2026-04-19, 02:52 PM - Word count:
(This post was last modified: 2026-04-19, 03:24 PM by McLumberjack. Edited 3 times in total.)
Hello SSL community, (and specifically the BoD @Canadice @Lpapi @Zoone16 @Daleks @OTK @GHamss @gaucho12 )
I come to you today with my argument in favor of allowing player instructions in the SSL. I have done ample research and testing and think I have a solid case to argue that having them be illegal, is creating more work and issues than it is actually worth.
Chapter 1 - Why are player instructions banned in the first place.
In my time in the BoD I have raised this question before, I got the following 2 reasons:
1. Player instructions would create an extra barrier because of their complexity.
The first argument boils down to the fact that Football Manager is already a complicated game. There are many different tactics, options, meta's that all need to be accounted for as a manager/tactician. Allowing player instructions would make this task even more daunting and increase the barrier of entry for any new managers. Add to this the fact that fm24 is no longer able to be aquired through normal means, this would only further the difficulty of finding proper management for organisations. A task that has proven increasingly difficult already.
2. Player instructions are broken/overpowered
The second argument comes down to the fact that there is an idea that certain player instructions "break the engine" in a way that makes them so overpowered, that adding them would mean everyone would have to run the exact same tactics and or player instructions to even have a chance of winning. This would ruin any creativity and give an incredible advantage to the teams that know what they are doing.
I hope to have captured the general idea of why player instructions are currently illegal, however if anyone has any extra arguments I would love to hear them.
Chapter 2 - Player instructions creating barriers
The argument that player instructions make the game too hard ignores the current state of the league. I checked the latest matchday (MD3) and went by every majors team to see what formation they were playing.
Catalunya: 4231 not fmArena
Hollywood: 3 striker formation not fmarena (although they do also run fmArena strats sometimes)
Reykjavik: 4231 fmArena
Shanghai: 4231 fmArena
USP: 343 fmArena
Xelaju: 4231 fmArena
AC Romana: 4231 fmArena (slight adjustment)
CA Buenos Aires: 4231 fmArena
CD Tenochtitlan: 4222 fmArena (adjusted)
Liffeyside: 4231 fmArena
Schwarzwalder FV: Honestly I do not know what to call this but definitely not from fm arena
Tokyo: 4231 fmArena
So out of 12 organisations we have:
6 organisations running the exact same meta 4231 formation downloaded from fmArena
2 organisations running a tactic from fmArena but slightly adjusted (some roles switched but generally the same)
1 org running a different formation straight from fmArena
1 org running a self made tactic, but who also runs fmArena tactics on different matchdays
Which leaves 2 orgs not running an fmArena tactic. This was with me checking only 1 Matchday and only in the majors.
We can not pretend that you need deep tactical knowledge of fm24 to be a good manager these days, if anything, trying to rely on normal football manager knowledge is a liability in the SSL. The way the meta has evolved here rewards only one kinda of football. High pressing, high intensity, attacking football.
My argument is that adding PI's would actually make it easier for a new manager if people are already downloading the tactic anyway, now it just removes the need to open the tactic in football manager and manually removing the player instructions. If anything this will LOWER the barrier of entry. New managers or tacticians would not even need the game in order to make tactical submissions (There would need to be an adjustment with the current system where you have to post a screenshot, however that should not be too hard if you can just have them fill in the players in the positions on a form).
In order to make things fair there would need to be ample information provided about the existance of fmArena and how it works, but we need to stop pretending like most teams are spending hours cooking in the lab thinking off brand new formations from scratch, that just does not happen any more (with some exceptions ofcourse).
There is also a clear example of the ban of player instructions hurting the integrity of the league which happened back in season 21. In this season Hollywood FC used player instructions illegally for 3 matchdays, this was however only found out at the end of the season. Hollywood FC won the title this season eventhough they had broken the rules. In a league where everyone is allowed to use player instructions a scenario like this could have never happened. Ironically having the instructions be illegal, increases the likelyhood of cheating/unfair advantages being had by organisations.
