1966 Standings
A Team
W-L-T
Div
Last 5
Streak
B17's
W-L-T
Div
Last 5
Streak
C Cups
W-L-T
Div
Last 5
Streak
Past Seasons
1965
1966
Fumbles...the only reason I've ever lost
1966 Team Fantasy (who's whooping ass...)
| Gms | Off | Off/ Game |
Def | Def/ Game |
Total | Total/ Game |
||
|---|---|---|---|---|---|---|---|---|
| 1 | ![]() |
14 | 1111.9 | 79.4 | 88.3 | 6.3 | 1200.23 | 85.7 |
| 2 | ![]() |
17 | 1279.5 | 75.3 | 165.6 | 9.7 | 1445.10 | 85.0 |
| 3 | ![]() |
18 | 1231.9 | 68.4 | 176.7 | 9.8 | 1408.55 | 78.3 |
| 4 | ![]() |
18 | 1198.1 | 66.6 | 141.9 | 7.9 | 1339.99 | 74.4 |
| 5 | ![]() |
14 | 893.0 | 63.8 | 116.3 | 8.3 | 1009.34 | 72.1 |
| 6 | ![]() |
18 | 1138.1 | 63.2 | 148.8 | 8.3 | 1286.88 | 71.5 |
| 7 | ![]() |
18 | 1112.6 | 61.8 | 150.4 | 8.4 | 1263.02 | 70.2 |
| 8 | ![]() |
16 | 973.2 | 60.8 | 147.8 | 9.2 | 1120.99 | 70.1 |
| 9 | ![]() |
15 | 920.4 | 61.4 | 111.3 | 7.4 | 1031.69 | 68.8 |
| 10 | ![]() |
10 | 599.8 | 60.0 | 75.8 | 7.6 | 675.61 | 67.6 |
| 11 | ![]() |
17 | 1003.3 | 59.0 | 124.9 | 7.3 | 1128.22 | 66.4 |
| 12 | ![]() |
12 | 645.2 | 53.8 | 79.7 | 6.6 | 724.88 | 60.4 |
| 13 | ![]() |
14 | 718.6 | 51.3 | 126.2 | 9.0 | 844.78 | 60.3 |
| 14 | ![]() |
11 | 561.8 | 51.1 | 87.1 | 7.9 | 648.88 | 59.0 |
| 15 | ![]() |
12 | 449.8 | 37.5 | 104.7 | 8.7 | 554.48 | 46.2 |
The performance gains are arguably the most fun thing about this league. It's a straighforward scheme for the most part.
|
Gains Ladder
In each Grade, the total amount of Performance Gain opportunities are based on meeting gain threshold criteria and are no longer subject to gain rolls.
There will be three thresholds per grade (4 for RBs), with each threshold earning the player one or two rating increases. Details are on the Gain Qualifiers page.
|
Position: QB What gains are allowed: 2 or 1 out of 4 of Maximum Speed**, Pass Control, Passing Speed, and Avoid Pass Block. You must choose different categories to increase. **QBs must attain a minimum number of rushing yards to be eligible for a MS gain based on their current MS:
Position: RB A maximum of 300 receiving yards will count for running backs. For example, a player who rushes for 1000 yards and receives for 500 yards will get credit for 1300 total yards. What gains are allowed: 2 or 1 out of 5 of Rushing Speed, Maximum Speed, Hitting Power, Ball Control, and Receptions. No category may be increased more than once for any one gain. Position: WR What gains are allowed: 2 or 1 out of 4 of Rushing Speed, Maximum Speed, Ball Control, and Receptions. No category may be increased more than once per gain earned. Position: TE What gains are allowed: 2 or 1 out of 5 of Rushing Speed, Maximum Speed, Hitting Power, Ball Control, and Receptions. No category may be increased more than once per gain earned. Position: DL What gains are allowed: 2 or 1 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. Position: LB What gains are allowed: 2 or 1 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. Position: DB What gains are allowed: 2 or 1 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. Position: OL Qualifying requirement: None Statistic used to determine gains: Total team rushing yards, total team passing yards, fewest sacks allowed #1 rushing offense will gain one OL HP and one OL MS. #2 rushing offense will gain one OL HP. #3 rushing offense will gain one OL MS. #1 passing offense will gain one OL HP and one OL MS. #2 passing offense will gain one OL HP. #3 passing offense will gain one OL MS. #1 team at avoiding sacks will gain one OL HP and one OL MS. #2 team at avoiding sacks will gain one OL HP. #3 team at avoiding sacks will gain one OL MS. Position: K Qualifying requirement: Player must have at least 10 field goal attempts to qualify. Statistics used to determine gains: Field Goal Percentage (Field Goals Made divided by Field Goals Attempted) #1 K and #2 K will increase in both kicking ability and avoid kick block categories. Position: P Qualifying requirement: Player must have punted at least 10 times to qualify. Statistics used to determine gains: Yards per punt (Punting average) #1 P and #2 P will increase in punting ability. |














