Latest update April 1, 2006
This tactical guide is an overview on what has been stated in the Hattrick rules and on several message boards (mainly Delphi Forums) in my time of playing Hattrick. I've mixed this with my own experiences and views and then posted each part of the guide on the Hattrick Forums on Delphi. Several opinions and corrections from the boards have then made their way into the text.
The purpose of the guide is to provide a foundation for understanding and mastering the tactical part of Hattrick. By tactical part I mean the part of the game where you from an actual squad and a known opponent select your best formation and tactical orders before a game. This guide is not about trading players and economy, these facets of Hattrick are covered in other guides (I'm not sure whether they are translated to English, though).
The guide consists of six
parts:
Part 1: choice of team
formations
Part 1b: choice
of formation, contd.
Part
2a: the basics of player selection
Part 2b: team selection
using key values
Part 3: Individual tactics
Part 4: Tactical settings
Appendix A: Formulas
Questions about the guide can be posted on the Hattrick Forum (preferrably) in the "The ABC of Tactics" discussion, or directly to me, user name LA-Loko in Hattrick. If you like the guide you are welcome to say so in my guestbook (in my club house) or even support my team, Lokomotiv Lund ;-).

Part 1: choice of team
formations
In this, the first of three parts, I'd like to sum up the standard team
formations in Hattrick with their most important variations.
4-4-2, normal
General: This is the standard tactic that's also the one that 99% of all
coaches will pick for their first game. It has the advantage that no players
need special instructions, thereby you get the maximum performance from
all-round type players.
Strengths: Good homogeneous defence, strong attacking wings and a good
central attack.
Weaknesses: Weak midfield.
Best counter-tactic: Playing three inner midfielders and defensive wing
defenders takes the edge off this tactic, and then attacks are preferrably
made on the wings.
4-4-2, 3 inner midfield players
General: A variation of 4-4-2 where two position changes leaves you with
three inner midfield players at the expence of one winger. I prefer moving
down a forward and pushing up a winger to take his position. This tactic is
a very strong defensive alternative for a coach normally using 3-5-2 och
3-4-3.
Strengths: Good homogeneous defence, strong midfield, one strong attacking
wing and a good central attack.
Weaknesses: Abandons one attacking wing, not as strong a midfield as the
tactics with 5 midfield players.
Best counter-tactic: Since the tactic leaves one wing you can have a weak
defence here and also try attacking on this wing. Of course, a skilled
opponent will make it difficult for you to guess which wing...
4-3-3, normal
General: One winger moved into the attack
Strengths: Good homogeneous defence, one strong attacking wing, very strong
central attack
Weaknesses: Very weak in midfield, abandons one wing
Best counter-tactic: The opponent has a very strong central attack. Use
three inner midfield players to stop them from getting so far and pack your
defenders into the middle. If you can foresee what wing the opponent will
abandon, use that defender in a more central position.
4-3-3, 3 inner midfield players
General: Both wingers are moved into forward position and a forward is
pulled back to inner midfield.
Strengths: Good homogeneous defence, very strong central attack, fair
midfield
Weaknesses: Abandons both wings
Best counter-tactic: A very central tactic, defend centrally and attack on
the wings. Pack the defenders into the center of the pitch.
4-5-1, normal
General: One attacker moved into inner midfield
Strengths: Using strong inner midfield players, this is one of the most
solid tactics in the defence. The number of opponent attacks are reduced
with a strong midfield and the few occurring attacks are met by a strong
homogeneous defence.
Weaknesses: Weak attack, especially in the center
Best counter-tactic: Against this tactic it may be wise strengthening your
midfield with an offensive central defender, since the opponents central
attack may be weak. It's all about trying to gain control of midfield and
attacking on the wings - you'll need a lot of attacks to score.
3-5-2, symmetric/asymmetric defence
General: Symmetric: a central defender moved into midfield. Asymmetric: a
wing defender moved into midfield. This is Hattrick's most common formation
for a good reason, with its offensive/defensive balance and strong emphasis
on midfield. It also lets the manager vary the attack and defence
greatly.
Strengths: Very strong midfield and strong attack
Weaknesses: 3 defenders are bound to leave a weak spot somewhere.
