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Knap FM 26 Tactics

FM 26 TACTICS
Started on 25 October 2025 by Knap
Latest Reply on 10 March 2026 by Knap
Pages  
FM26 ARGUS 26.2 HDL 3430 TH P100 EC

ARGUS 26.2 HDL 3430 TH P100 EC.fmf







FM26 ARGUS 26.2 352N LP P99 EC CC

ARGUS 26.2 342N P99 EC CC.fmf







FM26 ARGUS 26.2 352N LP P101 FA CC

ARGUS 26.2 352N P101 FA CC.fmf







FM26 ARGUS 26.2 352 N P101 FA CC

ARGUS 26.2 352 N P101 FA CC.fmf







FM26 KASHMIR 26.2 4123 TH P98 FA

KASHMIR 26.2 4123 TH P98 FA.fmf







FM26 ARGUS 26.2 3430 TH P98 CC

ARGUS 26.2 3430 P98 CC.fmf







FM26 PILGRIMAGE 26.2 451 RM P104 64p

PILGRIMAGE 26.2 451 RM P104 64p.fmf







FM26 STORMBRINGER 26.2 424 LP P106 CC

STORMBRINGER 26.2 424 P106 CC.fmf







FM26 STORMBRINGER 26.2 4240 LP P106 ALL CUPS

STORMBRINGER 26.2 4240 P106 AC.fmf







FM26 ARGUS 26.2 5140 LP P102 ALL CUPS

ARGUS 26.2 5140 P102 AC.fmf







GOOGLE DOCS

FM 26

Knap FM2026 - Google Docs

TIs and PIs for console users are on YT Channel

YT Channelhttps://www.youtube.com/channel/UCILCgjDOjzTjS2OjaTpwxJg



KEY ATTRIBUTES

GENERAL Acceleration Pace Dribbling Stamina Anticipation Jumping Balance work rate Determination Position

HIDDEN Important matches, consistency

GK Agility Reflexes Aerial

DRL Concentration Pace Jumping Acceleration Anticipation Dribbling Stamina

DC Concentration Jumping Pace Acceleration Work rate Anticipation

WBRL Concentration Pace Acceleration Jumping Composure Vision

DM Acceleration Anticipation Stamina Jumping Composure Passing

MRL Pace Acceleration Dribbling Technique Jumping Vision Concentration

MC Anticipation Acceleration Composure Pace Dribbling Jumping

AMRL Pace Acceleration Anticipation Crossing Dribbling Jumping Technique Composure

AMC Pace Acceleration Concentration Composure Technique

ST Jumping Pace Acceleration Concentration Dribbling Vision Balance OTB Finishing

ATTRIBUTE UPDATE credit inappropriate user name.

Summary
Pace and Acceleration ,
It remains the most important attribute. However, due to the enhancement of other attributes, their dominance is not as absolute as that of fm24

Finishing , Long Shots , Agility ,
It has been significantly enhanced (compared to fm24) . "Finishing" has been approximately enhanced by 2 times. "Long Shots" has been approximately enhanced by 3 times.

Work Rate ,
It is very similar to the characteristics of fm24. The period from 1 to 12 has a very significant impact. It can be inferred that it must have more than 6 points; otherwise, it will greatly drag down the team's performance .On fm26 , Its importance has slightly declined .

Jumping Reach
Compared with fm24, it has been slightly enhanced

Concentration ,Composure
Compared with fm24, "Composure " has been approximately enhanced by 2 times.
Concentration , Its importance has also been slightly enhanced

Stamina , Strength
Stamina Decline in importance
Strength Increased in importance

Aggression , Determination
Increased in importance


If I were to give a ranking of importance:
1.Pace , Acceleration
2.Work Rate ,Jumping Reach , Agility
3.Finishing ,Dribbling , Concentration
4.Anticipation , Composure , Long Shots , Determination
5.Balance , Strength , Stamina , Aggression
All other attributes can be ignored

8.Position proficiency
FM26 has added a two-stage tactic of "with the ball and without the ball"


This indicates that if players want to play in different formations in the two stages, their players need to have all the proficiency in the corresponding positions

Jadedness doesn't matter much, but match sharpness is crucial. It's somewhere up there with tactic choice and pace/acc in terms of effect on performance. So don't discount 'natural fitness', don't overuse rest in your training, and make sure your players are 100% match fit through reserves matches or friendlies before playing them.

