
The same is true for shots on goal - a player will have a basic shooting capability, modified by range and the skill of the opposition goalkeeper, plus any nearby defenders. These may include checks for the playing making the pass and the player receiving it, plus the possibility of interceptions for any opposing players in between.

A short pass between competent players, for example, will not need a check at all, but a lob across the pitch will have several. The gameplay is turn-based, the objective to score goals based on the difference in probability between your attacking player(s) and the opposition defence.Įvery on-field action has a probability, most of which are clearly displayed when the player considers performing said action. The trick is not to treat Football, Tactics and Glory as a contender to something like FM20 Touch, but to think of it more as something like one of the classic PlayStation One tactical combat games - a Vandalhearts or Tactics: Ogre for example. You can buy and sell players, you can invest in training, you can choose your team and level them up when they succeed, and you can ascend through the ranks to international greatness. The leagues (albeit without licenses) are present, as are the teams (with their names abstracted) and so is all the fanfare that a “proper” management game might include.

It is, in fact, a tactical combat game, dressed more than just loosely in the sheepskin jacket of the footballing world. Although Football, Tactics and Glory is presented as a football management game, it is in fact nothing of the sort. Since I received the review code for Football, Tactics and Glory, I’ve been conflicted about how to position it.
