Frequently Asked Questions
Over the past 10+ years the staff at 4for4.com Fantasy Football has had no shortage of questions asked of us. In an effort to keep our support time to a minimum and best serve those with truly unique issues, a list of our most frequently asked questions is maintained here, along with answers.
Nine out of ten questions we receive through email can be answered by one or more of the questions below. If you do not find the answer to your question here, feel free to email email@example.com with your inquiry.
- Why should I subscribe to 4for4.com?
- What do you mean when you say "verified accuracy"
- What does 4for4 consider standard scoring?
- Do you have the FFPC scoring system available IE. TE 1.5 points per reception?
- Do you offer full Rest-of-Season projections during the NFL season?
- I purchased PC Drafter. Do I get free access to 4for4.com?
- Do you project return yardage?
- I am a 4for4 subscriber but can't register my copy of PC Drafter.
- Can I email you my fantasy football questions?
- How do I optimize the 4for4 tools for my league?
Full Impact Questions
Each year we have someone email in wondering why we rank all players with the last name beginning with the letter 'A' at the top of his custom cheat sheets. Don't let this be you. Take your time here. If you see odd results, 99.99% of the time it's because you entered bad rules.
- Can Full Impact allow for flex players?
- How do I erase a league? I want to get rid of two that I've entered?
- I'm not sure how to use Full Impact for my rules. In my league we award points based on the exact distance of a TD.
- I am using ranges, but some of the players in my cheat sheets are showing up much lower than they should. What is going on?
- Why are some Ks, TEs and DTs so high in the Value Based Rankings?
- How can I print the Full Impact reports for my draft?
- How do I configure Full Impact to account for my bonuses?
- In an autodraft, should I use the Value Based Rankings list as my predraft list?
- I am using ranges, why is the "Yards per point" radio button is checked?
- Why does the Draft Simulator select players earlier than happens in my leagues?
- How do I configure the Draft Simulator to limit the number of players drafted by position?
- Why does the Draft Simulator take extra QB's and RB's in one of my leagues?
- Is it possible to set guidelines so that the draft Simulator only selects players that fill the roster requirements?
- How do I input WR/TE and WR/RB flex options into Full Impact Draft Simulator?
- Example: bonus points and combo yardage
- Where is durability information located?
- What is the best way to fill out scoring ranges?
- What are "Combo Stats"?
- Our league goes a little deeper with the kicker stats. Ex: 0-30 yards = 3pts, 31- 50 Yards= 4pts, 50+=5pts.
- Where do I input points for special team TDs?
- How do I set up Full Impact for my TD only/performance league?
- Is it possible to use FULL IMPACT for a league that if your RBs win in total rushing yards, you get all the points for that category?
- Example: combo stats
- Why doesn't Full Impact account for number of DT shutouts, etc?
- How do I use the Value Based Rankings for drafting purposes?
- [So-and-so] is super low in my rankings. What's the deal?
Subscribers have varying needs and we cover all aspects of fantasy football. That said, the #1 thing 4for4 brings to the table are our consistently accurate rankings and predictions -- week after week, year after year. Click here for more details.
4for4 is the only web site that proudly displays and monitors fantasy forecast accuracy in a consistent method each and every week. With years of research, experience and results, we've gained a high degree of confidence in our process.
We've also won a number of awards in various accuracy contests and boast two of the most accurate experts in the industry. Read more about our accuracy here.
