How does evyerone gameplan for situations Topic

Seriously help us plebs out oh might HD gods.

I've been here a year and still have no clue what I'm doing gameplanning wise.

When do you run Slowdown -  Normal - Uptempo
How does it vary based on the opponent, what if they run a triangle/zone or fb/fcp or motion/fcp or flex/man
How does it vary based on your team, strong in ath/spd or strong in ath weak in spd.
How does it vary based on your teams depth and your opponents depth?

Do you change tempo settings based on winning/losing if so when?
How about on defense do you play a constant or change based on winning/losing?
When do you start to intentionally foul?
What are youre 3 point settings when losing?

Player Match ups?  Which is given a preference:
Guards ath/spd where is the line where ath is more important and where is the line where spd becomes more important.
Big men where is the line where ath is more important and where is that line when you can survive on rebounding/sb
SF who gets the advantage between "guards" and "traditional SF" when does ath/reb become more important than spd.

How do you player gameplan?  3,2,1 method or a add up to 70 total method, other methods?  How do you determine a payer's ability to score outside being extremely high LP or PER.

How do you set your depth chart's does each player get 1 position, what fatigue level, do you have players backing up multiple spots?

Which method do you use to game the system, super high ath/def with no bh in the fb/fcp, super high spd and no ath/def in the fb/fcp........

I'm tired of being an above average recruiting and then just ruining my teams with shotty gameplanning.

4/28/2015 11:34 AM
I'll answer some of your questions:

I generally run normal tempo, but I'll use slow if team is a big underdog OR if my ATH/SP if much lower than the opponent

If I'm running normal speed, I change tempo 'if winning or losing'.  IF I use slow tempo, I use 'if losing

**
 I like to have 11 players and 1 redshirt. The 11th player doesn't play much.  I only use 3 players/position. I never used the 4th team slots.
 I usually set it something like this:

PG-  PG1, PG2, SG2
SG-  SG1, SG2, PG2
SF-  SF1,  SF2,  a player that I'm considering making a  starter, either a guard or front liner
PF-  PF1, PF2, C2
C-  C1,  C2, PF 2

I use Fairly Fresh, with the fatigue settings (not minutes setting).  If I have a lot of freshmen, I may go 'getting tired' with some of my starters.

I sometimes have a player backup at 2  positions but not usually

On distribution, I will total up to 90-100, but I don't think that's any better than the 3, 2,1 method

I intentionally foul when trailing by 7 with 3 minutes remaining. But many coaches will start fouling sooner. 

4/28/2015 2:19 PM (edited)
In a broad sense, my game planning consists of speculating about what my opponent is going to do, then trying to figure out how to best exploit his weaknesses while covering up my own.

If he's playing man, I'm going to try to find the most favorable matchup. If he's playing zone, I'm going to try to anticipate what type of zone, then either out-shoot the 2-3, or out-rebound the 3-2. If press, I'm going to try to limit my own turnovers by focusing on bh and passing.

I play slowdown in two key instances. When I feel overmatched and want to limit total possessions; and when I have a large talent disparity between my frontline and my starters, and I want to shorten my bench.

I play uptempo when I feel like I can get the opponent in foul/fatigue trouble, and occasionally when I just think it might catch my opponent off guard without producing a ton of turnovers for me. I also play uptempo if I have a lot of guys who need playing time, and I feel comfortable that the game is not in danger. This has bitten me, though. Last year I made the final four, but in the non-con lost to a .500 sim at home as 25 point favorites, trying to run up the score so my bench would get more pt.

I usually use a modified 3-2-1 distribution system, with my freshman defaulting to 0 until they get to at least C IQ. Some guys will get more, sometimes significantly more than 3. Depends on match ups.
4/28/2015 3:22 PM
I am pretty good at game planning except on My fastbreak teams and against fastbreak - press teams. I still have much to learn. I tend to prefer Time over fatigue, but won't use it on My fb teams where the fatigue setting is a must. Sometimes, i have no idea what to do. In these circumstances it is going to be a losing cause almost everytime. When the probabilities go against you, you need to see it's what it is and move on. There Will be upsets. Other then that, i always to come up with a clear game plan, offensively and defensively. If i don't have one, it's a sure defeat. Sometimes teams are so tough, you choose where they will hurt you. I never double team a passing pg even if it's their top scorer.
4/28/2015 3:51 PM
Let me offer one comment - tempo.  I think tempo is about  (1) relative strength of the teams and (2) specifically depth

1. Relative strength

If my team is much better, I want to go fast.  Why?  Reduces randomness - the more possessions there are the more likely the better team will win.  Think of it as tossing a coin.  If I toss it just three times, there is a reasonable chance of a big "upset" - three heads.  If I toss it 100 times the result is likely to be close to 50-50.  So, I think that slow increases the odds of an upset in general.

2. Depth

This can override item 1.  I mean how deep is one team compared to the other - in terms of skillz and hoops IQ.  Do I feel that my bench is better than his?  If I have say 8 excellent players with A hoop IQ and he is 6 comparable guys but then we each have a bunch of nums, then I want to play fast to get more bench minutes and have his bad 7th and 8th guys play more....etc.


4/28/2015 4:17 PM
How does evyerone gameplan for situations Topic

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