Offensive Decisions
The offensive manager can choose from up to six different defensive decisions
when managing their team. Decisions are made by clicking on one of the
enabled buttons located in the Control panel.
The Control panel is visible at the bottom of the
Play tab, but only when a game is in underway.
The following list describes each of these managerial moves in more detail:
- Swing!:
This button will commence the battle between the pitcher and the
batter. The result of the confrontation will be displayed in the
Message window located just above the
Control pane.
- Hit&Run:
This button will initiate a hit and run play. When the hit-and-run
is on, the batter's ability to get a hit is reduced because they
will try to protect the runner. If it is a ground ball out and the
hit-and-run is on, the runners are less likely to get thrown out, so
it is a great way to stay out of a double play. However, the runner
can get doubled up if the hit-and-run is on, and a line drive is
hit! In addition, if the batter strikes out when the hit-and-run is
on, the runner is more likely to get thrown out than a straight
steal. Finally, runners are more likely to take an extra base if
they are involved in a hit-and-run. You cannot hit-and-run if there
is a runner on third or there is nobody on base. Several general
options control how the hit-and-run affects game play (see
General Options for more details).
- Bunt: The
Bunt button allows the manager to call
for a sacrifice bunt. Managers can only call for a sacrifice bunt
if there are runners on base and fewer than two outs. The
Bunt button will be disabled in all
other situations. If the bases are loaded when a sacrifice bunt is
called for, the bunt will result in a squeeze play. If the bases
are not loaded, and there is a runner on third, the manager will be
asked if they want to engage a squeeze play. If a squeeze play is
called, all runners will attempt to advance, including the runner on
third. If a squeeze is not called for, the runner will stay on
third and all other runners will attempt to advance. An
unsuccessful bunt will result in the advancing leader runner being
thrown out and all other trailing runners advancing one base. The
chance for a successful bunt or squeeze play is determined by the
the bunt rating of the current batter and the
General options. (see
How Ratings are Calculated
and General Options for more
information).
- Steal: The
Steal button allows the manager to call
for a stolen base. A stolen base can only be requested by the
manager when there is is a runner first, or second, or both first
and second. If there is a runner on both first and second the
manager will be asked if they want to call for a double steal. If
the manager calls for a double steal, both runners will attempt to
steal a base. Otherwise, only the lead runner will attempt the
setal. After
Steal button is pressed, the lead
runner will attempt to get a good lead. If the lead runner cannot
get a good lead, they will not be allowed to attempt a steal until
the next batter comes to the plate. If the lead runner does manage
to get a good lead, the steal attempt will commence. The chance for
a successful lead is determined by the steal rating of the current
batter and the General
options. (see How Ratings
are Calculated
and General Options for more
information).
- Pinch Hit: This button will
display the Pinch Hitter dialog, which
will allow the offensive manager to pinch hit for the current
batter.
The Pinch Hitter dialog provides the
manager with some tools for selecting the best option based on
fewest strikeouts, on-base percentage, extra base hitting, and home
run ability. To ask the computer to suggest a pinch hitter, select
the criteria you want the computer to use when making its selection
and then click on the Suggest
button. The suggested pinch hitter will be displayed in the
Pinch Hitter drop-down list box. Of
course, you are welcome to disregard the computer's selection and
pick any pinch hitter you want using the Pinch
Hitter list box.
The Matchups button (also located on
the Pinch Hitter dialog) displays the
Matchups dialog box, which is designed
to provide you with the information you need to make the best
managerial decisions. Please see
Matchups for more information about how to take full advantage
of the Matchups dialog box. NOTE:
you can also hover any player in the Pinch
Hitter drop-down list box to get
a summary of their real life batting statistics.
At the end of any inning in which a pinch hitter has been used, the
Defensive Substitutions
dialog box will be displayed and the manager will be asked to update
their lineup so that all positions are covered (see
Defensive Decisions for more
information).
- Pinch Run: The
Pinch Run button will display the
Pinch Runner dialog, which will allow the offensive manager
to pinch run for one of the current base runners. The
Pinch Run button is only enabled if
there is at least one runner on base.
If more than one runner is on base, the Pinch
Runner dialog box allows the manger to select which runner
they would like to replace. The Matchups
button (also located on the Pinch Runner
dialog) displays the
Matchups dialog box, which is designed
to provide you with the information you need to make the best
managerial decisions. Please see
Matchups for more information about how to take full advantage
of the Matchups dialog box.
At the end of any inning in which a pinch runner has been used, the
Defensive Substitutions
dialog box will be displayed and the manager will be asked to update
their lineup so that all positions are covered (see
Defensive Decisions for more
information).
- Exit: This button will allow
the manager to end the game. If you exit a game, it will not be
saved. In addition, if you are playing a scheduled game the stats
that were accumulated so far during the game will not be saved.
Extra Base Attempts
If there are runners on base when a batter gets a base hit,
the game engine rolls a 1000-sided die to determine if the base runners
will attempt an extra base. There are three possible outcomes
from this roll:
- The runners do not attempt an extra base: If the dice roll is considerably less than the success value as determined by the general running options, the runners will not attempt an extra base.
- The runners attempt an extra base and are successful: If the dice roll is considerably greater than the success value as determined by the general running options, the runners will successfully take an extra base.
- The manager will be asked if they want to risk sending the runners: If the dice roll is close to the success value as determined by the general running options,
the manager (computer or human) will be asked if they want to risk
sending the runners. If they decide to send the runners, the
runners may be successful or the lead runner might be thrown out,
depending on the roll.
For example, suppose Rollins is on first base with one out and the
better hits a single. Will Rollins go first to third? It
all depends on the roll of the dice and the options specified in the general running options dialog.
If the dice roll is close to the successful value determined by the
running options, the human or computer manager will get to deiced if
the runner should attempt the extra base. If the dice roll is
much larger than the successful value, the runners will automatically
take the base successfully. Finally, if the dice roll is
much less than the successful value, the runners will not attempt the
extra base.
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