|
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.
|
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.
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.
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.
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.
Green
Light: The runner is given the "green light"
for a steal attempt if they get a good lead.
Unlike the steal plays above, the batter doesn't take
the pitcher. The chance of a steal attempt is less than
100% (ranging from about 10% to 80%, depending on the
runner). However, the chance of success is slightly than
with a called play, because the runner only attempts the
steal if they feel they have a good chance of success.
Go On
Contact: With an unforced runner, the offense
has the option to instruct the runner to try to advance
as soon as the batter makes contact with the pitch. If
this play isn't selected, unforced runners will only try
to advance if they feel they can probably do so without
being tagged out. This play is used most often with a
runner on 3rd. It puts pressure on the defense and
increases the chance the runner will score, but also
increases the chance of being thrown out.
is given the
"green light" for a steal attempt if they get a
good lead. Unlike the steal plays above, the
chance of a steal attempt is less than 100% (ranging
from about 10% to 80%, depending on the runner).
However, the chance of success is slightly than with a
called play, because the runner only attempts the steal
if
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.
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.
|
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.
|
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.
|