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Baseball team offense:

Essential Skills

Move the Runner
Each hitter must be able to move runners over, primarily from second to third, by hitting the ball to the right side. This is important not only because it is often essential game strategy, but it also has cross-over as a good tool to rely on with two strikes against tough pitchers. This should be performed with a runner on second and zero outs. The trick is to look for a pitch in the middle of the plate or outside (for a right-handed hitter), or a pitch in the middle or on the inside (for a left-handed hitter).

Sacrifice Bunting
It is essential to make successful sacrifice bunting a mandatory skill, to use primarily with runners at first and second and zero outs, but also with a runner at first and zero outs. With runners at first and second, the batter should bunt the ball hard towards third base, because the pitcher will try to cover that side and get the force at third, while the third baseman is laying back and only fielding the ball if it gets past the pitcher and all the way to him. More often than not, hits or errors result from getting the ball all the way to the third baseman. With a man on first only, the batter should bunt it towards first, because the first baseman is holding the runner and takes the longest to go and field the bunt, thus eliminating a chance at throwing to second to get the lead runner out.

Bunting for Hits
Bunting for hits is crucial because it is an easy way to take advantage of a third baseman playing too deep. It is also good strategy against a difficult pitcher, or when you need a baserunner. Plus, when a team is wary of a batter bunting for a hit, the third baseman plays shallower, thus giving the hitter a greater chance at hitting the ball past him.
In short, the batter should always make the bunt perfect or foul. There is nothing worse than bunting a ball back towards the pitcher. If the mantra “Perfect or Foul” is followed, then it’s either a good chance at a hit, or you still get a chance to bat. Another alternative for bunting is to push (for a righty) or drag (for a lefty) the ball towards the second baseman against a left-handed pitcher. That’s because the pitcher’s follow-through takes him to the third base line. This can only be done if the first baseman is playing back, while bunts to third should only be done if the third baseman is playing back (which happens quite often, by the way).

Other Bunts
On the suicide squeeze, the runner cannot leave third until the pitcher’s hand reaches its release point. At that same point, the batter squares around and makes sure he bunts the top of the ball so it goes on the ground. The best place to bunt the ball is softly towards the pitcher, allowing for the greatest margin of error. In theory, the runner should be able to cross home plate before the pitcher can make a play.

Safety Squeeze
The safety squeeze is the same as a bunt for a hit, only with a runner on third. If the ball is bunted hard down the third base or first base line, the runner can then score. If it’s anywhere near the pitcher, then he must stay.

Slash
A slash is used when teams over-commit on bunt defense. Usually it can be used when in a first and second, no-out bunt situation when the shortstop rotates and breaks to cover third. The technique is simple: The batter squares around for a sacrifice bunt, and when he sees the shortstop leaving, he pulls back and slaps the ball on the ground, most often resulting in a hit. Too many batters panic in this situation and swing too hard. The key is to simply play pepper with the pitch, as well as swing only at strikes.

Fake Bunt and Steal
Fake bunting and a straight steal of second or third is a valuable play that simply has the batter squaring around early, then pulling back before the pitch crosses the plate. This play works better when stealing third, because the third baseman initially charges the bunt, but then must make a difficult retreat to cover the bag.

Hit and Run
Hit and run is a difficult play that too often results in outs and a deflated team spirit. It should be used sparingly and only with hitters that are both proficient at hitting the ball on the ground, and eager and willingly to give themselves up for the team.
While hitting the ball to the opposite field is the goal, it is unreasonable for batters to hit inside pitches the other way, so the best advice on hit and run is to “hit it where it’s pitched,” while keeping in mind the goal of not hitting the ball into the middle of the field. In addition, the hitter must swing at any pitch, unless it’s in the dirt, as well as hit it on the ground. This play should only be called when a fastball is expected. That’s why it’s commonly called on counts such as 0-0, 1-0, 2-0, and 2-1.

