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Six-Team League Strategies: Part 1 of 3

by Brad Crainer

So, you’re in a six-team league, huh? Maybe that means that you’re a beginner to the world of Fantasy Football, or maybe you don’t have many friends, or maybe you’re just plain awesome because you realize how much more challenging Fantasy Football becomes when every team is loaded with superstars. Whatever the reason; welcome to one of the most challenging types of Fantasy Football leagues.

Here’s the deal with a six-team league:

  1. You’re probably really good friends with at least half of this league, which just makes the game that much more fun.
  2. You can expect your team to score over 200 points at some point (if not at many points) in the season.
  3. You will make an enemy this year. It may be another team’s GM or it may be a player on your roster, but by the end of this NFL season your dreams will be haunted. For me, my first six-team league season, it was Lee Evans.

(For more information see this poorly made video of a phone call I had with Lee Evans in 2009)

With that information behind us, now is when things get a little more difficult. When you’re drafting in a six-team league, there are going to be good players available to you in every single round of the draft, and great players in many rounds, so you need to create a very defined draft strategy for your team. Over the next two parts of this series we are going to discuss an effective (and dare I say league winning) draft strategy for both a standard, a.k.a. boring, snake draft and a much more exciting and intellectually stimulating auction draft.

When creating a league that has only six teams (this could also be said of 4 or 8-team leagues) it is important that you customize the rules in scoring in such a way that you are going to keep things fun and engaging for the 17 weeks of the regular season. Below are some possible rules to adjust in the League Manager settings that I personally have found helpful in creating more GM buy-in and more valuable players in positions where you least expect.

General Scoring:

All yards should be accounted for. That means, make each rushing and receiving yard worth 0.1 point and 0.2 points for every 5 passing yards. Also, make sure you turn on individual return yards. I like to make each punt return yard worth 0.1 point because punt returns are super duper difficult, and every 5 kick return yards worth 0.2

Defensive Scoring:

Increase turnover point values. Make each fumble and interception worth 3 points and make sacks worth 2 points. I always try to make my defense have a possibility of being worth as much as a good QB or position player performance (i.e. 20-25 points).

Don’t count yardage against! This is one of the single most infuriating statistics because your team will start the game with 20 points and then as the yardage racks up suddenly the defense is worth 10 points even though they haven’t allowed a TD or FG. Seriously? My rule about counting all yardage gained applies to all facets of the game except this one. It just makes no sense to me.

 

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