越位陷阱来迫使对方只在己方半场活动。


终结比赛(killing off a game)

很多时候,我们为电脑可以在下半场很短的时间反击进球痛失好局而吃惊和懊恼,甚至痛骂这个游戏不真实。其实很容易避免这一切。我们先认定中场的球队训话对球队下半场的表现有很大的影响;在这个假设下,如果电脑希望让自己的球队下半场快速进球的话,他必须改变阵容和战术,或者通过球队训话来激励队员。
于是,你就必须事先做点什么来阻止这一切的发生。这里我们假定如果下半场15分钟前电脑没有进球,他将会迅速士气低沉,对你再没有什么威胁。所以,你必须拖延比赛时间,回收并让阵型变得紧凑,球队心态设为稍微防守,并选上防守反击。再根据具体球员的能力去调节传球方式和比赛节奏,这样能保住胜果,并很有可能在比赛后半段再次出现进球的机会,彻底击溃对手。


接下来我将会讨论怎么样把这些设置的原理应用到实战中:

一、带领强队主场作战

这时需要把注意力更多的集中在进攻和控球率上,所以应该设置较高的球场宽度利用;将边后卫设置成合理的进攻心态以便给中场提供足够的支持,将一名中后卫拖后。控球率很重要,因此大部分时间内要设置成慢节奏和短传,在适当的时候注意把节奏调高以便打破沉闷的比赛,从而创造出破门机会。
大部分情况下,中场球员不需要经常逼抢,不过有时候也需要对对方最危险的中场人物进行盯人或逼抢。中场还需要尽量前插(push forward),只留下一名防守中场掩护后卫线,一名前锋后撤拿住球(hold the ball),让中场队员有更多机会和空间。
一旦看起来比赛已经胜券在握的话,可以尝试更多的拖延比赛时间,让阵型保持紧凑并尝试反击。如果有好的传球手,可以让边前卫和前锋反击,其余人留守并保持慢的比赛节奏。如果没有传球好手,可以调节到高速比赛节奏和直传(direct passing),并通过两翼渠道快速进攻。

二、带领强队客场作战

此时应该重视防守,依靠犀利的反击获胜。球场利用宽度应该比主场作战时稍低一些,设置多一点直传(direct)和稍快的比赛节奏。边后卫设置成几乎和中后卫一样的防守心态,并很少前插。从比赛一开始就选上防守反击。所有人的心态都要比主场更防守一些,但不要太过死守。一个前锋可以设置成较高的进攻心态,以便随时随地展开反击。考虑到对方可能全力进攻,让侵略性(aggressive)最高的中场球员去逼抢对方的中场组织者(play maker),其他球员设置较低的逼抢程度,从而留守在球和球门之间。因为最重要的是反击,所以不要选上控制球(hold the ball),而是以最快的速度把球传到前锋脚下,让他们在对方防守队员到位之前就展开反击。
从比赛一开始就尽量拖延比赛时间,这样会限制对方拿球的时间,并且能够最大限度的保住胜利成果。同样的,根据球队的情况,在领先的时候调节传球方式和比赛节奏以守住胜果。

三、带领弱队

这显然是指你的球队很差,而需要面对很强的对手……这个时候关键是保持你的球员始终在球和球门之间。所以,绝大部分的队员的心态都不能超过正常,重点应该是防守,并且设置较低的逼抢程度。可以有一名前锋例外,设置进攻心态和经常逼抢,看情况而论。你必须保持阵型紧凑,设置高速的比赛节奏和直传,让球尽快离开你的球门。尽量选择边路进攻、两翼齐飞,从而避开中场凶悍的拦截。全力盯紧对方的前锋和边前卫,将防线回收,同时保证在任何时候,对方最危险的人物都有人看管。
让你的边前卫设置成区域防守/很少逼抢,经常前插。这样可以有效地实施快速边路反击。最后,别指望这场比赛很流畅或者妄想进球,这只是为了阻止自己的球队落败。