The Running Game
The primary focus of the running game is to advance runners, but you can also invert the equation and deem that double-plays are big inhibitors of scoring, thus, the focus of the running game could be to stay out of double plays.
There is a fine line of risk that accompanies moving runners on steals and delayed steals, etc., but it is worth it if the baserunners are prepared, and the factors involved (pitcher’s time to home, catcher’s time to second) are in your favor. Essentially, if the pitcher takes 1.4 seconds or more from the beginning of his motion to home, then a steal should be successful. If the catcher takes 2.2 seconds or more throwing to second, you have a good chance as well. Note that if the pitcher ever slide-steps, the runner must stop from stealing or will be thrown out easily.
Delayed steals must only be done when the middle infielders aren’t covering second base immediately after the pitch, which can be instigated by setting it up with the fake steal.
Runners should never steal third with zero or two outs. Also, with two outs, a runner on first and a good batter up, it is a good time to steal, because that batter will be up again if the runner is out. If a poor hitter is up, it’s a bad time to steal, because then the poor batter will lead off the next inning.

Taking Pitches
Working deep into the count not only draws more walks and increases the chances of getting a good pitch to hit, but it tires out the opposing pitcher. Being forced to take a strike is a drastic way of demanding that players be patient, but it can sometimes be worth it if the batters aren’t patient hitters on their own. Being a confident hitter with two strikes must also be stressed, as it is the key to being confident in taking pitches early in the count.

Baserunning
With a runner on third and one out, it is a good play to send the runner home on the contact play, i.e., when the ball comes off the bat on a down angle. This applies even when it’s hit to the pitcher. This is because it is too hard to judge if the pitcher will field it or not, and if you hesitate, it’s often too late. If the runner is a dead out, like on a ball hit to the pitcher, or with the infield in, it is essential that he gets in a rundown and allows the batter-runner to get to second base. With zero outs, the runner should stay, unless the infield is back and the ball is hit to the shortstop or second baseman (or sometimes a deep first baseman).

OPPOSING THEORIES
Many coaches swear by the hit-and-run, but it just doesn’t work enough on lower level teams, that is from college and lower, to mandate that everyone should be able to do it. Most players do not have good enough bat control to do it, thus making it a wasted play that simply brings down the team’s spirit. Also, many times the hitter thinks he has to hit the ball through the vacant hole on the opposite side, but this can’t be done if the pitch is inside, so the hitter must simply hit it where it’s pitched, yet keep the ball out of the very middle of the field.
Another point of contention is a runner on third with one out. Often times the runner is told not to go if it’s hit to the pitcher or hard to third, but in fact, it is just too hard to read that play, and if the pitcher ends up missing it, it’s often too late for the runner to score. So, simply send the runner automatically on the down-angle off the bat, eliminating any cognitive thinking, and if he’s a dead out, get in a rundown in order for the batter-runner to get to second.

Mental Approach

Unselfishness
The key component of having a good team offense is unselfishness. It sounds easy, yet is so hard, not necessarily because of conscious, anti-team sentiment, but often times because players don’t know exactly what being a good team player entails, nor how to do it. Technically, to be unselfish is to give yourself to the team, to do whatever will best help it succeed. While this usually appears to be discordant with doing well as an individual, it is not so. Former Cape Cod League coach Don Reed used to say something like this: “Good teams always have players with good stats. Bad teams usually don’t have many players with good stats. So aspire to be a good team first, and good stats will follow.” It’s the classic chicken and the egg conundrum, but anecdotally, it’s obvious that if players give themselves to the team, they will invariably be better than if they play only for themselves.

How to Give Yourself to the Team
To do this, to give yourself to the team, players must take into account their teammates on every play. They must truly accept that they have the opportunity not only to help their team, but themselves. Part of the problem is players weighing the risk and determining that a bunt or a hit-and-run for an out feels like getting cheated. This needs to be addressed by extolling the benefits of teamwork. For example:

Taking Pitches: The more pitches you take, the quicker the pitcher gets tired, and the better you and your teammates will hit that day. In addition, the greater chance of getting a good pitch to hit, as well as gaining walks, which in turn means you will get up to bat again that much sooner, and your teammates will have an easier time hitting with the pitcher in the stretch and distracted.

Walks: The more walks you accrue, the better pitch selection you have, therefore, the better pitches you will be swinging at, therefore a better batting average.

