LIST OF MANAGERS

 

BILLY COLEMAN   

 

Billy Coleman is influenced by the Duke Robinson style of managing.  He is a modern replay manager, designed to be realistic like Duke but a shade more aggressive.  He can be cautious with his pitchers, but he will make moves to help his team,  Sometimes his moves can be unconventional, but while Billy respects “the book” he is not bound by it.

 

RIVERBOAT DURHAM

 

 Durham is a manager that concentrates on winning ball games rather than trying to use his roster as the manager might have done it in actual play.  He is well suited for draft league play, he uses players realistically and adjusts his strategies according to the team makeup.  He likes to move runners into scoring position and play for one run, but will try for the big inning if the team is power laded or if the game is not close.  He is moderate in most strategies and will not waste good players in blowouts.  He is also quick to remove pitchers with low ratings, but will stay with pitchers who accumulated high IP totals.  He’s ideal as a modern day 90’s style manager, but will work well with most post war eras.  He provides a good challenge as an opponent, just watch hew he reacts to your moves.  Depends heavily on some relievers.  Spread out saves proportionally with real-life saves.  Pinch runs sometimes, doesn’t seem to pinch steal as much.  Pretty much ignores J4 pitchers.  Sticks a long time with stud SP’s.

 

BUMPUS HEAD

 

Bumpus Head is an American League DH type Micromanager suited for 1990’s slam-bam type leagues.  What distingushes Bumpus from his comtemporaries is that his style is geared toward draft league players rather than season replays.

 

Bumpus uses pitching grades and ratings to determine roles for the bullpen so if you have Heathcliff Slocumb and Mariano Rivera on your team, rest assured Rivera will get the call when a closer is needed.  AIM aware, he’ll use rested over ready pitchers within defined roles.  He knows when starters are advancing and will let them remain in the game.  He also knows when they’ve been reduced and will yank them if the bullpen is OK.  He’ll pull reduced relievers-though some may go for a batter or 2 more.  He’s not yet ready to handle the National League, pitchers bat, type teams-there are no double switch strategies in his playbook.  So use him with DH teams only for best results. 

 

One note-he will have some runners steal 2nd base that may surprise you.  This is planned!  It’s part of what will be a ‘Zimmer effect’ meant to keep your opponents on the road awake.  If they don’t hold Cecil Fielder on 1st base he may get the urge.  Not very often, but it could happen.

 

He’ll make defensive changes late in the game for teams with a lead.  He doesn’t yet have a blowout strategy for hitters/fielders although he does give some thought to well rested bullpens.

He is a little conservative on base-stealing, running and throwing strategies.

 

FELIPE HERNANDEZ

 

Was designed to handle interleague AIM relays of the modern era by Steven Galbraith.  Can be used for DH and non-DH leagues.  He makes heavy use of platoons, is aggressive early, conservative in the middle and considers advancing runners in late games.  Very aggressive on basepaths.  He tries to setup his starter for the closer and will often rotate several relievers.  Good blowout strategy.  His blowout strategy may be more conservative than one would like.

 

 

SCRAP IRON JONES

 

Scrap Iron Jones is an aggressive modern-era AIM manager.  He has coached under Tony Anderson, Riverboat Durham, Bumpus Head, and Butch Kelly and has learned well from all four of them.  He understands the importance of the three-run homer, but he is not averse to small ball as some managers these days are.  He will use his bench and make thorough use of his pitching staff, but he has a reasonably long hook where starters are concerned.  Scrap Iron will keep you alert while trying to preserve his options.

 

 

BUTCH KELLY 1

 

Butch Kelly, AIM modern draft-league manager.

 

The enclosed micromanager is an AIM ( Advanced Injury Management ) micromanager designed to handle modern (circa 1990) draft league-type teams.  The cutoff point for using Kelly would be roughly 1985 or so, plus or minus 2-3 years.  While both Kelly 1 and Kelly 2 are nearly identical, this version ranks closer by closer by their actual save totals and not grade.  So he will use a reliever who had more saves over another reliever who was higher graded but had fewer saves.  Additionally, while Kelly is a little more aggressive than most relays managers, he is not a “ APBA ball “- type micromanager.  He tries to be more historically-grounded.    

