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发表于 2006-12-26 21:06:43
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N.B. It may be that a 5/15 tempo/CF split works well in a counter attacking system although a lot more testing is required.
注:也许5/15这样的节奏/创造力 划分法会在反击里面比较有效,不过这也需要测试。
Defensive Line
防线
The assumption for the defensive line is that a high defensive line keeps your team close together and is thus ideal for away games. A high defensive line should be equal to the mentality of your most attacking midfielder. However, if you are using a DMC then it should drop by at least 2 notches from that setting or the DMC will get dragged too close to the d-line and fail to perform adequate covering duties.
防线理论假设一个高的防线会将你的队形保持紧密,而这样对于客场是理想的。一个高防线应该是与你大部分攻击球员的心态相同。然而,如果你使用防守中场,它就应该在防守中场的心态上再被减2格,以免防守中场和防线靠得过近,失去应有的保护作用。
A low defensive line is important when you are playing ultra-defensive systems such as the dreaded 3-3-2-1-1. In such systems the opposition FC plays very deep and a deep defensive line will ensure that the FC is covered by the DMC/MCd. The DCs will stop him if he gets past the DMC, but in general the DMC will win the ball or force a hurried clearance which is mopped up by the DCs. They are in a lot of space so have plenty of passing options available to recycle the ball back into the attacking third of the pitch. If the d-line is too high they won’t have easy options as they are covering the FC and too much time will be wasted in trying to win the ball back for them to be able to play easy passes into space (see Breaking Down the 3-3-2-1-1).
低的防线设置对于极度防守的阵形是非常重要的,比如可怕的33211阵形。在这样的阵形中,对方的前锋会向前压得很深,而深的防线则会保证防守中场们能够看得住对方的前锋。中卫也会帮忙,如果前锋过得了防守中场的话,不过总的来说,防守中场们会代替中卫们工作,赢得球权,或者作出快速的解围。他们有很多的空间,所以也会有很多的传球选择来将球倒回到前场三人攻击组。而如果防线过于高,那么防守中场将会变得艰难,因为他们既要照顾对方前锋,又要花时间来抢球来作出传球(参考“对付33211阵形”)
Farrows/Sarrows/Barrows
长拉线、短拉线、横拉线
My preferred system is a 4-4-2 Diamond so I’ll use that as a guide. These rules should be pretty much transferable to any formation with a little thought.
我喜欢的阵形是442菱形,所以我就用这个来指引。只要有些想法,这些规则都是可以因应非常灵活的。
Ultra-Attack: Long farrowed ML/R, Short farrowed FBs. This farrowing combination allows the wide players to double up on the defending side. If it is working you will see a lot of crosses nodded in at the far post by the corresponding winger.
极度攻击性:长拉线的左右中场,短拉线的边后卫。这种拉线的结合使得两边的球员会双倍地施压于防守一方。如果这种设置奏效,你就能看到两边的球员狂起球,对面的球员狂顶球。
Attack: Long farrowed ML/R. This allows for constant pressure on the opposition whilst maintaining a tighter defensive base.
一般攻击:长拉线的左右中场。这使得在保持紧密防守的基础上,也能给对方施加持续的压力。
Possession: Short farrowed ML/R, short barrowed AMC. This ensures a box-like structure around the opposition penalty area but remains more focussed on possession than on creating chances.
追求控球:短拉线的左右中场,短斜拉线的攻击中场。这保证了在对方禁区附近,能够有一个盒状的阵形,同时追求的是控球,而不是创造出机会。
Defend Lead: Sarrowed FCs: Combined with a tight defensive system sarrowed FCs offer plenty of opportunities to exploit the channels. If the AI is pushing its FBs forward expect a host of counter-attacking chances.
防守优先:短拉线的前锋。结合紧密防守的阵形,短拉线的前锋会有非常多的机会去打开通道。特别是如果电脑大举压上,他的边后卫将会变成一个好客的主人,给反击创造许多机会。
NB: I also play an alternate 4-2-3-1 system that has long farrowed ML/R. On paper it looks more defensive than the Defend Lead system, but it actually focuses on getting four players forward (FC, AMC, ML/R) whereas the Defend Lead only attacks with three (FCs, AMC). I regarded this as a counter-attacking system, with settings combining Attack and Defend Lead.
