10-03-2006, 10:54 AM | #1 | ||
lolzcat
Join Date: Oct 2000
Location: sans pants
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Running Back Endurance Bug - Solutions?
Okay, the running back endurance bug (high endurance backs get less carries than low endurance backs, on average) is well-documented in numerous on-line leagues.
In my team's first game of the season (we are the piledrivers), my #1 running back (rated 64/80 by my scout) ran the ball 10 times. His backup (23/31) ran it 8 times. I had one QB run and one WR reverse. This rb was the #3 pick in the draft, he is making a boatload of money and now I am wondering what I am going to do with such a highly-compensated guy that might see 20 touches in a game if he is lucky. My question is, how are folks dealing with this? Any strategies? Does putting a poor rated rb in slot #2 make a difference? What about the playing time setting? Make the assumption that you are running a balanced offense and not ramping up running to heavy levels. Thanks... |
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10-04-2006, 07:09 AM | #2 |
lolzcat
Join Date: Oct 2000
Location: Annapolis, Md
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VPI offered some suggestions in a discussion at IHOF that using a *very-low* endurance backup RB adds a bit to the workload of your top guy. I seem to recall it bumped up the #1 RB carries by something like 2-3 per game.
That seems to be the strongest non-obvious sugestion I have seen, but I guess it's rather situation-dependant. If you have a decent quality backup RB who has decent endurance, this may not be a palatable option. |
10-04-2006, 09:53 AM | #3 |
College Starter
Join Date: Oct 2000
Location: Berkeley
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My strategy is to not invest boatloads of resources in high endurance backs.
(Eyer is 62/79 in End... hopedully that doesn't fill out) Last edited by Daimyo : 10-04-2006 at 09:53 AM. |
10-04-2006, 03:03 PM | #4 |
Pro Starter
Join Date: Sep 2005
Location: TX
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my strategy is never invest in RB. 51/52 is fine by me as long as he has good HR, El, and breakaway
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10-04-2006, 05:09 PM | #5 |
College Starter
Join Date: Oct 2000
Location: Berkeley
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That's great in single player, but in a good multiplayer league almost everyone knows that hole recognition, elusiveness and breakway speed are all that really matter for RB and those guys can actually become pretty expensive in terms of draft investment required.
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10-05-2006, 11:07 AM | #6 | |
Pro Rookie
Join Date: Nov 2002
Location: Sunny South of France
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Quote:
There are also some GMs in MP that know that hole recognition, elusiveness and breakaway speed are indeed NOT the only skills that matter for RB, and these guys can get the great RBs that nobody else wants. Meaning, we actually don't know anything for sure...
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10-05-2006, 04:30 PM | #7 |
College Starter
Join Date: Dec 2004
Location: PA
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One of the RB's with the best ratings in the ImperialFL has an endurance of 96. His owner complained a ton about him not getting carries, as his high in 4 previous seasons was 291, then last season he had 406 carries, and through three games this season had 84 (it's a balanced team, as the QB had 92 attempts in those three games). His backup is getting about 7 carries per game.
So I have to think that it is somehow gameplan related. |
10-06-2006, 07:27 AM | #8 | |
lolzcat
Join Date: Oct 2000
Location: sans pants
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Quote:
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10-07-2006, 01:40 AM | #9 |
College Starter
Join Date: Dec 2004
Location: PA
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Yes I know, but I'm saying that I don't think a high endurance RB is doomed to the fate of not getting carries. There is most likely something you can do to increase those carries. Just pointing out that having a high endurance back is not a hopeless cause.
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10-16-2006, 12:40 AM | #10 | |
Pro Rookie
Join Date: Nov 2005
Location: Tennessee
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Quote:
Did that guy say what he did to boost the carries? |
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