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Does Your FIFA 20 Team Play The Way You Want?

One of the best and most overlooked ways to gain an advantage over your opponent is the use of custom tactics. To access the menu from the home screen/main menu, then select any teams (it doesn't matter who) to play a kick-off/quick match. Then just before starting every match, you need to access the team management section and go into the tactics. Custom tactics are split into 3 main areas, these are - Build-Up Play, Chance Creation and Defence, each with its own control over the influence of its respected topic. Don't be put off by the length of these sections, although it can appear rather complicated in actual fact it isn't and there are only about 10-12 actual options to adjust. As a start, here are a couple
things to take into account when making any tactical adjustments.

Each element has a slider ranging between 0-100, within this, there are 3 points that will change the tactic you're editing. Anything under 34 will be one, anything above 66 will be another and anything in between those 2 numbers will be the middle ground. These can obviously be adjusted to your preference. For example, if you want your defense to sit deep then you want to be under 34. The lower the number, the deeper they will sit.

These adjustable sliders are all focused on changing what U4GM will refer to, as your 'tactical strategy', which is accessed by pressing DOWN on the D-pad as soon as the game kicks-off. When you press UP on the D-pad, you select what U4GM will call from here on a 'tactical action'. You can have 4 tactics on your quick select which you choose, but the 4 action tactics don't change.

Changing a team's tactics from the home menu and saving them will affect your AI opponents in offline matches, as well as the AI on your team whenever you're using it [Online or locally].

A great tip here is scouting opponents formations who you play against, both online and offline. By looking at their tactics of players who cause you problems in attack or you find hard to break down you can mirror their style and try to reproduce for yourself if this is something you think would work for your style of play also.

Section 1 - Build-Up Play

The Build-up play tactics section only affects play in the first two-thirds of the pitch when you have possession. Nothing here affects how your defenders will perform anywhere, only how the AI will try to help you literally, build up your play. If you lose possession, the tactics switch to those you've assigned for the defensive part of your custom tactics, which I will talk about later in Section 3. Build-up play is extremely important; whether you’re a build slowly type of player or someone who likes to attack with pace and directness this setting will help you achieve better success.

Speed
The speed setting is very important for your tactics set-up. Speed in build-up play relates to the movement of your players off the ball and the way you want to pass. It is important to realize that this does not influence the speed of your passing but the way you maintain possession.

Slow: Set the slider to slow if you are a possession junkie. Players will be selective and cautious when making their forward runs and instead, will try to find good space for themselves to give them room to receive a pass rather than making forward runs. Remember, anything less than 34 will trigger this set to go into the 'slow' category of speed. Expect your players to get into a position to receive the ball but not necessarily make a run with it, which means more passes to feet and less into space.

Balanced: Like all of the middle grounds of the settings, anything above 34 and below 66 will mean mixed results between the extremes of the current tactical aspect. Use a setting right in the middle (around 50) if you don't have a particular preference, anything above or below won't differ too much but will lean towards one or the other.

Fast: Set the slider to fast when you prefer the counter-attacking style of play and prefer to get the ball to the front as quickly as possible. Your team members know you want to build up play quickly and will, therefore, react to forward passes and will make the extra effort to get forward as quickly as they can. This can have an effect on your players’ stamina and leave you vulnerable at the back so adopt these setting carefully. This puts more emphasis on your forwards and advanced midfielders (still affecting the first two-thirds of the pitch) and less on your defenders. Values above 66 will put your passing into the fast category.

TOP TIP! Build-up speed is one of the most important tactics so you need to be choosing the right kind of balance. As EA develop the game, with each title that they release, build-up play requires more patience and possession more ever before. Therefore, use a balanced speed (between 30 and 50) for your general play. Of course alter this is you are chasing the game or indeed, seeing a game out for a crucial win, for example, passenger to understand that this setting is more of a way of controlling what the AI will expect from you when you're on the ball rather than the types of passes they or you will actually play.
In a way, it's a chance for you to input your own personal programming of the game; allowing for you to program the AI to be proactive in their positioning based on your personal preferences. The most important factor to be aware of when modifying this is your average passing distance so that the AI can position the players you're likely to pass to on the field of play.

