How to Classify Running Capacity among Elite Players
Originally published on BallerzBantz, September 2024.
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A decade ago, football teams could manage with midfielders who couldn't consistently sprint quarter to half-pitch lengths every other possession.
However, the game has changed, and pressing schemes used by elite clubs has raised the running demands of players:
1. Most teams now split their lines during the press: at the opponent's box and the halfway line.
2. Midfield spaces have become larger, making the roles of midfielders more crucial in compacting these areas.
3. Running demands, especially among non-forwards, have increased.
If you are still unconvinced, take it from Liverpool coach Arne Slot. After his side's 3-0 victory over Manchester United at the start of the month, he said this:
'You need midfielders that can run. We had three of them that kept on running and, if they arrived in a duel, they were aggressive enough to win it.'
Given the clear importance of identifying and recruiting players with an edge in their running ability, we are tasked with understanding – beyond sprint-speed numbers and bleep tests – how to qualitatively categorize running capacity in modern football.
This essay will propose one framework.
§ 01But, every professional footballer runs?
This is true.
But, can every professional footballer execute 20 do-or-die sprints across the 90 minutes to prevent the opposition from counter-attacking after breaking through a high-press?
No.
So, given the context, might we say certain players can't run?
Yes.
So, for the sake of this essay, we will specify a definition of can, so the framework reads simpler.
Can [in this framework]:
- Indicating something that is typically the case
- Not an absolute ability, but a consistent capability
§ 02A Running Capacity Framework
We propose the following classification:
1. Players who can't run: unable to consistently perform high-intensity sprints throughout a match.
2. Players who can run: able to execute multiple high-intensity sprints during a game.
3. Players who can run and cover: capable of running and effectively covering significant portions of the pitch.
4. Players who can run and maintain aggression: can sprint repeatedly and still maintain aggression in subsequent duels or actions.