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Trick Defensive plays
By: Chip
Trick plays depend on action in one area to distract a baserunner's attention from another area. Offensive trick plays are far more rare. The purpose for using them varies with the manager; they're usually designed either to sap the opponent's aggressiveness or to stop a particular problem. Because they require several players to act in concert, these plays can be used in practice to build teamwork and improve fundamental skills while the guys are having a good time. During games, you have to decide how willing you are to use them. They can fail in an incredible number of ways, usually with disastrous results. Done correctly, they get big outs and bewilder opponents. The first group of trick plays are more tricks than plays. These include the age-old hidden ball trick, where the infield clusters around the pitcher as if in conference. When the huddle breaks, the first baseman has the ball and walks over ready to tag out the heckling runner at 1B. Never seen it work, myself, but I've seen it tried a bunch of times. Likewise, on a steal the 2B can tell the runner, "You've got to go back!" and casually wave his arms. The runner stops dead and gets tagged out. Against an inexperienced runner, this play (believe it or not) does work. Egg on my face from years ago. The middle infielders and 3B will eventually learn some of the art of phantom and fake tags. The decoy routine can be used to simulate a ball in the infield (pretending that the other middle infielder is throwing to the cover man) or to get a runner to slow down or slide against a pretend OF relay. To use these techniques in games, you need to know the local rules/umpire behavior. Many blue call a fake flash tag as obstruction. This play is effective with skilled IF. Finally, the decoy fly routine is one of the most frustrating plays to work against. A batter hits a high fly ball towards the gap in RF. The shortstop breaks behind the bag, tracking an imaginary ball, loudly calling off the 2B. If the runner reacts to the acting, he'll either retreat towards 1B or hang up between the bases. It sounds simple, but the runner often just sees the ball coming off the bat and doesn't track it to the OF; he can be set up if he's not watching the 3B coach. The real trick plays involve teamwork and strategem. The most basic is the catcher (sometimes pitcher) pickoff plays. In minor ball, the coach should call pickoffs to avoid having overeager Cs throwing balls away. In higher levels and more skilled teams, let the players play. The IF will take pride in catching difficult throws, and the play, even if it does little else, will keep runners close. The key to these plays at 1B and 3B is the catcher's footwork. he stays low and either takes a step back to release behind the batter or a jab step forward to throw in front of him Both of these are relative terms, as a good catcher will often stay very close to the batter. For example, we had a bases loaded, 2 out situation with an aggressive runner on 3B. The pitcher, on fumes, had just thrown seven balls in a row and the count was 2-0. We called a pitchout with a right handed batter. The C (ah, the folly or cockiness of youth) called for an inside fastball above the waist. When the batter straightened up, the catcher took a half step forward and released the ball over the batter's right shoulder about nose high. The baserunner was two steps down the line in foul territory and didn't pick up the play until the ball was a third of the way to the base. A very gratifying way to get the third out. A type of variant is the cutoff throw. While this is standard procedure on larger fields and higher level teams, few LL teams deploy or use this. Basically, a designated player (1B, 3B or P) stays in the infield on line with home on a throw to the plate. The batter (I call them turtles) will often round the bag to stretch the hit when the play goes to the plate. The OF must throw the ball on line and low (popup throws won't do). If the C calls "Cut!", the cutoff steps in front of the ball and relays to 1B or 2B, catching the turtle napping. (The C sometimes steps in front to cut off himself when the run can't be prevented). Another play on an OF hit is a trailer play. I code name these "hippo" and "rhino" so the boys can communicate about them. These plays are only possible with no one on base or with a runner at 3B (who will score anyway). On an OF hit, the C goes down the line. The SS calls the code, which orders the 1B to leave his spot and go out to double relay. 1B looks empty as the runner rounds the bag and the ball comes in, so he takes a few extra steps. The SS then yas yes or no; on yes, the IF throws the ball to 1B as the C (hiding behind the base coach) covers the bag. Rhino applies to 2B hits; there, eeither the 1B or the RF acts as the trailer. These plays can go wrong in spectacular fashion, but when they're done right, they put the runners' heads on a swivel. Finally, there is the inevitable 1st & 3B defense. The offense will want to move the turtle into scoring position. The challenge to the defense is to determine what to do. One option is to do nothing/hold the ball and concede the base. Another is to take the out (throw down to 2B for the tag) and concede the run. Otherwise, the goal is to either trap the rabbit (lead runner) or the turtle without conceding either the run or the base. The first group of options is based on a throw up the middle. The pitcher can catch the ball and relay to 3B; or, the pitcher can catch and relay to 2B in time to catch the turtle. This cutoff creates indecision for the rabbit. Alternatively, the SS can step behind the mound (in the grass between the mound on line with 2B), catch the ball and relay it home to catch the rabbit. We call this the "fox" play and use it when the IF is playing in. Or the ball can go through the P and the SS to the 2B. I call this the nakes turtle play, as the 2B has no IF backup. The P and SS should smck their hands in their gloves as the ball goes by to simulate a cutoff. The other play is to go after the rabbit directly. For example, when the runner breaks for 2B the C throws down the line. Or the C can fake a throw to 2B, then throw down the line. The most elaborate play is for the C to throw to the 3B, who intentionally misses the throw. He decoys by smacking the glove and looking down in despair. The SS, who was playing deep and shaded towards the hole, catches the throw and catches the rabbit. Obviously, all these plays are fraught with risk, and there must be a set of signals (not too obvious) for the catcher to warn the IF what to do. The upside is that kids love to practice these plays and they form a framework to defend against an automatic steal. In one game, we pulled the fox play and cut doen the rabbit in the second or third inning. In the fourth inning, two outs, we decoyed and did the naked turtle, catching the trailing runner coming in to 2B. In the sixth inning, one out, the opposing coach yelled at his 1B runner from across the field, "Don't steal! No matter what, don't steal!" Which is, of course, the point: If the opponent has something to worry about, they leave you less to worry about. Offensive trick plays, as mentioned earlier are hard to pull off in LL (beyond delayed steals and the like). The larger diamond makes the running game more important. The only important offnsive plays I'd refer to as tricks concern the "little" or bunting game. For example, with a runner at 1B, a bunt down the 3B line can let a runner go 1st to 3rd, depending on the defense. Likewise, a fake bunt with a runner at 3B may confuse the left side of the defense and give the runner an extra base. Last but not least is the squeeze or safety squeeze: In LL, this is best done with a bunt down the 1B line, with the rabbit breaking at contact. Hope this helps, and would love to hear what else others use & their experiences. Good luck Ciao Chip
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