Using Talent Right: Title Contenders Force the Tempo

This is part of a two-part series. For observations on the Spurs  and the Thunder's specific matchup, see 48 Minutes of Hell.

As one of my questions in Monday's Statistical Q&A, I fielded a question from the imitable Tim Varner of 48 Minutes of Hell. His query was whether the Spurs stand to gain in OKC smallball lineups by pushing the pace and playing fast. In short? Yes. I covered that today in detail at 48 Minutes of Hell, but there's a lot of interesting tidbits to be had in this table, enough so that I felt a separate post was necessary analyzing the trends and tendencies of the non-Spurs teams. To examine, I've produced this table that shows the W/L record, the offensive and defensive efficiencies, the eFG%, the efficiency differential, and the free throw rates of our four remaining teams in four distinct buckets of possessions. First bucket includes all games with under 91 possessions; the second includes 91-95; the third is 95-100; and the fourth and final bucket includes super-fast games with over 100 possessions. These are roughly quartiles of possessions. I placed in red a team's "worst" pace and in green a team's best.

Looking at this table, some interesting takeaways after the jump.

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  • BOSTON: Bet you didn't expect this, huh? Out of all the paces the Celtics play at, one stands above all others as the absolute worst they could possibly play at. I refer, of course, to... an absurdly slow game? The Celtics force the pace low by Doc Rivers' own desires -- in the Big Three era, he has always preached a defensive-oriented strategy of keeping as few possessions as possible. This season, though, the Celtics have been bloody awful when they play their slowest. When they have under 91 possessions in a game, the Celtics have a losing record (12-15), a defensive rating WELL above their season average, allow teams to shoot almost 50% from the field, and barely ever draw fouls. On the other hand, when they play to a league-average pace, they're a really excellent team -- a +9 differential, fantastic defense, and a sparkling 16-4 record. Had you shown me Boston's numbers before I did this exercise, I wouldn't have believed it. But it's true. When the Celtics play super-slow, they're a terrible team. Doc Rivers may deserve a bit of blame -- no other team is more inefficient at forcing the tempo that suits the team best, and to some extent, that's on his game plan. Not a full extent, but certainly to some.

  • MIAMI: Little rhyme or reason to the Heat's numbers, though some funny stuff here. They average a differential of +7.1 in games with over 100 possessions, but somehow managed to go 5-4 on those games in the regular season. Which means they won those 5 games by over double the margin they lost by. Absolutely silly. Overall, the Miami defense actually gets a bit better as the pace goes up -- their real problems come on the offensive end. I take back my first statement. This actually makes a lot of sense to me. As a team highly reliant on two players, it stands to reason that there is some sort of upper limit on the number of possessions LeBron and Wade can use up in a single game. The more possessions the Heat use, the more likely that one of those extra possessions is something useless, like a Joel Anthony layup or another bricked Battier three. Thus, their offense gets a bit less efficient as the possessions rack up and they're forced to burn more possessions on their atrocious bench. As a mathematical example, assume LeBron a usage rate of 33%. In a 90 possession game, that's 30 possessions -- in a 100 possession game 33. That means that Non-LeBron players used 60 possessions in the 90 game and 67 possessions in the 100 game. What this means, big picture, is that even if the ratio is the same there are more possessions spent on players you know can't really give you much. In simplified terms... how easy is it for two players to have 50-60 out of 80 points in a slow paced game compared to 70-80 points out of 110 in a fast paced game? It takes more effort, and it takes an increase in a player's usage above and beyond simple extrapolation.

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