It all changes once you start playing good players from lvl 7 up, you do know that a 400 word match round up should be sent to Sports night no just the forum.![]()
It all changes once you start playing good players from lvl 7 up, you do know that a 400 word match round up should be sent to Sports night no just the forum.![]()
Last edited by thon; 03-25-2013 at 01:38 AM.
LOL... Yeah, I try to keep mine down to a paragraph or 2, depending on what happened and how important the game was, If its a dead rubber, I wont say much and just explain the goals.
People writing stories is great, It keeps me entertained, better than all these complaints about the game that most people post about here.
*Retired From Top Eleven*
Usually yeah. But as what you told before, i noticed that pulling blue arrow on the DMC while pulling red arrows on your DL/DR makes them void the ML/MR s you spoke of still retaining coverage on the back. Having a SS AMC helps to breaking the balance if you put him either normal or red arrow when you face 3 DCs.
On top of that, it's a great formation cause with 1/2 player changes it allows you to play whatever formation. I can switch to 4-5-1 V, 3-5-2, 4-4-1-1, 3-1-4-2 all with one player change. It's the most versatile formation, imho, if build around with coverin double roles on players.
Thou are allowed to choose not to read, mortal![]()
I have plenty of players with double roles and some with 3 roles. I can turn 4-5-1 V to butterfly and then to the WM formation without using any subs. It's also easy to rotate for injury.. Having DL/DML, DML/ML, ML/AML, AML/AMC, AMC/AMR, AMR/MR, MR/DMR, DMR/DMC, DC/DMC, DC/DR, DL/DC/DR along with 4 MCs and 3 ST, 2 GK is pretty much all you need. Having MC and ST with a 2nd position is even better if you can get hold of one.
It covers all positions at least twice and as you can see you can simply rotate clockwise if one player gets injured. Do this and you're less likely to complain about not having players to cover injuries. Just look at my squad, I have everything covered at least twice apart from ML/MR because I hardly ever need them
Season 15 - Level 15
League Winners (14) - Levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14
26-0-0 league (4) - Levels 3, 4, 7 & 8
Undefeated in league (11) - Levels 3, 4, 5, 6, 7, 8, 10, 12, 13, 14
Cup winners (2) - Level 1 & 14
Cup 3rd place (1) - Level 12
Champions League Winners (10) - Levels 2, 3, 4, 5, 7, 10, 11, 12, 13, 14
Champions League Runners up(1) - Level 9
>My team<
Yeah, same for me on ml/mrs lol. Anyways, i think you should alwai have a MAIN module, while covering up for others from that. I almost alwais use my usual 4-1-2-1-2 to start, and adjust it on the way.
I do believe so far:
1-Using usual modules makes you team play better. I do think some kind of data is stored about your formations, and the most used are likely to be played better.
2-Buying/changing many players (through season, not at season's start) lowers your rates and play style. A formation made with the ones used to play it will perform better than a team where 7 new ppl were bought.
3-Arrows are not likely to cover another role: a DL with red arrow won't play as DML (what would blue arrow would make him, then, btw.), as an amc with blue arrow won't be a MC. I do simply think those are indications about the players approach. Red arrow = push, blue arow = wait. An offside trap using blue arrows on the dl/dr will fail, as well as a playstyle on the sides won't break through the DL/DRs if on "wait" approach. Most likely you'll get pressured by them. It could be used to drag out positions on 3-4 man defenses, using blue arrows to drag out the sides while using red arrows on the middle to break there. Today i played on sides with red arrows on AML/R, DL/R, and used blue ones on my ST and MCs. 10 minutes later my ST blown the winning pass for my AML who scored.
On a side note:
I took em while so lil, they grew so fast :[
Last edited by Morgan O'Bree; 03-25-2013 at 02:36 AM.