|4for4 Standard Scoring for all Offensive Players|
|Rushing/Receiving TDs||6 points|
|Rushing/Receiving Yards||1 point for every 10 yards|
|Receptions||0 points (1 point in PPR)|
|Passing TDs||4 points|
|Passing Interceptions Thrown||-2 points|
|Fumbles Lost to Opponent||-2 points|
|Passing Yards||1 point for every 25 yards|
|2 Point Conversions||2 points|
|Field Goal Made||3 points|
|Extra Point Made||1 point|
|Scoring for Defense and Special Teams|
|Fumble Recoveries (from opponent)||2 points|
|Interceptions Caught||2 points|
|Blocked Field Goals||2 points|
|Blocked Punts||1 point|
|Blocked Extra Points||1 point|
|Sacked a QB||1 point|
|Total Points Allowed||
10 - 0.5 * PA
|Scoring for Individual Defensive Players|
|Solo Tackles||1 point|
|Assisted Tackles||.5 points|
|Tackles for Loss||1.5 points|
|Fumbles Forced||2 points|
|Fumble Recoveries||2 points|
|Defensive Touchdowns||6 points|
|Passes Defended||1 point|
|Blocked Kicks|| 2 points
We've gone back and forth on this in the past (different scoring rules for different positions) and at this point we have not enabled this feature. The reasoning is, this is a very uncommon scoring setup, and adding the functionality would exponentially increase scoring rule input for all members. FFPC is the main instance where something like this is used, w/the 1.5PPR for TEs.
What most of our members in this situation do is simply have two sets of scoring rules, one for TEs and one for the rest, and then either combine the two, or simply go off of positional cheat sheets when drafting.
Another option is PC Drafter (Free with your 4for4 subscription). PC Drafter does support more complex rule sets like this.
Further reading on this subject: How Does 1.5 PPR Scoring for TEs Impact Draft Strategy?
With so much changing week-to-week and even day-to-day in the NFL, and so much minutia involved in rest-of-season rankings (injuries, matchups, BYE weeks, team situation, etc.), a full on projection approach would be extremely difficult if not impossible to nail. There is a high likelihood that even the most rigorous forecasting model would end up with a less accurate result using a week-to-week ROS projection approach. Precision in this matter is really not possible.
We do offer general, performance-based ROS rankings every week as a guide to be used when analyzing player value. In some situations players may gain or lose value depending on your specific rules, PPR vs. STD etc. But in general, the ROS rankings represent our opinion on player value moving forward. They are largely open to interpretation and your specific league/team situation.
4for4.com does not project return yards across the board. With the turnover at the position and the unpredictability of return yardage from week to week, projecting return yardage stats in general would likely create more noise and hurt your draft.
** If one feels they really want to estimate projected return TDs, etc. then see FREE pcDrafter with the 4for4.com subscription. It allows you to enter your return forecast numbers (but be VERY careful here)... perhaps use a manual edit for a few of the top return men.
Glad to have you on board. To get your free copy of PC Drafter, make sure you are logged in at 4for4.com and are downloading it through our link. You will then be able to register PC Drafter with your registered 4for4.com email address. Please follow the instructions here.
Unfortunately we can't answer roster questions via email. With the number of subscribers we have it is impossible and counterproductive to spend our days answering specific team questions for all of you. Fortunately, that's exactly why we've built this incredible web site!
Also, for those of you who would like someone to discuss your specific scenarios with, we have two scouts on staff dedicated to answering questions like this in the Discuss Your Team forum. Check it out.
The 4for4 tool optimization settings allow you to optimize some of our tools for your specific league size, roster requirements and scoring format. While many sites provide pre-canned lists, we take the next step, allowing you to customize our tools for your specific roster requirements. Believe it or not, the value of a WR relative to other positions changes dramatically when your starting roster requires three WRs as opposed to two.
The 4for4 tool optimization settings allow for flex representation. Let's say your league starts 2 RB and 2 WR and one flex (WR or RB). Simply change the dropdown roster options to 2.5 RB and 2.5 WR and click go. Now, if you know guys typically start more RBs than WRs at the flex position, then adjust accordingly - example: enter 2.7 RBs and 2.3 WRs. This will only further sharpen your edge!
Does your league start 2 RB, 3 WR, 1 TE and 1 RB/WR/TE flex? Try 2.3/3.3/1.3, or if you simply want to focus on RBs and TEs, try 2.5/3.5/1.
The tool optimization settings also allow you to specify league size and scoring type (STANDARD or PPR). For custom scoring options beyond these, see our Full Impact suite of custom scoring tools.
At the end of the day, this is a tool. Make it work for you.
Yes. Full Impact is flex position friendly.
Let's say your league starts 2-RB and 2-WR and one flex (WR or RB).