 Among the strategies and approaches are:

1.  Starting Pitchers.  Kelly does not set aside a rotation and will, if the occasion calls for it, use starters(defined roughly as having more starts than relief appearances) in relief.  However, this practice is quite limited and will usually only occur if the teams bullpen is somewhat ragged or shaky.  Even in those circumstances, however, whis will likely only occur late (7th or later) and in close games.  Exceptions to this will be with those starters wo had a relatively high number of relief appearances.  Kelly will, though, save one potential starting pitcher from being used in relief, emergencies excepted.  So, if you wish to use a particular starter in an upcoming game or wish to absolutely prevent a starter from being used, you should bench him (note: if the starter had zero relief appearances, he will not be used except, again, in emergencies (i.e., injury or ejection of a pitcher and no other rested reliever available).

2.  Base Stealing: Kelly does NOT consider, except for steals of third and home, the steal chance rating of a potential stealer. He pretty much permits runners to go on their own. However, the runners SALF rating (SB attempts divided by singles+walks+HBP), score, inning, outs, and a number of other factors determines whether the runner is given the green light.  You can adjust this by editing the following definitions:  "Is.SituationFor.Steal2nd" and the individuals definitions:  "Is.Steal2nd.Allowed.ABC" et cetera.

3.       Kelly will PH, PR and sub defensively for star players in routs.  He will also try to keep star players on the bench as long as possible, using them only if the game is on the line late (8th inning onward, e.g., tying run on base or at home). He prefers using "itchy" players in lopsided games and will only use non-regulars (i.e., plate appearances under 350).

4.       Kelly takes heavy advantage of the platoon advantages. He will use the "one batter" relief specialists, chiefly lefthanders, extensively.

5.       He makes extensive use of the double switch and is loathe to let relief pitchers hit.

6.       Kelly has a quick hook with relievers, often using 3-5 of them, particularly in one-sided games. This "rotating relievers" strategy is dependent on a healthy bullpen. Otherwise, he will likely try to permit relievers to go 2-3 innings.

7.       As was mentioned above, Kelly ranks closers by their actual save totals. Closers are broadly defined as having 12 or more saves while "superclosers" must have 20 or more. He will employ a "weighted save" definition for relievers in save situations when no closer or supercloser is available. This measure is determined by considering the pitchers actual saves plus his grade.

 

 

BUTCH KELLY 2

 

While Kelly II is nearly identical to I, thisversion ranks closers by their grade and not save totals. So he will use a reliever who has a higher grade over another reliever who garnered a number of saves. Additionally, as with Kelly I, Kelly II is a little more aggressive than most replays managers but is not a "APBA ball"-type micromanager. He tries to be more historically-grounded.

 

 Among the strategies and approaches of Kelly II's to note are:

 

1.       Starting Pitchers: Kelly II does not set aside a rotation and will, if the occasion calls for it, use starters (defined roughly as having more starts than relief appearances) in relief. However, this practice is quite limited and will usually only occur if the team's bullpen is somewhat ragged or shaky. Even in those circumstances, however, this will likely only occur late (7th or later) and in close games. Exceptions to this will be with those starters who had a relatively high number of relief appearances.  Kelly II will, though, save one potential starting pitcher from being used in relief, emergencies excepted. So, if you wish to use a particular starter for a key upcoming game or wish to absolutely prevent a starter from being used, you should bench him (note: if the starter had zero relief appearances, he will not be used except, again, in emergencies (i.e., injury or ejection of a pitcher and no other rested reliever available).

