Same football evidence. Different AI research desks.

We locked the data, analysis, claims, charts, and editorial contract, then asked each model to write and review the story independently.

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What stayed fixed

Data through 2025 NFL season. These drafts test model behavior; they do not change the official Fourth Down Labs finding.

Claude Fable 5.1

Outdoor and open-roof NFL games at 15+ mph wind scored 3.8 fewer combined points than sub-10 mph games, 2018–2025

7/7 reviews passed

Across 1,323 outdoor and open-roof NFL games from 2018 through 2025, those with reported wind at 15+ mph had lower neutral-down passing, completion rate, and pass efficiency than games below 10 mph. Above 20 mph, only 31 games exist.

Fantasy managers tend to downgrade an entire passing game the moment a wind icon shows up on the forecast. A preregistered test at a single wind threshold shows the drop is measurable. Across 1,323 outdoor and open-roof NFL regular-season games from 2018 through 2025, games with reported wind of 15 mph or more averaged 42.3 combined points, against 46.1 in games below 10 mph. That 3.8-point gap carries a 95% interval from -6.2 to -1.3 points, and it arrived alongside less neutral-down passing, fewer completions, and pass efficiency that slipped from slightly positive to slightly negative. The 15 mph cut was locked before the results were run; it is a tested comparison point, not a breakpoint the data went looking for.

Model
anthropic/claude-fable-5.1-20260831
Cost
$14.18
Latency
1148 sec
Retries
0
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Efficiency moved the most, volume the least

Passing efficiency shows the largest gap. Pass EPA per dropback averaged 0.056 in games below 10 mph and -0.011 at 15+ mph, a -0.067 difference with a 95% interval from -0.104 to -0.031. Completion rate went from 60.3% to 58.0%, an interval of -3.4 to -1.1 percentage points. Play-calling moved too, but less: on neutral early downs, offenses dropped back on 52.1% of snaps in 15+ mph games versus 54.0% in calm ones, a -1.8 point gap with an interval from -3.4 to -0.4 points. The volume difference is supported, but it is the smallest of the four.

The registered adjusted model, which treats wind as a continuous variable and controls for temperature, week, and season, points the same direction on all four primaries. Combined points fell an adjusted 1.39 per 5 mph of reported wind (95% interval -2.26 to -0.52), and pass EPA per dropback fell 0.020 per 5 mph (-0.033 to -0.008). Venue, opponent, and offensive quality remain uncontrolled in both versions, so some of the gap may still reflect who was playing rather than the wind.

One expected pattern did not appear. Average target depth was computed in the locked analysis as a secondary outcome, not one of the four registered primaries, and it showed no supported difference at the 15 mph threshold. Offenses in windy games completed fewer throws and got less out of each dropback, but this sample offers no evidence that they systematically shortened their passes to compensate.

What this means for a lineup, and what it does not

Treat this as a population-level nudge rather than a lineup command. On average, a 15+ mph game came with roughly four fewer combined points, a modest cut in neutral-down passing, and a real dip in completion rate and efficiency. That supports shading a passing game's expectations down when reported wind reaches that range; it does not justify benching a starter on wind alone. Three scope notes matter here. The wind figure is a single reported game value, not gusts or in-game variation, and a forecast checked on a phone app before kickoff may not match the value recorded for the game. Games at 10 mph or more but below 15 mph sit in neither group of the headline comparison, so that comparison says nothing about the middle band fantasy players face most often. And the headline table reports only the 15 mph cut against calm games, so on its own it cannot separate a step change at 15 mph from a gradual slide; the registered 10 and 20 mph thresholds and the piecewise-linear wind spline were run as sensitivity checks but are not summarized in this article.

Review trail and model receipts

Generated Sep 3, 2026 · 1,075,143 tokens

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GLM-5.3

At 15+ mph reported wind, NFL outdoor games lose about 3.8 combined points versus sub-10 mph games, 2018–2025

7/7 reviews passed

Across 1,323 outdoor and open-roof NFL regular-season games from 2018 through 2025, games reported at 15 mph or higher showed lower dropback rate, completion rate, pass efficiency, and combined scoring than games below 10 mph.

Wind is one of the few game-day conditions fantasy managers can actually check before kickoff, and the evidence says it starts to matter at a specific spot: 15 mph. In a study of 1,323 weather-complete outdoor and open-roof NFL regular-season games from 2018 through 2025, games reported at 15 mph or higher averaged 42.3 combined points, versus 46.1 in games below 10 mph — a drop of 3.8 points per game (95% interval: -6.2 to -1.3). The damage was not limited to scoring: passing volume, completion rate, and pass efficiency all declined in the same direction.

Model
z-ai/glm-5.3-20260816
Cost
$0.32
Latency
422 sec
Retries
1
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What changed at 15 mph

The study compared 153 games at or above the registered 15 mph threshold against 871 games below 10 mph. Neutral early-down dropback rate fell from 54.0% to 52.1% (-1.8 points, 95% interval -3.4 to -0.4), meaning offenses leaned on the run more when the wind picked up. Completion rate slipped from 60.3% to 58.0% (-2.3 points, 95% interval -3.4 to -1.1). The efficiency hit was the largest in relative terms: pass EPA per dropback went from +0.056 in calm games to -0.011 in windy ones, a -0.067 change (95% interval -0.104 to -0.031).

One thing did not clearly move: average target depth. In an unregistered exploratory check, there was no supported difference at the 15 mph threshold, so the pattern looks like fewer and less efficient throws rather than a shift toward exclusively short passes.

The pattern holds up, but only to a point

The direction of every primary result was stable when each season was left out in turn, and a continuous analysis adjusting for temperature, week, and season fixed effects pointed the same way — for example, completion rate fell about 0.8 points per additional 5 mph of reported wind (95% interval -1.1 to -0.4). But the extreme end of the scale is thin: only 31 games reached 20+ mph, so the 20 mph threshold is underpowered and should not be treated as a standalone cutoff.

What this means for fantasy decisions

The practical takeaway is a threshold, not a panic button. Below 15 mph of reported wind, the historical differences in this sample were small enough that weather alone is a weak reason to bench a passer or receiver. At 15 mph and above, the combined evidence — fewer dropbacks, worse completion rate, negative pass efficiency, and roughly four fewer combined points per game — makes wind a legitimate tiebreaker in close lineup calls, especially for QB-WR stacks whose value depends on efficient passing volume. Because the effect is a game-level association, it applies to the game environment broadly; it does not tell you any specific player will underperform, and running-game pieces have historically been on the favorable side of the shift in dropback rate.

Review trail and model receipts

Generated Sep 3, 2026 · 228,015 tokens

Gate decision · Model-call receipts · Structured draft

adversarial reviewer · citation checker · code methods reviewer · editor · researcher · statistician · visualization reviewer