Just tell Full Impact you start 2.5-RB and 2.5-WR.
Now, if you know guys typically start more RBs than WR at the flex position, then adjust accordingly - example: enter 2.8-RB and 2.2 WR. This will only further sharpen your edge!
Go to the Full Impact data entry page. Select the league you want to delete. Then, click delete league.
For example: if a RB runs in a TD from 5-yards out, I get 6 points. But if the TD is run in from 10-20 yards away I get 10 points.
Our table for RUN TD distance scoring goes like this:
0-9 yd TD = 6 points
10-20yd TD =10 points
+21yd TD = 15 points
You use a distance scoring system. While it is very easy to grade out a player's points after the game, predicting his score before hand is completely different.
Keep in mind Full Impact works with forecast data, not post-game stats (like a league commish service). That's a huge difference.
In order for Full Impact to perfectly mirror all possible distance scoring systems out there, it would require forecasting the number of TD scores from 1-yd out, 2-yds out, 3-yds out all the way to 100-yds out for every skill position NFL player. In addition, it would require this every week during the season and in the preseason as well. Frankly, that's just not practical and even more important, it wouldn't be highly accurate and could lead to poor results. Nobody can accurately predict how many 42-yd TDs Manning will have vs. 43-yds TDs vs. 50-yds TDs etc. If someone tells you they can, run in the other direction.
Still, all is not lost - in fact, far from it!
Full Impact can address long-distance TD scoring. Here's how.
First we need to establish an NFL baseline for Passing TDs and Rushing TDs. The charts below do this for us and they are based on years of NFL game data.
|RUN TD Distance|
|PASS/REC TD Distance|
From the chart you can see that 77% of all rushing TDs are 0-9 yard runs. And, 10-20 and 21+ yard TD runs occur about the same percent of the time - 10% and 13% respectively.
With this knowledge and the fact you get 6-points for a 0-9yd run, and 10-20 and 21+ TDs occur with about the same frequency, go to Full Impact and enter 6 and 6.5 as follows:
6.0 --- Points per Rushing TD
6.5 --- Points Typical Bonus given for Long Distance Rushing TD
This will very closely mirror your system and will provide you with a robust solution for rushing TD distance points. Likewise, follow the same process for Pass/Rec TDs.
Using this method will give you a competitive advantage over your rivals and that's the name of the game.
When setting up yardage ranges for scoring in Full Impact, make sure there are not any gaps in your ranges. For example setting up your rush yardage ranges like the following:
0.000-49.000 = 1
50.000-99.000 = 2
will result in a gap between 49 and 50 yards. If a player is projected to rush for 49.5 yards, they will not be accounted for and will be awarded zero points -- not your desired outcome.
When setting up ranges like above, make sure they are configured like this instead (notice the .999):
0.000-49.999 = 1
50.000-99.999 = 2
I've entered my league scoring on the Full Impact page and I'm wondering why when I run the Value Based Rankings it has a handful of kickers, tight ends and defenses in the top 50 players on my x-factor sheet? There is no way I would draft a defense, kicker or TE within the first 50 selections. Also after 50 positions or so, the x-value goes negative. Why?
The report is not necessarily saying who to draft first. Value Based Rankings are not necesarily a drafting order list.
Value Based Rankings shows the most valuable starters based on your inputs. The key word here is starters.
So, lets say your league has 14 teams and you guys start 2-RBs each. If that's the case, the 29th RB has little value as a "starter" (but sure he's more important than many kickers).
Finally, if you want Value Based Rankings to rank more RBs early, just add 1.0 or 1.5 to the RB starter requirement and that will do it for you.
From the Full Impact Hub page, simply select Customized 1-Page Printer Friendly Cheat Sheets.
My league has a bonus for 100+ yards rushing or receiving and a bonus for 300+ yards passing. Is there anyway to incorporate this into Full Impact?
An important concept to keep in mind is that Full Impact uses projected data (not data recorded after the fact like commish scoring systems). Huge difference! So, Full Impact will not have all the scoring features of your league. This is by design, because you are working with forecast data.
What we want to do is approximate the increased value a bonus gives to a stat.
