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| Baseball team defense: |
Essential Skills
Good team defense involves having more than just skills. In fact, it is almost entirely about awareness and devotion to the team. That is, it is essential for each player to know what to do on each play. In addition, each player must actually do it, full speed, without hesitation, in the quest to help out his team as much as possible. It is mandatory that these skills are not forgotten once they are learned, as long as they are continually practiced, and the player is committed to helping his team.
Awareness
Awareness of game situations is often made all too difficult. On average, there is only about 1 ? complete things per play (a primary, and a secondary act) that a player has to remember. For example, on a ground ball to the shortstop, he must make the play (primary) or, if he bobbles it, decide whether to throw or not (secondary). Or, on a relay from the outfield, the shortstop must line up with the lead base, catch and throw (primary), or, if a “Cut-Two” is called, he must switch gears, and throw to second (secondary).
Yet, most times, the player only has one thing to remember. For example, on a pickoff from the pitcher, the first baseman’s only duty is to make sure he catches the ball and holds on to it to tag the runner (combined as a primary act). But alas, far too often these 1 ? acts (primary plus secondary), are not focused on. In short, keep it simple, and focus on the 1 ? things which need to be done on most all plays.
To get better at this, position players need to experience all types of situations, whether through real games, simulated games, or practice drills.
Positioning
Positioning (which is covered in-depth in both the infielding and outfielding chapters) is at the core of team defense. In general, when one player shades a batter one way, the other players must adjust accordingly. Too often, the center fielder will shade one way, but the corner outfielders will remain stagnant. And too often, the shortstop will take away the hole, but the second baseman won’t move up the middle to compensate.
Positioning shouldn’t be something done only when the coach moves players. It should be done all game long, continually, by each player, as they learn more about the hitters and more about the situation. In addition, players should remind each other of where the batter hit it last time, and even tell teammates where to play. Positioning is simply too important to let pitches go by with fellow teammates out of position.
Communication
In the field, teammates must communicate with each other. It should be affirmed or reaffirmed from the coaches, but still, the fielders must be pro-active and do it themselves throughout the entire game, even if it’s merely a form of camaraderie with fellow teammates.
Pre-pitch
Fielders must remind themselves and others of potential happenings on each play. For example, with a runner on second, the shortstop must remind the third baseman to cover third base if a ground ball is hit in the hole. Or, with a man on first and a 3-2 count with two outs, everyone must be reminded not to cover second on the steal, as well as to make the play to first. Or, with runners at first and second and one out, the pitcher must be reminded to throw to second for the double play, instead of third. There are many short, simple reminders to help your teammates, and they must be used for a team to realize its potential.
During the Play
Fielders must always help their teammates during the play. Sometimes it’s obvious, like an outfielder calling for a routine fly ball while the other fielder yells, “take it, take it, take it.” But on tough plays, a call (a correct one), really helps. For example, with a runner stealing, the fielders should yell “going,” but if the ball is hit to the shortstop, he should be reminded to throw to first instead of second with a “one” call. Some teams institute a “stay down” call when ever a ground ball is hit to the infield, reminding the fielders of the important ground ball precept of “ground up.” Other examples are: When it’s getting dark and the infielders point to the sky in the location of a fly ball in order to help the outfielder locate the ball; On a passed ball, teammates yelling the direction of the ball to aid the catcher; Or, on a fly ball near a fence, someone helping the fielder know whether it will be out of play or not, or whether he has room.
On relays and bunts, communication is important, but should merely be an aid in reaffirming the play for the fielder (see infielders chapter). On pop-ups or fly balls, no one should call for the ball until it begins coming down, then the first person who calls it should catch it, while the other fielder backs off, all the while, letting him know he has it.
Specialty Plays
First and third defenses
Standard
In the standard first-and-third defense, the shortstop or second baseman covers the bag, relative to the hitter. When the catcher catches the ball, he comes up throwing to second, but in his motion, checks the runner at third. If he has too big of a lead, or the third baseman waves his arms, he pumps to second, then throws to third. If not, he throws to second, where the middle infielder is watching the ball while reading the runner at third. If the runner at third breaks at any time (with less than two outs), he steps forward on the infield grass, squares up his shoulders pointing towards home, then catches the ball and throws home. (Photo 24)
Notes:
1) The middle infielder has to keep an eye on the runner and the ball at the same time.
