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Baseball Home


I. The Basic Skills

1. Batting
2. Baseball Fielding
3. Base Running

I. Individual Defense

4. Pitching

5. Baseball Catching
6. First Baseman
7. Second Baseman
8. Shortstop
9. Third Baseman
10. Outfielder

III. Individual Offense

11. Base Runner

12. Stealing Bases
13. Baseball Signs

IV. Team Defense

14. Baseball Defenses

15. Base Hit
16. Tacticle Baseball Defense
17. Pick-off
18. Rundown

V. Team Offense

19. Baseball Percentage
20. Sacrifice Bunt
21. Baseball Play
22. Baseball Signs
23. Baseball Coaches

VI. Team Organization and Development

24. Baseball Postion

25. Baseball Practice Sessions


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Chapter 11. Base Runner Maneuvering

The youngster learning to play baseball needs more instruction about conduct on the bases for a base runner than one might suspect. Most are not aware of the fact that there are basic principles that a base runner can apply to base running.

The base runner who flounders-makes a false start, back-pedals, starts again, then stops-usually does so for two reasons. First, he is inexperienced. Even if he's played a full season, it's possible, because of the nature of the game, that he may not have been confronted with a given situation more than once or twice-if at all! But the biggest factor of all is this: Our base runner has not analyzed the "situation" in ADVANCE. He should know, BEFORE THE PITCH, how many outs there are, the ball and strike count, and what he's going to do if the ball is hit on the ground, or in the air. This is not as difficult as it sounds. Consider, first of all, the simpler possibilities:

  1. With two outs, the runner should leave the base at the crack of the bat-on every batted ball. If the batter flies out to center field, the inning is over. If he grounds out to 3rd, the inning is over. But if he smacks out a base hit, the runner may be on his way to score! The runner has everything to gain, nothing to lose.
  2. If a base runner is on 1st base with less than two out (or on any base in a force-play situation), he MUST run on a ground ball. His objective is to beat a possible throw to the base ahead of him, defeating any bid for a double, or even a triple play. If the runner hesitates in this situation, he makes it easy for the defense to execute the DP. On the other hand, if the ball goes through the infield, he could pick up an extra base-the one directly ahead of him and one more. And, again, that last one may be home plate! So, with no ifs, ands, or buts, we now have two MUST situations, as they are called.

"Make the Ball Go Through"

Take a look at line I, column B on the chart above. If you read the chart as suggested, you would say: The batter hits a ground ball with none out. I'm on 2nd base. What do I do?" Most young players would unhesitatingly light out for 3rd. If this player carried the tying or winning run in a championship game, the results might be pretty disastrous-especially if the ball were fielded by the third baseman or shortstop. For obviously, the shortstop or third baseman could easily make the put-out. If either did, the batter would be on 1st with two out, putting the team on offense much further away from the pennant than before.

The general principle to follow here is this: If you are on 2nd base with less than two out and a ground ball is hit to 3rd or short-hold up. The professionals say-"make the ball go through" (the infield) before advancing. If, on the other hand the ball is hit to 2nd or 1st, go and go hard!

Without looking up the answers at the end of the page, go through the chart and see how many other times this principle would apply to a baserunner on 2nd.

To explain further how a "situation" dictates the tactics a baserunner should use, take a look at line IV and apply it to columns A, B, C. If you're on 1st base and a ball is hit to the outfield, the runner, as indicated, should move half-way toward 2nd. Then, if the ball is caught, he can return to 1st. Mostly, he is guarding against the ball being dropped. For if it's dropped, he must hustle to 2nd to keep from being caught in a force-out. If he's on 2nd, however, the situation is much different. Second base is not too difficult a throw from the normal outfield position, so he cannot go half-way to 3rd, else the outfielder, after making the catch, will throw the ball behind the runner and double him off. This not only means an out, it means eliminating a runner from good scoring position. What should the runner do?

First, he must judge how deeply the ball has been hit. If it goes to the wall, he probably can make 3rd after the catch and should be prepared to do so. He would then be on 3rd with one out and could score in one of many ways. If the ball is at normal depth, though, it's best that he take a short lead-one that would enable him to get back to 2nd safely if the ball is caught, or offer him a chance to advance if the ball is dropped.

Move the runner to 3rd, now, with none out. If the fly ball is deep, the runner could score easily after the catch. Naturally, he would "tag-up" until the ball were caught. But, suppose the ball is at normal depth? The runner, if he chooses, could take a lead on the theory that if the ball were dropped, he could score. But a better practice would seem to be to "tag-up" and, after the catch, bluff a start for the plate. He might draw a throw to home. A bad bounce on that throw might mean a score. Furthermore, it's always good practice to keep pressure on the defense.

These techniques, by the way, apply to fly balls in the reach of the infielders, too. Very often, for example a second baseman will make a catch of a fly ball with his back to the plate-"going away". The runner on 3rd should be tagging up and go if the second baseman doesn't seem to be alert, or if he doesn't seem to be in a good position to throw.

There's one other situation on the chart that we might examine-line I, column C. If a runner is on 3rd base and the batter hits a ground ball, should the runner stay, or go? Before deciding, consider these factors: Is the infield up or back? How hard is the ball hit? What is the score? What is the inning? These questions may seem confusing, but they really aren't. In the first place, the base runner should know the inning, the score and the depth of the defense before the ball is pitched. In other words, he knows in advance what moves are open to him.

If the infield is back deep, the base runner should have no trouble scoring on a ball hit to the right side. It might be close, however, if the ball is hit sharply and fielded on one bounce by either the shortstop or third baseman. (With the ball hit to the left side, much also depends on the speed of the runner and whether he is breaking with the pitch).

From a study of the chart and the preceding discussion, these general principles emerge.

  1. If a base runner is in a force-play situation and the ball is hit on the ground, he must..... RUN!

  2. If a base runner is on 2nd base with less than two out and a ground ball is hit in front of him, he should hold up until the ball goes "through"; if behind him ... RUN!

  3. If a base runner is on 3rd with the infield back, he can run if the ball is hit to the right side. He must judge the sharpness of the hit and the "situation" if the ball is bounced to the left side!

  4. The runner must use slightly different tactics at each base on fly balls with less than two out. ("Half way" when on 1st base; "tag-up" or lead from 2nd; always "tag-up" from 3rd).

  5. With two outs, the runner must always GO on ANY KIND OF HIT.

Answers to chart

Line I- Column A, Run; Column B, If ball is behind, run. If ahead, hold up until ball goes through; Column C, judge situation advance. If infield is playing deep, for example, runner should go; Column D, run; Column E, run; Column F, run; Column G, run; Column H, If ball is behind, run. If ahead, hold up until ball goes through; Column I, run; Column J, Judge situation in advance and react accordingly; Column K, Same as C and J; Column L, run.

Line II-Column A, run; Column B, same as I-B; Column C, same as I-C; Column D, run; Column E, run; Column F, run; Column G, run; Column H, If ball is in front, make it go through. If behind, run; Column I, Run; Column J, must judge situation in advance. If infield is deep, run; Column K, Same as J; Column L, run.

Line III-Columns A to L, run.

Line IV-Column A, go halfway; Column B, tag up if ball is deep, short lead if shallow; Column C, tag up and go if ball is deep, bluff if shallow; Column D, halfway; Column E, halfway; Column F, halfway; Column G, tag up if ball is deep, short lead if shallow; Column H, same as G, but do not advance unless man on 3rd goes; Column I, same as H; Column J, tag up and go if ball is deep, bluff going if shallow; Column K, same as J; Column L, same as J.

Line V- All answers same as Line III.

Line VI-Columns A to L, Run.

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