The simplest way to do this would be to provide 'bands' for where a random number should go. In your example, you have 15 players so you could have:
rand < 1/15, highest strength
1/15 < rand < 3/15, second highest
3/15 < rand < 6/15, third highest
6/15 < rand < 10/15, fourth highest
10/15 < rand < 15/15, lowest strength
You could also parameterise such a function with a 'max' number of each band that you allow and when the band is filled, it is subsumed into the next lowest existing band (apart from the bottom band, which would be subsumed into the next highest) to ensure only a certain number of each with a random distribution.
Edit adding from my comments:
To get a floating range pyramid structure the best function would most likely be a logarithm. The formula:
11 - log10(rand)
would work (with log10 being a logarithm with base 10) as this would give ranges like:
1 < rand < 10 = 9 < strength < 10
10 < rand < 100 = 8 < strength < 9
100 < rand < 1000 = 7 < strength < 8
etc.
but rand would need to range from 1 to 10^10 which would require a lot of randomness (more than most random generators can manage). To get a random number in this sort of range you could multiply some together. 3 random numbers could manage it:
11 - log10(rand1 * rand2 * rand3)
with rand1 having range 1-10000 and rand2 and rand3 having range 1-1000. This would skew the distribution away from a proper pyramid slightly though (more likely to have numbers in the centre I believe) so it may not be suitable.