2.       Base Stealing: Kelly II does NOT consider, except for steals of third and home, the steal chance rating of a potential stealer. He pretty much permits runners to go on their own. However, the runners SALF rating (SB attempts divided by singles+walks+HBP), score, inning, outs, and a number of other factors determines whether the runner is given the green light. You can adjust this by editing the following definitions:  "Is.SituationFor.Steal2nd" and the individuals definitions:  "Is.Steal2nd.Allowed.ABC" et cetera.

3.       Kelly II will PH, PR and sub defensively for star players in routs, He will also try to keep star players on the bench as long as possible, using them only if the game is on the line late (8th inning onward, e.g., tying run on base or at home). He prefers using "itchy" players in lopsided games and will only use non-regulars (i.e., plate appearances under 350).

4.       Kelly II takes heavy advantage of the platoon advantages. He will use the "one batter" relief specialists, chiefly lefthanders, extensively.

5.       He makes extensive use of the double switch and is loathe to let relief pitchers hit.

6.       Kelly II has a quick hook with relievers, often using 3-5 of them, particularly in one-sided games. This "rotating relievers" strategy is dependent on a healthy bullpen. Otherwise, he will likely try to permit relievers to go 2-3 innings.

7.       As was mentioned above, Kelly II ranks closers by grade.  Closers are broadly defined as having a grade of 14 or higher while "superclosers" must have a grade of 18 or higher. In almost all save opportunities, the relief pitcher must have a higher grade than the current pitcher.

 

 

BUCK MILLER 1-4  THE 4 MILLER MANAGERS ARE NEARLY IDENTICAL, BUT THERE ARE SOME MAJOR DIFFERENCES.

 

BUCK MILLER 1

 

Miller 1 sets aside a pitching rotation of, depending on the team, between four or five starters.   These pitchers will NEVER (except in emergencies) be used n relief, even if they had relief appearences.  Second, this version ranks or rates closers by hteir saves totals and NOT grade.  This applies only to closers (broadly speaking 12 or more saves) or superclosers(20 or more saves).  Other relievers in save situations are rated on a “weighted save” definition that considers both saves totals and grade, with saves given greater weight.  

 

Some additional information on and other strategies to note include: 

1.       As mentioned above, Miller 1 does set aside a rotation that, depending on a number of stats, can be either 4 or 5 men.  All other pitchers, even if they had zero relief appearences, may be used in relief.  So, If you do not wish to have a pitche used in relief, he must be benched for that game. 

2.       Closers are ranked or judged by their save totals. If no reliever meets the criteria or a team's closer has already been used, a weighted save measure is used that considers the current effective grade of a reliever plus their actual save totals (note:  closers are defined as relievers with 12 or more saves or 12 or more "adjusted saves" which are saves times a number that is affected by any platoon advantage the pitcher may have.  Superclosers are defined as having 20 or more saves).

3.       Resting or benched star players. Miller I will, albeit in a limited capacity, use these players. Essentially, the game must be close (+/-2 or 3 runs) for them to be considered. Otherwise, except in emergencies, they will not be used.

4.       Miller I will: PH, PR or sub defensively for "star" type players in one- sided games, with a preference on using "itchy" players as subs. Only non- regulars (plate appearances under 350) will be used in such circumstances.

5.       Miller I rates batters for their bunting ability based, in part, on the SO ratio. However, "good" bunters must also have a high number of actual SHs. There are three types of bunters defined:  bad, decent and good. Bad bunters will never bunt; decent ones will bunt in limited circumstances, chiefly when behind or when tied against a good pitcher; while good bunters will advance runners in close games throughout the game.

6.       Base stealing: Miller's green light to go is greatly affected by both the score and the steal chance of the runner (inning, outs, batter's effective batting average, et cetera, are also considered).

7.       Hit and Run: This is one area of difficulty since many leagues limit the number of H&R a manager can call. In tests with the Miller series, he seemed "reasonable" with this strategy although, admittedly, this is quite subjective. Additonally, the Millers' will call for a hit and run with runners on first and third. 