Captain - GK should be captain or vice captain. Your wonderkids will have low leadership and age/reputation, GK wonderkids are less likely, and GK is the only player that can be there 90min every match. High leadership is rare for all positions, but makes minimal performance difference, so if you select say ST captain you are likely sacrificing ST performance for it. DM, or to a lesser extent, DC, is a good captain/vice pairing option.

Dual position exploit - Train 2nd position up to '12' for 0 CA cost, i.e. ST20/DM12 with ST stats. Useful emergency sub but 5%< use. DM20/ST12 with ST stats to get 130 CA instead of 150 CA WILL NOT WORK, not even with min-max. It will become ST when you hit 131 CA ST role. You've gone too far when it shows 'DM/ST' instead of 'DM'. Only do with existing DM20/ST8, or DM20/ST1 with 15+ versatility, due to training opportunity cost. Do not do ST+DC/DL/DR (+8 CA) nor 3 positions (+3 CA) but up to ~10-12 proficiency is fine.

ME

Before the match starts the game will calculate the score based on a multitude of factors

This should be the Instant result or holiday result.

When playing

Every time you make a change like a substitution or a tactical change then the game recalculates the score... as an example... if you make a tactical adjustment in the 20th minute, that means the game will recalculate the score from that moment until the 45th minute, and then from the 45th minute to the 90th minute and then this happens with every sub and so on

AWAY GAME TWEAKS -

Defensive /Balanced Mentality

The LOE can be adjusted to MID BLOCK

CONTROL TACTIC

Remove Counter Press and/or Counter

For a SUS these are ideas to use.

Remove counter press counter

Change mentality cautious/Defensive

full SUS would be to regroup and hold shape

Adjust SPs for more players to stay back

I tend to judge what to use by how the game is progressing as you may just to want to control game rather than a full SUS

Attribute_Weights.pdf.pdf35.17 kB · 59 downloads35.17 kB · 13,391 downloads

TRAINING

Rest exploit - Full day of rest (3 periods) + 'No pitch or gym work' for first 3 condition options in training > rest. Gives boosted rest effect.

The set up is basically a full rest day after any match, then

Screenshot 2026-02-18 120127.png

Example

Screenshot 2026-02-24 184837.png

Screenshot 2026-02-24 184859.png


Assistant manager exploit - Set up your training calendar for the season, then delegate 'general training' to a staff member. No more training unhappiness complaints.

TRAINING SCHEDUES

Pace Acceleration training

Training Schedules

@doru228

TwoGames-WED-SAT (1).fmf
471 B · 2,185 downloads

SaturdayGame (1).fmf
458 B · 1,964 downloads

TwoGames Thu-Sun.fmf
431 B · 1,315 downloads

Go on Calendar -> Training and click any schedule that is on the side

Click "Create new Schedule" on bottom left corner

Go to "New Schedule" -> Custom Schedule -> Load

Files must be here: \Documents\Sports Interactive\Football Manager 26\schedules

Create " schedules " folder if needed

Pictures Attached

image_2025-11-06_182927124.png

image_2025-11-06_183324975.png



https://community.sports-interactive.com/forums/topic/451185-knap-fm24-and-fm23-fm22_fm-21-fm-20-fm-19-tactic-list/?do=findComment&comment=14827445





https://community.sports-interactive.com/forums/topic/451185-knap-fm24-and-fm23-fm22_fm-21-fm-20-fm-19-tactic-list/?do=findComment&comment=14612837

https://community.sports-interactive.com/forums/topic/451185-knap-fm24-and-fm23-fm22_fm-21-fm-20-fm-19-tactic-list/?do=findComment&comment=14604127



Explanation:
- Two Match Practice sessions per week because they are the most efficient.
- Full day of rest after matches, paired with "No pitch or gym work" for super rest (it has increased effect). Keep in mind that super rest only works with a complete day of Rest sessions, and sending the players to rest at home.
- As many Physical sessions as possible, because Pace and Acceleration are the most effective attributes. Quickness has similar results.
- Attacking and Defending sessions are the most efficient to train non-physical attributes, and they are used to complete the days without reaching red intensity.
- I also set additional focus of all players to Quickness and GK Reflexes.

credit Zaz

ZaZ.fmf19.14 kB · 0 downloads19.14 kB · 1,182 downloads



Screenshot (995).png

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