Short: Teams such as Barcelona and Arsenal use this type of passing to their advantage. Players will always show short for the ball and provide quality passing angles for the players in possession of the ball. This will stop players running in behind defenses or making runs into channels but if you work the ball up the field using patience and small, sharp passes then this is the option for you. Don't expect support from your forwards if you're dribbling with a defender. Surrounding defenders and CDMs will look to position themselves to take the pressure off of you by providing a goof passing angle/option before redistributing it to other nearby players. Further off-the-ball players won't really do much beyond what the rest of the tactics dictate. However, if your CF or STs are the types of players with high work rates and like to drop off they will join in but high work rate strikers will continue to be on the shoulder of the last defender instead of tracking back to pick up a potential deeper pass.

Mixed: In regards to this setting, the same +/- 50 will see a mixed style of passing. If you like to mix up your style of passing and like players to drop short sometimes but also like them to go long sometimes then choose your slider mark for this accordingly.

Long: If you prefer to play long passes, looking for changes over the top for a quick front man or to find a target man then these settings will suit you best. Your players furthest from the ball will attempt to find space instead of your team members closer to the ball who will anticipate the long pass being played. If you often pass from CB to CAM/CF or from CDM to Wingers/ST, then this setting will benefit that style of play. Otherwise, those positions will remain fairly idle when your deeper players have the ball. If you put this all the way to the end, your forwards will probably spend a bit of time offside and tracking back if they didn't get the pass. Also leaves you vulnerable to offside-traps if you're not careful, most camera angles don't allow you to see the opposition defense so using the radar is key with this setting. u4gm FIFA 20 team wouldn't recommend having the slider all the way to the top if you are using this setting no more than 80 would still be workable for the long passing style of play.

TOP TIP! Our advice is to use a short passing setting (between 30 and 20) and try to tweak them slightly to suit your preferred style. If you prefer mixed passing then obviously set the bar a little higher but U4GM FIFA 20 Coins Teams find the players runs slightly unpredictable with this setting Also, after the first touch control feature was introduced on FIFA 13 the easier you can make the pass to receive for your players the better. The long balls setting is something I would suggest avoiding unless you are a very confident passer and have great passers of the ball in your team, they will then be able to take advantage of that much-discussed lobbed through the ball!

Positioning - Both the build-up play and chance creation sections have a positioning option at the end of them, you get to choose either 'free form' or 'organized'. Which you choose lies solely within you, just be sure not to pick one that may conflict with your other tactics.

Free Form VS Organised: Organised is definitely the safer option of the two and is the one U4GM often choose for our tactics. Free Form works best If you have a lot of players in the first two thirds so they can interchange positions. This obviously makes you harder for the opposition players to pick your players up. If you have a formation that places members of your squad in specific roles that you want them to keep. Organized positioning will maintain a strict build-up style where you can rely on your players being where they should be on the field. Freeform can give your players more freedom in their play; they will make runs out of position and sometimes swap and interchange position with other players on your team. Advantages are that you are more dangerous in attack and less predictable but with loss of possession, your team shape could be largely unstructured.

TOP TIP! Organized is definitely safer and less dangerous when you lose possession so this is a good option to take if you are not sure. However, free-form is less predictable and will give you far more attacking options when in possession. I would say with the Attacking Intelligence improvements that are always being made, there is no real huge need for free form. This one is down to individual preference, U4GM much prefer the organized set-up as it is less risky and by playing around with other custom tactics you can still get the desired movement to make you a threat going forward.

Section 2 - Chance Creation

Chance Creation focuses more specifically on how your team will progress and play in the final third of the pitch and the goal-scoring chances that accompany that. You'll benefit most by ensuring the adjustable values in this section complement one another in a manner that suits your preferred style of play. If you prefer to work the ball around when you get close to the opposition area and secure your position before trying a cross or a strike on goal, you should lean towards safe passing. Remember, you control when you'll shoot, cross and pass; so don't be worried about leaving these values at a low number. You can always modify these to better suit you if you feel your squad isn't acting accordingly and you aren’t creating enough chances.

