Squad building

    Recruitment by Tactical Fit

    Scout for system fit, not stat stars. Shortlist filters that map to your tactic.

    System Fit Beats Stat Stars

    The single most expensive recruitment mistake in Football Manager is buying the player with the best numbers and then wondering why they don't play like the numbers. They almost always look fine in isolation. They look like a star on the player profile. They produce nothing in your tactic. The reason is almost never hidden attributes or unlucky form. It's that the scouting filter you used was generic, the role you bought them for was specific, and the gap between the two was where the wages went to die.

    This guide is about scouting the way managers who win leagues actually scout: with shortlist filters that come out of the tactic, not the position. The framework is simple: define the role first, derive the filter from the role's primary attributes, weight depth and rotation around fixture congestion, and treat CA/PA as background noise rather than a headline. Most of what follows is the application of that framework to specific roles, with the failure modes you'll hit if you ignore it.

    Role-Specific Shortlist Filters

    The mistake is to set up one shortlist for "central midfielder" and run it across every CM you might want to sign. Three different roles want three completely different players, and a generic CM filter will silently exclude the right one while letting through five wrong ones. Here are working filters for the role families I most often recruit for.

    Mezzala (Support / Attack)

    The Mezzala drifts into half-spaces and arrives late in the box. Crucially they do not anchor (your DM does that), so don't filter for Positioning or Tackling.

    • Hard floors: Off the Ball 14+, Passing 13+, Dribbling 13+, Stamina 14+.
    • Soft floors: Vision 13+, Acceleration 13+, Decisions 13+. For Mezzala on Attack specifically, also Long Shots 13+ and Finishing 12+ — late box arrival is wasted if they can't finish or strike from range.
    • Trait wishlist: Gets Forward Whenever Possible, Plays One-Twos, Tries Killer Balls Often.
    • Reject: anyone with the "Stays Back at All Times" PPM, regardless of attributes; it directly fights the role.

    Deep-Lying Playmaker (Defend / Support)

    The DLP receives in front of the back four, turns, and dictates. They need composure under pressure more than acceleration; they need vision more than finishing. The biggest filter trap is treating them like an Anchor Man. They aren't, and Tackling 16 with Composure 11 is not what you want.

    • Hard floors: Passing 15+, Vision 14+, Composure 14+, First Touch 14+.
    • Soft floors: Anticipation 13+, Decisions 13+, Teamwork 13+.
    • Trait wishlist: Dictates Tempo, Tries Killer Balls Often, Comes Deep to Get Ball.
    • Soft floor caveat: DLPs with Composure 11 behind a poor screen or in heavy-press exposure tend to get pressed off the ball; with strong DM cover and a more conservative pressing line, DLPs at 11–12 Composure can survive.

    Inverted Wing-Back (Support / Attack)

    IWBs tuck inside in possession and become a third central midfielder. The position screen calls them a wing-back; the role wants a midfielder. Filter accordingly: Crossing barely matters; First Touch and Passing matter a lot.

    • Hard floors: Passing 13+, First Touch 13+, Anticipation 13+, Stamina 14+.
    • Soft floors: Decisions 13+, Composure 12+, Tackling 12+.
    • Trait wishlist: Plays Short Simple Passes.
    • Reject: "Hugs Line"; the trait literally pulls them back wide when the role wants them inside.

    Inside Forward (Support / Attack)

    IFs receive wide and break inside to shoot or combine. The two filters you'll see most managers get wrong are Pace (they overweight it) and Acceleration (they underweight it). For the IF specifically, Acceleration is what creates the half-yard of separation that gets the shot off.

    • Hard floors: Dribbling 14+, Off the Ball 14+, Finishing 13+.
    • Soft floors: Acceleration 15+ helps, but 13–14 with elite Dribbling, Composure, and Off the Ball can also work (Saka isn't burning past anyone — the half-yard from First Touch is what creates the shot). Also: First Touch 13+, Composure 13+, Flair 13+.
    • Trait wishlist: Cuts Inside From Both Wings (or the natural-foot equivalent), Places Shots, Runs With Ball Through Centre.
    • Reject: high Crossing / low Finishing wide players; those are Wide Midfielders mis-shelved as IFs.

    Ball-Playing Defender (Defend / Cover)

    The BPD is the press release for "I want to play out from the back." If they can't pass under pressure, you don't have a BPD. You have a CB whose Composure rounding error you'll see every other match. Pace is a soft filter, not a hard one, unless your defensive line is High. Line height matters here: a slow BPD behind a High line is exposed in transition every time the press is broken, so either lift the Pace floor to a hard one or drop the line to Standard / Lower and let the BPD play in front of more space.

    • Hard floors: Passing 13+, Composure 14+, Vision 12+, Decisions 13+.
    • Soft floors: Heading 13+, Jumping Reach 13+, Marking 13+, Anticipation 13+.
    • Trait wishlist: Plays Short Simple Passes, Brings Ball Out of Defence, Tries Killer Balls Often.
    • Reject: "Tries Long Range Passes"; the trait fights the BPD's whole purpose. You'd rather have a Central Defender than a BPD with that PPM.

