Two more FCP questions Topic

Posted by llamanunts on 8/9/2012 10:23:00 AM (view original):
You know what would be an interesting study, which nobody (especially myself) is going to take the time to do manually?

1. Take the top 25 or so, D2 and D3 (I don't believe this discussion applies *at all* to D1, but sure, get that info if you like)
2. Get the margin of victory/defeat in each game, and compare it to the spread for that game to generate a +/- value - favored by 2, win by 3 = +1.
3. Compile the +/- value for each defensive set

That will give you a very rough, but probably very informative, look at how the defenses stack up.  Do FCP and M2M teams both end up with the same ballpark number?  Nothing to see here, move along.  Is there a substantial difference?  Something to see here, have a seat.

Anybody here got the time and programming chops?  If yatzr can scrape all that info for his recruiting tool, you can get this stuff.  You can put this discussion to bed...
That, then:
8/11/2012 11:11 PM
Posted by dcy0827 on 8/9/2012 1:57:00 PM (view original):
Posted by llamanunts on 8/9/2012 10:23:00 AM (view original):
You know what would be an interesting study, which nobody (especially myself) is going to take the time to do manually?

1. Take the top 25 or so, D2 and D3 (I don't believe this discussion applies *at all* to D1, but sure, get that info if you like)
2. Get the margin of victory/defeat in each game, and compare it to the spread for that game to generate a +/- value - favored by 2, win by 3 = +1.
3. Compile the +/- value for each defensive set

That will give you a very rough, but probably very informative, look at how the defenses stack up.  Do FCP and M2M teams both end up with the same ballpark number?  Nothing to see here, move along.  Is there a substantial difference?  Something to see here, have a seat.

Anybody here got the time and programming chops?  If yatzr can scrape all that info for his recruiting tool, you can get this stuff.  You can put this discussion to bed...
One problem is that the spreads aren't very accurate, especially at the start of the season.  For the first couple of games, it's not uncommon to see 70+ spreads for a large number of teams.  I guess it would all be relative though, since you're using a decent number of teams.

One other problem to consider is the tempo used by each team.  Obviously a team running slowdown would more than likely have a smaller margin of victory than a team speeding up the pace.  Just something else to account for, I think.
This... Yes, there are crazy spreads early (and sometimes late) in the season.  Most every team in the study would have those games, though, and since the resulting score is in relation to all spreads that wouldn't matter, would it?

I'm really hoping some OCD programmer with time on his hands does this.  Or that some guy home on disability with his wife and/or kids at school and/or work goes through 100 teams, writes all the data in a composition notebook, then carves it into a cave wall, makes a sketch of the cave wall carving, photographs that sketch, and sends it to someone else who then, after three weeks, as an afterthought, throws it into a chart and posts it.

The former would be preferable.
8/11/2012 11:17 PM
To reiterate: You can put this discussion to bed.
8/11/2012 11:17 PM
And by the way, the back-and-forth between rogelio and gillispie1 is a fantastic example of the kind of thing I was talking about when I said I liked getting people, who know what they're talking about and still disagree, to argue with each other.
8/11/2012 11:19 PM
Looking at the teams, it's my opinion that if they matched up 100 times, SIUE would win a pretty large percentage of the time.
8/12/2012 1:17 AM
Damn, llamanunts.  My composition notebook is caveman like?  If i could take a picture of the sketch that I made of the carving, why wouldn't I just take a picture of the carving itself?  You, sir, have terrible logic........I'll send you the picture as soon as I am able to write, or etch, again
8/12/2012 8:20 PM
Posted by rogelio on 8/11/2012 11:01:00 PM (view original):
The answer is in HD.

Alright, for the middle 100, I know that SIU will playing normal tempo.  I also know that SIU only plays 10 and has worse overall team stamina than my team which can play 11.  Since Drury has the homecourt advantage and I know SIU won't play slowdown, that means that I can get into those post freshmen on the bench by playing uptempo against the normal.