四、Jimmy Youn 的流畅足球

这并不是我的战术思想,我希望Jimmy Youn不会介意我引用他的话。
Jimmy Youn的话:
针对4-1-3-2的阵型(一名防守中场,一名进攻中场),我经常发现,当中后卫冒险去抢断那些传给前锋或者进攻中场的长传球时,边后卫会往中路靠去补位。同样,当中后卫到边路抢截对方前锋或进攻中场时,边后卫会到中后卫的位置上去补位。这样做很合理,因为现实中不可能一个球员90分钟内都在一个区域活动,甚至守门员有时也需要到禁区外。
还有一个例子是,当一个助攻很强的边后卫助攻时,剩下的三个后卫将会自然的形成三后卫站位。你还会发现,有时候当你大举进攻时,边后卫压到了对方的禁区边缘时,你的防守中场会回撤,和两个中后卫形成三后卫站位防守。
为什么我要说这些呢?因为当我看到FM中的比赛时,我发现它是那么的流畅,尽管还有些不足,但比以往任何系列都要真实。
我玩的时候,把所有的球员设置成正常(normal)的自由度,即使是中后卫和防守中场,所有的队员是正常心态,混合(mixed)传球,正常逼抢,所有的球员都是区域防守,即使是中后卫。这样做的理论基础是我觉得有效的覆盖球场要比局部抢截更重要,比如对方边前卫边路进攻的时候,我只有一个边后卫防守,但是那有什么错吗?我的中后卫有足够的时间来回防和站位。而且我的边后卫一直不铲球,把对方球员逼到角旗区---永远是宁愿让对方拿球到深处底线,也不要让对方过了你。

Jimmy也承认,这样的策略需要队员有很好体力/速度/决策能力/团体协作能力,你可以在拥有这样的球员时试试看。

[ 本帖最后由 绝代单骄 于 2005-11-18 06:29 PM 编辑 ]

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 楼主| 发表于 2005-11-15 17:10:32 | 显示全部楼层
英文原文

This thread is designed to offer some tactical basics for anyone wishing to implement their own tactics in FM06. Although all my experiments have been performed using a standard 4-4-2 system, I believe that the base frameworks I use for different scenarios will translate to most formations. Before talking about the team strategies I will outline some of the theories in terms of how to set up specific player instructions. In all of these theories I have found a lot of the information in a variety of excellent threads and I hope those involved will accept my thanks alongside my apologies for not being able to reference them.


Mentality

One of the key elements in setting the mentality sliders is to remember that too extreme differences in attacking/defending instructions will result in huge gaps all over the pitch with your players failing to find easy passes. For example, if your defense is set at ultra-defensive, and your attack at ultra-attacking, with the midfield somewhere in between, a short passing game becomes difficult, for as soon as you get the ball your team will look for attacking options which limits options. If one of your defenders (mostly not so great at passing) has the ball and finds that all his advanced team mates are rushing headlong up the pitch while at the same time he is being pressured by opposition players, he will do one of two things. Firstly, if the option is available, he will hit a long ball forward to clear his lines, thus contradicting any short-passing instructions you may have set him. Secondly, if his decision making is poor, he may hit a cross field ball into his own area that is hugely dangerous in that it may be intercepted and cost a goal.

Therefore, it is imperative that when setting up tactics and formations, the manager consider the passing options available and set mentalities and passing instructions accordingly. This becomes more so if decision making and passing stats are bad, as passes will be intercepted and the short passing game will be abandoned due to lack of options. When setting up your tactic, consider how many options your weakest passing defender will have when he has the ball, and try to ensure he will have a few players near to him, so he can make an easy pass. Thus, having one midfielder on defensive mentality, and at least one more on normal will help. A second option would be to have only one midfielder on defensive but increase the wing/full backs mentalities so the central defenders have the option of a pass forwards down the wing, forward to the defensive midfielder, or the easy ball to the other central defender.

Once the ball moves to the midfield, it is likely that more options will become available, but mentality still plays a huge role, and if your forwards' mentality is too attacking, a quick ball up the pitch will leave them isolated and they will lose possession. Ideally, split the mentalities for the strikeforce, with one forward coming deeper and holding up the ball so the midfield can get into position, whereas the other can continuously look to get into position for the killer ball. Following this kind of thinking will ensure that your formation holds its shape and that on most occasions easy passing options are available.


