Batting Roster
Rotation Pitching Roster Strategies
Batting Roster Controls


Actual Positions caution!
The commonly used numbers indicating field positions (2-catcher, 3-first base, 4-second base, 5-third base, 6-shortstop, OF-Outfield). Players can play at any position, but you should carefully observe what the computer considers an "actual" position because a player's defensive performance deteriorates when played out of these positions. How much does it deteriorate?
That depends on the kind of moves you make. Here are some general guidelines:
When players are played away from their actual positions, fielding average, range, and throwing abilities are adjusted. Your knowledge of real baseball can help you make good decisions. Making switches to cover injuries or to get you by until that waiver player you have your eye on becomes available may be good ideas. The actual adjustments can be forecast by computing from the following table. To predict how well or poorly a player will do, find the actual position for your player in the From Position column, identify the target To Position, then consider the drag effects which are shown as factors in relation to the league average at the target position. If first-baseman Willie McCovey were to be moved to 2b, and if the combined fielding average for all second basemen in his league was .980, then Willie McCovey would become a .941 fielder at second base with a range of 9 and an arm rating of .35 * his actual arm rating for the season you have. Drag effects apply only when a player is played at a position other than one of his actual positions. If a player actually played at the position you select, the computer will always apply actual data in the simulation. In the case of odds and ends batters, the computer will make its adjustments according to the his primary use (most played position) for that season. Primary use is displayed when you view odds and ends batters in the research area of the program.
Role
"Start" indicates a player who is eligible to start a game. "Bench" indicates a player you want to appear in the game only as a pinch hitter or defensive substitute. Anytime you have two or more players who are permitted to play the same position, they will compete for playing time based on their relative number of at-bats, unless you designate one of them a "non-starter." To waive a player, click here for instructions.
Defensive Permissions
You can designate players to play anywhere you like. Be careful, however. Make sure you understand the nature of movement as described under "actual positions" above. Note also that all players classified as "starters" will compete for play time at each of the positions you have permitted. It's best not to leave your outfielders at all positions. Try to place them where they can help most, e.g., generally speaking, center fielders should have the best range, right fielders the best arm, and the worst defender gets left field.
Platoon Bias (see also Lineup Generator)
If you have both a lefty and a righty who can play the same position, you can platoon them, which means that the computer will usually have the righty bat against lefty pitcher, and the lefty bat against a righty pitcher. Switch hitters cannot be platooned.
Lineup Bias (see also Lineup Generator)
The computer automatically creates a lineup for you based on numerous variables and sound lineup strategy. But you can modify the computer's tendencies by designating line-up positions for some or all of your batters. This feature is most effective if you designate lineup positions for all your batters. Click on "hm-rd" (home-road) or "rhp-lhp" (righty pitcher-lefty pitcher) column heads to designate which type of lineup you want (indicated by the active preference in black font and the inactive one in gray. You cannot use both simultaneously.
Pinch
You may designate any number of players to be pinch-hit specialists against either lefty pitchers, righty pitchers, or both.
PH switches are considered optimizer switches rather than exclusive permissions. This means that when you run out of optimal pinch hit matchups (left-right, right-left) the computer will allow a non-optimal matchup (left-left, right-right). Try to keep a deep set of optimal matchups--especially from the left side of the plate since 2/3 of the pitchers in most leagues will be right handed. Remember, the sim will only allow a non-optimal matchup when it runs out of optimal ones.
You can stop a player from pinch hitting by turning off the switches on both sides, LPH and RHP.
Hit-Run
Actually, a "run & hit" play. The runner on base takes off when the pitcher pitches while the batter tries to strike the ball, even if it's not a strike, in an attempt to move the runner further along the base paths. An orange light in the column BAT tells the batteplayer (as a batter) to hit in H & R situations; An orange light under in the column RUN tells the player (as a baserunner) to run in H & R situations.
Stealing
You can modify your players' stealing tendencies by changing the numbers under the following columns.
Stl
Your player will not steal when your team has a set lead from 1 to 9.
Std
Your player will not steal when your team has a set deficit from 1 to 9.
Sta
Your player will not steal when the Pitcher's Move Rating (1 to 7) plus the Catcher's Arm Rating (1 to 20) is equal to or greater than the number you set, from 1 to 28. The lower the STA the fewer the steal attempts. If the STA is set to 1, then your players can never attempt a steal outright, although they may still be forced to go if you have permitted them to take part as a "lead runners" in a hit-and-run situation. They may also run on the "back end" of a double steal.