As you mentioned, SIU gets the lion's share of its scoring from its perimeter players; shooting about 19+ 3 point shots per game.  Although it will hurt on rebounding, Drury should play +1 3-2 zone which should control the scoring by your guard, somewhat negate SIU's speed advantage on the perimeter and, hopefully, give Drury the foul margin that it will need to win.  Knowing that stratagem opens up the interior, Cook will always be double teamed and Schram will be set to "leading scorer".  The doubleteaming should not prove to be a disaster too often as it is only Cook and Schram that can do any damage on the interior, Drury has more post depth*, and Cook is a terrible passer and should turn it over a few extra times per game.  *Holder is Drury's 5th post, a RS freshman, versus the 4th & 5th for SIU playing post that are true freshman on which I am placing the bullseye.  

Byron Jones is starting at SF with poor IQs and a step slow.  I can't quite target him in a press, but, all the same, Yates is going to get a bunch of distro set at zero (25-28).  Drury needs a perimeter threat and that has to be Smith with a high teens distro at +1 (he'll only be effective if that -3 or -4 defense shows up, but has to do that).  The bullseye is on the bench.  So, most of the rest of the distro goes evenly to Miles, Duque and Holder at -2.  Once Orr is fatigued, then I've got into Spilski, Malone & Schram and the fouls should start to tick down.  Olivares and Naccarato cannot compete with your guards on the offensive end, their job is only to distribute the rock (zero distro).

To be sure, it is possible that, when SIU wins, it may be by a big number and would actually score significantly more, in aggregate, than Drury.  However, I do believe that the press played with only 10 at inferior stamina, should break down about half the time and I'll pick up that 51st game by random luck (read: injury).   My big picture suggestion is that just the threat of SIU playing slowdown, makes the proposition impossible.  With SIU at slowdown and fairly fresh, Drury cannot get into SIU's bench consistently enough to be effective with this strategy.  My feeling, however, is that, to properly simulate the amount of effort it would take to effectively run a FCP defense well, running slowdown should not have as steep a curve on fatigue "savings" as I have noticed over many games in the past few months or more.

This tactic once worked very effectively for me, but doesn't any more as other players more frequently run that slowdown press and, to my dismay, it seems to work very, very well.  That forces most of my teams (all either man or zone) to play slowdown and work from the other direction.
this is really what i was getting at. this is like a theory on how you want the game to simulate, in the universe in how you think HD should work.. it just doesn't work like that, and that may be unfortunate, but its the way it is. this reads like a story line of a hand picked simulation more than what you expect to see game after game. a hand picked simulation in which drury pulls the upset of the century. (i mean no offense, i am really trying to send you a wake up call, the game does not work like this)

i know its nice to think the game is complicated enough where you can really work to fatigue this player and attack that player, and make this long chain of events work. the reality is these long chains almost never work. you have to look at the fundamentals. the fundamentals say that i have drury on defense, rebounding, ball control, and by a large margin, offense. my team is well set up, and really the best you can hope for is to get closer to me winning 75-80% of games, instead of the close to 90% that i am expecting.

besides, this large combination of changes you suggest to drury's game plan almost certainly leaves them in worse shape than they were in to start. double team and if leading scorer on my 2 bigs? i cannot imagine how double teaming my fourth leading scorer is going to help you keep up with my top 3 (and really, top 2). you have to remember, of ALL the coaches in ALL of HD, i am probably the games' biggest proponent of in depth game planning. i can't even think of who else it might be? i am also most likely the only coach who needs 2 hands to count the championships won running a lineup i never played in the normal season. i tinker more, with teams i am into, than probably any of the top coaches. sometimes its good, sometimes its bad. but i totally agree with all the other coaches who say, its REALLY easy in game planning to over think things and shoot yourself in the foot. to go over board and cause more harm than good. in fact, its about 20 times easier than the opposite. 

you just have to keep a level head here and consider that when the most pro-in depth game planning coach the game has seen thinks you are miles over board, that you just might be. 

its also more than dreaming to pick my 97 def player, 88 ath, because he has 49 speed, and expect to abuse him. i would love for you to run more plays into him. he is on my team for 1 reason and 1 reason only, to shore up my defense. he is my defensive specialist. sure, as a soph, his iq is not great. but, as a soph, hes still pulling out 1.5 steals/game which is really damn good for a soph. 

