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

     
 

TEAM STRATEGIES DIALOG

The Team Strategies Dialog lets you set a variety of strategic tendencies for your team throughout the season. These are not as important as selecting the right players for your team, but they do give you more control over how your players are used.

To adjust individual strategy settings for each player on your team, use the Player Strategies Dialog.

Hitting Hit and Run Sacrifice Bunt Squeeze Play
Running Extra Bases Steal Bases Tag Up
Pitching Pitchout Intentional Walk Pitch Around
Defense Infield In Guard Lines Cutoff Throws
Substitutions Pinch Hit Pinch Run Defensive Subs
Pitcher Use Start On Short Rest Pitch Through Trouble High Pitch Counts

Strategy Descriptions

Hit and Run

The hit and run is a play designed to advance baserunners and prevent the double play. Like an attempted stolen base, the runner takes off with the pitch. But unlike the stolen base, the batter attempts to swing at the pitch and put it in play. If the batter misses the pitch, the runner is often thrown out (especially since the hit and run is executed with all types of runners, not just fast ones). If the batter connects, the runner is already most of the way to the next base. This will decrease the number of double plays, and increase the frequency with which the runner can take an extra base (such as going from first to third on a single). However, the hit and run frequently forces the batter to swing at bad pitches, thus getting him behind in the count and somewhat reducing his overall performance. To some extent, this disadvantage is ameliorated by a hole in the infield created when the shortstop or second baseman covers second base when the runner breaks from first.

Situation: The hit and run is normally executed with a runner on first (but not with the bases loaded) and less than two outs (when there is a double play threat). An average team calls the Hit and Run about 100 times per season. This is lower on teams playing with a designated hitter.

Strategy: The hit and run is best used by a team with good contact hitters where advancing the runners and staying out of double plays is a higher priority than simply waiting for the long ball.

Sacrifice Bunt

A 'bunt' is an attempt to put the ball in play in the infield without swinging the bat. The sacrifice bunt is an attempt to use this strategy to advance one or more base runners. The batter is usually thrown out at first, but the runners are able to advance into scoring position about 85% of the time.

Situation: The Sacrifice Bunt is called with a runner on first (and/or second) and less than two outs. It is used most often in close games.

Strategy: Like the stolen base, the sacrifice is best used by teams without much power that need to manufacture runs. Generally speaking, players with good Contact and Speed ratings will be good bunters, while those with high Power ratings will be less effective. When executed by good bunting teams, the sacrifice can have other positive outcomes such as an infield hit or fielding error.

Squeeze Play

The Squeeze Play is a bunt with less than two outs and a runner on third base. Although the batter is expected to be thrown out at first, the runner on third will usually score on the play. The average team only calls about five squeeze plays per year, but the call can win or lose the game.

Situation: The Squeeze Play is called with a runner on third and less than two outs in a very close game where the runner on third is crucial to the outcome.

Strategy: Like the sacrifice bunt, the squeeze play is best used by low-scoring teams for whom one sure run is more valuable than the chance of a big inning.

Extra Bases

This strategy affects the team's willingness to go for extra bases. The most common attempts at extra bases are: going from first to third on a single; scoring from second on a single; scoring from first on a double; and stretching a single into a double.

Strategy: Teams that hit a lot of home runs shouldn't risk baserunners by attempting to go for the extra base. Additionally, teams without much speed can do more harm than good by being aggressive on the base paths.

Steal Bases

The average team attempts to steal approximately 150 times per season. About 85% of these are steals of 2nd base. This obviously varies with the speed of the team's players. However, it also varies with managerial strategy. The most aggressive teams attempt over 200 steals per season while the least aggressive attempt less than 100.

When considering the penalty for getting thrown out, a statistical argument can be made that attempting to steal with a success rate of less than 65% is actually counterproductive. However, an argument can also be made that positive effects (such as distracting the pitcher, forcing errors and opening up the right side) outweigh some of the costs of being caught stealing.

