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

     
 

BASEBALL STRATEGY

Picking Your Starting Defense

Although the newspapers every morning are plastered with stories of towering long balls and overpowering pitching, defense is a crucial part of the game of baseball.

1)
Ensure every player has the appropriate skills for his position. If you have two first baseman with good offense on your roster, it is tempting to put one at another position to get them both in the lineup. But if it's not one of the positions he can play (shown under 'P' in the Defense Dialog), his performance will most likely be horrible.

2) Strong defense at the key middle positions is important. Your shortstop, second baseman and center fielder should have good range while your catcher needs a strong arm to throw out baserunners (and keep them from trying in the first place). Good offense can sometimes make up for mediocre defense, but these are the positions where outstanding defensive talent will really affect your winning percentage.

3) Round out your defense with the appropriate skills. Range is important in left and right field as is fielding percentage (because the batter will often get to 2nd or 3rd on an error). Excellent outfield arms will throw out 10 or more extra runners each year. A strong arm and good fielding average (above .960) means your third baseman can get in front of and convert a lot of hard hit balls into outs. Your first baseman should be a consistent fielder with a high fielding percentage (above .990 is good).

4) Make intelligent position substitutions. Sometimes you won't have strong players listed for all eight starting defensive positions, and you may wish to start a player out of position. If you do, be sure to use a player with related experience and skills. Outfielders are generally interchangeable, although a right or left fielder may not have the range to player center field competently. Infielders can also be moved around, with shortstops usually being the most flexible becaue they have the range of a second basemen and an arm sometimes strong enough to play third base. Choosing anyone except a catcher as your starting catcher position is just asking for trouble (in the form of many passed balls and stolen bases allowed).

Clicking on the position abbreviation buttons at the bottom of the Scouting Report will show the player's actual performance throughout his career at different positions.

5) Change player positions judiciously. If you have two good players at the same position, it is possible to switch one of the players to another position using the Change Position feature. This works best when moving a player from a more challenging defensive position to a less challenging one (e.g SS to 3B). Because changing a player's position can have a negative impact on his fielding ability, you are often better off trading your excess talent for players at positions where you are weak.

Setting Your Lineup

An important part of winning baseball games from a managerial perspective is effective management of your batting lineup and pitching rotation. Players with certain characteristics will serve you better in specific places in your lineup and rotation than they will in others.

Your batting lineup consists of nine slots, one for each position player and one for your pitcher or designated hitter. Most big league managers arrange the hitters in their lineups so that they follow this general pattern:

Batter #1 (Leadoff hitter)
Your leadoff hitter is essentially the catalyst of your team's offense. His job is to get on base any way he can, by drawing walks or making solid contact hits. He also provides a spark by stealing bases, moving himself into scoring position, and generally giving fits to the opposing pitcher. Thus, a good leadoff hitter will have high speed, eye, and contact values, as well as a high on-base average (OBA). Batting average is also important, but OBA is a better indicator since it also takes walks into account. With few exceptions, leadoff hitters generally don't hit for power.

Batter #2
The second hitter in your lineup is called upon to move the leadoff hitter along the base path. He can accomplish this with hits or sacrifice bunts, but will not walk as often as a leadoff hitter. Because the leadoff hitter will often attempt to steal bases, a swing and miss by the number two hitter could have the disastrous result of allowing the leadoff hitter to be thrown out. Therefore, contact and eye are the most important characteristics of your number two hitter. Often, the number two hitter will be the hitter on your team with the highest batting average. He may or may not hit for power; usually, he will only have average power numbers.

Batter #3
By the time your third hitter comes to bat, you will hopefully have a runner or two in scoring position. The third hitter needs to bring those runs home. Number three hitters will often hit for both power and a high batting average. A number three hitter will rarely walk because he bats in front of the cleanup hitter. Look for a player with above average contact and power ratings to fill this position.

Batter #4 (Cleanup hitter)
The cleanup hitter's job is to clean up the base paths by driving all base runners home. The cleanup hitter should have the highest power rating on your team. Cleanup hitters may or may not hit for batting average; often, they will have fair to mediocre batting average numbers and average contact ratings. Because cleanup hitters are so large, they are generally not fast. They also tend to have a high number of walks - after all, how many pitchers want to risk pitching to Albert Belle if they don't have to?

Batter #5
Ideally, your number five hitter will be just as dangerous to opposing pitchers as your cleanup hitter. If pitchers think they can walk your cleanup hitter and have an easy time with your number five hitter, they will. Therefore, your number five hitter should have better than average power numbers, and perhaps even a higher contact rating and batting average than your cleanup hitter. Remember, if your cleanup hitter fails, you'll be counting on this guy to get your runs home.

At this point, your first five hitters have hopefully gotten you some runs. There are many schools of thought on how the bottom half of your lineup should be arranged. Some managers like to arrange the bottom half the same way as the top half, so that the number six hitter would be speedy, followed by an excellent hitting seventh hitter, a reliable and versatile number eight, and then either the pitcher or whoever you've got left in the number 9 slot. In any case, the beginning of your lineup will almost certainly be more formidable than the end, but skill in arranging the bottom half can get you an extra run or two that may be the difference between a win and a loss.

Assembling Your Bench

Once your starters are picked, you only have 5 or 6 roster spots left for other position players. The most important feature of your bench is the ability to cover for any position player that gets injured. This means at least one backup catcher, one or more infielders and one or more outfielder. Utility infielders (with a position listed as 'IF' in the Lineup Dialog) and utility outfielders (listed as 'OF') are especially useful on the bench because of their defensive flexibility. Depending on your lineup, fill out your roster with a fast player (for pinch running) and a power hitter (for pinch hitting).

