Baseball's WAR asks how many games a team won because it had a player instead of someone freely available. Fantasy football is head-to-head, one opponent a week, so FWA asks the same thing about matchups: each week a player plays, how much more likely was his team to win with him in the lineup than with the best player it could have picked up off waivers? Add up the weeks and you get matchups won. A season of 3.0 FWA is three extra wins; the best seasons since 1999 are worth about four.
Points don't win matchups one for one. In a 12-team PPR league a week's scores spread widely, so the first points above average turn a coin flip into a likely win, and the next ones mostly pad a win you already had.
A starter who scores 20 points more than the average starter at his position lifts an average team from a 50% chance to about 70%: +.20 wins. Another 20 on top (40 above average) takes it to about 85%, only +.15 more. The second 20 points are worth 77% of the first.
Value-based drafting and points over replacement count both twenties the same. That's the difference FWA makes: a steady player who wins close weeks gets more credit than a boom-or-bust one with the same points, because the boom weeks are often blowouts and the bust weeks losses.
The baseline is the player you could actually get. Every format's lineup is filled for 12 teams from that season's best players by points per game, FLEX spots going to the best running backs, receivers and tight ends left over (superflex to the best player of any position left). Benches come on top, as deep as real ones: we counted end-of-season rosters in 12-team Sleeper redraft leagues. Past the rostered players is the waiver wire, and replacement level is the points per game of the 5 best players there. It moves every season: running backs filled more FLEX spots in 2003 than they do now.
12-team 1QB PPR. A lineup with a replacement at the position, and the rest average, wins this often against an average one.
| Pos | Starters | Rostered | Average starter | Replacement | Replacement's team wins |
|---|---|---|---|---|---|
| QB | 12 | 23 | 19.4 a game | 13.8 a game | 44% |
| RB | 30 | 55 | 14.8 a game | 5.4 a game | 40% |
| WR | 41 | 66 | 13.3 a game | 6.9 a game | 43% |
| TE | 13 | 24 | 12.3 a game | 7.7 a game | 45% |
Every number is for a 12-team league. The site leads with 1QB full PPR; the leader page switches between five.
| Format | Lineup | Scoring |
|---|---|---|
| PPR | 1 QB, 2 RB, 2 WR, 1 TE, 2 FLEX | full PPR |
| Superflex | 1 QB, 2 RB, 3 WR, 1 TE, 2 FLEX, 1 superflex | full PPR |
| Half PPR | 1 QB, 2 RB, 2 WR, 1 TE, 2 FLEX | half PPR |
| Standard | 1 QB, 2 RB, 2 WR, 1 TE, 2 FLEX | no points per catch |
| TE premium | 1 QB, 2 RB, 2 WR, 1 TE, 2 FLEX | full PPR, +0.5 per TE catch |
The 1QB lineup is Sleeper's default and the most common one among the 12-team 1QB leagues we've seen; the superflex lineup is the most common superflex one. Kickers and defenses aren't included.
WAR comes from baseball. For the NFL itself, see nflWAR (Yurko, Ventura and Horowitz, 2018) and PFF WAR. Fantasy versions have been written up before, by Jeff Henderson (Stathole), The Fantasy Footballers and Fantasy Points (for subscribers). What's new here: every QB, RB, WR and TE season since 1999 in one open table, five formats, a replacement level set by real rosters, and a win curve checked against real matchups.