Closing Down

Closing down is another issue that causes problems and needs to be evaluated quite carefully before deciding on how to employ it. In basic terms, the closing down instruction will tell the players to move towards the player who is carrying the ball/has it in his possession. Thus, in the 2d match engine, you will see a player with high closing down instructions moving towards the opposition player as soon as he has possession. Its strength is that it stops opposition players having much time on the ball, but its weakness is that it often leads the opposition players get goalside easily, as it draws players out of position. Logic suggests that it shouldn't be employed with tight man-marking for central defenders, as it will put the player with high closing down/tight man instructions marking in an untenable position, in that he is supposed to stay with his man but also close down a different player who has the ball and has got past the midfield line. If his decision making is poor he will invariably take the wrong option and holes will appear in the defense.

Players with low closing down instructions will invariably stay between the man in possession and the goal. They may not make a tackle, but they will try to force the player to make a difficult pass, take a long shot that isn't on, or dribble past them to create a chance. Thus, possession is won by intercepting passes, forcing an overambitious long shot which results in a goal kick, or by tackling the player as he tries to dribble past. It places the initiative firmly on the attacking team, asking them to break down the defensive unit that is massed between the ball and the goal, rather than trying to win the ball quickly.

High closing down can be employed in certain circumstances and work extremely effectively. However, it will require the right type of player for it to work. It is pointless assigning it to very slow players, as they will take too long to reach the man on the ball, giving him plenty of time to pick a pass. A slow player will also be unable to make up ground if he is skinned. It is also pointless assigning it to players who can’t tackle, as they are likely to be beaten by the man with the ball, or foul him as he goes past them. The best ways in which to employ heavy closing down are by 1) instructing your hard-man, aggressive central midfielder to man mark and close down the opposition’s playmaker, who likely to be creative but soft and cowardly, or 2) using a hardworking, fast, fit striker to close down the opposition’s defense, forcing them to hit hurried passes forward.

Likewise, make sure your two most creative players are on low closing down. By doing this you will ensure they are in more space to receive an easy pass when you gain possession, and thus more likely to set up a successful counter attack. If they are set to high closing down, they will be right next to an opponent, who will likely crunch them, so the best you will get is a free kick. Furthermore, who has ever seen creative players close down anyway?


Width

Width is important depending on the type of team you have. If you have a team that can easily dominate possession with short, low tempo passing, then you should use a wide formation. Players will tire more easily when chasing the ball than when in possession, and if they have to chase over a wide game area, will tire even more, making mistakes more likely. However, if possession is a problem, and you feel that your team is under a lot of pressure then you should narrow your width. This will put a lot of your players in the middle of the pitch, which will limit space for the opposition and ensure you have plenty of men between the ball and your goal.


Tempo

Again, important depending on team type. A team with good passers can use a slow tempo system to dominate possession and wait on their chances. If chances fail to materialize, then they can switch to a higher tempo system for short bursts to try to create some chances. High tempo would usually be best employed for teams that need to get the ball up the pitch quickly because of a lack of quality in midfield. When used with a direct passing system it will get the ball to the forwards quickly once in possession. However, it will tire the team heavily if used all match.


Passing

Here, I am treading on Cleon’s ground and suggest that all those who want to understand more about passing go here:

Cleon’s Passing Thread


Time Wasting

Possibly tweaked a little high by the match engine, but speaks for itself. Don’t time waste when chasing a game; time waste when defending a lead.


Creative Freedom

I am treading on dangerous ground here, as creative freedom seems to be a hot topic on the forum. Personally, I believe creative freedom doesn’t stop players obeying instructions but must be employed carefully. Most teams will only employ one or two players in creative roles, and I think that FM06 thinking follows that. If too many players are on high creative freedom then everyone is looking for the killer ball, which means the true creatives rarely have the chance to influence the match. Tone it down for most people, set it high for the special talents.


Defensive Line

A deep defensive line, in my opinion, is asking for trouble and should only be used with extreme caution. This will basically tell your players to retreat to the edge of the box when not in possession. It can be used with good defensive midfield cover when trying to see out a tight game, but be careful. A high defensive line, alongside at least one quick centre back is the way to approach most games. It will condense the pitch, force the opposition to hit hurried balls and keep a large percentage of play in the midfield zone. As long as one central defender is quick it can be employed with the offside trap to continually keep the opposition trapped in their own half.

