How efficiently a team executes in each phase of the game — entries by type, offensive-zone play patterns, and the systems play behind them, every variable captured in coaching terminology and scored two ways — what it produced and what it cost: chances created, counters conceded.
Every finding compares one route with another inside this sample, on the same columns, and ends in a coaching call — build on, cut, review, track. Where a cell is too thin to trust, the finding says so.
| Entry | n | SR | Exposure | GrA | GrA% | Goals |
|---|---|---|---|---|---|---|
| Carry | 61 | 49.2% | 24.6% | 11 | 18.0% | 1 |
| Non-Carry | 73 | 31.5% | 38.4% | 5 | 6.8% | 0 |
Exposure colours are inverted from the usual table — low Exposure is good. Carry generated GrA at roughly two and a half times the Non-Carry rate, while being followed by a counter at two thirds the rate — and the mix between the two routes was near even. 134 of the 139 in-scope entries fall into a Carry or Non-Carry bucket; the remaining 5 (3 Flip, 2 DZ Dump Exit) sit in Other and are excluded here.
| Entry type | Bucket | n | SR | Exposure | GrA | GrA% | |
|---|---|---|---|---|---|---|---|
| Dump In ⛔ cut | Non-Carry | 30 | 20.0% | 43.3% | 1 | 3.3% | |
| Lat Pass BL Area ★ build on | Carry | 25 | 48.0% | 20.0% | 5 | 20.0% | |
| Skating | Carry | 20 | 50.0% | 35.0% | 2 | 10.0% | |
| Rim | Non-Carry | 17 | 58.8% | 23.5% | 2 | 11.8% | |
| Rec BL Area ★ build on | Carry | 15 | 46.7% | 20.0% | 4 | 26.7% | |
| Pass to Chip | Non-Carry | 9 | 33.3% | 33.3% | 2 | 22.2% | |
| Soft Chip to Self | Non-Carry | 6 | 33.3% | 33.3% | 0 | 0.0% | |
| X Corner ⚠ thin | Non-Carry | 5 | 20.0% | 60.0% | 0 | 0.0% |
Bars scale Exposure to the table maximum (60.0%). Sorted by volume, which puts the Dump-In at the top on its own numbers: the most-used entry type in the sample and the weakest return in it. Rim and X Corner stand out in opposite directions but sit on 17 and 5 attempts — film checks, not conclusions. Pass to Chip (n=9) and Soft Chip to Self (n=6) are shown for completeness.
| OZ pattern | n | Share of active | Quality |
|---|---|---|---|
| HW Attacks | 13 | 20.0% | 7.7% |
| BGL Attacks | 9 | 13.8% | 11.1% |
| SSD Shot (shot on arrival) | 7 | 10.8% | 14.3% |
| D2D Shot ★ | 6 | 9.2% | 33.3% |
| H2L to SSF ★ | 6 | 9.2% | 33.3% |
| SSD Walk Shot ★ | 5 | 7.7% | 40.0% |
| Rims to Post | 5 | 7.7% | 0.0% |
| High EW Passing Play | 4 | 6.2% | 0.0% |
| EW Activation | 0 | 0.0% | · |
| SSD Activation | 0 | 0.0% | · |
| Moved first (SSD Walk Shot, D2D Shot, H2L to SSF) | 17 | 26.2% | 35.3% |
| All active patterns | 65 | 100% | 13.8% |
| Reset (release valve, see note) | 20 | · | 5.0% |
On Reset: as a release valve it carries no chance-generation expectation, so its 5.0% is not a shortfall; it is shown for completeness and excluded from the active denominator and the grouped row. On the grouping: moved-first is a descriptive split for this report, not a TEM category, and its constituent patterns are named so it can be checked or redrawn. On volume: every individual pattern here is under 15 instances, so no single row is a finding on its own.
| System | n | SR | Exposure | GrA | GrA% |
|---|---|---|---|---|---|
| DZC BO | 49 | 20.4% | 36.7% | 4 | 8.2% |
| BO from NC ⛔ review | 48 | 10.4% | 47.9% | 2 | 4.2% |
| NZR ★ | 22 | 31.8% | 36.4% | 3 | 13.6% |
| BO | 20 | 20.0% | 45.0% | 1 | 5.0% |
| NZT ★ | 19 | 31.6% | 36.8% | 1 | 5.3% |
| DZFO Exit ⛔ review | 19 | 10.5% | 36.8% | 0 | 0.0% |
| RD Track Trans | 12 | 25.0% | 41.7% | 1 | 8.3% |
| NZ FO CI ★ | 11 | 54.5% | 9.1% | 2 | 18.2% |
Every system except DZC BO (49) and BO from NC (48) sits under 25 possessions. The two carrying real volume were also the two weakest on SR — the only part of the table with enough behind it to act on. The rest are pointers.
Build on and Cut are what this sample supports acting on now. Review is film confirmation before a call. Track is a number to carry into the next games, not a conclusion from these two.