Best counter-tactic: Try to attack where the opponent is weak and try to
balance your defence against the opposition's attack. Many 3-5-2 coaches
play with a winger towards the middle, some are kind enough to always play
the same wing into the middle ;). Finally: if you succeed in beating a 3-5-2
team in midfield, the game is practically won...
5-3-2, normal
General: One winger moved into central defence.
Strengths: Very strong central defence, fair central attack.
Weaknesses: Very weak midfield, abandons one attacking wing.
Best counter-tactic: Try to gain possession using three central midfield
players. Try attacking on the wings, in the center it's bound to be crowded.
5-3-2, 3 inner midfield players
General: Both wingers moved into central defence, one defender moved up into
midfield.
Strengths: Very strong central defence, fair central attack, fair
midfield.
Weaknesses: Abandons both wings.
Best counter-tactic: Another very central tactic, defend centrally and
attack on the wings. Pack the defenders into the center of the pitch.
3-4-3, normal
General: One defender moved into forward position, the most attacking
standard formation.
Strengths: Very strong attack.
Weaknesses: Weak midfield and (similarly to 3-5-2) one weak spot in
defence.
Best counter-tactic: Win possession or lose the game, it's as simple as that!
Your opponent is very dangerous so try to move play into his half of the
pitch. Then adapt your attack according to the advice in the 3-5-2 section.
3-4-3, 3 inner midfield players
General: One defender is moved into midfield position and one winger into
the attack. A very strong attacking formation. If you are superior to your
opponent, this formation will guarantee a large number of goals and
goalscoring opportunities (but you do lose attacking strength on one wing). You might even consider using an offensive wing
defender too, to strengthen a wing attack.
Strengths: Very strong central attack and one very strong attacking wing.
Strong midfield.
Weaknesses: One weak spot in defence and abandons one wing.
Best counter-tactic: Concentrate your defence on the centre and the
attacking wing (if predictable). Try to attack in the weak spot. If you
can't control midfield, 4 defenders would be a good idea.
5-4-1, normal
General: One attacker moved into defence.
Strengths: Rock-solid central defence
Weaknesses: Weak midfield and attack, especially the central attack.
Best counter-tactic: Like 4-5-1 it may be a good idea to use an offensive
defender. Defend your wings carefully if your opponent doesn't use his
wingers towards the middle. Try to win possession and attack on the wings.
5-4-1, 3 inner midfield players
General: One attacker moved into midfield and one winger into central
defence. One of the strongest defensive formations in Hattrick.
Strengths: Rock solid defence, strong midfield.
Weaknesses: Weak attak, especially the central attack and the abandoned
wing.
Best counter-tactic: The opponent is rather weak in his attacks. Use this to
gain control over midfield, an offensive central defender has never been
more appropriate. Attack on the wings and prepare
for 0-0...
Part 1b: choice of
formation, cont'd.
Studying part 1a might be a good guide to selecting team formations, but
there are many factors to consider. This "checklist" may be of some help:
Since formation experience is so governing you are forced to alter between the formations you have experience of and 4-4-2, but this is enough for beating most evenly matched opponents, good luck! Hi everyone, it's time for part 2 of my tactical walkthrough. Much of what is written below may be read in the Hattrick rules, but I hope to provide some good advice even for more experienced managers...
Part 2a, the basics of player selection
Player selection must be made knowing what demands each position imposes on the player. The table below simply compiles what is stated in the rules, along with my view on player skill priorities.
| Position | Most important | Second in importance | Third in importance |
| Goalkeeper | Keeper | ||
| Wing back | Defending | Winger | |
| Central defender | Defending | ||
| Offensive central defender | Playmaking/stamina | Defending | |
| Defensive winger | Winger | Defending | Playmaking/stamina |
| Normal/offensive winger | Winger | Playmaking/stamina | Passing |
| Winger towards the middle | Playmaking/stamina | Winger | Passing |
| Inner midfield (offensive or defensive) | Playmaking/stamina | Passing or defending | Defending or passing |
| Inner midfield towards wing | Playmaking/stamina | Winger | Passing/defending |
| Forward | Scoring | Passing | |
| Defensive forward | Scoring | Playmaking/stamina | Passing |
One comment regarding offensive central defenders and wingers towards the middle: when selecting these individual tactics I mean that you abandon the wing and central defence in order to get a necessary reinforcement of the midfield - therefore I rank playmaking/stamina more important than the main skills of the players for those positions.
