USAFL Contemplations
Sharing some of what I've learned over the years

Hey, folks! I've been reflecting on what I've learned about the game, and I thought I'd share some of what I've learned.

First, I think Todd was absolutely right when he said be ruthless in cutting players that won't be excellent. That being said, I think the idea of what an "average" player is lacks a bit of definition. One of my strategies has been using my spreadsheet to determine this. Just like our webpage says, I started with the designer's default formula for determining the value of a player. I've posted the chart from the website below, but also like the website says, I use my own customized values.

SP
AC
AG
ST
HA
EN
IN
DI
QB
2
1
1
4
3
2
5
2
HB
5
3
2
2
4
2
1
1
FB
4
3
2
5
2
2
1
1
WR
4
3
2
1
5
3
1
1
TE
2
3
2
5
4
2
1
1
C
2
3
2
5
3
2
1
2
G
3
2
3
5
2
2
1
2
T
2
5
1
5
2
2
1
2
DE
4
3
3
4
1
2
1
2
DT
2
5
2
5
1
2
1
2
LB
4
2
2
4
3
2
2
1
CB
4
3
4
1
2
3
2
1
S
4
2
2
2
4
3
2
1
K/P
1
1
1
7
2
1
1
6

Anyway, I use my ratings to rank all the players in the league. Then, I have the spreadsheet average the ratings of all the "starters." For instance, it averages the top 18 QBs, since that's how many have to play. The numbers for the rest are 36 RBs, 54 WRs, 18 TEs, 90 OL, 36 Ks, 64 DL, 64 LBs, 72 DBs. Since we offer the 3-4 and 4-3, I split the difference in how many DL and LBs I rate. The spreadsheet averages each of the ratings of the top players.

The averages always change a little bit each season based on retirements and where we've had strong or weak draft pools, but mostly they're right in this ballpark. Here's what I have for the current season (2287):

QB
61
63
62
91
73
62
93
89
593
RB
92
92
85
75
79
83
61
60
625
WR
92
91
86
65
89
87
61
51
621
TE
91
91
86
75
90
87
64
53
636
OL
63
76
63
92
56
88
56
62
555
K
37
53
37
93
62
37
55
88
462
DL
71
78
62
90
54
85
59
62
561
LB
85
81
69
85
67
88
70
64
609
DB
93
92
83
67
81
89
64
53
621

Remember that these would be the ratings for an average starter. Unless you're going to be a total nerd like me, you probably don't need to work out how to figure this out each season. Even if you used your own custom-weighted values, it likely wouldn't change too much. In fact, they rarely change that much at all…although I could imagine the league improving on player development to the point that these go up some. In short, these are pretty solid benchmarks.

Second, with averages in mind, I tend to evaluate players, both rookies and veterans alike, against this benchmark. Will they be able to reach this threshold in a reasonable amount of time given my training camp plans? If they can, I keep them, even if they'll only just make it. I figure if a player is league average at his position, he's worth keeping. This is why being present for the draft is so vital. It allows you to be more purposeful in targeting specific players as opposed to being subjected to the whims of a preset list. I know that making the draft is hard for many people, but I truly find interacting with people there the best part of the league. Also, if you don't have at least next season's training camp plan in mind before you draft, you're doing yourself a disservice. Draft players where you'll find out their viability as quickly as possible. If they aren't going to pan out, you want them off your roster as soon as possible.

To sum this section up, not every draft-pick needs to be a "home run," but they need to at least get on base.

Third, tracking the maximum potential of each player's ratings is vital to evaluating them. I'm hopeful that everyone has the training camp progression information. I assume it is common knowledge, but in case it isn't, here it is. (I do have to give a hat-tip to Lou, my USAFL mentor, for all of the following information.)

Based on their first training camp, you can tell a lot about a player.

If you don't train an area and it goes up by +1, the player's potential maximum in that area is at least 25 higher than what it currently is. I.e. if a DL's EN goes from 53 to 54, his maximum potential in EN is at least 79…likely more. If a non-trained rating doesn't go up by +1, then the maximum potential of that rating is no more that 24 higher than what it currently is…likely a lot less, in fact. A rating of 76 or higher will never go +1.

Based on what a rating is when you camp it, there are certain limitations on how much a rating will improve. The following table lists those limitations. You read the three numbers as follows:

Init = Initial Rating, Imp = Total Rating Improvement, Fin = Final Rating

Init
Imp
Fin
Init
Imp
Fin
Init
Imp
Fin
Init
Imp
Fin
Init
Imp
Fin
Init
Imp
Fin
98
1
99
90
6
96
85
10
95
80
12
92
75
16
91
70
19
89
97
2
99
89
6
95
84
10
94
79
12
91
74
16
90
69
19
88
96
2
98
88
6
94
83
10
93
78
12
90
73
16
89
68
19
87
95
3
98
87
6
93
82
10
92
77
12
89
72
16
88
67
19
86
94
3
97
86
6
92
81
10
91
76
12
88
17
16
87
66
19
85
93
3
96
65
25
90
92
3
95
64
25
89
91
3
94
63
25
88

If the initial rating is a 79, the most it can improve is +12 to a 91. If it does go to a 91, then you know the player has a maximum potential of 99 in that rating. Notice that the maximum training camp yields come at intervals of 5s. If you camp a guy with max potential at rating 65, he'll go to 90. If you wait until he goes +1 and camp him at rating 66, he'll go to 85. Camp at 75 with max potential? Goes to 91. Wait until 76? Goes to 88. Timing your camps is really important to maximizing your players.

There is a maximum of +25 on rating improvements. If you train a player's rating when it is 61 or lower and it goes +25, then the maximum potential of the player is at least 12 more than the current rating. It might be maximum, but there is no certainty yet.

In the case of a rating going up but not going +25 or meeting one of the limitations listed above, the player's rating went up by 2/3rds of their available potential. For example, if a rating is initially 72 but then trains to an 80 (+8), then that rating's maximum potential is 84 (+8 is 2/3rds of available potential of 12.)

The only comment I want to end this section on is that sometimes there are slight, unexpected variables to the above math. I don't know why, but there is a small amount of variability that shows up from time to time. Not often, mind you, but enough that the above can't be carved in stone.

(Editor's note: These basics were taught to me by my mentor Fred Hurtubise many moons ago and they still ring true today!)

Finally, I think it's instructive to notice the positional breakdowns the designers used. While all of my ratings will lump all RBs, OL, DL, and DBs together, there is room for all different types of players.

For instance, I think our league sort of evaluates all DL the same. Max AC? That's my guy! Anything less and he's not so viable. For defensive tackles, I'm all in on that strategy. But if you check the designer's formula for defensive ends, SP is rated higher, with AG and AC rated the same. This means there is room for a mid-70s AC defensive lineman as long as he can compensate in SP and AG. Just stick him at DE!

There is even more variance on the offensive line. Again, AC is king in our league, yet for the designers that really only holds true for offensive tackles. For offensive guards, they only rate AC as a 2! Many different OL builds are viable.

For me, the lesson was to not dismiss players because they don't fit a singular mold. Different positions benefit from different builds.

The number/stats nerd in me has really enjoyed learning and tracking this information. I'm certain that much, if not all, of what I've laid out here is old-hat for all of you, but I'm hopeful that perhaps you found something useful in my reflections. Good luck, and I hope to see you in the draft room soon!


Article contributed by Mark Thul, GM Baltimore Ravens