Corner kicks have been very important in FML troughout it's history. A goal is a goal - we all agree with that - though, frustrated managers tend to diminuate their value, saying that corner goals are either exploits or result of a single player's effort, not reflecting the team's value, unbalancing the game, and so on. In fact, corner goals are a combination of tactical knowledge, man management and financial power.
What do I need to score corners then?
Well, you need a taker, or maybe a couple of takers and a finisher, or a few finishers.
Why do I need a couple of takers - you may ask - well, You need to make your players send inswinging (as shown in the picture on the right) kicks, therefore, you need a right footed taker for the left corner, and a left footed taker for the right corner. This kind of execution seems best on the game from my experience.
Ok, but why do I need a few finishers and not just one?
Its like Blackjack... the more hands you have, more chances of winning u got. The ball can't have the same trajectory on every corner, no matter how good your takers are; the players in the area won't hit the ball from the same spot as they are trying to lose their man whilst changing their position. You will find that your intended finisher isn't the one that always gets to the ball first - other players positioned around him might get severall chances also. Thats why you can maximise you chances of scoring by having more capable men in the area.
Types of instructions
You can rely on massive, strong players, or quick and agile ones to send the ball in the net. In case you have a Sol' handy, these are the instructions that can make him work best: Attack Far Post, Challenge GK, and Near Post Flick On.
On the other hand, if you happen to have Agbonlanhor, think of using him as: Attack Near Post, Attack Ball From Deep or Stand on Far Post.
Types of instructions
You can rely on massive, strong players, or quick and agile ones to send the ball in the net. In case you have a Sol' handy, these are the instructions that can make him work best: Attack Far Post, Challenge GK, and Near Post Flick On.
On the other hand, if you happen to have Agbonlanhor, think of using him as: Attack Near Post, Attack Ball From Deep or Stand on Far Post.
About the Takers
For the BIG ones you need, of course, Height, Jumping and Strenght; Balance and Bravery so they don't get knocked down by any defender,and for them to actually risk in 50-50 challenges, Heading to place them on target, where the keeper can't reach.
The quick ones must have top Acceleration and a fair amount of Pace, Anticipation and Off the Ball to see and make it possible to have a chance, Agility in oder to start the run fast, and a bit of Flair to pull it off.



i have one forward and 2 centre backs that can header, well i say can but i mean have 12+ for heading and jumping, the rest of my team is made up of 8 heading or worse! I tried my best to get any decent headers but there are a pathetic ammount of them available in the game, or the other stats are so low they arent worth buying.
ReplyDeletemaybe show your corner instructions player to player? that would be awesome
ReplyDelete