2) The middle infielder must abandon the runner at second any time the runner from third goes home.
3) The middle infielder has to gain a lot of ground and square up before he catches the throw in order to throw out the runner at home.
4) The third baseman must wave his hands to alert the catcher if the runner at third takes too long of a lead. If he does, the catcher pump fakes, then fires to third.
OPPOSING THEORIES:
Sometimes, teams simply concede home due to lack of awareness from the fielder. This is a mistake under the premise that the guy on third is about to score, while the runner on second is not. The out should be made at second only with two outs or when the game situation demands it. It is also a huge mistake to concede second base, when most teams aren’t double stealing, just simply trying to stay out of the double play. Part of the problem is that middle infielders too often rely on calls from the third baseman. This has too much human error and it takes too long. The infielder can keep his eyes on both the ball and the runner on third, but only if he gets to second base a shade early. If he is throwing home, it is of the utmost importance for him to gain lots of ground (two crow-hops worth), and line his shoulders up with home BEFORE he catches the ball. Then, it is merely a simple throw home.
Other First and Third Plays
To Pitcher
Catcher comes up and throws directly to pitcher.
To Third
Catcher comes up and immediately throws to third.
Fake to Second, Throw to Third
Catcher fakes to second with a full arm pump, then throws to third.
To Shortstop
Catcher throws directly to shortstop who is running straight in towards home.
Tandem
Catcher throws to second, where shortstop is covering the bag, and second baseman runs in front and decides whether to cut it off to get the runner, or let it go.
OPPOSING THEORIES:
The “Standard” play is the best. If practiced often, it can become a very comfortable situation. The only hard part is reading the runner, but again, practice makes that simple. Also, relying on a call from the third baseman just takes too long, is fraught with wrong calls and usually messes up the play. In addition, practicing it often creates a general field awareness of what to do in odd situations. The other plays are nice accessories, but should be used sparingly, only in specific instances. The throw to the pitcher or the throw to the shortstop aren’t great because they work only against really poor opponents. However, the throw from the catcher directly to third can be effective, especially when the runner at second is expendable or the runner at third is antsy. Finally, the tandem play is good for high school, but leaves the field too open for college baseball.
First and Third Rundowns
If the runner at first leaves when the pitcher has the ball, everyone yells for the pitcher to step off, he steps off, looks the runner back at third, turns clockwise towards second, then immediately fires to the second baseman who has run straight into the baseline. If the runner stops, then the second baseman walks him quickly back to first, with an eye on the runner at third base. If he leaves at any time, he abandons the runner at second, and goes after the runner at third. If not, he keeps walking the runner back. Meanwhile, the first baseman hedges out 8-10 feet in the line towards second. When the runner gets parallel to the first baseman, the second baseman gives a short flip to the first baseman who tries a quick tag on the runner from behind. If the runner reaches first, the play is over, and that is fine.
If the runner at first gets picked off by the pitcher, the first baseman must gain ground towards the pitcher before catching the ball. While squaring to throw to the shortstop (who is covering second base), he gives a quick look at the runner at third. If he’s not going, he throws to the shortstop, who proceeds to walk him quickly back like above.
OPPOSING THEORIES:
Many teams try to get into a rundown between first and second to allow the runner from third to score. The offensive team is banking on the fielders paying too much attention to the runner between first and second, and thus being late in noticing the runner at third, or not getting their feet squared and balanced for a good throw home. This happens far too often when working a regular rundown, but it cannot happen if the second baseman or shortstop is walking him back with his eye on the runner. And if the runner gets all the way back to first without being tagged out, well, the double play is still in order, and that’s a small trade-off for not allowing a run to score due to confusion. (Note that this only applies with less than two outs. With two outs, get the runner between first and second quickly to end the inning.)
BUNT DEFENSES
Straight (Man on First)
When the batter squares, the third baseman charges, the first baseman charges, then the pitcher throws. The fielder sets his body for second, but if there is no play, he resets, and throws to the second baseman covering first.
The ultimate goal is to get the lead runner, so when the ball is being fielded, everything should be geared towards going to second. If there is no play, then the fielder should reset and throw to first. If there is not enough time, only then should he immediately throw to first.
Notes:
1) The third baseman should start 15 feet in from the baseline and charge hard.
2) There needs to be an indicator so the first baseman breaks at the right time. Usually, the pitcher simply pitches when he sees the first baseman charge.
