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S89 Town Hall 7

Posted: Mon Jun 08, 2026 3:03 am
by Mike Lowry
Do you build your team to fit a game plan?
Or do you game plan for the team you have?
Which parts of the game plan are easiest and most difficult to flex?
Which player attributes are game plan killers?

Rules: 1 point if you give thoughtful answers, which I will award after the timer ends for responses. The timer ends for responses at the moment the corresponding week's Sim is run.

Note: Use approximately 5 sentences as your bare minimum for 1 point. If you write 3 long, complex sentences, you'll still get a point. If you write 5, 3 word sentences, you will not get a point. Don't @ me.

Due: Deadline for Sim 7

Re: S89 Town Hall 7

Posted: Mon Jun 08, 2026 8:59 am
by K-100
Do you build your team to fit a game plan? Or do you game plan for the team you have?
I've always built the plan after the team is assembled. I have wanted to dabble in constructing a team with a particular skillset and executing the plan around that but I've just never had the patience to do it yet.

Which parts of the game plan are easiest and most difficult to flex?
Pacing and defensive schemes are the easiest. If I have a lot of shot blockers, zone. If I have a lot of guys with steal potential and high stamina then I'll roll out full court press. I've never quite figured out my offensive scheming. I want to play more on the outside but my builds have not warranted such a strategy.

Which player attributes are game plan killers?
Definitely foul rating. If they cannot stay on the court they are not living up to their potential.

Re: S89 Town Hall 7

Posted: Mon Jun 08, 2026 11:35 am
by Mike Lowry
Do you build your team to fit a game plan?
Or do you game plan for the team you have?

I try to build with a personality as often as I can.
In the preseason I'm taking a look at who I'm returning, and what their strengths are, and then trying to add guys who play similarly, so my game plan doesn't go bad when I make my subs.
When I see the results match the plan, know I don't need to adjust.

Which parts of the game plan are easiest and most difficult to flex?
I think it really depends on how well your players match the plan.
If you have slow players with no stamina, you can't run fast pace.
If you have horrible scorers, it don't matter what offensive focus you have.
But 3pt shooting be crazy sometimes depending on if you have chuckers.
You be putting it on 1 and take 20 3s a game, going 3 for 20

Which player attributes are game plan killers?
Fouls and Quickness are the worst, but low handles and passing can lead to turnovers that can torpedo your offense.
Also, having guys that can't rebound in a position or 2 can be exposed in a playoff match-up.

Re: S89 Town Hall 7

Posted: Mon Jun 08, 2026 12:49 pm
by WigNosy
Mike Lowry wrote: Mon Jun 08, 2026 3:03 am Do you build your team to fit a game plan?
Or do you game plan for the team you have?
Which parts of the game plan are easiest and most difficult to flex?
Which player attributes are game plan killers?
Both. First, I identify my best 2-3 players. Then, my game plan is determined by the attributes of my best players. Finally, my roster construction beyond those players is built around finding pieces that fit in with that game plan.

The hardest parts of a game plan to flex are the pressure options ("Full Court Press" and "Half Trap" defense); if you don't have the right players to do this, they will be a disaster. Options like Rebounding are the easiest to flex.

This probably sounds obvious, but a low personal foul rating is an absolute destroyer of game plans. Once a player gets into foul trouble, you are probably looking at substituting in a significantly different players whose other attributes may not align with your game plan, and that just trickles down to making your game plan less effective because you're now trying to run it with players that don't have the chops to execute it.

The other rating that is a destroyer of game plans is "INS" - a player with a high INS rating is going to look for his shots, whether you want him to or not, and if you have a guy that loves to go inside, it will destroy trying to run a three-point-heavy offense (and vice versa).

Re: S89 Town Hall 7

Posted: Mon Jun 08, 2026 1:07 pm
by BigDaddyd8720
Mike Lowry wrote:Do you build your team to fit a game plan?
Or do you game plan for the team you have?
Which parts of the game plan are easiest and most difficult to flex?
Which player attributes are game plan killers?

Rules: 1 point if you give thoughtful answers, which I will award after the timer ends for responses. The timer ends for responses at the moment the corresponding week's Sim is run.

Note: Use approximately 5 sentences as your bare minimum for 1 point. If you write 3 long, complex sentences, you'll still get a point. If you write 5, 3 word sentences, you will not get a point. Don't @ me.

Due: Deadline for Sim 7
I typically game plan around my team. I try to identify if my team is more offensive or defensive and work from there. Then once I have the team and game plan that fit together, that’s when I start looking for other players to fit my game plan. I’ve gone through seasons where I was more defensive minded and made the trades to accommodate that. Now I feel like I’m more offensive minded and want to try and find players that can help with scoring. INS is the biggest attribute for that. Also, QKN and JMP I have noticed play a big part in being able to execute a game plan


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