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Depth Chart Submissions

Posted: Thu Jun 02, 2016 9:35 am
by Bowtothebill23
Depth charts are submitted every Monday, Wednesday, and Friday by 5:00 PM during the regular season in the depth chart thread. Depth charts are the way you can outline your team's starters, minutes, positions, and style of play for that sim. Here is a sample DC:

C: [Insert starting Center], ([Insert possible positions)], [Insert number of minutes]
PF: [Insert starting Power Forward], ([Insert possible positions)], [Insert number of minutes]
SF: [Insert starting Small Forward], ([Insert possible positions)], [Insert number of minutes]
SG: [Insert starting Shooting Guard], ([Insert possible positions)], [Insert number of minutes]
PG: [Insert starting Point Guard], ([Insert possible positions)], [Insert number of minutes]
6: [Insert 6th man], ([Insert possible positions)], [Insert number of minutes]
7: [Insert 7th man], ([Insert possible positions)], [Insert number of minutes]
8: [Insert 8th man], ([Insert possible positions)], [Insert number of minutes]
9: [Insert 9th man], ([Insert possible positions)], [Insert number of minutes]
10: [Insert 10th man], ([Insert possible positions)], [Insert number of minutes]
11: [Insert 11th man], ([Insert possible positions)], [Insert number of minutes]
12: [Insert 12th man], ([Insert possible positions)], [Insert number of minutes]
13: [Insert 13th man], ([Insert possible positions)], [Insert number of minutes]

IR:
[Insert IR player]
[Insert IR player]

Key Players:
[Insert Key Player]
[Insert Key Player]
[Insert Key Player]

Offensive Gameplan:
Pace: [Insert a number 0-10]
Motion: [Insert a number 0-10]
3 Point Usage: [Insert a number 0-10]
Focus: [Insert "Inside", "Balanced", or "Outside"]
Crash Boards: [Insert a number 0-10]

Defensive Gameplan:
Primary Defense: [Insert "Man", "Help", "Zone", or "Half Trap"]
Primary Defense Usage: [Insert a number 0-10]
Secondary Defense: [Insert "Man", "Help", "Zone", or "Half Trap"]
Secondary Defense Usage: [Insert a number 0-10]
Full Court Press: [Insert a number 0-10]
Crash Boards: [Insert a number 0-10]

Explanation:

Part 1: Starters and Bench
-An active roster must consist of at least 8 players. If there are fewer than 8 players on an active roster, players will be pulled from your IR list. If there is no one available on your IR list, the Commissioner will be forced to sign the best available free agent.
-An active roster may consist of no more than 13 players. If you have 14 or 15 players on your roster, you must place 1 or 2 players on IR respectively.
-Possible positions outline which positions the player is eligible to play. In general, the game will not put a player at a position not listed unless it has to due to fatigue, injuries, fouls, etc.
-In general, starters will only play (or play a vast majority of their minutes) at the position at which they start regardless of their other possible positions.
-There must be exactly 240 total minutes for a complete DC. Each position has 48 minutes per game. Keep that in mind when making your DC. If you put 2 centers at 30 minutes, either A) one will be forced to play out of position or B) the minutes will be taken from one guy and given to someone else on the team.

Part 2: IR
-IR consists of any number of players who are on the roster, but not the active roster.
-Players can go on IR because of Injuries, too many players, or simply for rest.

Part 3: Key Players
-There can be up to 3 key players on a depth chart. A DC can consist of 0, 1, 2, or 3 key players.
-Key players are guys who will touch the ball more on offense and will have the ball more on offense.
-IMPORTANT NOTE: Key players are not the same as scoring options. Putting a guy as a key player does not mean you're putting him on there to necessarily shoot more. It just means he'll be worked into the offense more. For example, if you have an incredibly good passing point guard who can't score, having him as a key player will mean he will have the ball more, and while he'll probably shoot more, he'll also simply have the ball in his hands more to facilitate.
-Order doesn't matter. Having a guy at the top of your key options doesn't make him your "#1 option." It just makes him a key player.