OTHER PLAYS
Crash (Man on First)
Crash is when the third baseman and the first baseman charge early to home to have a greater chance at getting the lead runner.
2B charges, 1B stays (Man on First)
The second baseman charges towards home plate, taking the place of the first baseman in covering the bunt. This keeps the runner from being able to get a great jump and/or steal. This can also be a pickoff play to first.
Straight (Runners on First and Second)
The first baseman starts ten feet in from the baseline and charges. The pitcher then pitches and has to cover the right side (the third base line), which is where the offense is trying to bunt the ball. The third baseman is on the grass, but only charges if the ball gets by the pitcher. The goal is to get the runner at third. It is essential to aspire to this goal because it completely changes the complex of the inning (first and second with one out as opposed to second and third with one out). In short, the pitcher has to work hard at covering the right side.
Notes:
1) Second baseman covers first, shortstop covers second.
2) The shortstop needs to keep the runner at second close. Jockeying is fine, but even better is literally standing between the runner and the base. This is very effective.
3) The third baseman and pitcher have to work hard at communicating and reading who has to field it. If it is bunted hard past the pitcher, the third baseman must come get it.
Rotation (Runners on First and Second)
The shortstop jockeys the runner back, then breaks to third. The pitcher then pitches, and the first baseman, pitcher and third baseman all charge in an attempt to get the runner at third. The second baseman covers first. This is also used as a pickoff with the second baseman covering second or to first base, but is effective when the defense is certain the offense will bunt.
OPPOSING THEORIES:
Once again, too much emphasis is placed on the catcher calling out which base to throw to on bunts. The fielder should work on it so he knows the speed of the runner, the speed of the bunted ball, and if he can get the lead runner. There isn’t enough time, as well as too much human error in relying on someone else to tell you where to throw. The catcher’s call is simply a supplement to the fielder’s awareness.
Often, there’s little emphasis on the pitcher covering the right side with runners at first and second. This is imperative because the batter should be trying to bunt the ball down to the third and make the third baseman field it. In turn, there is not enough emphasis in trying to get the lead runner out.
The rotation play can work as a pickoff, but shouldn’t work as a defense, because if the hitter sees the shortstop break to third, he should simply pull back and slash a ground ball anywhere on the open infield. The only reason it would work is if the hitter continues to bunt into it.
PICKOFFS
There are a million pickoffs. I have noted the plays that are usually a little too risky to undertake and often result in throwing errors with the notation RISKY.
Pitcher to First
An essential play. A right-handed first baseman’s body shouldn’t be facing the pitcher, nor closed off with the shoulders lined up. It should be somewhere in between, with the feet lined up halfway between home plate and third base. This allows for flexibility on a bad throw, as well as maneuverability to reach the bag with the glove (left) hand to tag. Meanwhile, the easiest position for a left-handed first baseman is with his heels on the foul line.
Pitcher to second
Inside move, or spin move (to shortstop only)
This a good way to keep the runner from stealing, as well as to read whether the batter is bunting or not. It’s a simple play. The shortstop should break when the pitcher lifts up his lead leg.
Outside Move - RISKY
This is a good move, although the timing must be worked out between the runner and the fielder. It can either be a tip of the fielder’s glove, or a count system (ex. Look at runner, look away, count “One-one thousand, Two-one thousand”, throw to base.)
Thurburg Move
This is a unique, yet fabulous and safe pickoff move. When the shortstop breaks, the pitcher steps off with his back foot (Photo 25A), then rotates his body clockwise and throws sidearm to second (Photo 25B). It requires some athleticism and offers a little strain on the arm, but is so quick and effective and easy to control, it should be a staple in close games.
Pitcher to First - R’s on 1B and 2B - RISKY
This back door move needs a timing mechanism. The best way is to have the shortstop break, then the first baseman break, then the pitcher throw to first. It is essential that there is no overthrow.
Pitcher to Third - RISKY
This is a standard move, but the third baseman must make sure he catches it or the runner will score.
Pitcher Fake to Third, Throw to First
This is a staple to stop first and third steals. The pitcher lifts up his foot towards third, and without a pump fake, turns and throws to first. Too often, the pitcher gives up midway and isn’t ready to throw. Always turn and throw, unless you have picked off the runner, whereupon, you run at him.
