January 4, 2012

THE ART OF THE MANUFACTURED RUN

Managers dwell on the concept of turning over their batting order as quick as possible to get more scoring chances. But many are welded to the Earl Weaver philosophy of waiting for the 3 run HR to score. You put your best hitters at the top and power hitters in the middle and let them swing for the fences.

"Small ball" is the opposite. It tries to use different baseball skills to move runners from station to station. It is not practiced by many teams because it goes against what the modern baseball player is all about: personal stats.

The art of manufacturing a run is based upon the elements of patience, speed and "productive outs." A productive out is one which advances a base runner into scoring position. A strike out is never a productive out, but in the home run era, strikeouts were no longer badges of shame for hitters. The Golden Sombrero of three strike outs in a game is no longer a symbol of failure. The lone strike out exception would be "the long at-bat," in which the batter fouls off so many pitches that it works the opponent pitcher's game pitch count higher than normal (which means the starter would get out of the game sooner).

If a team lacks power hitters to score runs, it needs to set up its batting order to manufacture runs.

(1) The lead off hitter must have a high OBP (average plus walks). The league leaders last year only had an OBP of .416.  The lead off hitter must not just have speed, but base running skills (stolen bases and taking the extra base).
(2) The number 2 hitter must be a very disciplined contact hitter. His objective is to get the lead off man to third base with one out or less (stolen base + sacrifice/fielder choice or hit and run). This hitter must be able to hit to the opposite field, work a pitch count, have excellent bunting skills and protect the runner on first.
(3) The number 3 hitter must be a high contact, fly ball batter. For if the two players in front of him have done their jobs correctly, there would be a runner on third with one out. He is not the team's home run power, but someone who can get a runner home from third by any means (sac fly, suicide squeeze, ground out to right side, base hit).
(4) The clean up hitter is the last insurance policy to get a run home with 2 outs. He must be a high average hitter with good clean, line drive contact (hopefully gap power) that can get a solid base hit to score a runner from second or third.
(5) The 5th hitter is the final batter in the scoring zone. This should be the team's best power hitter. If it gets to this point, there would be two outs and at least one runner on base (2 if no one scored). This is your Earl Weaver scoring chance.

The bottom of your order can also manufacture a run:
(6) The 6th hitter would be the team's second best lead off man.
(7) The 7th hitter would be the team's second best disciplined contact hitter.
(8) The 8th hitter would be a player that could get the ball in play to score a runner from third with one out.

Under this system, manufacturing a run costs two productive outs. With 27 outs in a game, a team has 18 productive out chances. If a team can convert on 50% of those opportunities, that would be 9 runs per game (RPG). 40% success rate would be approximately 7 RPG.

It is more likely that the top of the order would have the best scoring chances. The top 4 in the order would get 4 to 5 chances to bat per game. So they have an opportunity to manufacture 4 or 5 runs per game. In 2011, MLB teams averaged 4.28 RPG. A team built to manufacture 4.5 RPG would be highly likely to be over .500.

The top of the order in a manufactured run line-up would put more pressure on the opponent's pitcher and defense. Pitchers pitch differently when there is a runner on first, especially one that can steal bases. A runner in motion puts the defense in motion, which creates gaps in a defense that a good contact hitter can exploit.

A team built to manufacture runs is a contradiction to present pro baseball theory. It requires skills that are not used very often in major league games: looking to walk, stealing bases, giving yourself up to advance a runner, plate discipline, contact hitting to appropriate field, bunting, and base running skills. All those skills were called "fundamentals" when children first learned the game at an early age. By the time prospects reach the majors, most of these fundamentals are rusty or lost. And veterans don't practice them because they are professionals who have made it to the Big Show. And managers would meet huge resistance from players who want personal stats as much as team victories.