Killing Off a Game

Many people seemed to have experienced a series of near miraculous comebacks by AI teams and find it frustrating and unrealistic. However, it is simple to stop. The assumption here is that the half-time team talk makes a huge difference to the second half performance. In the case of the AI manager it must be assumed that he will try to get them to score quickly in the second half to give them a chance, and change formations to try and make that happen. He will also try to give them hope in the half-time talk.

Thus, the human manager must proactively set up a system to stop this happening. The assumption is that if the AI team fails to score in the first 15 minutes of the second half they will suffer a morale drop and can be picked off again. So, the human manager must time waste, narrow the formation, set the team to a slightly more defensive mindset and counter attack. Passing type and tempo will be altered depending on the player abilities. This should kill off the game, and chances may start to appear for you gain near the end.


For the rest of this post, I will focus on some tactical frameworks that can be used by correctly employing the above theories. In these frameworks the team quality is related to the relative ability of the squad in the division it is playing in, not in the more general sense that Barcelona are quality and Maidenhead are not!


Framework One: High Quality Team Playing at Home
This requires a framework that focuses more on attacking than defending and is possession centric. Thus, the team should employ a wide formation, with wing/full backs on a reasonably attacking mentality to provide support for the midfield, with only the central defenders needing to mop up the ball at the back. Possession is important, so a slow tempo, short passing game should be employed for most of the match, but the manager should be willing to tweak to a higher tempo for short bursts to create chances if none seem forthcoming.

In general, the midfield need not close down hugely, but it may be worthwhile to man mark/close down the opposition’s most dangerous midfielder and rush their defense with the strikers when they have the ball to force hurried, aimless clearances. The midfield should also look to push forward, with one more defensive minded player covering the back line. To help the midfield get into position to help the front line, it would be worthwhile having one forward hold the ball up, which allows the midfield to get in front of him and into space.

Once the game seems won, up the time wasting level, narrow the formation and tick counter attack. If your team has excellent passers use slow passing and just let your wide midfielders and forwards break, with the rest of the team staying back. With slightly less talented passers, switch to direct, high tempo passing and play down the channels. That way you will quickly get the ball down the pitch and force them to build again.


Framework Two: High Quality Team Playing Away
This requires a framework that is defensively sound but lethal on the counter. The team should employ a slightly narrower formation than at home, with a more direct, higher tempo approach to passing. The wing/full backs must be almost as defensive as the central defenders and get forwards less often. Counter attacking must also be ticked from the start. All mentalities must be toned down from the home framework, but not hugely. One of the centre forwards can stay on a high attacking mentality to provide availability at all times when countering.

Based on the assumption that the opposition will attack, use the best, most aggressive central midfielder to close down their playmaker. The rest of the midfield/defense needs to stay behind the ball, so closing down must be low for them. As the quick break is the key to scoring, don’t hold the ball up but try to get the ball to the forwards quickly so they can work in any space there may be before the opposition can get back.

Time wasting can be high from the start as it will limit the amount of time the opposition has on the ball, and can be maxed when defending a lead. Again, depending on the player types, passing can slow down when defending a lead to try and get more possession, or speed up to get the ball up the pitch and away from danger as quickly as possible.


Framework Three: Low Quality Team
Obviously the game is harder when you have a poor team. Thus, the framework for such a team follows the framework for a high quality team playing away to an extent.

Keeping the players between the ball and the goal is the key to this framework. Hence, nearly all your players must be no more than normal mentality and on low closing down. One of the strikers can be on attacking and high closing down, but that is about it. You must play a narrow formation, with high tempo, direct passing to get the ball up the pitch and away from your goal as quickly as you can. Play down the flanks to stop the ball moving across the pitch too much, as interceptions in central midfield can be calamitous. Man-mark the opposition’s forwards and wingers with your defenders and play a high back line to ensure the ball stays away from goal and the opposition’s most dangerous players are always assigned a marker.

To try and grab a goal on the break make sure your wingers are set to zonal marking/low closing down, with forward runs high. Thus, a quick, direct ball down the flanks is likely to be picked up by a winger or a striker, and your team can exploit any space there may be. This is not sexy football, and is designed to stop the other team from playing, so don’t expect wondrous passing moves. It should stop you from being relegated though.

Framework Four: Jimmy Youn’s Fluid Football
As this is not my tactic, I hope Jimmy won’t mind me using his words.