Chapter 3 - Player instructions are not overpowered
The second argument is a lot harder to debunk with only words, so we have to turn to one of my favorite things... data!
i wanted to find out just how overpowered and "broken" player instructions really were, so I set up an experiment. Here is the setup of the league I made:
![[Image: League-structure.png]](https://i.ibb.co/5WdY1Z5t/League-structure.png)
With the basic setup of the league explained I will go to my methodology and what I was trying to achieve by doing it.
The goal was to prove that not only are player instructions not overpowered, my theory was that there is a WAY bigger difference between a basic preset fm24 formation and a downloaded fmArena tactic without player instructions.
Than there is between a fmArena tactic without player instructions versus one that does have player instructions. Now onto the actual experiment.
![[Image: xelaju.png]](https://i.ibb.co/84218TSM/xelaju.png)
![[Image: xelaju-normal-strat.png]](https://i.ibb.co/GQbm2f1Y/xelaju-normal-strat.png)
Xelaju fmArena 4231 NO PI's
Average Position: 15.91
Average PPG: 1.16
Average GD Per Game: -0.4
Average GF Per Game: 1.51
Average GA Per Game: 1.92
Average Win%: 31.66%
Next it was time to test the same exact formation, only with player instructions. The tactic I used was HIGHWAY STAR 4231 P107 FC downloaded from fmArena, which is the best performing 4231 formation. I ran this formation for 5 seasons which is 1840 Xelaju matches. Formation and results below.
![[Image: 4231.png]](https://i.ibb.co/gMCDZk7k/4231.png)
![[Image: xelaju-PI.png]](https://i.ibb.co/7JBdzRXp/xelaju-PI.png)
Xelaju fmArena 4231 WITH PI's
Average Position: 14.55
Average PPG: 1.26
Average GD Per Game: -0.24
Average GF Per Game: 1.63
Average GA Per Game: 1.87
Average Win%: 35.22%
Next it was time to test one of the fm24 default tactics. For this test I used the gegenpress 4231 DM AM Wide preset that fm24 provides us. I also ran this formation for 5 seasons. Formation and results below.
![[Image: gegenpress-default.png]](https://i.ibb.co/Q7SqdY4M/gegenpress-default.png)
![[Image: xelaju-gegenpress.png]](https://i.ibb.co/nsQngg4w/xelaju-gegenpress.png)
Xelaju default gegenpress
Average Position: 20.4
Average PPG: 0.87
Average GD Per Game: -0.98
Average GF Per Game: 1.2
Average GA Per Game: 2.17
Average Win%: 21.96%
Finally, because I suspected the gegenpress preset is the best case scenario when it comes to presets, I tested another preset too. The 4231 DM AM Wide control pressure preset, once again 5 seasons.
![[Image: xelaju-control-pressure.png]](https://i.ibb.co/RTFx5PPf/xelaju-control-pressure.png)
![[Image: xelaju-controll-pressure.png]](https://i.ibb.co/QFXZZqdt/xelaju-controll-pressure.png)
Xelaju default control possession
Average Position: 22.5
Average PPG: 0.49
Average GD Per Game: -1.6
Average GF Per Game: 0.55
Average GA Per Game: 2.14
Average Win%: 10.43%
So, looking at those numbers, the conclusion is actually pretty crazy.
The whole reason we banned player instructions was because we were scared they were "broken" or "overpowered." But the data shows that the "PI Gap" is only 0.10 PPG. In our actual 15-game SSL season, that is a difference of 1.5 points. We are literally talking about one draw turning into a win every two seasons. That’s it. That is the "game-breaking" advantage everyone is so worried about.
But now look at the other gap. The difference between someone using a default FM24 preset like Control Possession and someone using a Legal fmArena tactic is a massive 0.67 PPG. Over our 15-game season, that is a 10-point swing.
Lets stop for a second and think about how backwards that is. We are perfectly fine with a manager having a 10-point advantage just because they knew which website to download a formation from, but we are issuing fines and spending hours auditing files to prevent a 1.5-point advantage.
Its the football manager equivalent of allowing fully automatic assault rifles but banning sights for them because "it would be too dangerous".
And it’s not just about the points, it is about the incredble amount of wasted time and energy. Right now, the auditing/simming department has to open every single .fmf file and manually check every single player screen just to make sure a manager didn't accidentally leave "Tackle Harder" checked. It’s a massive waste of time for a 1.5-point difference.