    Pressing Forward (Support / Attack)

    PFs lead the press from the front. Finishing matters less than Work Rate and Stamina; Aggression and Bravery decide whether they actually go in. Most managers filter PFs as if they were Advanced Forwards and get a striker who scores 12 but does no defensive work.

    • Hard floors: Work Rate 15+, Stamina 15+, Acceleration 13+.
    • Soft floors: Bravery 13+, Anticipation 13+, Finishing 12+. Aggression also belongs here, not the hard floor — it matters less than Bravery and Work Rate for press intensity.
    • Trait wishlist: Marks Opponent Tightly, Plays With Back to Goal.
    • Reject: low Work Rate (≤11) is an immediate cut. Work Rate 15+ is the comfortable bar; coaching gains on mental attributes do happen at first-team age (especially with high Determination and a Professional personality), but slowly. Don't bank on full coaching to close a big gap.

    Why CA/PA Misleads

    The single most-asked question in the FM community is some version of "is a CA 160 player good?" The honest answer is: it depends entirely on how those 160 points are distributed, what role you want them in, and what level you're playing at. CA is a sum, not a vector, and recruitment is a vector problem.

    A CA 160 striker with 18 Finishing, 17 Composure, and 9 Off the Ball is a different player from a CA 160 striker with 13 Finishing, 13 Composure, and 17 Off the Ball. The first is a clinical poacher who needs the ball at his feet in the box. The second is an Inside Forward in everything but name. Both have the same CA. Buying one when you needed the other costs you a season.

    The failure mode is concrete. You set a CA filter at 150+ and let your scouts bring back the top thirty. You sort by CA descending. You sign the top one whose wages fit. They have great numbers in the wrong attributes for your role, and they spend 90 minutes a week being adequate at things your tactic doesn't ask them to do, while being mediocre at the things it does.

    PA is worse, because it's a future the player hasn't earned. A PA 180 wonderkid whose current attribute distribution doesn't match your role will not magically become useful at age 24. They'll grow into a great version of the player they already are, which is the wrong player for your tactic. PA is a useful filter for youth recruitment when you have time to develop and shape the attribute distribution; it is a terrible filter for first-team signings, where the distribution is already mostly locked in.

    The fix is to invert the filter. Start with the role's three or four key attributes from your tactic editor. Filter on those, with hard floors derived from your league level. Sort the survivors by your role-weighted average of those attributes, ignoring CA entirely. CA only re-enters the picture as a wage-budget proxy at the very end, after you've shortlisted by fit.

    Squad Depth and Fixture Congestion

    A signing is also a depth decision. The role-fit filter tells you whether a player can do the job; the depth question tells you whether you should be signing another one of them at all. The cleanest framework I use is the fixture-congestion threshold.

    The fixture-congestion threshold

    • One competition (≤45 fixtures/season). A starter and a capable backup is enough at every position. Two genuine first-team-quality players in the same role is wasted wages; the second one will sulk.
    • Two competitions (45–55 fixtures). Critical roles (lone striker, primary playmaker, both centre-backs, the DM in a 4-3-3) need two starter-quality options. Wide roles can rotate between two different-flavour players (one Crosser, one Cutter — note that swapping flavours often means re-saving the tactic with different team instructions for that side, which is friction worth budgeting for). You can still get away with one true backup elsewhere.
    • Three+ competitions or European football (55+ fixtures). Two genuine starter-quality players at every outfield role, with a homegrown or youth-team backup behind them — if your academy is functioning. New saves at clubs with weak academies should plan for an external backup signing in pre-season rather than assuming the youth setup will produce one. The squad needs to absorb a 6-week injury to any starter without the league position collapsing. This is where most over-achieving sides hit the wall: they qualified for Europe with a 22-man squad and tried to compete in four competitions with it.

    The trickier question is when to duplicate a role versus when to buy a different role that can fill in. Both work. The rule I follow: duplicate the role when the tactical role is unusual or the attribute profile is rare (Mezzalas, Inverted Wing-Backs, true False 9s), because the player you'd buy as a fill-in won't actually do the job. Buy a flexible cover when the role is common and the attribute profile overlaps cleanly with adjacent roles (Box-to-Box mids, Central Defenders, Inside Forwards). A solid B2B can cover for a Mezzala in a pinch; an Inside Forward cannot cover for a Pressing Forward, because the work-rate floors are different.

    The other depth pitfall is the "two-of-the-same wage rebellion." Sign two genuine first-team Inside Forwards on identical wages and the one who isn't starting will ask to leave by January. The fix is asymmetric pay or a clear pecking order: either the second one is openly the rotation player on lower wages, or one of them needs to be moved on. Trying to keep two equally-priced equally-skilled IFs happy is a losing game.

    Real-World Scouting Case Studies

    Three short stories that show the framework working, and the failure modes when it doesn't.