 

BUCK MILLER 2

 

Although the Miller series of managers (I through IV) are nearly identical, this version differs significantly in two areas. One, Miller II sets aside a pitching rotation of, depending on the team, between four or five starters. These pitchers will NEVER (except in emergencies) be used in relief, even if they had relief appearances. Second, this version ranks or rates closers by their grade and NOT actual saves. So, he will use, for example, a Jesse Orosco with zero saves as a closer over a lower grade reliever who may have had 30 saves.

 

Some additional information on and other strategies to note include:

1.  As was mentioned above, Miller II does set aside a rotation that, depending on a number of statistics, can be either four or five men. All other pitchers, even if they had zero relief appearances, may be used in relief. So, if you do not wish to have a pitcher used in relief, he must be benched for that game.

2.  Resting or benched star players. Miller II will, albeit in a limited capacity, use these players. Essentially, the game must be close (+/-2 or 3 runs) for them to be considered. Otherwise, except in emergencies, they will not be used.

3.  Miller II will: PH, PR or sub defensively for "star" type players in one-sided games, with a preference on using "itchy" players as subs. Only non-regulars (plate appearances under 350) will be used in such circumstances.

4.  Miller II rates batters for their bunting ability based, in part, on the SO ratio. However, "good" bunters must also have a high number of actual SHs. There are three types of bunters defined: bad, decent and good. Bad bunters will never bunt; decent ones will bunt in limited circumstances, chiefly when behind or when tied against a good pitcher; while good bunters will advance runners in close games throughout the game.

5.  Base stealing: Miller's green light to go is greatly affected by both the score and the steal chance of the runner (inning, outs, batter's effective batting average, et cetera, are also considered).

6.  Hit and Run: This is one area of difficulty since many leagues limit the number of H&R a manager can call. In tests with the Miller series, he seemed "reasonable" with this strategy although, admittedly, this is quite subjective. Additionally, the Millers' will call for a hit and run with runners on first and third.

 

BUCK MILLER 3

 

Although the Miller series of managers (I through IV) are nearly identical, this version differs significantly in two areas. One, Miller III DOES NOT set aside a pitching rotation. He will NOT, however, use the last available pitcher who could start (GS>0) from being used in a game. Additionally, his use of starters in relief is very limited and usually only occurs if the pitcher had a high number of appearances (roughly 10 or more) or the game is close late (8th inning on, +/- 2-3 run margin). Second, this version ranks or rates closers by their saves and NOT grade. So, he will use, for example, a reliever with a high number of saves over a higher grade reliever in save situations. Additionally, Miller III uses a "weighted save" standard for non closers (saves under 12) in save situations and an "adjusted saves" standard for closers/superclosers in save situations (saves are increased if the pitcher has a platoon advantage, the increase adjusted still further if the batter is a slugger (e.g, PRO>=.820).

 

Some additional information on and other strategies to note include:

 

1.  As was mentioned above, Miller III does not set aside a rotation. So, to be absolutely sure that pitcher will NOT be used in relief, you must bench that particular hurler.

2.  Resting or benched star players. Miller III will, albeit in a limited capacity, use these players. Essentially, the game must be close (+/-2 or 3 runs) for them to be considered. Otherwise, except in emergencies, they will not be used. As with (1) above, then, to ensure that a player is not used, you should bench him. If, however, he is tired or bushed, he will NOT be used except in emergencies (injuries or ejection require their use).

3.  Miller III will: PH, PR or sub defensively for "star" type players in one-sided games, with a preference on using "itchy" players as subs. Only non-regulars (plate appearances under 350) will be used in such circumstances.

4.  Miller III rates batters for their bunting ability based, in part, on the SO ratio. However, "good" bunters must also have a high number of actual SHs. There are three types of bunters defined:  bad, decent and good. Bad bunters will never bunt; decent ones will bunt in limited circumstances, chiefly when behind or when tied against a good pitcher; while good bunters will advance runners in close games throughout the game.

