there's a couple things to consider, when you compare the two options. it depends some on the system and sets you plan to run.
one big thing to consider is that the law of diminishing returns kicks in pretty hard in most areas of the game. offense is a great example - the first great scorer on the floor is ultra valuable - the second is very valuable - the third, in the presence of two others, is kind of valuable - the fourth, in the presence of three others, is worth a little, but not very much at all, and a small fraction of even the 2nd or 3rd scorer - the fifth is flat out useless. depth works similarly. if you run say fastbreak/press, thats not so true, you need a lot of depth, its valuable all the way through. but if you run something like motion/man, what does having that 11th and 12th upperclassmen buy you? an 11th or 12th player will get 0 minutes or very close to it in most games, unless its a blowout.
its not just the 11th/12th guys. if you've got 12 upperclassmen, you've got a great starting lineup, and then your backup lineup should be killer, too. thats good and all, but really the advantage you get from something like your backup line having 5 experienced players, compared to a line with say 3 experienced players, and 2 freshman, its really not that much. on the whole, a motion/man team who hits the experienced part of their cycle, with say 4 seniors, 4 juniors, and 2 sophmores, they are giving up a very small amount - if they build their team well.
that is really the biggest essence of the advantage the 6/6 model will give you in your best season - its not that much over a regular system with a well built team well. when you build your team properly, picking up players with clear strengths that roles that fit really well into the system you are running, when the players you play together fit together very well and have great synergies, you can already do well on the offensive, defensive, rebounding, and guard skills curves. on the other hand, if planning ahead and team building is a challenge, having 12 upperclassmen to choose from, that gives you a better chance of getting an efficient and effective lineup.
so, there's some advantage there, but there is so much waste. the result is your team can really suck other time, which can make recruiting a challenge if prestige suffers much. also, in recruiting, if you have say 10 high quality players generated locally over 4 seasons, and you can mostly dominate your local region, you are basically giving up 5 high quality recruits, forcing you to do a great job distance recruiting (the huge pocket book definitely helps), or to settle for players who aren't as good. usually those 6/6 teams recruits are not as good as the recruits on a high end regular team. in d1, the 6/6 scheme is way more difficult, as distance recruiting is harder, because the prestige impact is way more severe, and because early entries will often screw up your grand rollover plans. for that reason, and because you have less opportunities to really practice your team planning / team building skills, i would recommend the normal approach, its better from an educational standpoint. you can always do something like have a year you usually recruit 5 or 6 players, with a decent sized class right after, which gives you a great deal of experience and almost all the value from experience that a 6/6 team gets.
i think many people find its fun to do the 6/6 at first, so if you are interested (especially if you have multiple teams), it might be worth a shot just for fun. but i think many people find that system less enjoyable - its fun to be competitive season in and season out - and if you get unlucky early in the NT with your 6 senior / 6 junior year, it kind of kills the whole thing, for seasons to come. just so you know some people consider the 6/6 scheme "cheap", its not that different from "superclass teams" where the team would have 10-12 players in one class, which was removed for fairness.
9/30/2014 10:11 PM (edited)