Tactics conflicts
The four combinations the game will not save, how to spot and fix them, and the coach's tips that only warn.
Some dials pull the team in different directions. Four such combinations cannot be saved at all — so the team never takes the pitch with a plan that breaks itself.
Four conflicts
Where you see a conflict
- The plan row above the pitch turns red and shows the number of conflicts.
- The "Coach's advice" block has a red line with an explanation and "Saving is blocked". Tapping it opens the "Game plan".
- In the "Game plan" the dial at fault is marked "Conflict", and "Details" opens by itself if the problem is there.
What happens until you fix it
While there is a conflict, the game plan is not saved: the match uses the last saved plan without a conflict. The squad, duties and other changes on the pitch keep saving separately. As soon as the conflict is gone, the plan saves by itself.
Tips that only warn
Some questionable combinations are allowed, but "Coach's advice" will mention them:
- counter-attacks with a high line — either sit deeper or take the game on;
- "Very att." mentality without a low line — expect sharp counter-attacks;
- "Very att." mentality with low pressing — the opponent will get out from under pressure easily;
- high pressing with a tired squad — the team will run out of steam towards the end.
It works the other way too: when the plan fits together (for example, high pressing and a fast tempo), the coach confirms it.
Squad risks
Below the conflicts, "Coach's advice" lists problems with the starting eleven: injured, suspended or resting players, fitness below the limit, players listed for transfer, players out of position and those one yellow away from a suspension. Tap a line to open the decisions for that player, where you can replace him.