28 September 2011

Stealing and Sliding: Knowing When to Go


Base stealing is an important aspect of baseball. Having the ability to advance a base runner without sacrificing an out gives an offense a significant boost in their ability to score runs. Sliding is also a critical part of base running; a poor slide can lead to an easy out or injury while a good slide can evade tags. However, certain rules of baseball etiquette must be followed in order to ensure the well-being of all players involved.
For example, if your team is leading by a large margin, having a runner steal a base is most certainly frowned upon. It is seen as unsportsmanlike and an attempt to show up the opposing team. Such arrogance, or perhaps ignorance, of this unwritten rule is seldom tolerated. A good rule of thumb in these situations is to refrain from stealing if you are leading by seven runs (or more) in the seventh inning. Anything earlier or with a smaller lead is allowable.
Sliding also plays a role in not only stealing but in base running as a whole. There are two main types of slides, head first and feet first. Diving headfirst gives you greater control over where your slide takes you and allows you to use your arms to reach the bag if you are coming in from one side of the base. Feet first slides are generally safer, and are used when wanting to avoid injury. However, if you attempt to disrupt a defensive action- for example a double play- some people consider spiking the opposing player. This action involves sliding into a player with feet above the bag in an attempt to snag the opposing fielder with the base runners metal spikes. This action is most certainly a violation of the code and is responded to if not instantly, then in the next at bat.

12 September 2011

Signs: Giving, Stealing, and Consequences

The game of baseball begins with signs; specific planned motions designed to relay messages to players without revealing your team's intentions. This method of communication is vital to game play and strategy. If signs are easily decipherable, then your opponent will know what to expect which is an unnecessary and dangerous advantage. However, if your team's signs are too complex they will confuse your teammates and slow down the pace of the game. Relaying signs can be done in various methods. There can be an indicator, or a "hot" sign the precedes any activation of a play, there can be a hot zone that, depending on how many times it is touched, can activate plays, and many other methods have been and are used. Knowing an opponent’s signs gives your team a significant advantage. Knowing what pitch to expect, when a base runner will attempt to steal, or when the other team will lay a bunt down allows your team to be prepared for this situation and pre-plan how they will respond; usually to great effect. Therefore, signs are a closely guarded club secret that only few are privileged to. So, when a team is observed attempting to steal signs, action is quickly taken to discontinue their efforts. This is usually done in two methods: changing your signs to a backup option, or by delivering a direct message to the would-be sign stealers in the form of a fastball to the ribs.

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