I thought I'd better follow up on yesterday's post about calculating the value of the Triple Captain chip with a companion piece on its cousin, the other 'bonus chip', the Bench Boost.
As with the Triple Cap, FPL managers often like to self-deceive about the extent of their success in playing this chip. Because the points scored by all 15 squad players will be counted for the gameweek when this chip is in play, they will often protest that team selection "doesn't mattter" - and so contrive to accidentally-on-purpose leave some of their best players on the bench. If 'bench players' end up recording 2 or 3 - or even 4! - of their best individual scores of the week, then of course it will appear that their bench collectively produced enormous points,... and that can all be credited to a canny deployment of the Bench Boost chip, so these folks like to claim. But of course, that just ain't so.
Even if we go through the motions of trying to make a normal team selection, with the players who look likely to have the week's shakiest points prospects left on the bench, any of us may still fall prey to this idea that "it doesn't really matter" and be a bit lazy or hasty in deciding the starting eleven; even if we're not consciously stacking the bench with some of our more promising prospects, we might subconsciously be guilty of it.
And even if, by a freak of good fortune, the 4 poorest prospects left on your bench have returned uncommonly well, contrary to your honest expectations - that isn't worth much if a lot of your starters have returned 'blanks'. The Bench Boost is indeed a reward for collective excellence, and you ought to evaluate it in terms of the overall return from all 15 players.
I follow two 'rules of thumb' for gauging the success of playing my Bench Boost:
1) Decide my 'bench players' after the event, based on the lowest points returned from my squad (bearing in mind the 'formation rules' on eligible team selection): thus, I only count 4 of my lowest player scores as the value of the Bench Boost.
2) Consider my squad total score against the gameweek's 'Global Average', to get an idea of how much bettter I did - if at all - than in a typical non-Bench Boost gameweek. (I typically manage around 10 points better than the 'Global Average'; in a 'good' week, around 15 or so better. So, I don't consider I've had a successful Bench Boost unless it's put me at least 25-30 points above the 'Global Average'. I'll make mental adjustments to that rough scale of comparison, based on how high-scoring or low-scoring a gameweek it was. But in most gameweeks, 15 points above 'Global Average' would probably still represent a very poor return on the Bench Boost, and 20-25 points barely adequate.)
Now, in practice, your Bench Boost is rarely going to be worth all that much - because, inevitably, you have your weakest players left on the bench. And, very often, you'll find that at least one of your squad doesn't play that week for some reason, so you'll only have 3 players (or sometimes even fewer....) contributing from your bench. Typically your bench consists of a back-up goalkeeper, a rarely-used (and perhaps ultra-cheap) 5th defender, and whoever your other 2 weakest players look likely to be on that week's fixtures. It's not a recipe for huge points!
That being the case, the Bench Boost can benefit significantly more from a Double Gameweek than the Triple Captain does: because these are players who are unlikely to produce any big returns, even minimum 'appearance points' from a second fixture will give a useful proportional boost to their total for the gameweek. However, if you follow my austere policy of only counting your lowest-returning players as comprising the value of your Bench Boost, you really need just about the entire squad to be enjoying a double-fixture (if only your usual bench players have double fixtures, they'd probably become preferred starters for that gameweek, and your 'true' bench, with only single fixtures. would probably not score quite as well) - and BIG Double Gameweeks like that don't happen any more. (The only week where we could sometimes see 12-16 Premier League teams enjoying a Double Gameweek at the same time was when FA Cup Quarter-Final participants would have their League games from that weekend all rescheduled to the same gameweek [and that didn't always happen; sometimes they were split...]. But since last season, the Premier League is suspending its match programme on the Quarter-Final weekend, so we don't get any postponements from that any more.)
This season, we've been given the novelty gimmick of a 2nd Bench Boost, only valid for the first half of the season - when there are no Double Gameweeks anyway! And as I observed in relation to the Triple Captain chip earlier in the season, now that Double Gameweeks are so few and so small, there's no reliable advantage in them any more (to be attractive possibilities for etiher type of Bonus Chip, at least one of the two fixtures for each of your players needs to be against a really easy opponent; and you have no idea if that is going to be the case until very shortly beforehand).
It is a huge risk to wait until the last few weeks of the season on such a slim possibility of a slightly enhanced return for those chips; it's certainly not worth passing up favourable combinations of fixtures in gameweeks earlier in the season.
As I mentioned last week, it's best to stay agile and be prepared to play your Bench Boost opportunistically - any time when you feel really confident that all 15 of your squad players are going to start, and most of them, at least, are facing promising fixtures.
Of course, it also helps if you've managed to assemble a particularly strong squad, and one that is especially targeted towards the gameweek's weaker fixtures. In the past, we've generally liked to try to play the Bench Boost chip immediately following a Wildcard, so that our squad is fully optimized for form and fitness, and for the coming week's fixtures.
Since last season, the new rule allowing us to bank up to 5 Free Transfers has effectively given us the theoretical opportunity of further 'mini-Wildcard' plays, where we could substantially remodel our squads if we've managed to save up extra transfers for a few weeks. In practice, it's incredibly difficult to save 5 FTs - and probably self-harming to try! - but being able to use even 2 or 3 transfers at once can be a significant advantage in optimizing the squad for a Bench Boost attempt. And, of course, remodelling this way, rather than with a Wildcard, enables you to make your changes right on the eve of the gameweek, thereby minimizing the risk of injuries removing some of your squad (a major hazard, if you're having to 'set up' for your Bench Boost using a Wildcard the week before).
Also, this season we have the further unnecessary gimmick of being given additional Free Transfers in Gameweek 16 (supposedly to ease the impact of players departing for AFCON; but at the moment, it's looking very unlikely that anyone will own any African players... apart from Bryan Mbeumo). The odd way this GIFT is being implemented - giving us extra Free Transfers, up to a maximum holding of 5 of them - means that, in order to best take advantage of this measure, we need to use up all of our existing Free Transfers by Gameweek 15. And if we've managed to save up quite a few of them, Gameweek 15 might then be a promising opportunity for the first Bench Boost. Or Gameweek 16, when we'll suddenly find ourselves magically in possession of another 5 Free Transfers. Or possibly even in Gameweeks 17 or 18, when we should still be reaping the advantages of those recent major rebuilds. (FPL's needless largesse in Gameweek 16 could also be seen as giving us an additional 'mini' Free Hit in the preceding Gameweek: we could use saved Free Transfers to substantially recast our squad for one week only, undoing all of the changes again immediately with the extra transfers being given us for the start of AFCON.) [I wrote a follow-up piece here - with a bit more detail on this issue of which gameweeks (in the first half of the current season) look most propitious for possibly playing the Bench Boost.]
However, even if you have managed to optimally 'set up' your squad to use this chip, you should consider 10-15 points - fairly counted - for your Bench Boost as adequate; anything around 20 is a very good return; and 25+ is absolutely outstanding.
But, again, as with the Triple Captain, you should temper your expectations, and realise that the chip can easily return little or nothing. If you have a dismal Bench Boost score this season,.... maybe you'll get a big one next time. That's how the game goes.

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