Part 4: Offensive Gameplan
-PACE: Pace dictates the pace at which you would like your offense to play. A high pace means your team will push up the court faster, look for more fast break opportunities, and look for shots earlier in the shot clock. A low pace means your team will run a more methodical offense and limit the amount of possessions each team gets. A high pace is best utilized by a deep team with a lot of quickness and stamina that has good ball handlers and a bunch of good scoring options. A low pace is best utilized by a more defensive-minded team that is shallow in depth, struggles with stamina, and/or doesn't have the scoring options and ball handlers to run-and-gun.
-MOTION: Motion dictates the amount of passing and ball movement you want your team to engage in. A high motion dictates that a team will work on passing the ball more to find a good shot. Low motion dictates that a team will focus more on letting its scorers create for themselves. A team should run high motion if A) it has an excellent distributing point guard, B) it doesn't have great scorers who can create for themselves, and/or C) has a team full of guys with good handling and passing abilities. A team should run low motion if A) it has elite scorers who can create for themselves and/or B) has a team full of guys with very poor handling and passing.
3 POINT USAGE: 3-PT Usage dictates how much a team will utilize the 3-ball in its offense. A team with high 3 point usage will try and create 3 point looks for its shooters. A team with low 3 point usage will try and work the ball more to the inside. A team should use high 3 point usage if it has good 3 point shooters and/or its key players utilize the 3-point line. A team should use low 3 point usage if it doesn't have good 3 point shooters and/or if its key players don't utilize the 3 point line.
FOCUS: Focus dictates how your team will try and score. An inside team will try and work the ball into the paint and score. An outside team will focus more on jumpshots and 3 pointers. A balanced team will use both. If you have a team with strong inside and jump ratings, an inside focus is probably for you. If you have a team with many strong 3 point shooters, an outside focus might be for you. And if you have a mixture of both or don't want to be too one-dimensional, a balanced focus might be for you.
CRASH BOARDS: Crash Boards dictates how hard your team will crash the offensive glass. A team with high crash boards will try very hard to grab offensive rebounds and get second chances. The Pros to this are that you'll grab more offensive rebounds and score more. The cons are that you'll be vulnerable to fast breaks, and your team could face foul trouble as they are out of position getting back on defense. A team with low crash boards will focus more on getting back defensively than grabbing offensive rebounds. The Pros to this are that you'll be set up better defensively. The Cons are that you're giving up the opportunity to grab offensive boards and giving up easy second-chance points. One needs to look at the ORB, Strength, and Jumping rating of his players and look at the type of offense/defense he wants to run to determine what Crash boards rating he wants.

Part 5: Defensive Gameplan:
PRIMARY DEFENSE: This dictates the defense your team will primarily run. Man is the base defense. Zone defense is a way to keep your players rested and out of foul trouble defensively. The problem is that the offense shoots better from the floor and turns it over less vs. zone defense. Help defense is a good way to try and simply limit the field goal % of your opponent. Your opponent's turnovers will also result in fewer steals (They still might turn it over as much if not more, but instead of getting the ball stolen, your opponent might travel, throw it out of bounds, have a shot clock violation, etc.). The problem with help is that it results in more fouls and might tire your players out more quickly. Half Trap is the highest risk/reward defense. Half trap goes for steals and limits your opponent's 3 point %. However, it exhausts your players, and causes by far the most fouls.
USAGE: This dictates how much your team will use its primary defense. A high usage will result in more possessions using the primary defense defensively. A lower usage will result in more possessions using the secondary defense defensively. Generally, a primary defense has a usage of at least 5. *IMPORTANT NOTE: The usages on primary and secondary defense do not have to add up to 10.
SECONDARY DEFENSE: *See: Primary Defense*
USAGE: This dictates how much your team will use its secondary defense. A high usage will result in more possessions using the secondary defense defensively. A lower usage will result in more possessions using the primary defense defensively. Generally, a primary defense has a usage of at least 5. *IMPORTANT NOTE: The usages on primary and secondary defense do not have to add up to 10.
FULL COURT PRESS: This dictates how much your team will utilize a full court press. A full court press cause more turnovers and puts more pressure on the offense but also way more causes way more fouls and is the most exhausting defense for your players. A high usage will run the full court press more often. A low usage will use it less often. Deep teams with great stamina, quickness, and stealing ability should look at FCP. Shallow teams with low stamina, quickness, and stealing ability should lower its usage of FCP.
CRASH BOARDS: This dictates how hard your team will crash the defensive boards. A team with high crash boards will try and crash the boards hard, giving up fast break opportunities. A team with low crash boards will look to leak out on offense at the expense of giving up more offensive rebounds. A team that looks to run-and-gun should look at a lower crash boards. A defensive, half-court offensive team should look at a high crash boards rating. One should look at his desired scheme and his players' DRB, Strength, and Jumping ratings to determine what his crash boards rating should be.