also, keep in mind that running uptempo does not fatigue your opponents (it should, but again, what should happen is irrelevant to what will happen). you are going to get just as much time against my FR bigs as drury did in the first place. the bench players in this game matter for sure, but when both teams are sufficiently deep, it usually comes down to the starters. you really are beyond reaching as well with this one - "However, I do believe that the press played with only 10 at inferior stamina, should break down about half the time" - this is just not even close. im the first to admit, i went on about it forever, how much the press is hurt by fatigue and fouling in the new engine. *it is by far the biggest weakness of the press because it causes you to lose a good 5-10% of games you shouldn't*. 5-10%. not anywhere close to 50%. that 5-10% is really significant - with the old press, id have pushed drury to a 5% dog. but i can't, because im running the press and drury has a pretty good team. old press, id push the #2 team at times below 10%. new press, i don't think that can ever happen. however, this is still light years from fatigue breaking my team down 50% of the time, that is more than wishful thinking :)

i think its great you put so much thought into how you game plan, but you have to realize the engine is not that complicated. and you also have to just take an objective look at game results, to evaluate the real impact of things. look at some solid pressing teams who are only 10 deep (and why 10, i have 12, 1 redshirted)? do they look like fatigue is really hurting them in 50% of games? does it look anywhere even close to that? you could take 15 minutes, look at 5 teams in the top 25ish range who play press with what you consider comparable depth/stamina, and take a quick look at their games. i think you will be surprised how often fatigue is NOT an issue, and without them running slowdown.
8/13/2012 2:28 PM (edited)
Again billy thanks for the in depth analysis. If fatigue is not the major flaw of the press, what is the major flaw? We know mTm can be exploited with different matchups, zone can be attacked in different ways depending on the type of zone, but what is a weakness of the press that maybe the other two defenses aren't as vulnerable? Just from seeing that press is less effective in d1 shows the major press buster are the players themselves. Since when did uptempo not affect opponent fatigue? Was this just another case of forum myth? I've always went on the notion that uptempo fatigued your players as well as the other teams players. I also do believe the engine is not as complicated as we sometimes make it out to be, but I think it's obvious the successful coaches operate with certain fundamentals which increase the chance for victory. Are there any of these fundamentals we are missing to crack the press?
8/13/2012 3:08 PM
Posted by reddyred on 8/13/2012 3:08:00 PM (view original):
Again billy thanks for the in depth analysis. If fatigue is not the major flaw of the press, what is the major flaw? We know mTm can be exploited with different matchups, zone can be attacked in different ways depending on the type of zone, but what is a weakness of the press that maybe the other two defenses aren't as vulnerable? Just from seeing that press is less effective in d1 shows the major press buster are the players themselves. Since when did uptempo not affect opponent fatigue? Was this just another case of forum myth? I've always went on the notion that uptempo fatigued your players as well as the other teams players. I also do believe the engine is not as complicated as we sometimes make it out to be, but I think it's obvious the successful coaches operate with certain fundamentals which increase the chance for victory. Are there any of these fundamentals we are missing to crack the press?
well, these are not really short and sweet answers, but ill do my best.

first off, seble changed the game a while back and said, uptempo and slowdown will no longer affect the fatigue of your opponent (it does affect your own fatigue). that was his intention and he came close. i don't think its 100%, in a vacuum true, but i do think seble made it generally true.

again, in d1 press being less effective is so largely due to the inability to plan ahead and ensure depth. also, in d1, you really need constant success at most programs to maintain your level - you arent looking for boom and bust cycles, generally speaking. with top end programs getting eaten by early entries, and lower end programs having few top players (if any), resulting in sharp talent disparities - press just doesn't make that much sense. higher end d1 teams are so often young, and lower end teams cant afford to have their best players at 22mpg. so its not the players, but those realities about d1, that makes press a notch below man.

zone is strong when you have a sharp talent gap and need to get the most minutes to your top players. but with a well crafted, deep and talented team, zone is almost always going to be your worst offense. im not talking huge margins, fussyd had a run with zone in d2 that was one of the best runs ever. but for most of the people really trying to build great teams, that tend to be deep and talented, they will notice that zone holds you back a bit. and even though zone is the best offense in some situations, its the people who are really building the great teams who evaluate these things, and that is where zone is at its worst (IMO at least). i dont think inherently, zone is unbalanced with the rest of the game. it is a very very strong defense in plenty of situations and it is viable to win championships with, i think it is pretty well situated, honestly.

