Football, Tactics & Glory:
Football, Tactics & Glory: Training the Player and the Players
Football, Tactics, & Glory: Statistically Uncertain
Football, Tactics & Glory: A Team History
Initially it seems like Football, Tactics & Glory records solid, if minimal, data. For each character the game remembers the number of matches played, goals scored, assists, tackles, and saves for each year, along with trophies, and awards. Football, Tactics & Glory awards Man of the Match stats, and records the amount of cash spent by the player on each character's contract. The Club History page records the ranking of each team every year, along with their power level (on a scale of 0 to 5) and trophies. Sadly, the developers missed a shot, or two.
Too much information disappears into a digital black hole. Players can't look at their past schedule. Retired characters vanish.
Then they embraced simplicity over subtlety and it harms personal stats. Assists are only awarded to one touch plays; pass, shoot. Not, pass, move, shoot. This may be true in real life (I am not a professional football statistician). An assist never goes to the character who passed to the character who passed to the shooter. Central Midfielders, who set up shots by passing to the crosser earn no stats. The most integral member in the history of the Philosophers was Greenwood, a CM. Yet the less skilled crosser, Arlotte, earned more assists. Greenwood expertly controlled the ball, defending it against opposing midfielders, and passed it perfectly. Yet, these actions remained uncredited, because there was no stat to record it. Passing Defenders, or Wing Defenders who run the ball up along the sides, are similarly unrecognized. Controlling the ball and passes up field are beneath Football, Tactics & Glory's notice.
Goalies stats are strange. Football, Tactics & Glory only records saves, not shots, therefore no save percentage. A poor goalie with a bad defense may appear superior, statistically, than an excellent goalie with a superb defense. Goalies are ranked solely on their number of saves. The ranking of a goalkeeper suffers as his defense improves, because he has no shots to save.
Defenders earn Tackle stats for stealing the ball, but does blocking a shot count?
These are not idle concerns. Characters are ranked on goals, assists, tackles, and saves. A ranking board displays the current competitors. The winner of each category earns cash, glory, and fans for their team.
Football, Tactics & Glory allows customization of the faces of characters, though options are limited to realistic colors. No blue skin or flaming red hair. The headshots displayed on the character screens, and the characters on the field, appear well proportioned. But on close ups, displayed during celebrations, characters appear ugly, deformed, and stunted, as if their heads are misproportioned to their bodies. They are well animated in their movements. After an opponent scores, the player's characters react with resignation. The crossing plays, into headers, are exceptionally well executed. The character's display a variety of actions. Sometimes the scorer heads the ball into the net. Or they perform a wicked backflip kick.
Football, Tactics & Glory generates thousands of names for the campaign. While the variety initially appears endless, names start to repeat after ten years.
Across fourteen seasons I played almost
every game. Football, Tactics & Glory allows the player to
simulate or watch. I only skipped the few games I was certain of
winning. So with this experience let me offer some insights, tips,
and criticisms. First, on the kick off, the player can't use any
Skills for the first three actions. No passing Skills to place the
ball, or scoring Skills for any easy goal. To score on the kickoff,
the team needs either a simple pass to a character with an excellent
ACC skill, or to pass, move, and cross the ball to a character with the
Head Play Talent. I preferred the latter, because the AI opponent
doesn't understand how to block a cross. They don't adjust their
formation even if they are scored against, again and again. A
regular shot can set up a corner kicks, which is another form of
crossing. A power shot, if not blocked, rebounds. Its final
location seems random. Sometimes the deflected shot goes out of
bounds. Or it bounces back to the kicker, or a defender. Players
should know what mechanics determine the outcome. Sometimes the
computer luckily (for them) employs a formation that naturally blocks
crosses. Therefore, the player needs another method of scoring; a
ACC or Skill shooter.
Sometimes the opponent's defensive formation is invulnerable as is. Break it by forcing them to move to attack the ball.
Persuading the enemy team to commit a
foul isn't difficult. Rain increases the chance of fouls. Train one
character with a high CTR for defense, midfield, and offense. If the
character is fouled right at the goal they earn a penalty kick. This
screen shows the net, goalie, and kicker. The goal is divided into
six parts, top, middle, and bottom, left, center, and right. The
goalkeeper and kicker both choose one of the six spots. If the
goalie chooses the same as the kicker, he blocks it. Otherwise it's
a GOOOOOOAL!(with a slight chance to miss). The kicker's ACC
attribute, and the Goalkeeper's DEF attribute have no impact. Luck
is the only factor. Oddly, the fouled character isn't necessarily the
kicker. Multiple times my LF, Shakeshaft, was fouled, only for my
CF, Beaumont, to take the kick, unfairly earning him the stat bonus.
The main strategy was to have the Central Midfielder pass to the Wing Forward, who would shoot, or pass to the Universal Mid who would cross for the Center Forward to head the ball in. The extra forward was on the field only for training purposes. Later, with more games and a greater reliance on every character, I started playing 5-3-2. I swapped a training forward for a Defensive Wing, to bring the ball up and control it. Of all the positions, I couldn't imagine a team without a Sweeper. That position does so much work; blocking shots and recovering the ball.
Unlike other Skills, for which there is no maximum value, passing requires a specific number depending on the needs of the character. A character expected to pass the maximum distance of five spaces needs a PAS of 110. A crossing character needs a similarly high number. But the defense and any other midfielder only needs 60 PAS. This number allows for lofted passes traveling four spaces.
I played fourteen seasons. I won the
Premier League, National Cup, and European Cup (though not all in the
same year). I enjoyed it, but it was too easy. As mentioned
previously, Football, Tactics & Glory offers three types
of RNG, and the player's first campaign is automatically set to the
easiest; Expected. This mode plays slightly in the players favor,
but how much? I regret this design decision, which can't be changed.
Under these conditions I regularly beat 4½ ☆ teams with my 2☆
team (teams are ranked from 0 to 5 ☆). Most of the time the
computer makes reasonable choices, but sometimes it trips itself up,
like shooting a 50 ACC shot against a 150 DEF goalkeeper, when the
shooting character also has Cannon Shot x3 Skill.
In 2020 they released an expansion, Football, Tactics, & Glory: Football Stars. It expands stats, differentiates characters, adds complexity to the many simple systems (economy, trading, club improvements), and improves visual effects. This list is a perfect catalog of criticism I have with the game. The developer knows exactly where the flaws of the game lie, and they want customers to pay another fifteen dollars to fix them.
While Creoteam succeeded in their goal of merging turn-based tactics with sports management, they can only offer the pinnacle of the sport to season ticket holders.
I'd play Football, Tactics & Glory again, but not without the expansion, and I don't plan on buying it. The improvements, currently costing extra money, sound like a patch, rather than an expansion. They should be implemented in the game for all customers.
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Football, Tactics & Glory: Training the Player and the Players
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