Attempting the stolen base less will allow players to pick the best times to steal and thus increase overall success rates. However, such a team may not be taking full advantage of the stolen base.

Strategy: Teams with a lot of power, and/or those that play in power-friendly stadiums, should hold back on the stolen base and let their big hitters bring runners home.

Tag Up

"Tagging up" is the act of advancing a base on a fly ball caught in the outfield. The runner is allowed to leave his base when the ball is caught and must beat the outfielders throw to the next base.

Strategy: Since a runner is usually already in scoring position when the opportunity to tag up presents itself, the strategy is best used by teams that would otherwise be less effective in knocking runners in. In other words, teams with low batting averages and fast runners are best suited to an aggressive strategy of tagging up.

Pitchout

A pitchout is a strategy used by the defensive team with a potential base stealer on base. The pitcher throws the ball up and out of the strike zone where the catcher can more easily throw out the base stealer. Although the pitch is an automatic ball, if the runner is going there is a greatly increased chance the catcher will be able to throw him out.

An average team calls about 30 pitchouts over the course of a 162-game season, catching the runner going about 20% of the time.

Strategy: Pitchouts increase the number of opposing runners that are caught stealing, but also cause the pitcher to get behind in the count more frequently. Pitchouts are most useful for teams with a weak throwing arm behind the plate, but good control pitchers on the mound who can fight back from being behind in the count.

Intentional Walk

The intentional walk is a purposeful throwing of four successive balls by the pitching team in order to deny the batter any chance at swinging at the ball. It is used in situations when the pitching team would rather face the on-deck batter than the current batter. It is also primarily used in a situation where a runner is already in scoring position but first base is unoccupied. Furthermore, most intentional walks are called when the defense is ahead by just one or two runs and it is crucial to get out of the inning without allowing a run to score, even if the chances of a big inning are increased in the process.

Strategy: Opinions vary as the usefulness of the intentional walk: some managers rarely use it while others employ it over 50 times per season. By putting another runner on base it can often turn a small run-scoring threat into a big inning. However, by creating a double-play situation, the intentional walk can be put to good use by teams with a strong infield defense.

Pitch Around

Like the intentional walk, the strategy to "Pitch Around" is an attempt to not give the batter a good pitch to hit. However, instead of simply throwing four balls, the pitcher attempts to 'nibble' at the strike zone, hoping to entice the batter to swing or get a few lucky strikes.

Strategy: Although an intentional walk does not tire out the pitcher, the decision to pitch around does require the pitcher to throw several more pitches. Thus, in comparison to the intentional walk, it is best used by teams with high endurance starters and/or a deep bullpen.

Infield In

Bringing the infield in is a strategy used with a runner on third in a close game. By moving the infielders closer to home plate, the chance of throwing the runner out at home (or at least preventing him from scoring) on a ground ball are greatly increased. In return, the batter has an increased chance of grounding a single through the drawn in fielders.

Strategy: Low scoring teams are best off doing whatever they can to prevent the run on third from scoring while higher scoring teams should probably play the infield back in most situations to reduce the chance of a big inning. In addition, teams with excellent infield defense who don't bring the infield in have a better chance of getting out of a jam with a double play.

Guard Lines

The strategy to guard the lines is a bit like the "prevent defense" in football (which some people argue simply "prevents" you from winning). It reduces the chance of an extra base hit, while increasing the overall chance of a base hit. It is used at the end of close games when the defense is willing to allow a single if they can reduce the change of the batter getting into scoring position.

Strategy: This varies with personal preference. Teams with good outfield range and arms are usually good at cutting down extra base hits, even without having to explicitly guard the lines.

Cutoff Throws

On a throw to home from the outfield, the infielder acting as the "cutoff man" often has . The decision to increase cutoff throws (and also increase the outfielder's effort to actually hit the cutoff man) will reduce the number of outs at home but will decrease the number of batters that take an extra base on the throw. Cutoff throws will also occasionally catch the trailing runners by surprise and result in a tag out.

