interesting thoughts on slowdown... my take is basically this. i think that i look at press differently that the folks who see slowdown as OP vs press. there's two ways to press, and the view on slowdown is going to be almost diametric.
so, two main aspects to press... on one side, you create a huge number of turnovers; this aspect of press is the most powerful tool in the game when it comes to trying to win the possession battle. on the second side, you have pace/fatigue/fouls. the first side, the steals/turnovers, is unambiguously great, with no downside. the pace/fatigue/foul situation is murkier.
in general, press pays extra fatigue on every defensive possession, and incurs more fouls - a pretty straight forward and substantial negative. you also get higher pace, which increases the fatigue for both teams, a mixed bag - and also, it leads to lower volatility (due to more possessions), which is also a mixed bag, but a clear and substantial advantage for the best teams.
ok, we all know this, but just framing what i am to say next. there's really two ways to play press. the traditional way, which pre-dates me but is my favorite system and was / is also sort of the main line for unreasonably dominant programs (virtually all of the 3peats in the game came from traditional press, all 4 of my programs with great title runs ran it too). the way you play traditional press is, you take the steal/TO advantage and milk it for all its worth, and you treat the fatigue situation as a negative to be managed. this means with 10 players or less, certainly, and probably with 11, you are running slowdown, but you are targeting 12 guys and solid stamina, which lets you manage normal tempo. pace becomes a big advantage for the absolute best teams - which can be further pushed with uptempo, i suppose. however, uptempo does less the higher your pace already is (you can only speed things up so much), and generally a quality stamina 12 deep team, still doesn't have the depth to handle uptempo's foul/fatigue situation well enough to be reliable enough for the best teams. with the traditional press, depth is the priority in general, but because you aren't needing outrageous depth (12 deep and 78 stamina being plenty, for example, not needing the 82-85 i prefer on a fb/pr), the better teams are really focusing on traditional talent, too, recruiting high ath/def like man teams and all.
if you play press like the above, you don't care if the opponent plays slowdown. there are fewer possessions, a negative if you are the favorite, but not if not - but the overall pace drops, fatigue drops, and your objective of managing fatigue is furthered. this is a worthwhile trade - i'll again mention, folks seem to underestimate the impact tempo has on both teams. its a lot. my opponent slowing down into my press has a relatively big impact on my fatigue.
the second way to press is to try to push the fatigue/pace angle even further, either with uptempo press, fb/pr, or uptempo fb/pr. although there is some difference to all of those, they all fundamentally approach the fatigue battle as a battle to perhaps be won, as opposed to a loss to be managed. prioritizing depth and stamina even further than press, putting less emphasis on traditional talents (per scoring, reb, bh/pass, mostly - fb tends to give you all the 2pt scoring you need, but for uptempo straight press, 2pt scoring too).
in 3.0, the depth of teams in mid to high d1 (top 50-75 programs) is the lowest it has ever been, for any division, at any point in the game. its not even close. this is a huge shift from 2.0, which had the highest depth. this provides a strong basis for a high pace press strategy, and it can in general terms, be pretty darn good. it seems to be REALLY powerful in low to mid d1, because you basically just recruiting ath/spd/def/sta, per if you can manage it, and you get out of the way and let press/fb do their thing - which is a lot!
the higher you get on the totem pole with high pace press, the more you end up needing to work on more traditional talents like scoring, reb, bh/pass. the reason for this is, at the higher end, there are more 10+ deep man/zone teams, who you can never hope to gain a fatigue advantage over, who may have a major fatigue/depth advantage on you! and there are some 12 deep straight press teams with a fatigue advantage on you, too. that used to describe the large majority of top 10 d1 teams, but not anymore. there'll still be plenty of top 10 and especially top 25 teams who you can beat on the fatigue battle, but there's plenty of near-draws and a good number of disadvantaged games, so you rationally start to hedge (by increasing more traditional skills).
its super common for fb/pr coaches to hit this sort of ceiling, where they are still focusing pace, working to convert their higher prestige and status to better and better depth, i mean - but you end up trying to milk more and more from a dry cow. if you are a fb/pr coach, and you are struggling to take that step from perennial NT team to perennial deep run threat, you should really consider if this is why.
anyway, if you are a pace press team, then sure - slowdown can be a threat. for my pace press teams, i don't overly mind slowdown, personally, but its definitely the right play for tons of teams and its certainly a counter of sorts! but i will say this. when i was co-coaching with chap 1-2 years back, we had two fb/pr teams. those teams got good enough that we were fighting for 1 seeds and championships, and by then we were having to focus pretty heavily on traditional stats. sure, we had a lot less - we had #1 competitive teams on B to C prestige, where we had killer depth and sacrificed traditional talents - and i actually think that strategy is quite possibly the best available, at least tied for it, for those lower prestige teams. but when we had A prestige, we were trying to get that traditional talent, and it actually makes depth harder - its harder to get 85 stamina for example, if you value traditional stats higher. with our best teams, i was actually back to appreciating it when other people ran slowdown. the pace with us being normal fb/pr, with them a slowdown motion/man or similar, was still quite high - and i found most of our losses and close games came with bad foul/fatigue rolls. their slowdown helped our fatigue, and i was grateful.
last thought - uptempo is a pretty valid counter to pace press teams, too. you have to have a depth advantage, but if i'm 12 deep man with say 78 stamina, heck yeah. no way in hell i am running slowdown into a fb/pr team in that situation! (an underdog without a depth advantage can also consider this)
anyway... i personally think slowdown is fine. its a good counter to press and pace press both, for low depth teams, but i don't think its unbalanced at all. my advice, if you are a press team who is annoyed at the slowdown counter, would be to play a more traditional press, where slowdown's effectiveness as a counter is greatly diminished. (uptempo by 12 deep man teams, also a counter reduced! this is perhaps why i am such a traditional press loyalist - taking away the ability for smart coaches to counter you is really valuable when you are huge favorites over all but a handful or perhaps dozen of teams, as elite press teams are)
4/9/2022 5:35 PM (edited)