Plus, as I mentioned before, this actually makes it harder for new managers. A new guy downloads a tactic, thinks he's good to go, and then gets slapped with a fine because he didn't realize there were illegal instructions hidden in the wing-back role. If we just allowed them, a new manager could actually "plug and play" like they’re supposed to.
I understand the reasoning behind this ruling originally, however I think we have come to a point where we are only doing it "because that is how it has been" not because it is the correct course of action.
Chapter 4 - Conclusion
So to conclude, I think I have made a strong case on why allowing player instructions would be a positive overal change for the league.
The testing is clear, while player instructions do have an effect on tactics, it is in no way the deciding factor and a quite minor one in the grand scheme of things. Making them illegal does nothing to make the league more equal and only provides more useless work in the background.
If we finally lift this ban, three things happen immediately:
We actually make it "Plug-and-Play" for new managers. A new manager can just download a tactic and jump in. Counter intuitively it will make the barrier of entry lower for new managers. (A big point here would be to have information about downloading tactics available for all managers, so there is not an unfair advantage there)
We prevent the potential of cheating or unfair scenario's . No more situations like Season 21. Everyone is on the same playing field and has access to the same tools.
People who are currently doing auditing can commit their time to different parts of the league.
The data proves that player instructions are not some cheatcode, they are a small part of the greater tactical ecosystem. Just a small part of the game that we have turned into a massive headache for ourselves.
I invite everyone to provide counter arguments in the comments and I will be happy to reply. It could be that I missed something.
Finally if the BoD needs access to any of my testing data I would be happy to provide, I have saved all the tactics, saves, results and more and can provide everything for proof.
I come to you today with my argument in favor of allowing player instructions in the SSL. I have done ample research and testing and think I have a solid case to argue that having them be illegal, is creating more work and issues than it is actually worth.
Chapter 1 - Why are player instructions banned in the first place.
In my time in the BoD I have raised this question before, I got the following 2 reasons:
1. Player instructions would create an extra barrier because of their complexity.
The first argument boils down to the fact that Football Manager is already a complicated game. There are many different tactics, options, meta's that all need to be accounted for as a manager/tactician. Allowing player instructions would make this task even more daunting and increase the barrier of entry for any new managers. Add to this the fact that fm24 is no longer able to be aquired through normal means, this would only further the difficulty of finding proper management for organisations. A task that has proven increasingly difficult already.
2. Player instructions are broken/overpowered
The second argument comes down to the fact that there is an idea that certain player instructions "break the engine" in a way that makes them so overpowered, that adding them would mean everyone would have to run the exact same tactics and or player instructions to even have a chance of winning. This would ruin any creativity and give an incredible advantage to the teams that know what they are doing.
I hope to have captured the general idea of why player instructions are currently illegal, however if anyone has any extra arguments I would love to hear them.
Chapter 2 - Player instructions creating barriers
The argument that player instructions make the game too hard ignores the current state of the league. I checked the latest matchday (MD3) and went by every majors team to see what formation they were playing.
Catalunya: 4231 not fmArena
Hollywood: 3 striker formation not fmarena (although they do also run fmArena strats sometimes)
Reykjavik: 4231 fmArena
Shanghai: 4231 fmArena
USP: 343 fmArena
Xelaju: 4231 fmArena
AC Romana: 4231 fmArena (slight adjustment)
CA Buenos Aires: 4231 fmArena
CD Tenochtitlan: 4222 fmArena (adjusted)
Liffeyside: 4231 fmArena
Schwarzwalder FV: Honestly I do not know what to call this but definitely not from fm arena
Tokyo: 4231 fmArena
So out of 12 organisations we have:
6 organisations running the exact same meta 4231 formation downloaded from fmArena
2 organisations running a tactic from fmArena but slightly adjusted (some roles switched but generally the same)
1 org running a different formation straight from fmArena
1 org running a self made tactic, but who also runs fmArena tactics on different matchdays
Which leaves 2 orgs not running an fmArena tactic. This was with me checking only 1 Matchday and only in the majors.