Fake by 3B
This is essentially a jockey of the runner by the third baseman. He fakes to the bag when the pitcher lifts up his leg to throw home. This protects against the squeeze.
From Catcher
The catcher should be ready to throw to any base, particularly down to first. It should be done early in every game, in order to keep the runners close and fearful of a pick.
Rotation Pick
On the first and second rotation bunt defense, the shortstop breaks to third, and the second baseman comes in for an outside move to second.
Runners-Going pick - RISKY
With runners at first and second and a full-count with two outs, the runners will be going. So, the pitcher can lift up and throw directly to third. It’s legal. Yet, if the runner doesn’t go, the pitcher has to recover, and turn it into an inside/spin move.
Bunt Pick
In a first and second bunt situation when the bunter misses the pitch, the catcher should automatically throw to second.
Advanced Bunt Pick
In a first and second bunt situation, the pitcher should throw a curveball high and away (as a pitch-out) and the catcher should throw to second. This is effective because the runner is leaning more to third due to the off-speed pitch.
Practice Drills
Team defense drills are broken up into Combo (pitchers, catchers, infielders only), or Team (all players, with outfielders running). This is because outfielders have little to do in the Combo drills, and can spend the time hitting or working in the outfield.
COMBO DRILLS
Three Line Drills
Line-up three pitchers on the mound, from left to right, one on the rubber, one on the first base side, one on the third base side. Each pitcher should have a catcher while extra pitchers should kneel down behind the pitchers. This drill is perfect for practicing team defense on bunts, comebackers and pickoff plays.
1) Bunts
The pitchers throw home, and the catchers roll bunts to the following locations:
Far left catcher: Roll toward third. With a first and second situation, the pitcher must throw to third, getting the lead runner. Also, roll balls to the third baseman, who calls for the ball, and fakes a throw to first.
Center catcher: Roll toward mound. With a man on first situation, the pitcher must throw to the shortstop who is covering second base.
Far right catcher: Roll toward first. Pitcher or first baseman calls for the ball, peeks at second, then throws to the second baseman who is covering first.
2) Comebackers
The pitchers throw home, then the catcher throws a hard grounder, or a coach hits a fungo to the following locations:
Far left catcher: Hit straight to pitcher. In a bases-loaded situation, the pitcher throws home for a force.
Center catcher: Hit straight to pitcher. With a runner on first, the pitcher fields the ball, then turns and throws to second to begin the double play. The shortstop and second baseman alternate turns.
Far right catcher: Hit straight to pitcher. With a runner on third or second, the pitcher looks the runner back, then throws to first. Also, hit to first baseman, and the pitcher covers first.
3) Pickoffs
Far left pitcher: Pickoff to third, as well as fake to third, throw to first (don’t throw).
Center pitcher: Inside move to second, and outside move to second.
Far right pitcher: Pickoffs to first.
In addition, pitchers, catchers, infielders and coaches should get together and go over all the signs for defensive situations, just to make sure they’re on the same page.
TEAM DRILLS
First and Third Defense
Put outfielders with helmets on first and third. The pitcher throws home, the runner at first steals second, and the runner at third sometimes goes and sometimes stays. This forces the fielders to react with correct technique to the play with unknown variables. To put pressure on the defense, let the runners run wild, with everything from leaving first early (requiring a “step-off” call from the fielders), to delayed steals, to fake steals, to getting picked off on purpose and getting in a rundown.
Bunt Defenses/Pickoffs
Put runners on first, or first and second, and have the pitcher throw to a batter, who bunts the ball (This can also be a combo drill, with a coach bunting, and no runners). Or, it can be used to work on fake bunt and steal, as well as working on the various pickoff plays, although it is best to separate the drills.
Situations
A coach hits fungoes into the gaps with a runner at home playing the hit. Fielders work on all relays, especially extra base hits. Add runners to different bases to replicate as many situations as possible. You can also alternate between hitting to infielders and outfielders, or if indoors, just infielders.
In-Between Pop-ups
To practice in-between pop-ups, use three feeders, each on the infield grass surrounding the mound. Throw various-type pop-ups, and make sure the fielders start from their regular positions, and use the correct communication. While this is happening, pitchers can work on suicide squeeze defense, or the catchers can work on pop-ups.
Feeder to left of mound: Throw pop-ups in between the third baseman, shortstop, and the left fielder.
Feeder on mound: Throw pop-ups in between the second baseman and the center fielder.