‘I use 4-1-3-2, which in my opinion is basically the standard 4-4-2 you see in real life. Why? Because while you may see back four holding a more or less curved line (with DL/DR pushing forward a bit), you are not going to see 4 midfielders drawing a straight (or even slightly) curved line - what you will see is a holding midfielder (if a team plays one) dropping back slightly (but he will nevertheless venture forward when needed) and an attacking midfield falling just behind the strikers (but again, he will nevertheless track back - with good teamwork attribute - even further back than DMC if required).

Same with your DL/DR and DC relationship - in the match I often find that when the opposition defense hits a long ball to their AMC or striker, my DC often ventures forward to take the ball - when this happens either my DR or DL would draw in more towards middle to cover the gap left by the DC.

The same applies when my DC tracks the opposition striker/AMC's run to the side of the pitch - my DL or DR would effectively switch the place with DC in order to provide more body down the middle rather than doubling up the opposition striker/winger with DC and leaving a hole in the middle;

I think it's just basic fact of football that no player can afford to stick with one area/position during the course of 90 minutes (except the keeper) - even for a keeper, when you see RL matches they don't just stay in the box; especially if the back four are pushing forward and long ball comes over above them it's keeper's job to go forward and cut the long ball out before the striker runs on to them (and in this case, your defenders are effectively cutting the run of strikers in the middle of the pitch - and again, when the keeper goes out of box to take care of the long ball flying over back four you will see one of the defenders dropping back into the penalty box).

Another example I can give is that when you have a very attacking right/left back, when he bomb forward with the ball you will often see your back four becoming three men defense - for example, if your DR overwraps with your MR/AMR and goes to the byline to cross what you will often see at the back is your DL and 2 DCs taking up classic 3 back line (So your DL comes to become your left DC, left side DC becomes central DC, right side DC becomes right DC).

During the course of the game, you will also see that sometimes your team's pegging the opposition back really deep and both your DL and DR are just outside the penalty area or even deeper - sometimes what you'll see in this case is your DMC dropping back to take up the position between your two DCs, but staying slightly forward.

I can give countless examples like this - when your strikers goes wide to receive the ball you will see your AMC or AML/AMR running forward/to the centre to take the striker's space while the striker tries to cross the ball.

Why am I saying all this? Because personally when I see the matches in FM I'm very impressed with the fluidity of movements - of course there are areas to improve, but if anything, it's more realistic than it has ever been.

I play with 'normal' creativity for ALL my players on the field - even for my DCs & DMCs and I have ALL my players set at 'normal mentality', ALL my players set at 'mixed' passing and ALL my players set at 'mixed' pressing - everyone's doing zonal marking (even my DCs) and i don't do tight marking because my 'tactical theory' is that it's more important to efficiently cover spaces than track all the players - I mean fine, if opposition's making a run to the side of the pitch and I only have my wingback tracking him what's wrong with it? My DCs have plenty of time to get back and take good position to cut out any crosses coming over and my DL/DR push the opposition striker/wingers all the way to the corner flag without making tackle - IMHO it's better to let the opposition come deep with the ball than letting them get BEHIND you under any circumstances’.

As Jimmy readily acknowledges, this tactic require lots of players with high stamina/pace/decision making/teamwork to make it successful, but it is a valid alternative to my own variations and worth trying if you have the right type of player.


If anyone is interested in reading the posts I used to come up with this stuff, then I would like to direct you to the following.


The original thread in which I examined the validity of the match engine.

Olly Dickinson’s Tactical Discussion


My Thread on Team Talks My Thread on Team Talks


Jep’s Thread on Team Talks


Neonlight's Ajax 4-3-3 Thread


Asmodeus’s Basic 4-4-2 Thread


There are many others I have used, but I can't remember what they were called, so would like to apologise if anyone feels I am stealing their ideas without mentioniong them.

I would also like to thank those who contributed to the last thread, especially those who encouraged me and those who challenged my thinking. So thanks to paranoik0, Madger, virtex, Neil Purvis, Skuzzy, Chooney, amaroq, PaulC, Izza, Rosenberg, Asmodeus, golden_goal and Jimmy Youn in particular, but also to all those that have helped and contributed to my last thread. I hope this one will be just as useful and I will learn even more through it.