Passing - The chance creation passing tactic plays a large role in off the ball player creativity when you’re in possession. When entering the final third the number of players you have as options will largely depend on the formation you have chosen. Obviously, playing a 4-4-1-1 means you’re going to have fewer players at your disposal than a 4-3-3 would. If you have many players to choose from, you’ll automatically be able to rely on them to get into a favorable position regardless of what type of tactic you apply. If you have less forward-thinking players and are using a formation with just 1 striker it could be a good idea to adjust your settings for slightly riskier or more frequent chance creation.

Safe – Safe passing isn't really a great description of this type of chance creation. U4GM prefer to call this type of passing conservative. This pairs well with a slow build-up playing style and using cross-field passes, back passes and sideways short passes are going to work very well. This type of passing focuses more on moving the ball around the defenders than through or over them into open spaces.

Risky - Your players will look to make runs into or around the box, create overlaps using wing backs, even if it means potentially running offside or being out of position if you lose the ball. Use at your own discretion, generally better suited to formations with fewer players in the final third where you can get players making late runs into the box.

Crossing - This is one of the most straight-forward settings to adjust. You literally will adjust the amount of crossing to be expected from you, with the value you select aiding the AI to make moves toward into more traditional wide crossing areas. This setting also determines how frequently your players will try to get into the box to get onto any balls crossed in from the wide areas.

Little - Less crossing is the obvious choice for squads consisting of poor crossers or those who have better dribbling and finishing than longer passing or crossing ability. Choose this setting if you rarely cross the ball. Your team members try to run out of the crossing zone and look for open spaces so you can cut the ball back to a teammate for a shot on goal or to retain possession and find a different route to goal.

Lots - Using lots of crossing assumes you have the appropriate formation to suit it, usually. If you're playing a 4-4-1-1, you probably will have fewer bodies in the box than you would say a 4-3-3, 3-5-2 or a 4-3-2-1. The AI will attack often, even without the use of the Attacking of Ultra Attacking setting. U4GM recommend using this setting if you like to cross early from outside the automatic crossing zones.

Shooting - The shooting section will adjust the squad from constantly trying to work the keeper at every given chance or saving opportunities to shoot to allow being more accurate and calculated. Try to bear in mind whether or not you think you'll be shooting more often due to a strong forward line, or if you're going to try to save it for specific players who may have high ratings for finishing, long shots and finesse traits.

Little - Long shots in your game in somewhat of a rarity and you prefer to focus on creating clear cut chances in the area. This setting focuses more on a passing build-up to a clean shot more thus, more often resulting in a goal than not. If you have players in your squads who are natural finishers or poachers and like to score the majority of their goals in the box then you will benefit from this setting.

Lots – If, at the end of a game, your end of game stats include 20+ shots after playing the usual 6 minute half it’s safe to say you take a lot of shots during a game. That isn’t a bad thing, hopefully, most are on target (if they aren’t then you need to try to be more selective in your shot taking). Unfortunately, there are a few downsides to this; quickly uses players’ stamina can create confusion among players who don't naturally shoot as often as others. Good stats and traits to make sure your players have some of are: Long Shots, Finishing, Reactions, Positioning and Volleys

Positioning - This is very similar to the build-up play positioning settings U4GM discussed earlier in terms of it still being relative to your formation. Using free-form can still help or hinder any squad but can be especially helpful with your attacking options with overlapping play from wing backs, alternating wingers for crossing or shooting. Unlike the build-up play settings, with positioning, you don't have to worry AS much about losing possession and the danger of swift counter-attacks by your opponents. Bear this in mind when selecting this time since this addresses your 2nd to final 3rd play rather than anything in your own half.

Section 2 - Defense


The defense section refers to a number of important features of your squad. It will help determine your general defensive philosophy, set the stages at which you're defenders begin to apply pressure and how the squad will react and function when you don’t have possession of the ball. Unlike the first two sections, the middle-ground of the two extremes in each value you can adjust actually play a unique role so U4GM will discuss these as well this time. In short, these settings determine how your players react when they don’t have the ball.

Pressure - This setting will basically determine how far up the pitch your defensive line will position themselves when you're attacking, and how deep they will fall back when you're defending or when you lose possession.

