Contents
 

Intro
Welcome
Playing the Game
Installation
Object of the Game
Baseball Strategy

Teams
The Team Menu
Lineup
Pitching
Defense
Strategies

Players
The Players Menu
Free Agents
Trades
Find Players
Trading Block
Hall Of Fame
Scouting Reports

News
The News Menu
Standings
Finances
Leaders
Headlines
Calendar
Playoffs
Play By Play
Box Scores

Finances
The Budget Menu
Tickets
Concessions

Broadcast
Expenses
Farm System
Build Stadium

League
The League Menu
City Editor
League Editor
Stadium Editor
Options

Tools
The Tools Menu
Output Stats
Import Stats
Fantasy Draft
Simulator
Advanced Tools

Game Files
The Game Menu
New Game
Editing Game Art
Editing Players
Creating New Players

Etc.
Running a League
Did You Know?
Glossary
Technical Support

     
 

MANAGER MODE

In Manager Mode, the game progresses one at-bat at a time, only displaying the final pitch of each plate appearance. For control on a pitch-by-pitch basis, select Player Mode.

Note: If both teams are computer-controlled, the game will play as you watch.
To change whether a team is human-controlled, use the League Editor.

Manager Moves

 

Relief Pitchers

As the game progresses, your starting pitcher will become tired. A pitcher can generally throw a number of pitches equal to his Endurance rating before noticeably tiring. After that point, the pitcher might still be strong, or he might struggle. Two clues to watch carefully are his command (as judged by how accurate he his with his pitches) and his velocity (which will drop as he tires).

To replace your pitcher with a relief pitcher, click your current pitcher to open the Relief Pitcher Dialog and swap in a reliever. Baseball Mogul does not require that you “warm up” pitchers in the bullpen.

Defensive Substitutions

Using the Lineup list at the right of the Play-By-Play Screen, you can click on the name of any of your current defenders in order to open the Defensive Substitutions Dialog that lets you replace any current fielder.

Pinch Hitters and Pinch Runners

In the Field Diagram in the lower left of the screen, click on the name of a current batter or runner to open the Pinch Hitter/Runner Dialog and choose a substitute.

Offensive Plays

When your team is batting, you can choose an offensive play from the dropdown list in the upper-right corner of the Batter Display. This play will remain in effect until you change it, or until the game situation changes (such as after an at-bat or a stolen base).

Swing Away: The default offensive play. The batter waits for a good pitch to hit. The runners take a normal lead and don’t attempt to steal.

Bunt For Hit: The batter bunts down the first or third base line in attempt to get a hit. Best used with excellent bunters who are also fast.

Sacrifice Bunt: The batter waits for a good pitch to bunt. The runners try to advance to the next base, but only after the ball is bunted.

Safety Squeeze: An attempt to bunt the runner home from third. As with a sacrifice, the runner breaks from third only after the batter lays down the bunt.

Suicide Squeeze: The runner from third breaks for home as the pitch is delivered. The batter tries to bunt it whether or not it is a strike. If the batter misses, the runner is frequently tagged out at home.

Hit and Run: The runner (or runners) go with the pitch and the batter swings at the pitch trying to put it in play. If the batter misses, the runner is essentially trying to steal and can be thrown out.

With runners on first and third, "Hit and Run" (or "Run and Hit") will only send the runner on first base. The runner on third will wait until the ball is put into play.

Steal Second (or Steal Third): The batter takes the pitch and the runner tries to steal the next base.

Delayed Steal: A surprise attempt to steal second base while catching the middle infielders off-guard. If this play is overused, it will quickly become less effective.

Delayed Double Steal: Only possible with men on first and third, the runner on first attempts a normal steal of second base. The runner on third commits to stealing home only if the catcher throws to the second base.

Run and Hit: The runner (or runners) try to steal. If the pitch is a good pitch to hit, the batter swings. Otherwise, he lets it go, leaving the runner to attempt to steal the base.

Sacrifice Fly: As “Swing Away” except the batter is trying to hit a fly ball to the outfield that will allow the runner on third to tag up and score. With this conservative approach, the batter is less likely to get a hit or a home run.

Hit to Right Side: The batter tries to hit a ground ball to the right side of the infield, allowing a runner on second base to advance to third. It is possible to get a hit through the infield with this strategy, but it is less likely than when swinging away.

Defensive Alignments

As the pitching team, you have three choices for positioning your fielders on each pitch:

Straight Away: Normal defensive positioning. (With a runner on first, the infielders will automatically hold the runner and “cheat” into “double play position” if there are less than two outs).

Guard the Lines: The first baseman, third baseman, left fielder and right fielder will play closer to the foul lines than usual. This will decrease the number of doubles allowed down the lines, but increase the number of singles allowed to the middle of the field.

Infield In: The infielders move in, allowing them to more easily throw out the runner on third as he heads for home on a ground ball. The downside is that more hits will go through the infield.

First Base In: The first baseman plays in on the grass, but the rest of the infield plays at normal depth. Useful for defending against the bunt. Increases the chance of a ground ball getting past the first baseman.

Third Base In: The third baseman plays in on the grass, but the rest of the infield plays at normal depth. Useful for defending against the bunt. Increases the chance of a ground ball getting past the third baseman.

Corners In: Both the first baseman and third baseman play in on the grass.

Outfield In: The outfielders move in, decreasing the chance of a ball dropping in for a single, but decreasing the ability to catch a deep fly ball. This is generally only used with less than two outs and the potential winning run on third base, when a deep fly out would lose the game anyway.

Intentional Walk: To issue an intentional walk, select this option then click the 'Issue Walk' button on the Batter/Pitcher interface.

 
     
    © 1995 - 2020 Sports Mogul Inc.