I've seen a few comments on the Swedish conference stating things like: "passable stamina is enough for an inner midfield player, it's better to train something else" which I consider plain stupidity. Why only use 70-80% of a player's capacity? Playmaking and stamina work together, a fact that most managers are aware of.
If you have all-round players that may play anywhere; man the positions that you consider the most important first, so that they are provided the best players. In the long run I think you should specialise your squad...
Form is an incredibly important parameter when selecting players. A player in excellent form performs 25-35% more than a player in inadequate form, a player in disastrous form performs 40-50% less than one in inadequate form. More on this in part 2b. Another player characteristic that's becoming more important with Hattrick 6 is experience. If two players seem equally suited for a position to you - pick the player with the most experience.
Part 2b is coming up...
Part 2b: team selection using key values
OK, so you've seen these rather inexact advice before, but it's quite boring to guess each time and to be unsure whether you really picked the right player. And what where the characteristics of that player that worked so well?
Time to introduce key values: you can once and for all decide how important you consider different skills to be, and then compare players in a straightforward manner. All you need is som basic maths.
The foundation on which key values rely is the enumeration of player skill values (and this is where you realise that solid isn't that much more than passable ;-) ). For the ambitious manager, high/low skill values also need to be considered.
| Disastrous | 1 |
| Wretched | 2 |
| Poor | 3 |
| etc. | etc. |
The next step is to define your key values, and this is where your experience as a Hattrick manager enters. I can only tell you how I do it, and I will exemplify it showing how I assess a forward. Please note that my formulae are tested with players with inadequate-solid skills, and in this interval they work fine. I hope to be able to test on better players in the near future ;)
1. Skills, how important are they? I sum the skills of the forward below. In the formula I usually assume C1=0.25 and C2=0.75 - but you probably know better than I do. C1+C2 should be 1 for convenience.
BasicSkillValueForForward = C1*Passing + C2*Scoring
2. How does stamina affect? Here I multiply the skills with a stamina factor, since stamina nowadays affect all skills. (Tip: for inner midfield players the stamina should affect the various skills differently, for playmaking C1 should be lower and C2 higher). I usually set C1=0.95 and C2=0.01 for all skills but for playmaking.
SkillValueForForward = BasicSkillValueForForward*(C1 + C2*Stamina)
3. Consider form, it's extremely important. My proposal for a formula is on the same form as stamina consideration. Form is much more important though, so I set C1=0.5 and C2=0.1! But I may be wrong, experiment!
CurrentSkillValueForForward = SkillValueForForward*(C1 + C2*Form)
4. Consider experience. I like to use an experienced team to avoid silly defensive mistakes, but since it doesn't affect player skills directly it's certainly not compulsory to consider it a factor when selecting players. Once again the formula is on the same form as earlier formulae, and once more the importance is not that high, so I use C1=0.95 and C2=0.01.
KeyValueForForward = CurrentSkillValueForForward*(C1 + C2*Experience)
I still don't consider set pieces since I'm a bit unsure how important long shots are. Special events aren't considered either, perhaps someone has a proposal how to enter those into the equation? OK, it's time for an example from my own squad:
| Player | Patrick | Li |
| Scorer | Sol =7 | Sol =7 |
| Passing | Pass =6 | Poor =3 |
| Form | Pass =6 | Weak =4 |
| Stamina | Inad =5 | Sol =7 |
| Experience | Inad =5 | Poor =3 |
Most of you can already decide who is better fitted for the job of forward in the next game, but here is how you decide using the equations above.
| Player | Patrick | Li |
| BasicSkillValueForForward | 6.75 | 6.00 |
| SkillValueForForward | 6.75 | 6.12 |
| CurrentSkillValueForForward | 7.43 | 5.51 |
| KeyValueForForward | 7.43 | 5.40 |
So Patrick should play, not Li. If you like, you can translate the values back to the skill values, meaning that Patrick corresponds to a highly solid scorer/passer in inadequate form, inadequate stamina and with inadequate experience. Li on the other hand corresponds to an inadequate (close to passable) scorer/passer in inadequate form, inadequate stamina and with inadequate experience.
