Here's how I see things regarding when to run uptempo:
1. Obviously if you're better top to bottom then the other team, then uptempo should be the default..
2. As mikvitu said, if the other team is thin or he gives high minutes to a few guys, then I'd lean to uptempo. Check the pbp of his last few games and see if his guys are getting to the tired stage or beyond. Check to see what the average minutes played are for his full roster. Maybe he's R/S a kid, which means he only has 11 guys to work with. Anything to extend the game will likely work to your advantage, and going uptempo means more possessions in the game, thereby extending the game and likely working in your favor.
3. If the opponent's ATH, SP, and DEF ratings are low and/or you shoot a lot of FTs in your base offense and/or shoot them well, then you should consider going uptempo. He's prone to getting into foul trouble, which means you'll get to the line a lot. His foul trouble will cause rotational and stamina issues that could likely snowball, esp. in the 2H. This is probably very close to #1 above, but here I'm really focusing on these 3 ratings. If the opponent runs FCP and these conditions are met, then even better, as FCP tends to lead to more fouling.
4. If you're playing a run-of-the-mill SIM team, just go uptempo. Or said another way maybe, you need to find a reason to not go uptempo imo. This won't always work of course, but the SIM teams seem to be quite inefficient in their lineups, distribution, depth chart, etc., so exploit this by going uptempo to extend the game through more possessions so that your team will have a better chance of winning.
5. If the other team's stamina is significantly lower than yours (let's say 5 or more points), then you should consider going uptempo. Again, extend the game and hope your superior stamina gives you the edge.
6. All things being equal, if you're playing at home, uptempo makes more sense than going uptempo on the road. Home teams -- on average -- shoot better and foul less. At D3 the HCA isn't as significant as it is in D1, but it's still there imo. So this factor shouldn't be overlooked.
A few caveats --> All of the above assumes you have 11 or 12 players who can actually play. If you're running short-handed (2+ walkons) or have an injury or lost a kid to grades, then certainly you need to re-evaluate. This also assumes you have a team of your guys and you're a competent coach. If you're just in your first season with a team and you have all these SIM-recruited kids still playing for you, then certainly re-evaluate things. Also, if you have 3 or 4 studs who start and a bunch of scrubs or freshmen backing them up, then really you probably should be going slowdown, forget about uptempo (this kind of falls under the competent coach part to me)
Lastly, there's been a lot of confusion based on some DevChats where people asked if tempo affects the other team's stamina and stuff and admin/seble gave a vague response that's been confusing for people, including myself, to really understand. IMO it comes down to this: Going uptempo means both teams have more possessions and go up and down the court more times than a slowdown game will yield. This will lead to both teams relying on their stamina and bench vs. a slowdown game. That's it, imo. If I go uptempo and you go uptempo, there's going to be a lot of possessions and a lot of winded players which necessitates more minutes by the backups. We both go slowdown, and all of our starters will play more minutes. Simple as that to me.
3/18/2014 5:37 PM (edited)