[ 本帖最后由 绝代单骄 于 2005-11-18 06:25 PM 编辑 ]
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 楼主| 发表于 2005-11-15 17:11:27 | 显示全部楼层
jojocarter的翻译原版

我的翻译(一)

尽管这些设置都是我根据4-4-2总结出来的,但是应该也可以结合其他阵型,以供那些希望能供自己创造FM2006阵型的朋友使用。

心态(mentality)

注意保持整体球队心态的一致性,不要把心态的设置过于拉开,如果后卫全部是全力防守,而前锋是全力进攻,那么在后卫拿到球的时候可能会没人可以传球,甚至为了保持防守心态而开大脚,或者回传。这样会影响整体的推进效果和传球流畅性,特别是当后卫的decision making指数比较差的时候。
比较好的办法是,设置一个中场的心态为比较防守,或者把两翼的边路进攻队员适度回撤,这样能够保证中后卫拿球后可以传给中场队员,或者传给边路球员,甚至给其他中后卫。
前锋之间的设置同样道理,如果两名前锋都很突前,将会导致被孤立而无法拿球,建议把一名前锋适当回撤,并拿住球,给中场队员多点前插的空间和时间,然后给对方致命一击。
总体来讲,就是要注意保持整体阵型,让球员在大多数情况下有比较多传球的选择。


抢逼(closing down)

高抢逼指示队员总是一位的向拿球的对方球员逼近,这样的好处是让对方有较少的处理球的时间,但是这样容易出现身后空当,或者被对方过掉。较为明智的做法是在高度人盯人(tight marking)的中后卫身上不采用高度抢逼的指示。,这样容易让他混淆,因为他必须同时盯住人,而又要去抢逼冲破中场防线的其他进攻人员。如果他的决策能力很弱的话,将会使防守出现漏洞。
较低的抢逼指示将会使球员尽量保持在对方拿球队员和球门之间,这样一来,防守队员可能不会经常铲球,但是会让对方很难传球或轻易的过人,而只能长传。特别是针对全力进攻的球队,这样将会迫使对方打阵地战,效果比急于把球拿到自己脚下要好。
高抢逼在某些情况下比较有效,不过需要因人而异,如果是速度很慢就不妥当,因为来不及复位。不会铲球的也不适合,因为容易被对方过掉或者从身后把对方拉倒。比较适合的有两种,一是让中场体力好,硬朗,野心大的防守对方高度抢逼对方的中场发动机。二是让速度快,身体好并且努力跑位的前锋抢逼对方防守队员,迫使对方快速出脚。
除此以外,注意让你队中创造力最好的两名球员设置成低抢逼,这样可以给他们多点空间,从而带动球队并容易反击。

宽度(width)

宽度的设置取决于你的球队情况,如果你可以依靠较慢节奏的短传很大优势的控制住球,那么较为适合大宽度,这样会使对方球员疲于奔命,出现纰漏。相反,如果你的球队面对较大的压力并且拿不住球,那么应该选择较窄的宽度以保持在局部区域的人员优势。

节奏(tempo)

节奏同样取决于球队情况,如果你拥有传球好手,并且能够通过短传渗透来找到机会,那么用较慢的节奏比较适合,可以让队员慢慢挖掘对手的漏洞。相反,如果没有高质量的传球手,希望快速通过中场的话,可以使用较快的节奏,不过这样容易让整个球队很快疲劳。

传球(passing)

传球对足球比赛很重要,FM2006也是一样。不要错误的以为应该简单的根据队员的传球属性来安排比赛中的传球风格设置。比如,一个传球只有4的人,并不意味着你应该让他在比赛中设置成短传第四格(4)。你必须在决定采用何种传球方式前仔细研究你的队员。如果你拥有传球指数15以上的队员,那么他已经足够优秀去完成每一次单独的传球动作了。
中场的传球是最最重要的,因为我认为必须保持把球控在自己脚下,并且知道何时应该传球给更前方的队员。如果时间拿捏准确就能创造好机会,反之则失之交臂,甚至把球交到对方脚下。在传球给前锋的时候还要注意越位问题,不过这不仅仅取决于传球,还要依靠前锋的能力,比如决策能力,无球跑动等等。
在低级别联赛中,你可能无法依靠球员不足的能力去开展一场完全短传的比赛,我建议你还是把所有的人都设置成混合(mixed)传球方式,每个人都一样。这样做,你可以让对手无法预判你的传球方式。

