Monitor player load

Read the squad’s week on one screen, readiness first and then GPS against session RPE for every player and day, so the cost of training is visible and the soft-tissue risk is caught before the weekend.

Prescribing the work is half the job. The other half is watching what it costs: what the GPS says each player did, how hard they said it felt, and whether they're recovering from it. Load in your sidebar puts that on one screen for the week, so you can adjust Thursday's session instead of explaining Saturday's hamstring. Building the programmes themselves is covered in Build and publish training programmes.

Before you start

  • Player Load needs at least one squad with GPS switched on. Until then the page explains that GPS tracking isn't enabled. GPS is switched on per squad in the club's module settings.
  • Session RPE comes from players rating their sessions, and readiness from their daily wellness check-ins. The more of them do both, the more the page can tell you.
  • Sleep, HRV and resting heart rate only appear for squads with Wearables switched on.

Read the week

The week on one screen, with the round’s fixture beside the dates so load reads against the match it builds towards.

Player Load has two tabs, Week view and Trends. This week and the arrows either side move between weeks, and the round's fixture sits beside the dates (Rd 10 · v Woronora Wanderers above), so you're always reading load against the match it builds towards. A Squad picker appears when more than one squad has GPS.

Read the week view from the top down.

  1. Readiness. First on the page, because it's the question for today. Each player shows their latest wellness score, their most recent GPS distance and a sRPE divergence column that reads Rated harder when a player rated a session much harder than their GPS load suggests. When anyone does, a line above the table says how many and calls it worth a conversation. With Wearables on, the table adds last night's sleep, HRV and resting heart rate against the player's own baseline, and a second line picks out anyone with suppressed HRV and a raised resting heart rate together. Each player needs 21 days of wearable data before their baseline counts.
  2. Squad week. GPS distance against session RPE load for every player on every day. The interesting cells are the ones where the two disagree: harder than it looked, or easier than it felt. A match measured from Veo video instead of a vest says so.
  3. MD−2 top-speed exposure. On the session two days out, each player's badge shows the share of their own top speed they reached, against a target of 95% or more. The player who hasn't been near top speed all week is the one at risk of a soft-tissue injury on the weekend.
  4. Programme load and Off-field load. The first counts this week's programme sessions, counted separately from GPS and session RPE — nobody wore a vest. The second shows the last 7 days from players' own wearables. Together they're the training the pitch never sees.

Trends holds the two longer reads:

  • Training HSR vs match HSR. The squad's weekly high-speed running as a share of what matches ask for, against the research range of 0.6 to 0.9. Under is the common miss: a squad that only sprints on Saturday.
  • Acute:chronic workload. Seven-day load against 28-day load, marked Spike above 1.3 and Underloaded below 0.8. The page is clear that this is context only — a spike above 1.3 is a prompt for a conversation, not an automated restriction. Ratios stay hidden until a player has three weeks of data.

The weekend's side of the picture is its own page: Read match-day load. The full reference for this dashboard is the Player Load answer.

Confirm it worked

  • You checked MD−2 speed exposure before the weekend, not after the injury.
  • Every Rated harder got a conversation with the player.
  • Nobody with a suppressed recovery line got loaded up without someone asking why.
  • Trends get a weekly look, and the HSR range and workload ratio feed into next week's plan.

Last reviewed 24 Sept 2026

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