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Guidelines for advancing base runners:

RUNNERS OUTS BUNT STEAL HIT/RUN SWING AWAY SQUEEZE DELAYED


STEAL
1B 0, 1 GREAT GOOD GOOD NORMAL N/A OK
2 SELDOM GOOD GREAT NORMAL N/A GOOD
2B 0,1 GOOD SELDOM GOOD NORMAL N/A OK
2 SELDOM OK GREAT NORMAL N/A GOOD
3B 0,1 FOR HIT SELDOM NO NORMAL GOOD GOOD
2 SELDOM NO NO NORMAL BUNT/RUN GREAT
1B & 2B 0,1 OK W/ FAKE BUNT MAYBE NORMAL N/A GOOD
2 SELDOM OK GOOD NORMAL N/A GOOD
1B & 3B 0,1 SELDOM OR DBL STEAL MAYBE NORMAL GOOD GREAT
2 SELDOM OR DBL STEAL YES NORMAL SELDOM GREAT
2B & 3B 0,1 SELDOM SELDOM SELDOM NORMAL GREAT YES
2 SELDOM SELDOM SELDOM NORMAL SELDOM YES
LOADED 0,1 SELDOM SELDOM NO NORMAL NO SELDOM
2 SELDOM SELDOM NO NORMAL NO SELDOM
Decision Time – ball in play
 Understand runner speed, quickness, brains, ability to turn corners, and slide.
 Understand defensive outfielder speed, quickness, arm strength, how he sets up to throw, number of steps to throw, whether he drops hands, and
whether he double pumps.
 Know relay person depth (too shallow?)
 Knowledge of fielder at the bag
o Does he set up on the bag or off the bag?
o Can he handle a short hop throw?
o How does he apply the tag?
 Runner on first – bring him to third on deep fly base hits, balls to right when RF has a weak arm (throws rainbows), RF fields the ball toward the foul
line, RF takes lots of steps, RF pumps to throw, weak relay player, or weak base fielder.

Hit and Run (or Run & Hit)


 Batter is to hit behind the runner
 Two of three elements should be present in order to hit & run.
o High % of strikes thrown by pitcher
o Good base speed
o Good contact hitter
 Good pitch counts include 0-0, 1-0, 2-0, 2-1, 3-1
 On hit & run, runner must go, and then look in for ball on third step off bag.

Ground ball and line drive guidance


 Runner on first (or first and second)
o Must go on all ground balls.
o Avoid getting into a double play using a hard, safe slide.
o If ball is in front of runner, the runner makes the decision on going to 3B.
o If ball is behind runner, the runner looks to the 3B coach for the decision.
o Generally, on ball behind you with 2 outs, always take two bases.
 Runner on second
o Advance on any ground ball through the infield and most behind you.
o Freeze on all line drives – see it through.

Batter Base Runner (trailing runner)


 Take second on overthrows.
 Take extra base when play is on the lead runner and you have a high % of advancing safely.
 With 2 outs and next batter is very weak, create a hotbox situation to get an extra run in.

Runner on Second
 Bring him home with two outs. Always take the extra base.
 Tag on deep fly balls and fly balls to RF when RF is weak.
 Bring him on any obvious weakness in the defense.
 Always look for and exploit any weak arms (side arm throws, rainbows).
 Take third on (after) throw from left side to 1st base.
 Take third with idea of scoring on a ground ball behind you.
o If 1st baseman drops the ball, you will score before he picks up the ball and recognizes that you are going. The trail runner should take
second if possible.

Runner on Third (depends on play)


 See it Through (less than 2 outs), go if:
o Runner must see the ball is past the 1st or 3rd baseman.
o If to middle, the field must have to go left & turn back on throw.
 Go on Contact
o Big lead off third, run when batter hits the ball
o Runner must see the downward trajectory of the ball
 Tag up plays
o Short fly ball = short lead
o On most tag ups, the runner makes the decision to go when the fielder touches the ball.
o Some coaches will use two signals:
 Tag!: tag up and bluff toward home, come back to 3B.
 Tag Up!: tag up and score when ball touched by outfielder.

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