In the table below I sum up facts (basically directly out of the rules) and my own comments on different individual tactics. Please note that all individual tactics are made so that the player performs some percentage below his maximum if they are used, so with one exception (commented below), normal should be your default setting and all deviations from this should be motivated tactically or by the individual player's skills.
Another thing to consider is that all modifications on player skills are relative to their base values. A solid winger is more beneficial to play offensively than a weak winger. Accordingly, it's less serious to weaken an already weak skill than a passable skill. So an excellent winger with disastrous defending has everything to gain from an offensive setting.
| Position | Tactic | Skill increase | Skill decrease | Team enforcement | Team weakenings | Comments |
| Wing back | Offensive | Winger | Defending | Wing attack | Wing defence | May strengthen a Wing attack if the player is a skilled Winger. A passable Winger may raise the grade one step. |
| Wing back | Defensive | Defending | Winger | Wing defence | Wing attack | Strengthens the Wing defence but weakens the Wing attack. If you, like I do, have defenders that aren't very skilled as wingers, this is a good setting. |
| Wing back | Towards the middle | Defending | Winger | Central defence | Wing defence, Wing attack | Mostly used when the opponent's skilled central attack calls for it. I prefer having two central defenders and one wing back to having one central defender and two wing backs where one is played towards the middle. |
| Central defender | Offensive | Playmaking/stamina | Defending | Midfield | Central defence, Wing defence | I think this is the most under-used individual tactic. It's perfect to use if you 1) have a suitable defender and 2) using it can gain a solid control over midfield. If these conditions aren't met then you don't have much to gain from this setting... |
| Central defender | Towards the wing | Winger | Defending | Wing defence, Wing attack | Central defence | An individual tactic that I avoid, just like a wing back towards the middle, but I may be wrong - I haven't tried it that much. |
| Winger | Normal | The only normal setting I comment. The normal winger position demands an all-round player that is slightly stronger as a winger than in his second skills: playmaking/stamina, passing and defending. If you have a player suited for this role: sell him and get a real winger... | ||||
| Winger | Defensive | Defending | Winger | Wing defence | Wing attack | This is hardly a tactic that a natural winger would make the most out of, but if you need to strengthen your wing defence a wing back might do some good in this position. |
| Winger | Offensive | Winger | Defending | Wing attack | Wing defence | This is the only individual tactic in Hattrick that isn't a compromise. Since it strengthens a players main skill and lowers a less important one I think this should be the default setting of any natural winger. |
| Winger | Towards the middle | Playmaking/stamina | Winger | Midfield | Wing attack | A very common individual tactic that really weakens your wing attack. But since midfield is so important this compromise is often rewarding. I always play my wingers as either offensive or towards the middle. |
| Central midfield | Defensive | Defending | Passing | Central defence, Wing defence | Central and wing attack | If you have a suitable player and the run of the game demands it, don't hesitate. Players that are suitable as defensive midfield players may be used as offensive central defenders when the opposition is weaker. |
| Central midfield | Offensive | Passing | Defending | Central and Wing attack | Central defence, Wing defence | If you have a suitable player and the run of the game allows it, don't hesitate. Please note that scoring ability doesn't count. |
| Central midfield | Towards the wing | Winger | Playmaking/stamina | Wing attack | Midfield | This tactic often results in high individual grades. But the team usually has nothing to gain from it, avoid! |
| Forward | Defensive | Playmaking/stamina | Scoring | Midfield | Central and both Wing attacks | Best used when you are really inferiour and need to go for 0-0. There are far better ways to strengthen your midfield. Players that are suitable for this tactic are often expensive to buy and pay off, so you should normally avoid them in your squad... |
The tactical settings have been
around for some time now, and have added quite a lot to the depth of the
tactical game. There are opportunities to beat an opponent with superior
midfield, something that was quite difficult before the new settings...
