2. Picking a team (Location, conference, and O/D)
*Disclaimer* Of everything contained in this write-up, this section will be by far the most opinion driven and there are many, many different thoughts/opinions on this topic. I don’t claim mine is right, it’s just my personal preference.
I personally do not prefer to play in completely empty conferences and generally find it difficult for the D prestige conferences to send multiple teams to NT consistently (there are certainly exceptions out there). Because of this, I prefer to start my D1 rebuilds in either the mid-majors (A10, MWC, CUSA or Horizon) or at a down-trodden big 6 school.
I find rebuild recruiting to be a bit easier away from the east coast bloodbath or California so a non-exhaustive list of great schools to consider: Anyone in the Big 12, SEC, CUSA, MW, the north of the PAC10, Iowa and Saint Louis. There are plenty of other good options, these are just my favorite.
I don’t spend too much time worrying about the current state of the roster. Like I said in caveat 1, I expect to suck at the beginning so Im just not that worried about it. Bonus points if the team has players that were recruited by a human (even the worst coaches are better at recruiting than simmy) and/or a high concentration of juniors. Juniors are especially valuable in that your first full season as a coach you get recruiting resources for them graduating. This is more valuable than seniors as you have already missed out on the first recruiting cycle. The Colorado rebuild I did had 7 freshman and everyone was recruited by SIMAI. I cut nearly the whole lot and we sucked. It was fine. Again, location and conference are the most important thing.
I didn’t have a perfect place in this document to discuss my opinions on the different offenses and defenses so I will do it here as coaches are often thinking about it when picking teams. I think selecting defenses is far more important to team building so Ill start with a breakdown of those. Each of the defenses are very different each have their own pros and cons that you should at least be slightly adjusting your recruiting and play style to suit. I’ve detailed my opinion of each option and how that would affect your team going forward. I do recommend deciding as soon as you take over a team what defense you want and switching at the beginning. You are going to suck to start (I’ll just keep beating that thought into your head) so you might as well take the licking for switching defenses at the beginning as well. The first season you switch your team will be noticeably worse than your team should be and its generally not until the end of the second season that the team gets back to net neutral. Therefore, it’s worth switching to get to the D you want, but you really should only do that once per team.
Man – Man is the most neutral defense. It’s neither the best or the worst at defense against the 2 or 3, causing turnovers or committing fouls. It’s ideal roster construction is a rotation of 10 but can be played with as few as 8 and as many as 12. It’s the best rebounding defense and you get to use the full spectrum of -5 to +5 and double teams. Because of these factors, I find it to be the most flexible choice from a roster construction standpoint and is probably the easiest to understand and manage and therefore is my default recommendation. The attributes DEF and ATH are more valued than with the other choices.
Press – Press creates the most turnovers which means more opportunities on offense. I think it is pretty clearly the best defense when you have the players for it. The problem is there is a strong emphasis on “when” in that previous sentence. Coaches need to have at least 11 players in the rotation and 12 is much better. All players should have stamina of at least 70 by the end of their freshman season with a target of 80+ after. I generally stick to a tighter spectrum of -2 to +3 and you can’t double team so your choices game to game are a bit more limited (but sometimes that’s better!). In summary, press has a very high ceiling but the need to keep a full roster gives it a lower floor (and let me tell you it is very frustrating to try and play with 9). The attributes STAM and SPD are more valued than other choices (as well as just making sure you have enough bodies).
Zone – Zone is the most underappreciated defense in my opinion. 3-2 is by far the best D against the 3 pointer and 2-3 is by far the best D against the 2 (but the inverse is also true, 3-2 is bad against the post and 2-3 is terrible against threes). Because of this, you have the most game-planning options and you can wreck teams that heavily rely on 1 type of scoring. You also get the full spectrum of -5 to +5 in both sets + double teams. The options can actually make it hard to decide how to game plan though. It is also the worst at creating turnovers and marginally worse at rebounding. You can run it rather efficiently with 8 or 9 meaning you can take bigger swings in recruiting because missing out on 1 or 2 players isn’t going to kill your rotation. Having a SF that is both fast and can rebound and shot-block is incredibly valuable so you can effectively bounce back and forth between 3-2 and 2-3 (or have two players that fit well for each set). The attributes REB and SB are more valuable for your frontcourt players and SPD is more valuable for your guards than in other sets.