We can not pretend that you need deep tactical knowledge of fm24 to be a good manager these days, if anything, trying to rely on normal football manager knowledge is a liability in the SSL. The way the meta has evolved here rewards only one kinda of football. High pressing, high intensity, attacking football.
My argument is that adding PI's would actually make it easier for a new manager if people are already downloading the tactic anyway, now it just removes the need to open the tactic in football manager and manually removing the player instructions. If anything this will LOWER the barrier of entry. New managers or tacticians would not even need the game in order to make tactical submissions (There would need to be an adjustment with the current system where you have to post a screenshot, however that should not be too hard if you can just have them fill in the players in the positions on a form).
In order to make things fair there would need to be ample information provided about the existance of fmArena and how it works, but we need to stop pretending like most teams are spending hours cooking in the lab thinking off brand new formations from scratch, that just does not happen any more (with some exceptions ofcourse).
There is also a clear example of the ban of player instructions hurting the integrity of the league which happened back in season 21. In this season Hollywood FC used player instructions illegally for 3 matchdays, this was however only found out at the end of the season. Hollywood FC won the title this season eventhough they had broken the rules. In a league where everyone is allowed to use player instructions a scenario like this could have never happened. Ironically having the instructions be illegal, increases the likelyhood of cheating/unfair advantages being had by organisations.
Chapter 3 - Player instructions are not overpowered
The second argument is a lot harder to debunk with only words, so we have to turn to one of my favorite things... data!
i wanted to find out just how overpowered and "broken" player instructions really were, so I set up an experiment. Here is the setup of the league I made:
- I used the original database for this season
- I only focused on Major Divison 1
- In the pre game editor I edited the league structure so there would be 24 teams who all played each other 4 times
- I duplicated each team so there were 4 of each
- I duplicated each player so there were 4 identical copies of each team
- I gave every team the formation they were running after MD1
- Each season I simulated would mean every team played 92 matches
- Each simulation every team had their attributes frozen, no injuries, perfect morale, perfect fitness, max tactical cohesion
- After each simulation I would take the average position, average points per game, average goal difference per game, average goals for and against and average win% by combining all 4 of the cloned teams and taking the average of that.
![[Image: League-structure.png]](https://i.ibb.co/5WdY1Z5t/League-structure.png)
With the basic setup of the league explained I will go to my methodology and what I was trying to achieve by doing it.
The goal was to prove that not only are player instructions not overpowered, my theory was that there is a WAY bigger difference between a basic preset fm24 formation and a downloaded fmArena tactic without player instructions.
Than there is between a fmArena tactic without player instructions versus one that does have player instructions. Now onto the actual experiment.
- For this experiment I picked Xelaju, my reasoning was that they were somewhere in the middle of the pack (which means we can see both the upswings and downswings) and because they are already running the meta 4231 formation from fmArena.
- I first simulated the control, this was every team with their normal tactic. Xelaju with their fmArena 4231 without player instructions. I simmed this 38 times, which means a total of 13,984 Xelaju matches and 41,952 total matches. The results and Xelaju tactic used can be found under here.
![[Image: xelaju.png]](https://i.ibb.co/84218TSM/xelaju.png)
![[Image: xelaju-normal-strat.png]](https://i.ibb.co/GQbm2f1Y/xelaju-normal-strat.png)
Xelaju fmArena 4231 NO PI's
Average Position: 15.91
Average PPG: 1.16
Average GD Per Game: -0.4
Average GF Per Game: 1.51
Average GA Per Game: 1.92
Average Win%: 31.66%
Next it was time to test the same exact formation, only with player instructions. The tactic I used was HIGHWAY STAR 4231 P107 FC downloaded from fmArena, which is the best performing 4231 formation. I ran this formation for 5 seasons which is 1840 Xelaju matches. Formation and results below.
![[Image: 4231.png]](https://i.ibb.co/gMCDZk7k/4231.png)
![[Image: xelaju-PI.png]](https://i.ibb.co/7JBdzRXp/xelaju-PI.png)
Xelaju fmArena 4231 WITH PI's
Average Position: 14.55
Average PPG: 1.26
Average GD Per Game: -0.24
Average GF Per Game: 1.63
Average GA Per Game: 1.87
Average Win%: 35.22%
Next it was time to test one of the fm24 default tactics. For this test I used the gegenpress 4231 DM AM Wide preset that fm24 provides us. I also ran this formation for 5 seasons. Formation and results below.
