Posted by mlitney on 1/29/2021 2:47:00 PM (view original):
What you lose in IQ growth, you gain in game plan flexibility. With the zone/press combo, you can run 2/3 zone, 3/2 zone, press, or either hybrid. That's 5 different defenses that you can use to exploit your opponent or strengthen your own weaknesses. Also, if you don't run fastbreak offense, you have 3 different tempos to play with. If you took the time to really master this system, I feel like it gives you a really good range of game planning options.
mlitney - are you suggesting taking all the hit in IQ development instead of player ratings? i think that is an interesting approach and could work for some folks.
bottom line - playing two defenses gives you a lot of options and a lot of opportunities for creative team planning, which is great. however, you will butt up against a nearly inescapable rule of team setup / game planning - you play your team first, and the opponent second.
what i mean by this is, generally speaking, the magnitude of the reasons to do things, based on your own team, generally surpass the magnitude of the reasons to do things based on your opponent, by a large factor. accordingly, there is almost no point where a well constructed press team is best suited by flipping to zone, and vice versa. there's a small overlap, but what i found myself, following good team building principles, is that i tended to really fluctuate my defense season over season. this year i was 12 deep and always pressed; the next i was 10 deep and almost always ran zone.
i know this may come across like a bit of a contradiction, given how pro-game planning and stuff i am in general. even though i'm one of the only coaches i know of who could successfully run 3 or 4 different lineups in the NT, that doesn't mean i was playing an extreme swashbuckling style, making changes of major magnitude based on my opponent. while i have run several different starting lineups over the course of a fairly large number of successful NT runs, all of those lineups tended to hit an extremely similar set of key points, with small, calculated variations made to achieve specific objectives.
the idea of a swashbuckler going from a slowdown zone one game to an uptempo press the next is probably just that. its most feasible with poorly crafted teams who don't really fit either scheme - but as you get better at team construction - those cases almost completely disappear. now again, it can be a lot of fun, and its a great learning exercise. so i think those are great reasons to do it, and you can definitely win championships with it (like almost any sub optimal strategy in HD - the inherent negatives aren't enough to make it un-viable from a title winning perspective - in this case, its not even close, i think this qualifies a serious strategy). i just wouldn't go in expecting full (or near-full) compensation from game planning variations it lets me run, because that is sort of incongruent with the fundamental realities of the sim engine. the bigger compensation is in season over season adjustments you can make, that others cannot.
1/30/2021 4:13 PM (edited)