Zone is the defense that we as a community know the least about. Few people understand the nuances of it.
There’s lots of great threads discussing Zone, here’s one I have saved where Gilliespie essentially wrote a paper about it.
https://www.whatifsports.com/forums/Posts.aspx?topicID=490619
A lot of people (including me) have trouble gameplanning against zone and will treat it like man. That makes it great for getting upsets and winning games that you shouldn’t win.
I run it with my VT team because I don’t have a high baseline prestige so I have a harder time recruiting against Duke and NC and other high baseline teams around me, so I try to focus on a couple of really good guys, invest all of my resources and AP into them and hope I win dice rolls. It allows me to not worry about taking walk ons. You can have a team that can win games in the NT with 7 players, easy. It has less fouls so your players are not fouling out, and it doesn’t tire your players out as much. If you recruit right you can be able to switch between 2-3 and 3-2 which gives you great flexibility and unpredictability in gameplanning. I have just reached this with my tech team for the first time, with Mikulski being a 3-2 SF and Dennis and High being a 2-3 SF’s, and with a couple of guys with the BLK and core ratings to be the C in the 2-3.
Hoops Dynasty – College Basketball Sim Games - Team Profile.
I was able to get 11 good players with this team because Dennis didn’t leave last season and I won my only dice roll this recruiting session for High. It’s kind of a waste, and I would redshirt someone if I could, because you only need 10 players at the most with zone.
It’s harder to be dominant with it, with top teams they generally avoid upsets by getting more possessions into the games, and with zone they get less possessions, maybe that’s it, I can’t really tell you why it’s the case. But it is easier to get upsets with it.