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
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
Read this model’s full draft
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
Gate decision · Model-call receipts · Structured draft
adversarial reviewer · citation checker · code methods reviewer · editor · researcher · statistician · visualization reviewer