    Case 1: The Mezzala signed as a CM

    Promoted Premier League side, scouting a central midfielder. The shortlist was built with a generic CM filter: Passing 13+, Tackling 13+, Stamina 14+. The manager signed a player with strong all-around CM numbers (CA 152) and slotted him in as the right-side central mid in a 4-3-3. The role was Mezzala on Attack. Within two months it became obvious the new signing didn't make the off-ball runs the role demanded; his Off the Ball was 11. The Mezzala-specific filter (Off the Ball 14+) would have excluded him on day one. He was a good CM and a bad Mezzala. The fix was either to change the role to a CM(S) and accept the loss of attacking thrust, or to sell and re-recruit. They sold and lost £8m. The mistake was filtering for a position rather than a role.

    Case 2: The CA 175 striker who undershot xG

    Mid-table side targeting top six, identified a CA 175 striker available for £45m who had won a golden boot in the Eredivisie. The scout reports were uniformly positive. The buying side ran an Advanced Forward in a 4-2-3-1, a role wanting Off the Ball, Anticipation, Composure, and Acceleration. The new striker's attribute distribution was 19 Finishing, 18 Composure, 14 Off the Ball, 11 Acceleration. His CA was 175 because Finishing and Composure are heavily weighted, but the role wanted Acceleration above all of them. He was a poacher in an AF role; he never broke the offside line, he never got onto the through-balls his AMC was playing, and he scored 12 in 31 starts — significantly below his xG, because the chances the role generated weren't the chances his profile finished. The manager was on the bubble by spring. The fix would have been to either change the role to Poacher (which the team's playing style didn't really support) or to filter for Acceleration 15+ at the recruitment stage and never have signed him in the first place. The CA number was a number; the role-fit was a near-miss with consequences.

    Case 3: The squad that ran out of full-backs

    Newly-promoted side qualified for Europe in their first season, a real achievement, mismanaged afterwards. The squad had one starter and one backup at each full-back position. Pre-season scouting focused on midfield reinforcements because the manager felt the centre had been the weakest area. Three months into the next season, both starting full-backs picked up 6-week injuries within a fortnight of each other. The backups started every match in three competitions, gassed by November, and the team shipped goals through the wide channels for the rest of the season. League finish dropped from 7th to 14th. The fixture-congestion threshold was the missing piece: going from one competition to three demanded two starter-quality full-backs per side, not one. The fix wasn't a tactical one; it was a recruitment-planning one taken nine months too late.

    Frequently Asked Questions

    Should I ever filter on CA or PA at all?

    CA, lightly, as a wage-budget proxy at the end of the funnel. Once you've shortlisted players who fit the role on attribute floors, CA tells you roughly what wage and transfer fee bucket they'll fall into, useful for knowing whether the shortlist is realistic for your budget. PA is worth filtering on for youth recruitment specifically (under-21s where you have time to shape development), but don't use it for first-team signings. The distribution is what matters, and PA is silent on distribution.

    My scouts keep recommending players who don't fit my tactic. Why?

    Scouts evaluate against the player's natural position, not your selected role. If you're playing a Mezzala in a CM slot, the scout still grades the player as a generic CM and highlights generic CM attributes. The fix is to use Player Search with a custom role-fit filter rather than relying on the scout's "recommended" sort. Scout knowledge level is still useful (it affects the accuracy of the visible attribute numbers), but the recommendation sort itself is built on position defaults, and you should ignore it.

    What about hidden attributes: should they go in the filter too?

    Indirectly. You can't filter on hidden attributes directly because you can't see them, but a few visible proxies help. Filter on Determination 13+ as a floor for any first-team signing. It correlates with several useful hidden behaviours and is cheap to filter on. For striker recruitment specifically, weight scout reports that mention pressure and big-game performance. Those are the closest visible read on the hidden attributes that decide whether a striker stops scoring in November.

    Is it worth signing a player whose role doesn't exist in my tactic but who's a great prospect?

    Only if you're prepared to retrain them and their Versatility is high. Buying a true Anchor when you play a 4-3-3 with a roving DLP means either dropping him on the bench (wasted wages, sulky player) or rebuilding your tactic around him (possible if he's genuinely great, expensive in lost league points if not). The cleaner path is to scout for the roles you already use and trust that great prospects exist in every role family.

    How do I know my hard attribute floors are calibrated to my league?

    Pull the league's top-five players in the position you're scouting for, look at their attribute distributions, and set your hard floors at the median of that group's role-relevant attributes. Re-calibrate every season; promoted clubs typically lower league average attribute levels in their first season, then rise as they adjust to the level. The thresholds in this guide are calibrated for Premier League equivalent; drop everything by 2 for Championship equivalent, and by 4 for League One.

    Conclusion

    Recruitment in Football Manager is two questions, asked in this order: does this player fit the role I want them in, and does the squad need another player in that role right now. CA and PA don't answer either question on their own. The role-attribute filter answers the first; the fixture-congestion threshold answers the second. Most of the bad squads in this game are bad because someone signed players in the order CA → wage → role-fit, when the right order is role-fit → fixture-congestion → wage → CA-as-budget-check. Get the order right and the rest follows.

    Related guides

    Keep exploring the tactical library. These go well with the topic above.