Strategy: Teams with excellent outfield arms are best off letting their fielders gun down the runners at home. Also, teams that play low-scoring games are usually more focussed on getting the runner at home than cutting off the throw.

Pinch Hit

The frequency of pinch hitter usage varies greatly by manager. Teams with a designated hitter can employ a pinch hitter anywhere from 75 to more than 200 times per season. On teams where the pitcher hits, this number is obviously much higher and can vary from about 200 times per season to well over 300.

Strategy: Pinch hitters are best used on teams with both a good pool of pinch hitters and enough defensive depth that the team is not unduly weakened by the replacement of a starting position player. In leagues where the pitcher hits, pinch hitters are most useful on teams with a strong bullpen that can keep a game within reach when the starter has been pulled for a pinch hitter.

Pinch Run

Pinch runner use can vary from less than 20 times per season to more than 60 depending on the team and managerial strategy. Obviously, the decision to employ pinch runners is greatly affected by the availability of suitable runners.

Strategy: Pinch runners are most effective on teams that play tight baseball games that can be won or lost by a close play on the bases. Teams with a deep bench can employ pinch runners more frequently without being forced to field a weak team in the later innings of a close game.

Defensive Substitutions

Defensives 'subs' are used in the late innings of close games. Position players are replaced by bench players with stronger fielding skills but weaker offense. The use of defensive subs will be affected greatly by the available on the bench of suitable players. However, this strategy setting affect the frequency and the timing of defensive replacements. Choosing to use subs more will also lead to them being brought into a close game earlier (such as in the 7th instead of the 9th inning).

Strategy: Well-rounded teams with a variety of quality utility players and a strong bullpen are best served by bringing subs into the game. Teams that tend to allow a lot of runs late in the game may find themselves needing to catch up after having already replaced their best hitters.

Start on Short Rest

For most teams there is a significant difference in quality between their ace and their #4 or #5 starter. Therefore, increasing the frequency with which your best starters take the mound on short rest will increase the average quality of the starting pitcher in any given game. The downside of this is that repeatedly starting on short rest will fatigue your top starters and increase their chance of injury.

Note: In the playoffs, the computer manager is much more aggressive about using pitchers on short rest. Unless the #4 starter is very strong, most teams will use a 3-man rotation in the playoffs. If you wish complete control over this, simulate the playoffs one game at a time and use the Push Buttons in the Bullpen Dialog to specify the next game's starting pitcher.

Strategy: Starting on short rest provides the greatest benefit to teams with a superstar ace but weak players in the bottom of the rotation. It has the least detriment when the team's top pitchers have a high endurance and aren't injury prone.

Pitch Through Trouble

The tendency to allow a pitcher to 'pitch through trouble' reflects a manager's tendency to leave a pitcher on the mound even when it appears that he is having a bad outing. Moving the slider towards 'MORE' will tell your manager to leave the pitcher on the mound through bad innings, assuming he will settle down. The reverse will cause pitchers to be pulled in bad innings, even if the pitcher isn't showing signs of fatigue yet.

Strategy: This depends greatly on personal preference. Some managers believe that a pitcher's effectiveness can vary greatly from day to day and therefore a pitcher should be pulled early if he's not being effective. Other managers believe that a few lucky hits aren't necessarily a sign of poor pitching and will therefore leave a pitcher for roughly the same number of pitches regardless of the number of hits and runs allowed.

High Pitch Counts

Letting your starting pitchers run up high pitch counts may cause fatigue or injury during the season, and can contribute to longer-term injuries. The average manager lets their starter throw more than 120 pitches about 15 times per season. But this varies widely by manager.

Strategies: Teams with weak bullpens often have to leave their starters in late in the game just to win ballgames. However, teams will strong bullpens and/or younger starting pitchers are usually better off limiting their starters to lower pitch counts (by moving the slider towards 'LESS').

Note: Coupling high pitch counts with frequent starts on short rest can greatly increase the wear and tear on a team's top pitchers.

 
     
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