Counter-attacks What happens is that you give away some midfield strength (always a bad idea
in HT) to get the chance of getting a counter-attack each time the opponent
attacks and your defence over-powers them. Use counter-attack only when: If you fail to meet any of these requirements, counter-attack is not for you! People who successfully play counter-attacks play previously forgotten
tactics like 5-3-2, 5-4-1 (too poor offence in my opinion), 4-4-2, 4-3-3 and
even extreme ones like 5-2-3. For extreme counter-attack teams midfield is
completely omitted so the confusion that comes from 5-2-3 doesn't mean much. But,
like I said at first: this is the most over-rated new tactic setting, used
without causion you will invite your opponents to easy victories! Pressing Use it when: These are the base requirements, but in order to be really successful you
should: Attack directions The base rule when to use attacking directions is to use it when you have
more to gain from the redirection of attacks that you lose due to defence
weakening. If you make 1 more goal from the wing that won't do you much good if
you concede 2 extra in the weakened mid defence... Use the attack directions settings when: The settings should be decided on a match to match basis, but there's some
general cases when they are extra interesting:
These are the formulas that I've used since I started playing Hattrick, they've been with me through rule changes, from the players I had to start with to the divine players I have today. They have been tweaked along the way depending on how I wanted to play and should be tweaked by you too.
An important thing to know is: I don't have a clue how Hattrick calculates player contributions to the team performance, these are educated guesses combined with my own priorities, nothing else.
When I began, I tried to tweak the formulas to be able to pick the players that would give me the most amount of *-s but since then I've changed them to give me the team rating profile I wanted.
I've used the formulas in an Access application and made sorted results with the best players on top. If you prefer, you can use e.g. Excel to do the maths and then sort the results to help you pick your team. Or, maybe you could persuade your management application developer to include these formulas? Here goes, enjoy!
All Players
The overall - the most important value - is calculated in the same way for all types of players:
{overall} = {skills} * (0.625+{form} * 0.075) * (0.95 + {experience} * 0.01)
The difference lies in how the {skills} part of the value is calculated.
Goalkeeper
This is a pretty simple one...
{skills} = {goalkeeping}
Central Defender, normal
The defending skill is depending on stamina to a small extent
{skills} = {defending} * (0.975 + 0.005 * {stamina})
Central Defender, offensive
When I began using offensive CDs I used the formulas below, lately I've just been using the inner mid formulas since I chose to ignore defense ratings...
Here, you can see how I let stamina affect the different other player properties in different amounts. Playmaking is much more affected by stamina than defending is.
{skills} = 0.5 * (0.35 + {stamina} * 0.13) * {playmaking} + 0.5 * {defending} * (0.975 + 0.005 * {stamina})
Inner midfield
Here I started with the formula below...
{skills} = 0.70 * (0.35 + {stamina} * 0.13) * {playmaking} + (0.15 * {passing} + 0.15 * {defending}) * (0.975 + 0.005 * {stamina})
... but when I gave up defending I changed to this:
{skills} = 0.85 * (0.35 + {stamina} * 0.13) * {playmaking} + 0.15 * {passing} * (0.975 + 0.005 * {stamina})
A defensive minded coach may want to twist the formula the other way around. If you're in a game where midfield rating will be absolutely decisive, feel free to focus only on playmaking, like this:
{skills} = 1.00 * (0.35 + {stamina} * 0.13) * {playmaking}
Winger
OK, I admit, I haven't had a real winger for a very long time, this formula is ancient and optimized for the "normal" winger setting to give as many stars as possible with players on 'inadequate' level...
{skills} = 0.2 * ((0.35 + {stamina} * 0.13) * playmaking) + (0.2 * {passing} + 0.5 * {winger} + 0.1 * {defending}) * (0.975 + 0.005 * {stamina})
Attacker
After the inner mid and winger formulas, this one is pretty straightforward. All skills are equally affected by stamina and I choose to rate scoring and passing with an 80/20 ratio.
{skills} = (0.2 * {passing} + 0.8 * {scoring}) * (0.975 + 0.005 * {stamina})
Bottom line
Note that all literals are my constants, I've thought these formulas through a lot and I thing they are adequate, but the constants are really a matter of preference, try to adjust them.
The observant reader would notice that skills are weighed together with constants that add up to 1.00. The extremely observant reader may even notice that all effects of stamina, experience and form turn into 1.00 if these values are 'inadequate'. That's just how I calibrated the formulas when I began, and it's proven to work pretty well.
For all formulas, all values entered are from the following scale: disastrous = 1, weak = 2, poor = 3 etc. up to divine = 20.
| Since 20/12 2003 |