HCP/Zone – The zone flexibility really allows you to game-plan against any team but zone remains deficient in creating turnovers. By adding a half-court press, you are significantly increasing your opponent’s turnovers without needing to have a full 12 man roster (10 works fine for HCP/Zone). The (major) downside of HCP/Zone is you have to practice two defenses which will take away your growth in other areas and it is unlikely you’ll get to A+ IQs which really are valuable in this game. When I ran it at Colorado, I used 22/22/15 for my flex/zone/press minutes. The other thing I did at Colorado which I liked was I layered on press. IE I started with zone, was able to chase slightly better recruits because I didn’t need a full roster, and added press over time when I got to around a B prestige. I thought this worked fairly well. The attributes REB and SB are more valuable for your frontcourt players and SPD is more valuable for your guards than in other sets.
HCP/Man – The only set I’ve never run. Seems to me that HCP and zone fit better so if I really wanted to run HCP, Id just do that.
I’ve also included my thoughts on the offenses although I generally wont change from flex/motion/triangle when I select a new team, I just stick with what the prior coach had. In my opinion, those three offenses are similar enough where simply chasing the best recruits is likely your best strategy. Fastbreak (“FB”) is about having the best and the most athletes. This means FB can be killer at D2/D3 or at the highest levels of D1 but you are never going to have that while rebuilding at D1. You might be able to wreck an empty conference with FB, but you’re going to get toasted in the NT so don’t play FB when rebuilding. I talk more about this in the gameplanning section, but one of the most common mistakes I see a team make is taking way too few threes or way to many, making them much more easy to gameplan against. The below paragraphs identify my “optimal” 3FGA (which is total team 3 attempts/ total team shots), but know that anything north of 40% or south of 20% you are asking for trouble. No matter what the paragraphs below say, balance is always important.
Flex – The Flex offense relies the most heavily on 3 point-shooting. Successful flex teams always have at least 2 3-point shooters on the court at all times meaning teams need 4 shooters on the team and likely a underclassman developing PER. Of the three non-FB sets, flex is the set Im most likely to have a guard at SF (with around 30-40 rebounding). It’s also the only set where you can consistently get 3’s from your PF. I don’t try for that, but sometimes I end up with one and it works okay. The flex offense helps shooters so you can let slightly lower PER players shoot, but having a rainmaker or two also helps. My optimal 3FGA for a flex team is ~35%. Speed is the attribute that is slightly more valuable relative to motion or triangle but have more shooters is the most important consideration.
Triangle – The best triangle teams concentrate scoring to fewer players so your distribution should be more lopsided between players. Because of this, opponents will hunt your scorers on defense so of the three sets, this is the one where you want to have elite weapons on offense (90+ PER/SPD/BH, 90+ LP/ATH, 40+BH and good FT or 85+ATH/SPD, 70 BH, 40+ LP and good FT). The flipside of needing elite scorers is that this is the best set to play guys that are worthless at putting the ball in the hoop. Make sure those guys are good at other things (defense, rebounding and distributing) but it’s fine to have one or two 0 distribution players on the court at a time. A decent choice is having a better defender wing and post that you can swap out with your scorers to get better match ups against the other team. My optimal 3FGA for a triangle team is ~30%. LP and Per are slightly more valuable relative to the other sets as well have a few elite scorers.
Motion – Motion keys on getting points in the paint either via post or via slashing guards and wings. Good motion teams still make sure to have 1 quality 3 point shooter on the court at a time (and 2 is also okay) but this is the best set for 2 point offense. Slashing guards are very useful. I’m also a fan of the tweener forward, i.e. and athletic (80+) forward but on the slower end (around 55), that is an average rebounder (65-70), that has good LP and BH. Playing that type of player in motion at SF gives teams an advantage on the boards and is a great way to get points in the motion offense. Slashing guards and tweener forwards are often cheaper in recruiting that other types of prospects give motion an advantage on that front. My optimal 3FGA for a motion team is ~25%. Ballhandling is the attribute that is slightly more valuable than other sets.
FB – Im on record as NOT recommending FB for rebuilding teams in D1 (I do like it in D2 and D3), but for completeness purposes here are my thoughts. Like press, the goal is to have the most athletes on the roster at all times. Slowdown tempo is not available in FB so teams need to have the stamina and bodies not fatigue to fast. STAM, ATH and SPD have outsized importance at all positions relative to the other offensive sets. LP is far less useful than all of the other sets to the point where I recommend just skipping it unless a LP scorer falls into your lap. Instead, FB offenses are built around transition points, tired defenders and 3s. Slashers are very valuable in this set. The most common mistake I do see made is not valuing the three pointer though. FB is probably the 2nd most friendly perimeter offense (behind flex) so ideally should have multiple shooters on the court at a time. Its worthwhile to sacrifice a bit of PER (and definitely BH) for SPD in your shooters. Of all of the sets, this is the one that I least prefer to have highly concentrated distribution because I don’t want the offense slowing down to get the ball in certain players hands. Keeping a full 12 man roster (with athletes) is the most important thing to success running FB.
5/14/2024 4:05 PM (edited)