Feeder to right of mound: Throw pop-ups to first baseman and right fielder.
Then Alternate:
Feeder 1: Third base and left field
Feeder 2: Shortstop, second baseman, center fielder
Feeder 3: First base and right fielder
Then Alternate:
Feeder 1: Third base and left field
Feeder 2: Shortstop and center fielder
Feeder 3: Second baseman, first base and right fielder
Rundowns
Place runners with helmets halfway between each base. Throw a ball to the shortstop, and he must pick one runner to get in a rundown. Once he chooses a runner, the other runners have nothing to do with the drill. Each fielder should get repetitions in this drill.
Simulated Game
After break down drills have been performed a few times, the best way to make the link to game situations is either play tons and tons of games all day long, or do a simulated game. It is also great for team spirit. Put a team of nine out in the field, with either a coach behind an L-screen 45-feet away, or a coach on the side of the batter, just foul of the foul line. The coach lobs the ball in, and the hitters swing and run it out. This is not an offensive drill at all, so let pitchers and backup players bat. Simulated games go very quickly, and lead to lots of unique game-only situations in a short amount of time.
1. Problem: Poor communication
Remedy:
Yell out the base to throw to
Gain experience reading the play
Stress teamwork
Observe game from bench
Drills:
Game situations
Pop-up drills
First and third drills
2. Problem: Not aware
Remedy:
Simplify – Make sure to perform the 1 ? acts per play (Primary plus secondary)
Have good communication among players
Use reminders before each batter or each pitch
Stress teamwork
Observe game on bench
Drills:
All practice drills
Simulated games
3. Problem: Poor positioning
Remedy:
Know the hitters
Know the pitcher’s speed
Communicate with your teammates
Communicate with your coaches
Drills:
Simulated games
Batting practice
4. Problem: Not successful on 1st and 3rd throws to home
Remedy:
Gain ground and line-up shoulders before you catch the ball
Watch the ball and the runner at third
Don’t rely on third baseman’s call
Drills:
Team first-and-third drills
Throwing technique drills
5. Problem: Lack of awareness
Remedy:
Think of the options before the pitch
There are usually between 1 and 1 ? things a player has to do on each play
Don’t make it complicated
Strive for a rhythm and feel for the game through experience of differing situations
Drills:
Simulated games
First-and-third drills
Bunt defense drills
6. Problem: Poor defensive focus after errors or walks
Remedy:
Focus on breathing to relax
Focus on making sure you do your pre-pitch footwork
Communicate with fellow fielders
Each individual must want the ball hit to them
Drills:
Simulated games
7. Problem: How do I get a feel for and have rhythm in my team’s defense?
Remedy:
Conscientiously work on technique whenever receiving throws
Be aware at all times
Anticipate mistakes
Perform the technique fast and hard, but also as smoothly as possible
Drills:
Simulated games
Controlled vs. 100% drills
Do things game speed
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| Club | G | V | D | Pnct. |
| 1 Kvint |
12 |
12 |
0 |
36 |
| 2 Abator |
13 |
8 |
5 |
29 |
| 3 SDISOR |
13 |
7 |
6 |
27 |
| 4 Scorpion |
12 |
6 |
6 |
23 |
| 5 Hawks |
12 |
5 |
7 |
22 |
| 6 Cojusna |
12 |
3 |
9 |
18 |
| 7 Corsairs |
12 |
2 |
10 |
16 |
| |
| Name | AVR | SLG | team |
| 1 Burmei |
521 |
667 |
CRS |
| 2 Covalenco |
476 |
738 |
KVT |
| 3 Vloscinschii |
459 |
486 |
ABT |
| 4 Butnari |
432 |
705 |
CRS |
| 5 Belous |
423 |
462 |
KVT |
| 6 Postolachi |
407 |
519 |
CRS |
| 7 Novac |
400 |
543 |
ABT |
| 8 Fleostor |
385 |
500 |
ABT |
| 9 Soltan |
382 |
529 |
HWK |
| 10 Cuceric |
357 |
357 |
HWK |
| |
| Title | Name |
| MOST VALUED PLAYER |
Fleostor |
| BEST HITTER |
Burmei |
| BEST PITCHER |
Novac |
| BEST RBI runs batted in |
Butnari |
| MOST STOLEN BASE |
Fleostor |
| MOST RUNS SCORED |
Burmei |
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