注:我也会使用不同的4231阵形,而且左右中场是长拉线的。在理论上来说,它会比防守优先的442菱形更加趋向防守,但是实际上这个阵形集中了4个人(前锋、攻击中场、左右中场)向前,而防守优先442菱形却只有三个(两个前锋,攻击中场)。我把这个当成是防反阵形,同时会在阵形里结合了一般攻击和防守优先的思想。
Forward Runs, Through-Balls, Run With Ball and Crosses
向前跑、传身后球、带球跑、传中。
The following provides an indicator of how I set up Forward Runs, Through Balls, Crossing & Passing Focus.
下面是我如何去设置向前跑、传身后球、传中以及传球的对象。
Forward Runs
向前跑
Attack: Often FCs, AMC, ML/R. Mixed FBs, DMC. Rarely DCs
攻击:经常的有:前锋 攻击中场、左右中场。混合的有:边后卫、防守中场。稀少的有:中卫。
Possession: Often FCs, AMC. Mixed ML/R, FBs. Rarely DMC, DCs
控球:经常的有:前锋,攻击中场。混合的有:左右中场,边后卫。稀少的有:防守中场,中卫。
Defend Lead: Often FCs, AMC. Mixed ML/R. Rarely FBs, DMC, DCs.
防守优先:经常的有:前锋,攻击中场。混合的有:左右中场。稀少的有:边后卫,防守中场,中卫。
Try Through Balls
尝试传身后球
Often: FCd, AMC, DMC. Mixed: FCa, ML/R, FBs, DCs, GK
经常的有:拖后前锋,攻击中场,防守中场。混合的有:前锋,左右中场,边后卫,中卫,门将。
Crossing
传中
Often: ML/R, FBs. Mixed: FCs. Rarely: AMC (unless free role), DMC, DCs
经常的有:左右中场,边后卫。混合的有:前锋。稀少:攻击中场(除非是自由人),防守中场,中卫。
Focus Passing
集中传球
Home: Mixed. This provides greater scope and opportunity for attacking moves.
主场:混合。这为攻击动作提供了很大的范围和机会。
Away: Down Both Flanks: Exploits the channels and keeps the ball away from positions from which interceptions will be costly.
客场:双翼齐飞:打开通道和把球远离开那些能够阻截球的位置。
Hold Up Ball
控球在脚
At least two players should hold up the ball. I usually use my DMC and FCd in these roles, as the DMC holding the ball allows the defence to regroup and the FCd allows for the chance of wingers overlapping him which opens up more attacking angles.
至少有两位球员应该控球在脚。我通常使用我的防守中场和拖后前锋来担任这个角色,因为防守中场控球就能使得防线有机会重组,而拖后前锋控球就能使边锋创造出来的机会更加容易来自于好的角度。
Marking
盯人
In my opinion man-marking was horribly flawed in FM06. It worked perfectly until the AI switched tactics. Once that happened user defenders remained assigned to their original markee no matter where he was repositioned. Therefore, your DC may well end up man-marking the opposition’s ML. I believe this may have been fixed in ’07, although don’t quote me. Anyway, to combat this perceived problem I advise the following.
在我的观点中,FM2006当中的人盯人设置缺陷非常大。在电脑改变战术之前,它还运作得不错。一旦电脑改变了,玩家的后卫们还在盯那些原来派给他的人,不管这些人去了哪个新位置。所以,你的中卫可能会跑去盯对手的左中场。我相信这个问题在FM07当中得到了修正,虽然我没有看到有提及。无论如何,为了解决这种缺陷,我有以下的建议。
Tight-Zonal: DCs, FBs, DMC
紧密的区域防守:中卫,边后卫,防守中场。
Loose-Zonal: ML/R, AMC, FCs
松散的区域防守:左右中场,攻击中场,前锋。
This system fits nicely with the CD/CF set up in that it ensure space for front players whilst keeps the defenders tight on their men. For a more defensive system the ML/Rs could also be pushed into tight-zonal.
这个阵形再结合“逼抢/创造力”的设置,是非常适合的。因为它保证了前场的球员有足够的空间,同时后场的球员会紧盯他们的对象。如果在更加防守性的阵形中,左右中场也会被设置成为紧密的区域防守。
Goalkeeper
门将
I have always employed Cleon's classic sweeper-keeper with a mentality of 14 with low CF/CD, although there is no reason you shouldn’t follow general RoT settings and have the keeper’s mentality set to 4.
我总是在运用CLEON(玩家)经典的“清道夫-门将”时,使用14的心态,同时又保持低的创造力/逼抢,虽然你没有理由不遵循通用的2规则中建议的门将心态4的设定。 |
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