![[Image: gegenpress-default.png]](https://i.ibb.co/Q7SqdY4M/gegenpress-default.png)
![[Image: xelaju-gegenpress.png]](https://i.ibb.co/nsQngg4w/xelaju-gegenpress.png)
Xelaju default gegenpress
Average Position: 20.4
Average PPG: 0.87
Average GD Per Game: -0.98
Average GF Per Game: 1.2
Average GA Per Game: 2.17
Average Win%: 21.96%
Finally, because I suspected the gegenpress preset is the best case scenario when it comes to presets, I tested another preset too. The 4231 DM AM Wide control pressure preset, once again 5 seasons.
![[Image: xelaju-control-pressure.png]](https://i.ibb.co/RTFx5PPf/xelaju-control-pressure.png)
![[Image: xelaju-controll-pressure.png]](https://i.ibb.co/QFXZZqdt/xelaju-controll-pressure.png)
Xelaju default control possession
Average Position: 22.5
Average PPG: 0.49
Average GD Per Game: -1.6
Average GF Per Game: 0.55
Average GA Per Game: 2.14
Average Win%: 10.43%
So, looking at those numbers, the conclusion is actually pretty crazy.
The whole reason we banned player instructions was because we were scared they were "broken" or "overpowered." But the data shows that the "PI Gap" is only 0.10 PPG. In our actual 15-game SSL season, that is a difference of 1.5 points. We are literally talking about one draw turning into a win every two seasons. That’s it. That is the "game-breaking" advantage everyone is so worried about.
But now look at the other gap. The difference between someone using a default FM24 preset like Control Possession and someone using a Legal fmArena tactic is a massive 0.67 PPG. Over our 15-game season, that is a 10-point swing.
Lets stop for a second and think about how backwards that is. We are perfectly fine with a manager having a 10-point advantage just because they knew which website to download a formation from, but we are issuing fines and spending hours auditing files to prevent a 1.5-point advantage.
Its the football manager equivalent of allowing fully automatic assault rifles but banning sights for them because "it would be too dangerous".
And it’s not just about the points, it is about the incredble amount of wasted time and energy. Right now, the auditing/simming department has to open every single .fmf file and manually check every single player screen just to make sure a manager didn't accidentally leave "Tackle Harder" checked. It’s a massive waste of time for a 1.5-point difference.
Plus, as I mentioned before, this actually makes it harder for new managers. A new guy downloads a tactic, thinks he's good to go, and then gets slapped with a fine because he didn't realize there were illegal instructions hidden in the wing-back role. If we just allowed them, a new manager could actually "plug and play" like they’re supposed to.
I understand the reasoning behind this ruling originally, however I think we have come to a point where we are only doing it "because that is how it has been" not because it is the correct course of action.
Chapter 4 - Conclusion
So to conclude, I think I have made a strong case on why allowing player instructions would be a positive overal change for the league.
The testing is clear, while player instructions do have an effect on tactics, it is in no way the deciding factor and a quite minor one in the grand scheme of things. Making them illegal does nothing to make the league more equal and only provides more useless work in the background.
If we finally lift this ban, three things happen immediately:
We actually make it "Plug-and-Play" for new managers. A new manager can just download a tactic and jump in. Counter intuitively it will make the barrier of entry lower for new managers. (A big point here would be to have information about downloading tactics available for all managers, so there is not an unfair advantage there)
We prevent the potential of cheating or unfair scenario's . No more situations like Season 21. Everyone is on the same playing field and has access to the same tools.
People who are currently doing auditing can commit their time to different parts of the league.
The data proves that player instructions are not some cheatcode, they are a small part of the greater tactical ecosystem. Just a small part of the game that we have turned into a massive headache for ourselves.
I invite everyone to provide counter arguments in the comments and I will be happy to reply. It could be that I missed something.
Finally if the BoD needs access to any of my testing data I would be happy to provide, I have saved all the tactics, saves, results and more and can provide everything for proof.








![[Image: 4q9DY7I.png]](https://i.imgur.com/4q9DY7I.png)