If we were to apply a 3 point bonus at 300 passing yards and have two players projected like so:
Brees would get 3 bonus points and Ryan 0.
However, this would be an incorrect approach. We are not predicting Drew Brees to pass for exactly 301 yards in every game; nor Matt Ryan to just miss the 300 yard mark in every game. Our projections indicate that both have around a 50% chance of hitting 300 passing yards in a given week.
How to account for a bonus:
The best way to account for the increased value a bonus gives is to increase the value of the stat. For all intents and purposes, the more of a certain stat (eg. PaYds) a player accumulates, the more likely they are to hit a cumulative bonus.
You can slightly weight your league towards a stat to approximate the value of a bonus. If you prefer to go this route, something like 19.5 or 19 passing yards per point (as opposed to 20) can approximate a small passing yardage bonus (1-3pts).
For rushing and receiving, setting rushing yards to 9.5 or 9.75 yards per point (as opposed to 10) can approximate a small yardage bonus.
Don’t build the full value of the bonus into the yardage, because most bonuses are relatively rare occurrences.
We should not overestimate the impact a small, or rarely hit bonus makes. Unless they are significant, it is generally best to simply leave bonuses out of your scoring rules at 100 yards or more for rushing/receiving and 300 yards or more for passing. It's relatively rare that players hit these bonuses, and factoring them in on draft day will rarely contribute a positive result. Your goal should be to draft the best players and let the bonuses sort themselves out.
Unfortunately, we won't be having a live draft, instead, we will select draft picks by creating a predraft list and let the computer actually run the draft for us. The computer picks all starting positions first in order from the predraft list then fills up the bench with 6 people. Would you suggest using the Value Based Rankings list generated by 4for4 for my league rules as my predraft list?
We suggest you work with the Value Based Rankings as your guide and also consider Average Draft Position (ADP) in submitting your final rankings.
EX: If the VBR app is rating a player very high, but his ADP isn't that high, you don't need to rank that player as high in your final list. However, moving a very valuable starter down in your rankings does come with risk (still that risk brings plenty of reward potential).
Putting together a well-designed draft strategy, having a backup plan, anticipating your competitor's moves and identifying bargains in each round is a lot of work. But, if you really want to win, it's essential. You want to draft highly ranked players just before they're selected by one of your opponents. In the process, you'll want to target and draft players that give you valuable starts -- a starting lineup that will consistently outscore your opponent's starters.
My league uses ranges for scoring for passing, rushing, and receiving. I save my league with "Use Ranges" radio button checked. When I go back to look at what I have entered the "Yards per point" radio button is checked.
You can ignore the "radio button" that comes back. The location of the radio button has no influence on the actual player scores.
As long as you can retrieve your league's rules from the Full Impact data entry screen (and they look good) that's all that counts.
Understand your comments 100%. Try the Simulator in "ADP Mode."
Keep in mind when the Simulator is in "Computer Strategy Mode" the goal is to have you drafting the best team possible (not to mirror the exact nature of what your league may or may not be doing).
So, does your score keep getting better each time you use the Simulator? Do you beat the Simulator or is it the other way around? Again the focus is what you are doing to draft the best team possible.
All that said, ....
The Simulator looks for value and it considers your starting lineup needs. Perhaps the Simulator going after a WR in the 4th round is suggesting something about your league and how to draft.
Also, try experimenting with your Simulator inputs, even if they don't 100% match your league. The idea being we want you prepared for all kinds of situations during your LIVE draft. That way, while the others are forced to be thinking on their feet, you'll have plenty of experience and it will be automatic.
The goal is not to have the Simulator draft like you want, your goal is to draft the best team.
Finally, for example, the Simulator might be loading up on WRs or RBs because it finds the most value in those spots. If you really don't like that, tell the Simulator you require more starters at QB and TE (even if that's not 100% true). By doing this, you can train the Simulator to do what you want. But, be careful... again we want you prepared for ANYTHING that comes your way on Draft Day.
We want you understanding the trade-offs of going RB-RB or QB-WR etc... And we don't want you thinking on the fly (like the guy next to you). If you spend time with the current Simulator and study results you'll be learning the trade-offs.