5.  Base stealing: Miller's green light to go is greatly affected by both the score and the steal chance of the runner (inning, outs, batter's effective batting average, et cetera, are also considered).

6.  Hit and Run: This is one area of difficulty since many leagues limit the number of H&R a manager can call. In tests with the Miller series, he seemed "reasonable" with this strategy although, admittedly, this is quite subjective. Additionally, the Millers' will call for a hit and run with runners on first and third.

 

 

BUCK MILLER 4

                                              

 

Although the Miller series of managers (I through IV) are nearly identical, this version differs significantly in two areas. One, Miller IV DOES NOT set aside a pitching rotation. He will NOT, however, use the last available pitcher who could start (GS>0) from being used in a game. Additionally, his use of starters in relief is very limited and usually only occurs if the pitcher had a high number of appearances (roughly 10 or more) or the game is close late (8th inning on, +/- 2-3 run margin). Second, this version ranks or rates closers by their grade and NOT actual saves. So, he will use, for example, a reliever with a high grade but with few or no saves over a reliever with double figure save totals but a lower grade.

 

Some additional information on and other strategies to note include:

 

1.  As was mentioned above, Miller IV does not set aside a rotation. So, to be absolutely sure that pitcher will NOT be used in relief, you must bench that particular hurler.

2.  Resting or benched star players. Miller IV will, albeit in a limited capacity, use these players. Essentially, the game must be close (+/-2 or 3 runs) for them to be considered. Otherwise, except in emergencies, they will not be used. As with (1) above, then, to ensure that a player is not used, you should bench him. If, however, he is tired or bushed, he will NOT be used except in emergencies (injuries or ejection require their use).

3.  Miller IV will: PH, PR or sub defensively for "star" type players in one-sided games, with a preference on using "itchy" players as subs. Only non-regulars (plate appearances under 350) will be used in such circumstances.

4.  Miller IV rates batters for their bunting ability based, in part, on the SO ratio. However, "good" bunters must also have a high number of actual SHs. There are three types of bunters defined:  bad, decent and good. Bad bunters will never bunt; decent ones will bunt in limited circumstances, chiefly when behind or when tied against a good pitcher; while good bunters will advance runners in close games throughout the game.

5.  Base stealing: Miller's green light to go is greatly affected by both the score and the steal chance of the runner (inning, outs, batter's effective batting average, et cetera, are also considered).

6.  Hit and Run: This is one area of difficulty since many leagues limit the number of H&R a manager can call. In tests with the Miller series, he seemed "reasonable" with this strategy although, admittedly, this is quite subjective. Additionally, the Millers' will call for a hit and run with runners on first and third.

 

DAN MURPHY

 

Dan Murphy, developed by Larry Bubb, is a modern day (1980 and up) manager. He likes to use the bullpen, but likes to use all the bullpen pitchers realistically in their roles. He is aggressive on the bases, will take the extra base and work to win the game. He is an A.I.M. manager.

Uses RP two innings at a time. Recognizes closer. Doesn't DR or PH much. Doesn't use bullpen very much that I saw. Will use unbenched J4 SP in relief frequently. Doesn't run much in front of good bats.

 

DUKE ROBINSON

 

Duke Robinson should be your choice to manage teams when A.I.M. has been enabled. He has been trained to make use of the features of A.I.M. Like Spalding, Robinson is a modern era manager.

 

 Uses RP with an eye to both APBA grade and real-life use. Does a good job of recognizing a closer. Will designate a closer, even a supercloser, if there were none on real roster. Takes starters out early with big leads after six. Will use 100+ IP RPs a ton. Makes DR liberally, and will use PR/PS, but won't run in front of big bats.

 

                                             

DUKE ROBINSON, JR.

Duke Jr., an A.I.M. manager, is a revised version of the immortal Duke Robinson. MicroManager guru Steven Galbraith performed the retraining and has done a great job.

 

 

Big Poppa

 

 

 

:  Modern, Draft, AIM, DH or Non-DH, WBFs ON,

 

Custom manager as the name implies: Foundation was Miller IV with adjustments.

