Week 13 :
How your QB, RB, and receivers do in real life each week will greatly influence how they do for you in your sim matchup. However, the grades of your supporting cast and opponent defense will also adjust these player performances for better or worse in our world. In-game injury is when someone is hurt before half-time and doesn't return (or doesn't play at all also). Select a team below to view uploaded weekly stats for players in their depth chart from real game results. Contact Goodell before game sims are run for the week if you notice any problems, as we do not typically re-do game simulations. Thanks!
OTHER PRODUCERS: DEFENSIVE PRODUCERS: - If a kicker has no FG attempts in a game, use his average on the season so far.
- If a player didn't play at all due to injury, mark in-game injury field next to their name with a "y". We also use that if a player hurt before half-time and doesn't return to keep a lid on their sim game stats to not go much above the stats entered before they got hurt. That "y" for in-game injury helps ensure a guy who didn't play or only played for a quarter doesn't have a great sim game when he really shouldn't because he didn't play at all or barely played.
- If a player has a bye week in reality, we use an averaged game for his update using his totals on the year divided by games he's personally played. I'll try to get most of the bye week teams each week. I also knock a player's averaged game by 99% or 85% or 75% depending upon his injury status. I look at his injury status the week before and move it up one notch (doubtful to questionable, questionable to probable, etc.) except for players who were "out" last week I'll either leave them out if it's a serious injury with expectations to be out for a while or will move them up a notch to doubtful (75% averaged update) if notes that they are back practicing and will return soon but out last week.
- For averaged games, we follow rounding rules of .5 or higher gets rounded up (for example if a QB averaged .6 TDs a game that would be entered as 1 TD) and below that gets rounded down (where a .4 TD average would be entered as 0 TD). In the playoffs we will adjust that every other round to get a player to what their multiple game figures should be on average.
AFFL | CFFL | DFFL | EFFL | FFFL | BRFL || NFL
BAL |
BUF |
CIN |
CLE |
DEN |
HOU |
IND |
JAC |
KC |
MIA |
NE |
NYJ |
OAK |
PIT |
SD |
TEN
ARI |
ATL |
CAR |
CHI |
DAL |
DET |
GB |
MIN |
NO |
NYG |
PHI |
SF |
SEA |
STL |
TB |
WAS
brfl TEAM: BAL Depth Chart | BAL Roster | Update Frame v (remove)
May be brought into the game sim results in some way, but not with as much focus as the designated depth chart key players.
Defensive stats like sacks and interceptions are brought into the sim results. Sacks help determine pressure on the opposing sim QB with more meaning than we've done in the past. Interceptions may provide a name to the picked ball, but Peyton Manning won't throw additional INTs just because you have a defensive player who had 3 picks against a horrible backup QB. Quarterbacks drive the passing game more.