You control the number of starters based on your inputs upfront at the beginning of the process. But, the system does not limit the number of players that can be drafted for a given position. This is by design.
When in "Computer Strategy Mode" the Simulator looks for value and it considers your starting lineup needs. The heavy-up on QB and RB is suggesting something to you.
Also, try experimenting with your Simulator inputs, even if they don't 100% match your league. The idea being we want you prepared for all kinds of situations during your LIVE draft. That way, while the others are forced to be thinking on their feet, you'll have plenty of experience and it will be automatic.
The Simulator might be loading up on QBs and RBs because it sees the most value in those spots. If you really don't like that, tell Simulator you require more starters at WR and TE (even if that's not 100% true). By doing this, you can train the Simulator to do what you want. But, be careful... again we want you prepared for anything that comes your way on Draft Day.
Finally, try the Simulator in "ADP Mode" too.
I tried your draft simulator and found that during the draft more positions were drafted than what was allowed per team roster. Our league roster allows 2 QB; 4 RB; 4 WR; 2 TE; 2 K; 2 Def. When the draft was over some teams had 5 QB's and 1 TE or were over in some positions and short at others. Is it possible to set guidelines so that the draft only selects players that fill the roster requirements set by your league?
The Draft Simulator is actually considering your target number of starters. But in the later rounds, it goes after the best value picks (so for example it often passes over a kicker to get a decent backup QB, etc...). So if you have 1-QB starter, it is possible the Simulator may draft two or more (and avoid a dime-a-dozen kicker).
Right now, Simulator does not allow for: 'you must pick X-number and can not go over Y-picks, by position).
Keep in mind the Simulator Report Card really focuses on your starting lineup, so as you try the tool and experiment, keep focused on your team scores from simulation to simulation (the last few picks rarely disrupt that portion of the exercise).
For your starting roster requirements of QB, RB, RB, WR, WR, TE, WR/TE, WR/RB, K, DEF, try: 1-QB, 2.5-RB, 3-WR, 1.5-TE etc... The simulator allows for fractional averages.
In our league a player gets 1 point for each 10 yards rushing, 2 points for each 25 yards receiving, 2 bonus points for 100 yards receiving and rushing combined, and 1 additional bonus point for 150 receiving and rushing yards combined. How do I represent this in your rules?
Full Impact can nail this 100%.
Player gets 1 pt. for each 10 yards rushing: For this, use per stat for rushing (10yds per pt)
2 points for each 25 yards receiving: For this, use per stat for rushing (12.5yrds per pt)
2 bonus points for 100 yards receiving and rushing combined, 1 additional bonus point for 150 receiving and rushing yards
For these, use the Combo Section... Rushing + Receiving Yards using the range part as follows:
0-99 = 0 pts
100-149 = 2pts
150-999 = 3pts
This will give you custom analysis for your league. You'll have an advantage each week of the season.
On the Simulator report page for the draft it mentioned the need to draft more durable players; I just signed up for your service & did not see where such information is available in a summary form. Can you tell me?
Please see our Rankings with Sortable Projections for player health grades.
Some projected statistics are integers, some are decimals. The safest way to complete your scoring ranges is to insure no gaps exist between the ranges.
Some leagues ADD Rushing and Receiving Yards together then score out the performance. For those leagues you can use the combo section (example REC+RUSH YDS).
In this case you could put 3.5pts per FG and put 5 pts for long distance bonus. That will very closely approximate your system.
Keep in mind Full Impact Cheat Sheets use projected data (not data recorded after the fact like commish scoring systems).
So, Full Impact will not have all the scoring features as a Commish scoring system. This is by design.
Special teams TDs falls into the same category as "2-pt conversions" (see above).
The current Full Impact applications do support TD only leagues --- simply fill in the TD fields and leave all the others alone. Then run the apps. The result will be rankings for TDs only (example 6pts = 1 TD).
Actually, you can closely approximate that system. But, it will take a little math on your part. In turn, you'll certainly be the only person in your league with a really precise handle on exactly how valuable players are for YOUR league.