 

                                                                       HIGHLIGHTS:

Pitching:

All pitchers with 30 or more starts or more starts then relief appearances is considered strictly a starter. All others will be used in relief.

 

Closers: By grade - Regular closers, adjusted grades of 13-16, super closers adjusted grades of 17 or higher (grade plus control adjustments). Adjusted grades are the relieving grade (or starting if the pitcher didn't have a relieving grade) plus one grade point for a Z rating, two for a H and one for a G (all with no runners on; with runners on, the bonus is (generally) another grade point). Struggling closers pulled if advantage.

 

Regular closers: 2 innings if QR is 2 or less and RR 10+. Superclosers one inning but spotted for 1+.

 

Quick hook: Starters pulled at the 27 batter limit (and 7 innings or more) or 33 batter limit.

 

Typical modern era draft style: E.g, starters go 6-7, setup relievers for an inning each, and super closer for the ninth. If your roster isn't made for such a strategy, Poppa might not be a good choice. Lefty specialists used. Pulls starters in safe lead (7+ runs) or lower if itchy relievers need work.

 

Itchy relievers given one batter late outings in blowout type games.

 

Offense:

Steals and H&R influenced by steal success. H&R against Z pitchers, double play prone batters, or low walk average hitters (all batters must have 2+ HR rating). Will selectively bunt with good contact hitters (low SO per AB) and "good" SH per AB. Both standards are used along with other factors. Generally conservative with PHing. Stays with starting eight except in obvious situations. Favors players who play the position of the batter over others.

 

Standard add-ons: Stars taken out in lopsided games w/PH, PR or defensive subs; uses better defensive players when ahead late (1-5 runs). Important: Resting star players with better defensive numbers will usually NOT be used to sub defensively. So, a Bonds on the bench will not come into the game defensively for a weaker OF. Favors use of innocuous players in routs as subs. Itchy players get used before non-itchy as well.

 

 

Cozy Cole:

 

 Modern, Draft, AIM, DH/Non-DH Leagues, Cross-Era League

 

Custom designed manager:

 

Modern draft league, DH, built for a cross era league where teams tend to be loaded with offensive might. Generally,  plays for big innings but does H&R aggressively; so he tends to straddle the line from being a run manufacturer to a stand pat manager. Steals are unlimited and steal chance is heavily favored.  Same with H&R, but very low standard is used (runner on third: steal chance of 2nd of 20 or more; if just one runner on, 18 or more).  Team specific strategy to note: will H&R with good hitting pitcher up and shortstop at first (-1/+4 steal chance of 2nd 24 and higher).

 

                                                                       PITCHING

 

Starters: All pitchers with more starts than relief appearances are considered starters ONLY. All others will be used in relief.

 

Saves: Closed rated/graded by actual saves with normal closers having save totals  of 13-23, while superclosers are those with  24+ saves. Two inning closers can be used for normal (under 20 saves) while 24+ closers can be used from as early as the seventh if low QR (2/1) and high RR (14+) are met.

 

Setup relievers in save situations used IF supercloser available and he's not fully rested to pitch multiple innings. Not setup guys used if normal closer. Lefthanded relief specialists are not used.

 

Note: supercloser is used more aggressively here not only in save situations but close/tied games earlier. So, Cole won't limit the use of a stud closer to just basically save situations.

 

Middle relief strategy has some odd details: Very team/player specific. Should be okay with other rosters but take note.

 

Template or foundation for Cole orginally was the Buck Miller III manager with adjustments to better fit league rules and specific roster. Quick modern hook with starters both in save situations and also "safe" games (e.g., 6-7+ run leads). Will use itchy relievers late to remove their itchy status (e.g, face one batter and replaced with another itchy reliever, et cetera).