混合式(mixed):这意味着你的队员将尝试短传,长传和直传。如果你还没有足够的自信,建议你选择这个做为好的开始。
短传(short):球员将把球传给最近一个无人盯防的队友。如果被设置成短传(1)-(3),将会更多的一脚出球。这种传球方式适合于非常优秀的传球手。
直传(direct):队员将尽快地把球往前场传,直到球到前场队员脚下。不要以为这和长传一样尽管他们看起来很相似。
长传(long):球员将一直传过顶的长距离的球。如果你的球员传球能力很弱,或者天气不好,又或者对手太强,效果可能不错,不过你将会失去很多控球的时间。

想要踢出一场流畅的比赛,不仅仅依赖于传球的属性。决策力(decision)将决定队员是否知道何时该传,传给谁。预判力(anticipation)将会影响队员是否知道该往哪里跑。除此之外,还有一些其他的属性也会同时影响到。

浪费时间(time wasting)

和比赛设置关系较小,较为独立。需要进攻时尽量不浪费时间,需要在领先防守时可以选择多浪费时间。

创造力(creative freedom)

创造力是一个很热门的话题,尽快我相信创造力的设置并不阻止队员去遵守别的指示,但是仍然需要谨慎对待。大部分球队只会让一到两名球员充当创造的角色,我想FM2006也会如此理解。如果太多人有较高的创造力反而失去了真正的意义,建议让大多数人设置低较低的创造力,对天才球员设置较高的创造力。

防线(defensive line)

我认为较深的防线会引起较大的麻烦,必须很小心的使用。这只能告诉你的球员在无球的状态下挤作一团。当你要面对一场恶战的时候,或许可以尝试在好的防守型中场身上使用,不过仍然需要小心。
大多数情况下,可以使用较靠前的防线,再配上至少一名快速的中后卫,这样可以压缩空间,让对手迅速出球并大部分时间在中场纠缠,快速的后卫还可以设置越位陷阱来迫使对方只在己方半场活动。

终结比赛(killing off a game)

很多时候,我们为电脑可以在下半场很短的时间反击进球痛失好局而吃惊和懊恼,其实这很容易被阻止。前提是中场对话将会较大影响下半场的表现。 在这种情况下,电脑会觉得他必须通过改变阵容或者通过中场对话给队员希望来让自己的球队下半场快速进球。
于是,你就必须事先做点什么来阻止这样事情的发生。这里的假设是如果下半场15分钟前电脑没有进球,他将会迅速士气低沉。所以,你必须浪费时间,变窄压缩阵型,让球队稍微防守并设置反击。并根据球员能力调节传球和节奏,这将会保持比赛,并在比赛最后再次出现进球的机会,彻底终结对手。

翻译(二)

接下来我将会讨论怎么样把这些设置的原理应用到实战中:
第一章:高质量的主场作战

这时需要把注意力更多的集中在进攻和控球率上,所以要设置成较宽的宽度,边后卫或助攻后卫设置成合理的进攻心态以便给中场提供足够的支持,将一名中后卫拖后。控球率很重要,所以大部分时间内要设置成慢节奏和短传,在适当的时候注意把节奏调高以便打破沉闷的比赛从而创造机会。
大部分情况下,中场不需要高抢逼,不过有时候也需要对对方最危险的中场人物进行盯人或高抢逼。中场还需要尽量前插,只留下一名防守中场掩护后卫线,一名前锋后撤拿住球(hold the ball),让中场队员有更多机会和空间。
一旦看起来比赛会赢了,调高浪费时间的程度,变窄阵型并尝试反击。如果有好的传球手,可以让边前卫和前锋反击,其余人留守并保持慢节奏。如果没有传球好手,调节到高速比赛节奏和直传(direct passing),并通过两翼渠道快速进攻。