We'll review how you can do this for RB-yards. Be sure to follow the process for the other stats as well. Below, we'll use numbers to keep the math as straight forward as possible. When you apply this, be sure to use the parameters from your league.
Lets say you get 100-points for having the best RB-Yards team. Lets say you start 5-RBs and have a 10-team league.
First, go back and collect data 8+ weeks from last year (more would be better, less might still be fine).
Determine what the average #1 RB-Yardage team generates.
#1 RB-Yardage Team averages 350-yards per week.
Next, turn that into an average per player....
#1 RB-Yardage Team = 350/5 = 70-yds per RB
So, if a player can average 70-yards he fits the profile of a winning RB-Yardage team.
In this example we get,
70-yds = 100pts/5 = 20 points. In general, the formula is: POINTS / (# Contributing Players on that team).
Now, you have benchmarks! 70-yds = 20 points!
Next, apply the benchmarks at 20% intervals (20% is a suggested ballpark number).
140% x (benchmark yds) to 999% x (benchmark yds) = 160% of Benchmark Points
120% x (benchmark yds) to 140% x (benchmark yds) = 140% of Benchmark Points
100% x (benchmark yds) to 120% x (benchmark yds) = 120% of Benchmark Points
80% x (benchmark yds) to 100% x (benchmark yds) = 100% of Benchmark Points
60% x (benchmark yds) to 80% x (benchmark yds) = 80% of Benchmark Points
40% x (benchmark yds) to 60% x (benchmark yds) = 60% of Benchmark Points
20% x (benchmark yds) to 40% x (benchmark yds) = 40% of Benchmark Points
0% x (benchmark yds) to 20% x (benchmark yds) = 20% of Benchmark Points
So, for this example, the final FULL IMPACT
RB Yardage Scoring Table would look like this...
98 to 999 yds
84 to 98 yds
70 to 84 yds
56 to 70 yds
42 to 56 yds
28 to 42 yds
14 to 28 yds
0 to 14 yds
I am having a problem entering my league's scoring system into your format.
The problem is in one specific area: Rushing, Receiving, Passing Combo.
More specifically points 5,6 & 7.
For example: 5. Rushing + Receiving + Passing Yards. Then we enter in how many yards equals a point.
The problem here is that in my league Rushing, Receiving and Passing yards are weighted differently. For every 16 yards rushing, 1 point is awarded; receiving 21 yds = 1pt.; passing 49yds. = 1pt. So there is no way for me to enter an accurate number in your system for #'s 5,6 and 7. All of which deal with total yards gained through various ways. I hope you know what I'm talking about and I hope you can offer me a solution.
In this case, rather than using the "combined yardage" to grade your players... use the Passing Section, the Rushing Section and the Receiving Section separately. And, just leave the "combo" section alone.
This way, you could put in your exact points for each type of yardage.
Example: For every 16 yards rushing, 1 point is awarded; receiving 21 yds = 1pt.; passing 49yds. = 1pt. Also, don't use the range option, use the points per stat field!
HINT: Also, you can use the FULL IMPACT tool to do sensitivity analysis. If player-A ranks #8 and player-B is #9, don't assume player-A is ALWAYS the clear pick! If you do "rules sensitivity analysis" and if player-B always stays around #9 while player-A jumps from #5 to #16 you might prefer player-B (assuming your looking for a steady pick). But, if you're looking for a big risk/big reward player, the analysis clearly suggests player-A.
For more on consistency, also see:
FULL IMPACT has been built to work with forecasting models that have been PROVEN on thousands of NFL games going back to the early 1990's.
Be careful you don't fall into a trap: "the more input options a tool gives you, the more it will help you win!"
Other prediction tools may offer input options for the rarest of NFL events and give you a slick interface for all kinds of items.
But the truth is, any Preseason Drafting tool that factors in 2pt conversions, 300-yard passing games, defenses pitching a shut out, run the risk of being "precise" --- "precisely wrong."
They look good on the surface, but that's not what counts. These tools are playing to a rather gullible audience. Be careful.