Deep - Your defenders will rarely cross the midfield line, and will remain further back for the most part. If you're using a formation with 3 CMs and narrow team width, this can create a bunch-up of players in the first two-thirds of the pitch which can work against you in an attacking sense but make you very hard to penetrate through the center of the pitch.

Medium - Your defenders won't push very far into the opponents half but they will keep a better distance from the midfield line. This is suitable for most squads and can be considered a default if you're unsure about where you want to place them. By applying this setting your team will begin to pressure the man with the ball but only when they begin to enter your half of the pitch.

High – If you apply too much pressure too high up the pitch it can lead to some very risky gaps and your team shape being disturbed. Players with high acceleration and sprint speed can be a serious problem if all of your defenders (specifically your last man) don't have good tactical awareness. Using a high-pressure tactic can leave you vulnerable to the over the top through ball/lobbed pass. Although it has its risks, this tactic can be effective, especially when chasing the game in the latter stages.

Aggression - This is a somewhat misleading title to a category. U4GM say this because its main influence is in the amount of space that the AI gives to opponents before actually going into a tackling motion. You will definitely have noticed how sometimes you can up against those players who seem to be anticipating your every move and tackle before you can even turn with the ball. This is because they will have employed a very high aggression number (near to 100 on the slider most likely). Obviously, this has its risk vs. reward as many of these custom tactics do.

Contain – By having this setting your team will generally allow the opposition time and space to pick their passes. Because of this, you can view these setting as a zone marking style of defending. This is most effective with your other settings set up in an organized structure. If you're playing free-form, this might be counter-productive and cause you issues in terms of maintaining team shape. Your team tries to contain the ball possessor, with players rarely diving into tackles or committing themselves to try to win the ball back.

Press – Here you can expect the AI to anticipate opposition passes to some degree. Sometimes they will look to intercept passes but they are very unlikely to chase down anyone beyond their positions. For example, your LB won’t go chasing the ball into the LM or LW position but if a player is in their area of the pitch they will immediately look to win the ball back.

Double - The team will look to tackle wherever possible and will double up when chasing the ball possessor to try and force errors. Very useful if you’re chasing the game but be warned - if you start the game off with this tactic, your players will run out of steam around the 60th-minute mark. The best option here is to use this tactic in spurts during the game rather than making it the focus for the entire 90 minutes. Choose your subs on the bench carefully, because you'll definitely have players that will struggle to keep up with the pace of your pressing game. U4GM would advise avoiding the double setting unless you have exceptional tackling stats and pace in the majority of your defenders and ideally, midfielders too. If you don't, they'll tackle from behind frequently or make a poor tackle resulting in lots of fouls.

Team Width – U4GM believe team width can be a crucial part of setting your team up. It can be hard to decide over which setting is best in terms of play narrowly or play with plenty of widths.

Narrow – Definitely a strength and a must choose setting if you are wanting to be hard to break down. If you are confident in letting teams have the ball in wider areas then I would suggest adopting this setting.

Medium – Team will hold its natural shape as much as possible.

Wide – Your team will set-up to expand the pitch and make the best use of all the playing area. U4GM personally like to make the opposition work hard to regain possession of the ball so by making my players spread out it increases the distance the opposition have to run between my passes. The more they run, the quicker they will tire. Obviously a big advantage for you.

Defender Line – This setting is pretty self-explanatory. It adjusts the type of defensive line your defense adopt when the opposition team has the ball.

Cover- This makes through balls more difficult to play against you and leaves little room in behind your defense. However, it does allow the opposition time to pass more easily in your half of the field and in and around the 18-yard box.

Offside Trap- The team play 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 it’s also a risky tactic. When the trap doesn’t work it usually results in a 1-on-1 situation which will more often than not lead to a goal. Don’t use this tactic if you have slow defenders as they just won’t be able to recover their runs if they get caught out. U4GM rarely use this option even when chasing the game in later stages of matches.

So, those are the custom tactics on FIFA 20 explained for you. Now we'll talk about how U4GM like to set up a few different styles and suggest where your sliders bars should be set to get these desired settings.

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