Stamina & fatigue Topic

My St. Olaf team in Wooden runs FCP, however, it seems that I did not pay close enough attention to Stamina while recruiting. Needless to say it is starting to become a problem. I have a W/O and have redshirted a player, so effectivly I run a 10 man rotation. My guys are playing tired or very tired way to much, partly because of stamina and partly because of foul trouble, and the short rotation is not helping either.

I am 12 games into the season and looking for some ideas. I have starting to run slowdown, and have half of my guys at getting tired while the rest are fairly fresh. This brings up a question as far as stamina/fatigue goes. I have always gone under the assumption that having fresher players is better and therefore I usually have my guys set to fairly fresh. If players are allowed to play until getting tired before coming off the court what effect does that have on rotation when you have poor stamina as opposed to fairly fresh? What I am getting at is, do players recover at rates similar to their stamina. So if I have a starter set to getting tired with 80 stamina and he is pulled for a backup who is set to fairly fresh with 70 stamina, will the starter have time to fully recover before coming back into the game, or will the backup play longer (past fairly fresh) until the starter is ready to come back?

Also I am thinking about inserting my Walk-on into the lineup (4th on the depth chart at several positions) just to take up some minutes. I am reluctant to pull the redshirt. Is this worth it or just a bad idea.

Any sugestions would be greatly appreciated.
8/10/2011 11:46 PM
I don't think playing the walk on is a realistic option.

You have a couple of games coming up where it looks like you could afford to experiment.  I would try setting everybody to getting tired and see how that goes.  Make sure you take off the play subs in blowouts settings so you get an idea how the rotation will look in competitive games.

8/11/2011 9:05 AM
I've run press a lot and stamina is so important.  Generally I want 12 available guys, I'll go with 11 if they've all got good stamina, but it's really hard to press with 10.  St. Olaf is doing great, considering.

In addition to going slowdown, I'd put at least 20 minutes into conditioning into every player that has some room to grow stamina-wise.  Then I'd put the starters at FF and the backups at GT.  The problem with putting your starters at Getting Tired is that if there is a stretch with no stoppages of play, they'll get so worn out that they never really seem to recover.  The starters will generally come back into a game as soon as they're ready, regardless of the back-ups' level of tiredness -- anyway, that seems to work for me.

I'd also go ahead and experiment with putting the walk-on in the depth chart.  I had to do it once before and it really helped.  Now, this was before the last game tweak when stamina was even more of an issue.  He ended up playing only a few minutes a game and the negative effect seemed slight, but the positive to having fresher scholarship players was obvious.  Again, this was before the 2/3 update when a player's fatigue level had a greater impact on his play, so I can't say for sure you'll have the same results, but it seems like it'd be worth a shot to me.  Good luck.
8/11/2011 10:42 AM
Stamina & fatigue Topic

Search Criteria

Terms of Use Customer Support Privacy Statement

© 1999-2026 WhatIfSports.com, Inc. All rights reserved. WhatIfSports is a trademark of WhatIfSports.com, Inc. SimLeague, SimMatchup and iSimNow are trademarks or registered trademarks of Electronic Arts, Inc. Used under license. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.