No NFL analyst worth his salt believes a proven method to model and predict all of the rare NFL events at such a level that it will actually impact player values for a season really exists.
A tool that can accurately predict how many games a Team Defense will give up 0-points, 2-5 points, 6-10 points and so on over an entire season (before the season starts) just doesn't exist!
Great question. I'll do my best to address the issue.
But before I get into that, I'd like to present you with an example. It's completely exaggerated... but it helps illustrate a few key concepts.
Be sure to take a few minutes to examine the example and the other material below... it seems like a lot but once we get you on board with this, you'll be all set --- we all want you to win your league!
Suppose you had a crystal ball and suppose it's always been perfect at projecting player stats for the coming year. The day before your draft, you decide to ask the Crystal Ball to give you all the player scores. You see all the NFL studs at the top of the list. BUT the #1 guy is your Buddy from high school --- you can't believe it! But, the crystal ball has ALWAYS been right and it gets even more interesting. Your Buddy just went to training camp today --- so hardly anyone even knows his name right now. The Crystal Ball tells you Buddy will play WR and will rewrite the NFL record book this year -- Buddy is going to make 190-receptions, score 38-TDs and rack up 2,700 yards! Remember, the Crystal Ball has never been wrong! The next day, you are sitting at your draft.... THE QUESTION... Where do you draft Buddy?
Some might say trade up ASAP and get the #1 pick -- draft BUDDY (it's a no-brainer). Others might say grab a known NFL stud in round #1 and draft Buddy in round #2 or #3. Others might suggest since so few people will be drafting Buddy you should wait until the end of the draft.
Others might say, I don't see Buddy on a "Consensus Cheatsheet" so I'm not going to look silly and draft him. And some will even say, I don't like the Crystal Ball's rankings so I'll ignore them.
Tick-tock, tick-tock so where would YOU draft Buddy?
In my opinion, all three of the "Winner" responses above are valid depending on how you balance risk-reward! The 4for4.com tools can't perfectly mirror YOUR risk-reward tradeoffs. So, only you can answer the question -- "Where do you draft Buddy?"
Okay, keeping the above example in mind, let's get back to the question...
If a TE is ranked very high in the Value Based Rankings, that's letting you know that player is a very valuable starter in your league -- but not saying that you must draft that player very early. Several other major factors come into play (including your own risk tolerance).
Our Value Based Rankings help identify the most valuable starters for your league (based on your scoring rules, the number of starters by position and the number of owners in your league). All these factors have an influence on determining how valuable a player is as a starter. To get a good understanding of exactly what VBR does, be sure to see "Baseline Methodology" at the bottom of this page.
All that said, "value as a starter" isn't exactly the same thing as where you should draft a player. The missing pieces of the puzzle include where your league mates will likely draft a player and how much you want to risk passing up a valuable starter (because he'll likely go later in the draft). In short, even if a player is valuable, you don't want to overpay for him and draft him "early." Also, keep in mind all your league mates won't have the Value Based Rankings and all these tools!
If your rules are very standard (example 1pt for 10 yards rushing or receiving, 6pt TD, etc..), then in addition to VBR I would suggest you work with the "Classic Style" Cheat Sheets and see the Bargains Report and the "Do's and Don't" listing.
However, the more your rules vary from "standard", the more I would lean to Full Impact and certainly VBR. If you rules greatly vary from standard performance scoring, I would suggest you work with VBR as your guide and also consider Average Draft Position (ADP) in drafting. You can see ADP data here.
Also note... If VBR is rating a player very high, but his ADP isn't that high, you don't need to rank that player as high (as suggested by VBR) in your final draft list. However, moving a very valuable starter down in your rankings does come with risk (but in this case, risk also carries plenty of reward potential).
You need to make the call on how to balance the risk-reward ratio.
In a nutshell, you want to draft highly ranked players just before they're selected by one of your opponents. In the process, you'll want to target and draft players that give you valuable starts -- a starting lineup that will consistently outscore your opponent's starters.
Nearly always when we get a question like this it is due to a misconfiguration of the scoring "ranges."
Typically, the scoring ranges have been set up something like this:
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