man defense, sure, you can be exploited with matchups, or you can exploit with matchups. i like to play man and play against man, because i feel i usually come out ahead in both, as most people do not change their lineup at all. but on my man teams, i certainly don't consider it a weakness, that a defender can be exploited. you can hide him better than you can in zone, or he can be exploited more than in zone, just depends on the setup of the two teams. one reason man defense makes a lot of sense in high d1 is you can have so many great defenders, i really think man has to get the nod as the best high end d1 defense right now. but in any division, it offers the ability to hold the opponent to the lowest fg% and 3pt%, and is solid outside that, so it is a very viable defense everywhere, IMO.

press defense, like the other defenses, doesn't have a "major flaw". it has a very serious weakness in that fouls and fatigue (in tandem, the press fatigue is a small very tolerable hit unless foul trouble comes into play in a serious way, assuming decent depth) can really bite you. you have to realize, a zone vs man team, its not like equally talented and well build, at the high end, man is winning 80%. it might win 55%, and almost definitely not more than 60%. so for press to drop 5 and maybe even closer to 10% of games by default just because you are going to foul a **** ton, thats a pretty big disadvantage! of course, it forces the turnovers and that gives you a boost in the rest of games. for evenly matched teams, i think the benefits basically outweigh the negatives, and press is press much balanced. at the high end, the volatility is really a problem, as high end play is usually more about pushing opponents to 90%, more than getting from a 50% to 55% favorite against another equally high end teams. press, with the inherent expectation of losing a higher % of games against significantly inferior opponents, is possibly a notch below man for the really high end of competition.

there are a ton of other features to the offenses, like the impact on rebouding (advantage: man), etc... but that is generally my overall analysis. so ive mentioned for all defenses, how they play out in d1. for championship play, i think man has a notable advantage, and in generally, i think the pecking order for d1 (not just high end) is man > zone > press. press is actually fine for a certain style of d1 play, but IMO that is the style where you are going to a few straight low end NT appearances to jump. for a program being turned into a dynasty, i think press is least appropriate.

in d2, i think things are fairly well in balance. zone defense again is 3rd for top 5-10 teams, IMO, and man and press are pretty tightly balanced for higher end teams. press might start to edge out on low mid-low end, in fact i bet it does. these are the main trends from division 1 down to 3:
1) d1 teams on the highest end have the least control over their composition and the biggest trouble maintaining depth. early entries are a big part of this, but as you go down the chain from d1 to d3, the variation in recruits and the level of competition for recruits are both big factors, too.
2) d1 teams have the biggest ability to guarantee strong defense across the board. high end d1 teams can do this trivially, lower d1 teams might struggle some, high end d2 teams can do pretty well (not as good as high end d1 teams), and then its harder on low end d2, easier (but harder than d2) in high d3, and finally, hardest in lower end d3 play. that is the general trend.

these factors have a major impact on the relative usefulness of the defenses. as you go down, to d2 and d3, man defense sags some because of the inability to guarantee great defenders - although a smart coach can easily manage this, and in fact, it can be an advantage if you are changing lineups against opponents who aren't. so to me, this basically leaves man just as viable, but given than maybe 90% of coaches dont touch their lineups, it makes man worse as you go down. this does not really mean man is out of balance, because when you play it right, its strong. and you have to keep things balanced around championship level play more so than elsewhere, because thats where the margins really count.

in higher end play in lower divisions, i think zone gets a bump in a sense, because the difference in the stars to medium players on high end teams is quite significant. in high end d1, the team is so good, the margins are lower. so just like in lower d1, where you have a few stars significantly better, and want them to carry the load, zone makes sense. in d2/d3 in general really, its true that zone is pretty appropriate, for that reason. but those years in d2/d3 when you have the old teams, you have the talented guys at each position, and you are a top 10-15 team, usually the benfit of zone taking advantage of your top few players is outweighed by the inherent negatives of zone, which are that it is worse than press/man in terms of rebounding, fg defense, 3pt defense, and turnovers (not worse than both on all 4, but still).

the press makes more and more sense in lower divisions, at the high end, because you have the depth and the experience on the team. also, you have things like press forces a lot of turnovers. in d3, fg% is higher than d2, which is higher than d1. so turnovers are going to make a bigger impact in lower divisional play than higher divisional play (to some extent, im not talking huge margins, not in any of this post). 