Another factor to consider when assembling your bench is player development. A young player will develop better in AAA than he will sitting on the bench in the majors. Often, a trade-off exists between the usefulness of a promising prospect as a backup, and the need to keep that player at the AAA level to maximize his development. For this reason, it's important to keep affordable veterans on your bench so that your promising rookies don't have to waste their time riding the pine. Pay attention to the scouting reports on players - they can help you determine the best make-up for your bench.

The Starting Rotation

Teams in Baseball Mogul employ a five-man pitching rotation. The pitchers in the starting rotation are expected to carry the team's defense into the late innings of a game. At that point, the bullpen takes over to finish off the opposing team, unless the starter is having an especially strong game, in which case he may stay on the mound to complete the game.

Ideally, your starting five will all have reasonably high endurance ratings. You want them to be able to get into late innings without tiring, and if possible, to complete the games they start. This will save wear and tear on the arms in your bullpen, which will in turn be able to give you more innings when your starters do need a rest. If some of your starting pitchers have lower endurance ratings than others, it's usually a good idea to start them in the number 3, 4 or 5 slots. For example, if you have two starters with lower endurance ratings, start them number 3 and number 5. That way, your bullpen will have a day in between working to rest.

Your number one pitcher, the staff
ace, should combine the best of all worlds. He should be the pitcher with the highest endurance, power, control, and movement ratings on your starting staff. Your staff ace will pitch lots of innings and usually strike out a high number of batters (at or near one per inning pitched). More often than not, he will lead your team in wins. You want to put the pitcher your opponents will most worry about facing in the number one slot.

From there, experiment with the rotation. Baseball Mogul will try to use the first pitcher in your rotation as often as possible. So if your team has a day off, it is likely that your fifth pitcher will be skipped in favor of your ace. You can affect how often your #1 pitcher is used by adjusting the
"Start on Short Rest" setting in the team's Managerial Strategies. If a pitcher in the number 5 slot is doing particularly well and you'd like to get more innings out of him, move him up in the rotation. Pay attention to warnings about how many days must pass before a pitcher is fully rested when deciding to move pitchers up and down in the rotation. A pitcher who is not fully rested will not perform at his peak. A pitcher that is frequently overused will have an increased chance of injury.

Arranging Your Bullpen

Your bullpen consists of six pitchers. The placement of the pitchers in your bullpen determines what role they serve on your team:

Slots 1 and 2: Closer / Short Relief
Slots 3 and 4: Middle Relief
Slots 5 and 6: Emergency Starters / Long Relief

Your closer (slot 1) comes in late in the game to overpower the opposing team. Closers will pitch few innings (typically no more than 1 inning per appearance) and usually only appear with the game on the line, trying to
save the game for your team. Closers have very high power and movement ratings, and thus have a high number of strikeouts per inning pitched (sometimes as high as 2 K/IP). They don't work pretty, but they get the job done.

The short reliever or set-up man (slot 2) usually comes on between the starter or long reliever and the closer. His job is to get through the later innings (the 7th and 8th) before the closer gets in. If the team is losing, the short reliever may finish the game to rest the closer. Short relievers, like closers, tend to have better than average power ratings, but typically have better control than their fireballing companions.

The middle relievers (slots 3 and 4) are the unsung grunt workers of the pitching staff. They rarely get wins or saves. They pop into games when things go badly for the starting pitcher, whether the starter has been knocked around early and often, has suffered an injury, or simply tires early. While endurance isn't necessarily important for such a reliever, good control is a must. The middle reliever often comes in after the floodgates have been opened and the other teams is scoring runs in droves. If the middle reliever can hold the other team in check with steady pitching, the team's offense has a chance to pull the team back into the game.

Your two emergency starters (slots 5 and 6) are there to start games in case of injury to one of your starting five. You won't typically get a lot of innings out of your emergency starters, but they should have at least average endurance ratings so that your bullpen doesn't get overworked. The emergency starter role might be a good place to try out some of your Triple-A talent. You can promote and demote talented minor leaguers to give them some big league innings without rushing them into the rotation.

Experiment with your bullpen arrangement to find out what works best for your team. For example, a closer might perform better with a solid short relief man pitching ahead of him. Or you may find that your average short reliever makes a superior closer. Finding the right chemistry between your bullpen pitchers and their roles can make the difference between winning and losing in many games during the season.

Expensive Contracts

Once you sign a contract, you're stuck either keeping the player or buying out the contract. You can't just release him to free yourself of the financial burden. So look before you leap. If money is tight and you have a strong rookie able to replace an expensive star, consider his demands carefully.

Your Farm System

The money you put into your farm system increases both the number and quality of recruited minor leaguers. Extra money in your farm system is usually a good investment. Even if your minor leaguers don't find their way onto your team, if you have promising talent you can always trade it away for seasoned players.

The number of new minor leaguers appearing each year at the AAA level is also affected by the number of players already being groomed at the AAA level. The more prospects using up resources at the AAA level, the fewer prospects that will be able move up from the lower minor leagues. A good rule of thumb is to keep no more than your best 12 minor league batters and 9 minor league pitchers within your system. Any more players than that can be traded or released.

Making Some Quick Cash

There are times when, despite your best efforts to be profitable in the long term, you need some quick cash to land a quality free agent or keep from going bankrupt during bad times. Here are some tricks of the trade:
1) Sign a Pay TV Contract
2) Sell talent
3) Raise ticket prices
4) Trade expensive players

Find out more in
Budget Strategy

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