Hit and Runs: The better you are at hitting the ball on the ground the opposite way, the greater chance to move the runner, and the greater chance of getting a hit. Also, it gives a greater chance that you will be comfortable hitting with two strikes, thus making you a more patient hitter with less than two strikes.

Bunts for Hits: The better you are at bunting for hits, the more chance you have of getting a hit against a tough pitcher, or on a tough day, or in a tough situation. Also, the greater chance that the third baseman will play shallow, whereupon you can blast it by him when swinging.

Good Secondary Leads: The better the secondary lead, the greater pressure you put on the catcher and infielders, and in turn, the greater chance you can advance on a passed ball or infield mistake, thus the greater chance to not only score more runs, but to get more at-bats.

Good Baserunning: The better the baserunning, the better chance you have of scoring, and in turn, the more chance you have of getting more at-bats.

Practice Drills

Offensive Skills Drill
It is important to drill the various elements of an offensive attack in a pressure situation. The offensive skills drill forces the batter to concentrate so that he is not embarrassed by holding up the drill. A coach stands on the mound and throws batting practice speed to 5-7 hitters. The drill can have different variations, and it can be used indoors or out (use your imagination with reading the ball off the ceiling). It can be performed in 20 minutes and various facets of the skills can be emphasized with multiple repetitions. (A similar drill can be used during batting practice with a runner at each base working on a specific situation for an entire at-bat.)

No one on (Swing at every pitch)
1) Ground ball to the infield
2) Ground ball goes through infield
3) Line drive base hit
Man on 1B (last runner stays at first)
1) Play the sacrifice bunt
2) Play the hit-and-run
3) Play the hit live – read batted ball
Man on 1B and 2B (last two runners stay)
1) Play the sacrifice bunt
2) Play the fake bunt-and-run
3) Play the hit live with no outs – read batted ball
Man on 3B (Last runner stays at third)
1) Play the hit live with 1 out – read batted ball
2) Suicide squeeze
3) Safety squeeze


Simulated Games
Simulated games, while primarily a defensive drill, can also be used to work on baserunning, bunting, hit and run, and all types of offensive skills. (See the Team Defense chapter for more).

Getting the Most Out of Batting Practice
There are various ways to maximize batting practice, although it is essential to somehow get the following skills in:
1) Sacrifice bunt to first
2) Sacrifice bunt to third
3) Hit-and-run
4) Suicide squeeze
5) Move the runner from second to third
6) Drive home the runner from third with 1 out
7) Straight steal jump (for runner)

Hitting stations
Instead of always having hitters hack away in hitting stations, there should be variations for different stations, for example, an “outside pitch only” station, or a “hit-and-run” station, or a “bunt for a hit” station, or a “two-strike” station, or a “move-the-runner” station.

Team Baserunning Drill
A good team drill is team baserunning. Each member of the team runs out certain types of hits, going one after the other, and then returning to the base from which they started.
From home
1) Infield ground ball
2) Infield base hit
3) Double
From first
1) Steal
2) First to third
From second
1) Steal
2) Second to home
From third
1) Sacrifice fly


1. Problem: Fear of wasting at-bats
Remedy:
Accept the premise that good teams have players with good stats, bad teams have players with bad stats.
Follow the correct bunting and hit-and-run techniques
On bunts-for-hits, make sure it is “perfect or foul.”
On hit-and-runs, make sure you “hit it where it’s pitched.”
Drills:
Offensive skills drill
Bunt technique drills
Batting practice


2. Problem: Selfishness
Remedy:
Make sure you know what’s expected of you
Make sure you know how to be a good team player
Observe the game from the bench
Drills:
None


3. Problem: How do I get a feel and rhythm for being part of a good team offense?
Remedy:
Give yourself to the team
Conscientiously improve technique on your own
Perform the technique in pressure situations, and as smoothly as possible
Drills:
Offensive skills drill
Varying hitting stations
Controlled vs. 100% drills
Do things game speed


ClubGVDPnct.
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
Charge of glasses:
Victory - 3
Defeat - 1
Technical defeat - 0

* - on one technical defeat
 
NameAVRSLGteam
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
 
TitleName
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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