第二章:高质量的客场比赛

这时需要注重防守并创造致命的反击。展开的阵型比主场时稍稍窄一点,多一点直传(direct),稍高得比较节奏。边后卫或助攻后卫设置成几乎和中后卫一样的防守心态,并很少往前。一开始就选上反击。所有人的心态都要比主场更防守一些,但不要太多。一个前锋可以设置成较高的进攻心态以便随时随地开展反击。考虑到对方可能大力进攻,让最好斗(aggressive)的中场球员抢逼对方的中场危险人物(play maker),其他球员设置较低的抢逼,从而留守在球和球门之间。因为最重要的是反击,所以不要控制住球(hold the ball),以最快的速度把球传到前锋脚下,以便他们在对方防守队员到位之前反击。
从比赛一开始就高度浪费时间,这样会限制对方拿球的时间,并且能够最大限度的保住胜利成果。同样的,根据球队的情况,在领先的时候调节传球的节奏以远离危险。

第三章:低质量球队

这显然是指你的球队很差,而需要面对很强硬的对手,这时关键是保持你的球员始终在球和球门之间。所以,几乎所有的队员都不能再是正常心态,并且设置低抢逼。可以有一名前锋设置进攻心态和高抢逼,看情况而论。你必须用窄阵型,高速,直传,让球尽快离开你的球门。并且,让球从两翼进攻从而避开中场凶悍的拦截。全力盯住对方的前锋和边前卫,并且保持很靠后的防线,同时保证在任何时候,对方最危险的任务都有人看管。
让你的边前卫设置成区域防守/低抢逼,高前插。这样,可以实施快速的边路反击。最后,别期望这场比赛很流畅或者得分,这只是为了阻止不被打败。

第四章:Jimmy Youn 的流畅足球

Jimmy Youn的话:
针对4-1-3-2的阵型(一防守中场,一进攻中场),我经常发现,当中后卫冒险去断传给前锋或者进攻中场的长传球时,边后卫会往当中靠去补位。同样,当中后卫到边路抢截对方前锋或进攻中场时,边后卫会到中后卫的位置上去补位。这样做很合理,因为现实中不可能一个球员90分钟内都在一个区域活动,甚至守门员有时也需要到禁区外。
还有一个例子是,当一个助攻很强队员助攻后,剩下的三个后卫将会自然的形成三后卫站位。你还会发现,有时候当大举进攻时,边后卫完全在对方的禁区外一点,这时防守中场会退回去和两个中后卫形成三后卫站位防守。
为什么我要说这些呢?因为当我看到FM中的比赛时,我发现是那么的流畅,尽管还有些不足,但比以往都要真实。
我玩的时候,把所有的球员设置成正常(normal)的创造力,即使是中后卫和防守中场,所有的队员是正常心态,混合(mixed)传球,正常抢逼,所有的球员都是区域防守,即使是中后卫。这样做的理论是我觉得有效的覆盖场地要比局部抢截更重要,比如对方边前卫边路进攻的时候,我只有一个边后卫防守,但是那有什么错吗?我的中后卫有足够的时间来退放和站位。而且我的边后卫一直不铲球,把对方球员逼到角旗区---永远是宁愿让对方拿球到很深的地方,也不要让对方过了你。

Jimmy也承认,这样的策略需要队员有很好体力/速度/决策能力/团体协作能力,你可以在拥有这样的球员时试试看。

[ 本帖最后由 绝代单骄 于 2005-11-18 06:25 PM 编辑 ]

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参与人数 1威望 +1 收起 理由
naoki + 1

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发表于 2005-11-15 19:21:18 | 显示全部楼层
LZ不错 顶一个

感觉还有需要润色的地方

我先去整理置顶手册的翻译

以后再来拜读

请留下联系方式 如QQ号码之类的^_^ 发短消息给我
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发表于 2005-11-15 19:22:00 | 显示全部楼层
先加入精华 收入置顶作品链接
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 楼主| 发表于 2005-11-15 22:40:44 | 显示全部楼层
嗯,不好意思,因为下午赶时间,确实翻译的不好。本来打算只是自己看看的,所以把理解的写下来,后来才决定全部翻译出来。

我给你发了短信,留下了我的MSN。
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发表于 2005-11-17 12:44:38 | 显示全部楼层
能不能把作者后面纠正自己错误的一段也翻一下!~
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发表于 2005-11-17 17:45:32 | 显示全部楼层
值得收藏,谢谢赐教.
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发表于 2005-11-18 18:32:19 | 显示全部楼层
我修改了一下楼主的译文^_^
没有经过楼主的同意就擅自修改了内容
希望楼主不会见怪
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 楼主| 发表于 2005-11-19 10:56:37 | 显示全部楼层
谢谢 斑竹
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