so basically, in high end play, as you go from d1 to d2 to d3, you are more and more able to guarantee depth, which leans press. you are less and less able to guarantee strong defenders in man, which makes man less attractive along the way, *for the majority of coaches who don't mess with lineup*. and zone is a bit out of place for the same depth reason. so for the highest level of play, i think press steadily makes its way from the worst defense to the best (tied for the best at least). i don't think this makes press unbalanced, it just means in d3 and d2 more teams will play press at the high end, and less will in d1. i dont think the strength of the press in d2/d3 high end is unbalanced with the weakness of it in d1.

in medium play in the divisions, i think any of the defenses are viable and what you do with them dramatically outweighs any strengths and weaknesses. the same is true in high end play, but as people do more and more right, small margins of advantage matter more and more - as the overall advantages are lessened. so the difference in the defenses at the high end is really what matters i think, and its well balanced there. in middle play, i really don't think any defense has what would be considered a significant advantage, so even though one defense might be "best", its far from out of whack.

however, if i had to pick a best defense for most d2/d3 teams, i would probably guess press. this is because the middle play d2/d3 teams rarely change lineups, and have worse defenders sprinkled in, so man is just a notch lower. correct play would correct thing, but regardless... and these teams generally have decent depth, so press is situated just fine. so is zone, but i could see how it very well may be true that press is the best defense for most teams, albeit by a very small margin. but because its slight, and high end play is balanced, with high end d1 significantly favoring not-press, i find the defenses to be pretty well balanced. and really, at the very very highest end of play, like at least the average #1 team in a country, i actually feel man might be king, because of the 5-10% of foul trouble games with press you have, that you don't need to contend with, with man defense.
8/13/2012 4:03 PM
i didnt really answer your question about cracking the press, but well built man/zone teams usually are pretty well situated against the press. stronger ball handling passing, and speed in your guards, definitely help. other than that, you just want to build good teams that fit your system. press teams have to focus more on speed - well, if you can counter with better def and reb, playing man, well now you are holding them to lower fg% and beating them probably pretty decently on the board. having the upper hand on pressing teams in a number of categories is easy to do, and doing so is your best bet. and of course, countering the press's major advantage (turnovers) with bh/pass/speedy guards is always a plus.
8/13/2012 4:07 PM
Posted by gillispie1 on 8/13/2012 4:07:00 PM (view original):
i didnt really answer your question about cracking the press, but well built man/zone teams usually are pretty well situated against the press. stronger ball handling passing, and speed in your guards, definitely help. other than that, you just want to build good teams that fit your system. press teams have to focus more on speed - well, if you can counter with better def and reb, playing man, well now you are holding them to lower fg% and beating them probably pretty decently on the board. having the upper hand on pressing teams in a number of categories is easy to do, and doing so is your best bet. and of course, countering the press's major advantage (turnovers) with bh/pass/speedy guards is always a plus.
Billy,

Tons of info, thanks for the dissertations. That said, if I am reading this right, you are saying that to improve your chances of beating the press you must simply recruit better players. Well doesn't that apply to all teams and defenses? How does one gameplan(your specialty, as you say) to beat the press then? There are clearly gameplanning strategies to beat zone and man, but it looks here like you are saying "just get better players" if you want to beat the press.

I think that might be the crux of the argument and why many believe press is a bit too strong.
8/13/2012 5:33 PM
I sure hope the coaches that are saying the press is too strong are running fcp teams themselves. If you are, examine your fcp teams' games against other fcp teams closely. It should be pretty clear what is the best way to attack the press after looking at the pbp and box score of 15-20 of this kind of games. 
8/13/2012 6:35 PM
Could you save us some time as I have never run a press team and honestly just don't have the desire ?
8/13/2012 7:19 PM
Posted by reddyred on 8/13/2012 7:19:00 PM (view original):
Could you save us some time as I have never run a press team and honestly just don't have the desire ?
I run 2x D3 fcp teams (one of them in tark and face narcotico quite often) while my other team in the E8 in Naismith NT. I don't quite see the point of telling my opposition the best way to beat me. 
8/13/2012 7:24 PM
Understandable. But I have to wonder if this study you're encouraging is just some wild goose chase if I use your logic. 
8/13/2012 7:31 PM
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