STANDARD PROFILE ADVANCED STATS
2026 SEASON · SCIAC · PLAYER TREND REPORT
2026 SEASON (7 GMS): DEFENSE: 21 TCKL, 1 TFL, 0 SACKS, 0 INT
CAREER (19 GMS): DEFENSE: 38 TCKL, 2 TFL, 1 SACKS, 0 INT
TREND NOTESBrandon Broch had 7 tackles, 1 TFL vs WHITTIER (2026). Brandon Broch has never had more than 7 tackles in a game in his career. Brandon Broch in 2025: 13 tackles, 1 TFL, 1 sacks. WIN SHARES
Season Win Shares Offense Defense Team wins Share of wins Division rank 2026 0.10 0.00 0.10 6 2% 2,483 of 16,275 (D3) 2025 0.11 0.00 0.11 9 1% 3,126 of 17,729 (D3) 2024 0.02 0.00 0.02 7 0% 7,262 of 15,935 (D3)
2026 GAME LOG
PROJECT STATS — VS. ANY OPPONENT
LAST YEAR'S NUMBERS — 2025
HIGHS & LOWS
CAREER HIGHS SEASON HIGHS
CAREER, SEASON BY SEASON
SEASON GP TCKL TFL SACKS INT PD 2024 3 4 0 0 0 0 2025 9 13 1 1 0 0 2026 7 21 1 0 0 0 TOTALS 19 38 2 1 0 0
CAREER GAME LOG Defense — Season Tackles 2 (GT-Weighted 2.0) Tackles For Loss 0 Sacks 0 (GT-Weighted 0.0) Interceptions 0 (0 pick-6s)
ADVANCED METRICS EXPLAINED (1) What is "garbage time"? A 7-tier rule (bigger lead required as the clock runs down) that flags plays happening in a game that is no longer competitive -- e.g. a 30+ point lead right after halftime, or a 12+ point lead inside the final 3 minutes.
Inputs: Quarter, game clock, and the score of both teams at the time of the play. Garbage-time plays are not thrown out -- they count for 35% of a normal play in every "garbage-time-adjusted" figure, so a player who pads stats once a game is decided shows up as such rather than being invisible.
Experimental build -- NCAA football, FBS/FCS/D2/D3 nationally (started as
an 8-team SCIAC D3 pilot; still one conference among many now on file),
sourced from the NCAA's own public data (ncaa.com via henrygd/ncaa-api).
Numbers are computed live from this product's own library. Where a figure
is missing it is shown as an em dash, never as zero -- this data source has
known, documented gaps (see the CFB Pirate feasibility/build-plan project
docs).
Team, Team Season, and Matchup Reports are built on demand -- the first
person to open one for a given matchup or season may wait up to 50 seconds
while it's generated; it isn't stuck, and it loads instantly for everyone
after that.