 

                                                                OFFENSE

 

Steals influenced greatly by steal success/chance. Same with H&R. Limited bunting except late with critical run on base. Steals based on 100% limits. Greatly considers platoon ratings when PHing. Blowout sub strategies - PR, PH, Def Sub. Conservative withh pinchhitting; tends to stay with starting eight. Offensively, with the exception of steals and H&R, an Earl Weaver general approach (e.g., will PH with platoon disadvantages).

 

Will PR to steal a base (second/third) late when ahead (or tied). Generally, 28+ steal success/chance needed (number is adjusted by lead - 28 minus offensive lead up to 3 runs).

 

 

 

 

 

Luke Henderson –

 

 

Aggressive Sub/Blowout Version of Duke Robinson Jr.

 

Henderson is identical to Duke Robinson, Jr. w/exception of a more liberal blowout/rout substitution pattern. Other than that approach, he is the same.

 

Roughly: +/- 7 runs or so. Less for starters and if itchy relievers need some work.

 

 

 

 

 

 

 

                                              ----   TONY SOPRANO   -----

 

Tony Soprano.: Modern, Draft, DH/non-DH, WBFs on (11/24/2003)

 

Team/Custom modern draft league manager                              

 

 

Soprano is a custom manager designed to handle a modern draft league roster. While he has some team specific programming, he should be okay to try with different rosters. Information to note include:

 

Pitching:

Rotation must be saved with franchise file or with lineups. Otherwise, if not benched all pitchers will be used in relief.

 

Closers and/or Super-type closers are by adjusted grades. This is determined by adding the relieving grade (or starting grade if no relief grade) plus or minus any control ratings. These are Z or W and/or HR allowance letters. Super closer types (someone used like a Rivera or Urbina) must have an adjusted grade of 17 and higher. They will usually be limited to one inning outings; however if they have a relieving  durability of 2 or 1 and a high RR (usually 12+), they may pitch at the start of the 8th in a save situation. Additionally, in order to start the 8th they must have 60 or more innings pitched on the season.

 

 If a team has more than one supercloser, the fully rested reliever with the highest total will be used as the primary supercloser and the other(s) used as setup relievers. Other closers have adjusted grades of between 13 and 16 and will be used as a team's primary collection of closers (highest AGs used first) if no supercloser is available. These closers may pitch multiple innings. Setup relievers (highest grade down but lefty/righty consideration used) will be used to setup the supercloser. One batter specialists are use not only as setup relievers but in critical non-save situations late (against high platoon matched hitters).

 

Starters pulled with workable batters of under 7 (i.e., RR minus batters faced in game). Quick hook with safe leads (5+ runs if low IP starter; somewhat higher for higher inning starters: but it's quick)  if bullpen rested. Otherwise, starter are allowed to finish up (generally).

 

Itchy relievers given one batter outings late (if possible) to remove status. Modern hook with multiple relievers used in most contests. Need deep bullpen. Soprano's' pitching strategies are very similar to Buck Miller IV with the above difference (i.e., superclosers grades/innings needed, et cetera).

 

Offense:

Small ball: steals and H&R influenced by steal chance (actual steals also plays a smaller role). Strategies based on 100% limits. All types of steal undertaken, e.g., double steals, steals of home, et cetera (although they are rare). Limited bunting except late. SO per AB and  SH per AB greatly used to rate bunters. H&R aggressive; more liberal than most managers. Usually, but not exclusively, against Z pitchers; low walk average hitters (i.e., .100 and less); double play prone hitters; 3+ HR rated batters; lefthanded batters with runner being held.  Miller III/IV pinchhitting and other sub strategies. E.g., will PH for DH with a platoon disadvantage; will PH ahead to add to lead late (but best defensive players stay); PH to H&R; PH to bunt in critical situation late or to squeeze; PR to steal but quite limited.

 

Subbing in lopsided games from 7th onward. Better defensive players late (8/9 with 1-5 lead). Prefers using itchy bench guys in lopsided games. Quick blowout subbing - generally +/- 8 runs. Likes to go to bench in lopsided/rout type games.