Offensive Considerations - Part I

HITTING RELATED STRATEGIES

TAKE

TAKE, simply means not to swing at the pitch.

When taking a pitch the batter should always stride through with the pitch. This makes the pitch appear higher than if the batter simply stands there. This increases the batter's chances of the pitch being called a ball.

  1. 3-0 count is an automatic TAKE.
  2. TAKE a strike when the pitcher is wild. Do not help him by swinging at bad pitches.
  3. TAKE if your team is behind late in the game.
  4. TAKE if the first batter in the inning makes an out on the first pitch - we do not want two pitches... two outs - make the pitcher work.
  5. TAKE if the pitcher walks the hitter ahead of you on four pitches.
  6. TAKE the first pitch if the pitcher has walked two batters in a row. If the pitch is a ball, TAKE a strike.
  7. If it is important enough to TAKE with the count 2-0 - then you should also TAKE with count 3-1.

Lead-off Man (L.O.M.) Philosophy

Primary concern is to get the first man in each inning on base.

  1. The L.O.M. in each inning takes a pitch if the count is either 2-0 or 3-1. (3-0 count is automatic TAKE.)
  2. L.O.M. philosophy increases the pitcher's pitch count, which may tire him in later innings.
  3. L.O.M. philosophy in many instances forces the pitcher to throw three consecutive strikes, which creates pressure for the pitcher. (The odds of the batter walking are usually greater than his batting average.)
  4. You may not want to use the L.O.M. philosophy late in the game with a powerful hitter at bat and the game tied.

Many coaches often overlook this valuable offensive strategy.

Catch-up Philosophy

Used in late innings (7th, 8th, and 9th) when your team is behind.

  1. Hitter may swing at the first pitch if it is to his liking (a good strike.)
  2. If the first pitch is a ball, "take a strike."
  3. Hitter must TAKE the 2-0 and 3-1 pitches.

Possible exception: Runners in scoring position and you need the runs.

Communications with players is simplified once players understand concept - "we're in catch-up" - tells player immediately what the coach's strategy is, thus avoiding detailed instruction.

Curveball

Make the pitcher prove to you that he has control of his curveball. TAKE the curveball on your first pitch and look for "fastball."

  1. Too many hitters swing at curveballs out of the strike zone on the first pitch and are then behind in the count. Now, they are vulnerable for more curveballs.
  2. If the first pitch is a curveball for a ball, lay for the fastball on the next pitch - 99% of the catchers and/or coaches will call for the fastball to even the count.
  3. Does the pitcher give any visual checks or tip off the fact that he is throwing a curveball in anyway by changing his arm angle, adjusting the grip in the glove, or abnormal twisting or curling of the wrist? Do not guess curveball unless you are absolutely 100% sure!

A good pitch a hit.

  1. Look for the TAKE sign on 2-0 and 3-1 counts.
  2. The third base coach may be able to get the hitter a good pitch to hit by faking the TAKE sign - thus making the opponent think the TAKE sign is on!
  3. The pitcher will throw the ball down the middle of the plate. A little good acting by both the coach and the hitter is very helpful, and the pitcher will throw the ball down the middle of the plate.

Fake Suicide Squeeze

Variation 1 - The purpose of this move is to force the pitcher to throw a ball when he thinks the suicide squeeze play is on. The best time to use this play is when the count is either 2-0 or 3-1, and there is a runner on third base. Great with bases loaded.

  1. In addition, another result of the fake suicide squeeze is that it will enable you to squeeze when necessary by making the pitcher think you are faking.
  2. As the pitcher's arm drops down and starts forward, turn as though you are going to bunt and TAKE the pitch.
  3. The runner at third base must make a legitimate fake toward home plate to give the play realism.
  4. The runner at third base must avoid being picked off base by the catcher.
  5. The runner should start his fake break with a shorter lead than normal to avoid being too far down the baseline.

Variation 2 - The purpose is to avoid the double play with runners on first base and third base with one out and a slow runner at bat.

  1. Fake the suicide squeeze and steal the runner from first base.
  2. The defense will direct its attention to the runner at third base and will concede the steal of second base as it attempts to defend the squeeze play.
  3. With runners now on second and third base, the slow runner at bat is no longer a double play concern.

Two outs, a runner on second base - batter singles to the outfield.

  1. Have the batter/runner continue on to second base as the outfielder throws the ball to home plate - if the infielder cuts the throw to play on the batter/runner, you have a run - if the throw goes to a home plate and the runner from second base is safe, you have scored a run and have a runner in scoring position at second base.
  2. If there is no legitimate play at home plate, the batter/runner should not run into a sure out at second base.
  3. If the throw to home plate is cut-off and a play is made on the batter/runner, get into a run down until the runner from second base has crossed home plate - DO NOT GET TAGGED OUT BEFORE THE RUN SCORES.

This play forces the cut-off man to make a decision on a close play at home plate.

Two out single to the outfield.

  1. It is a good gamble for the batter/runner to try for two bases, if the defensive team has an outfielder who is slow and/or lazy in getting to the ball and the offense has a fast batter/runner.
  2. Pressure is on the outfielder to make a perfect throw to second base.

Something to think about.

With a runner on second base and two outs and a single is hit to the outfield, send the runner home if his chances of scoring are greater than the next batter's batting average. You must always think ahead!

Disadvantages of this gamble:

  1. You lose a possible first and third offensive situation.
  2. You may start the next inning with a weak hitter at bat if the runner is thrown out.

The advantage is that you force the defense to "play the game at home plate" where they cannot make any mistakes.

DO NOT DO YOUR OWN UMPIRING!

  1. Do not leave a base until you know for sure that you are out! If you guess wrong, you may be called out.
  2. If there is any doubt in your mind whether you are safe or out, or you did not see the umpire's call, ask the umpire to be sure of your status before leaving the base.
  3. If you are unsure whether a ball is fair or foul, play the ball as if it is fair. Umpire only verbalizes on foul balls.
  4. The worst thing that can happen is you will have to come back.
  5. If you guess wrong, you my cost your team a hit, an out, or a run.

Next : Offensive Considerations-Part II

 

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