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Football Manager Training Schedules Next to a Real Microcycle

I lost a Saturday last season to a training week that looked perfect on a whiteboard. We had a cup tie on the Wednesday, a league game on the Saturday, and I ran a full high intensity session on the Thursday because the plan said Thursday...

A weekly football training calendar on a tablet beside cones on a pitch

I lost a Saturday last season to a training week that looked perfect on a whiteboard. We had a cup tie on the Wednesday, a league game on the Saturday, and I ran a full high intensity session on the Thursday because the plan said Thursday was our hard night. By the 60th minute on Saturday, two of my central midfielders were walking. Nobody was injured. They were simply empty.

The odd thing is that I had spent the previous winter playing Football Manager 2024 in the evenings, and the game would have warned me. Its training screen flags fatigue risk in orange long before a coach with a laminated schedule notices anything. So this piece is about what the FM training planner gets right about the weekly rhythm of a football team, where it quietly assumes a world most of us do not coach in, and how to borrow the useful part without pretending you run a Premier League academy.

What FM actually models in a week

Since FM20 the training module has been built around a weekly calendar with three slots per day: morning, afternoon, and an optional extra session. You fill those slots with session types such as Match Preview, Match Review, Recovery, Rest, Teamwork, Attacking Movement, Defending From The Front and so on. Each one carries a load rating, and the game totals them into an intensity read for the squad and a separate injury risk read for individuals.

Two numbers matter more than the rest. Condition, shown as a heart icon or a percentage, is the short term tank. Match sharpness is the longer curve, the bit that drops if a player sits out three weeks and slowly comes back with minutes. FM treats them as different things, which is exactly right. A player can be fresh and rusty at once, and anyone who has brought a striker back from a hamstring knows that the first 45 minutes after a layoff is usually the worst football he plays all season.

The game also does something real coaches argue about for hours: it schedules the day after a match as recovery by default and the day before as a match preview. That shape, light, then heavier, then tapering into the game, is the same skeleton you find in any modern periodisation plan.

The real microcycle, counted from match day

Most professional staff now plan backwards from the fixture. Match day is MD, the day before is MD-1, the day after is MD+1. A common pattern for a team playing once a week looks roughly like the table below. It varies by club and by coach, and I have seen it bent a dozen ways, but the logic holds.

DayTypical focusLoadClosest FM session
MD+1Recovery, starters pool and bike, subs play a small gameVery low for startersRecovery
MD+2Day offNoneRest
MD-4Strength, tight small sided games, lots of duelsHighTeamwork, Defending From The Front
MD-3Bigger pitch, longer runs, tactical shape at full widthHighestAttacking Movement, Match Tactics
MD-2Short sharp speed work, low volumeModerateSet pieces, Chance Creation
MD-1Activation, set pieces walkthrough, under 50 minutesLowMatch Preview

Put the FM planner next to that and the overlap is striking. Where it falls apart is the congested week. With a midweek game, the real cycle collapses: MD+1 for Saturday becomes MD-2 for Tuesday, and there is simply no room for an MD-3 day at all. FM handles this by letting you tick a box for extra rest before and after matches, which is a decent approximation. My error on that cup week was ignoring the collapse and running the Thursday as though the Wednesday never happened.

Where the game flatters you

FM assumes full time players who arrive at 9am, eat what the nutritionist tells them and sleep eight hours. In the semi-professional game I coached in, we trained Tuesday and Thursday from 7 to 8:30 in the evening, after a working day. One player was a scaffolder. Another drove a delivery van for eleven hours on Thursdays. No planner in any game accounts for a man arriving at training already carrying a full shift in his legs.

So the usual advice from FM forums, "pile on intensity in pre season and drop it once the league starts," does not translate cleanly. The common forum habit of running three high intensity sessions a day in July works in the game because the condition model recovers overnight with perfect reliability. Real bodies, especially bodies that also lift plasterboard, recover more slowly and unevenly. I would argue the opposite approach for part time sides: keep the intensity steadier through pre season and protect the first three weeks of the league, which I wrote about in more detail in how a pre season shapes the first ten league games.

The planner is honest about load. It is dishonest about life outside the training ground, and at our level life outside is most of the load.

FM also has no idea what the pitch is like. A Tuesday session on a heavy, half flooded grass field costs more than the same drill on a 3G surface, and the game has no slider for that.

What I copied from the game, and what I dropped

I kept three things.

  • The load total. I now write a rough number next to each session, 1 for light, 2 for medium, 3 for hard, and I do not let a week with two games go above 7 across both nights. It is crude. It has also stopped me repeating the cup week mistake.
  • Separating fresh from sharp. When a player returns from injury I plan his minutes like FM plans sharpness: 20, then 35, then 60, and I tell him the numbers in advance so he does not read a substitution as a verdict.
  • Individual focus. FM lets you give each player an extra focus such as weaker foot or quickness. I give two or three players a five minute homework task each week, and the ones who do it tend to be the ones who improve, a pattern I also noticed when looking at how consistent improvers manage their training week.

I dropped the obsession with the injury risk colour. In the game it is a precise forecast. In real life I have no GPS vests, no heart rate data and no sports scientist, so pretending I can tell "medium" from "high" risk would be theatre. What I can do is ask players to rate their legs from 1 to 10 when they arrive, write it down, and cut the session if the average comes in under 6. On a typical Thursday we average about 6.4. After a midweek game it fell to 4.8, and that number alone would have saved the cup week.

A note on rotation

FM players rotate heavily because the game makes it painless. Bench a star and he might complain in a morale conversation, but that is all. At grassroots and semi-pro level, rotation costs you something the game barely models: a lad who misses two games in a row may simply stop turning up. If you are interested in how the online versions model that problem, there is a separate piece on rotating a tired squad that covers the morale side in more depth.

My own rule is closer to fairness than to science. Nobody starts on the bench three games running unless they are injured or unavailable, and before any congested week I tell the squad who is starting which match.

Try this before your next double fixture

Take the next week that has two games in it. Draw it as MD and MD-1 style days, counting backwards from each fixture, and mark where the cycles overlap. Then give every planned session a 1, 2 or 3 and add them up. If the total goes above 7 for a part time squad, cut the hard session nearest the first match, not the one nearest the second. It takes ten minutes with a pencil, it costs nothing, and it is the one lesson from a few hundred hours of FM that has actually changed how my teams finish games. More pieces in the same vein live in the games section.

CA
Callum Ashworth

Callum spent years coaching at semi-professional level before moving to writing full time. He watches matches back at half speed more often than he would like to admit, and writes about tactics the way he used to explain them to his own squad.

More posts by Callum

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