Drills: All Fielders Catch and Gather Drill At the end of the 21 game or the end of warming up before a game or practice, players can begin working on catching the ball out in front with two hands, gathering the hands to the center of the body, finding the four-seam grip, and getting rid of the ball as quickly as possible. Players move one step closer with each throw and catch, continuing to get rid of the ball as quickly as possible. Whoever drops the most throws, either through missed catches or when transferring the ball from the glove to the throwing hand, is the loser. Players can keep the “21” point system (two points for throws at head level and one for throws at chest level- when other player doesn’t have to move) when doing the “catch and gather drill”. Players lose a point every time they drop a ball or have to double clutch when throwing. Players should move feet if ball not thrown at them so always catching ball in front of body. Tag-Out Drill Place complete defensive lineup in the field (minus the pitcher) and set up situations where there could be tag outs. Coach hits ball; player pitcher runs to pitcher’s mound after ball is hit to then get into the play. Start with no one on base and hit a ball in one of the outfield gaps, but not past the outfielders. Make it short enough so that the throw can be made all the way to the base without a cutoff person. The running group is attempting to get to 2nd base no matter what (OK to run into a tag in this situation; in game, we will never just give up an out and run into a tag). The outfielder’s job is to cut off the ball and make the throw all the way to the bag. The proper middle infielder should straddle the bag, receive the throw, and attempt to make the tag. Keep score. The running group (groups of 3 with a 12 person team) gets a point for making it to 2nd, and the defense gets a point for recording the out. Then have runners attempt to go from 1st to 3rd and then from 2nd to home on the hit ball. Also, bring the infield up and have players try to score from 3rd on ground balls to the infield. Runners should get their normal leads (don’t cheat). Runners should get their secondary leads as coach tosses ball up to hit it. Baserunners can practice making proper turns, sliding to avoid tags, and getting good secondary leads. Coach will mix in fly balls, ground balls to left side, etc. to simulate certain tricky baserunning siutations. Balls can be hit a little deeper to allow the defense to work on cutoffs and relays. All fielders should be in the proper positions on hit balls (back ups and covering proper bases). Hitting Hitting Game (will do often if enough coaches and catcher/pitcher has down time) Coach throws from full distance and tries to throw strikes. Hitter tries to hit 3 in a row (at least touching the ball). Hitter then tries to hit 3 in a row (at least putting ball in play). Hitter then tries to hit 3 in a row (hit ball to outfield). Only strikes count (coach is trying to throw strikes). Hitter can go through all 9 swings to finish the cycle. If hitter fails at any of the sections, then he/she goes go back of hitting line and will start at level after the last one they successfully fully completed. Hit Middle Game Hit the middle of the field game; coach throwing full distance on field (trying to throw strikes) and goal of hitters is to hit the middle; set up cones. Hitter that hits middle gets a point and player with most points wins. Other players can be working on drills in infield and outfield. Can also have pitcher side work, catcher side drill work, and batting cage work going on during this same time. Score runner at 3rd Drill/Game Full defense on field. Hitter at plate and runners at 2nd and 3rd base to start each play. Defense plays situation like there is 1 out and wants to get an out somewhere (play normal depth- no infield in). Runners and batter are an “offensive team”. Object is to score the runner from 3rd base at a minimum and bonus if also score runner from 2nd base on the play; worth 1 point for each runner that scores on the play. Runners don’t cheat (get normal leads). Each “offensive team” gets 6 at bats (so each player gets to hit twice if have 12 players). “Offensive team” runs out each ball put in play and then after play is over rotates to have new batter for next play (runner that started previous play at 3rd would rotate to batter, batter would rotate to start at 2nd base, and runner at 2nd base would start at 3rd base). Batters start with an 0-2 count. Use players to pitch from full distance (focus is to throw strikes, not pick runners off). Walksstart new count and don’t count as an at-bat. Could also do a variation of the gameball needs to be hit between SS and 2nd baseman to get a point on the play. The “offensive teams” keep track of who gets the most points (runner(s) scoring on the play). Possible to have ties. Hit and run/Getting Leads Coach pitches from full distance (tries to throw strikes). Defense announces who is covering 2nd base before each pitch. Full defense on field. Defense should work on proper fielding technique, throwing to the proper bases and being in the right spots depending on where ball hit (back up, etc.). Catcher can throw down if batter doesn’t make contact (“offensive team” doesn’t get point on that play regardless of whether the runner is thrown out or not). Hitter at plate and runner at 1st base to start each play. Runner and batter are an “offensive team”. Runner at 1st doesn’t cheat (gets normal lead). Runner should take a peak at plate area as ball crosses and track the baseball off the bat; keep running if line drive to infield (because will probably be doubled up anyway on that ball if it is caught) and should get back on pop up OR if line drive to outfield that may be caught. Runner and batter/runner should get as many bases as they can safely get on each play. Batter gets 8 pitches and the batter/runner see how many times they can successfully execute a hit-and-run (success is measured if runner makes it to 2nd base safely AND the batter puts pitch on the ground somewhere or ball falls safely somewhere that WASN’T an ERROR (unless pitch is not close to the zone OR batter sees runner got a tremendous jump; then OK for the batter not to swing); worth 1 point each time runner makes it to 2nd base on the play). “Offensive Team” gets 2 points if batter puts ball on ground in hole vacated by whomever is covering second base. Batter should swing at any pitch unless it hits the ground or unless the batter is able to recognize that the runner will have the base stolen (due to a great jump). Batter should run out each time makes contact on a pitch. Defense plays each pitch like there are 0 outs. Runner goes back to 1st base and batter back to plate after play is finished. Batter and runner switch after 8 pitches. The “offensive team” is finished after each of their batters gets 8 pitches (16 total). The “offensive teams” keep track of who gets the most points (runner making it to 2nd safely). Possible to have ties. Extra players (like 2 if have team of 12) work in cage area or off to side. Soft Toss The batter takes his or her stance; the tosser kneels across from the hitter, slightly in front of home plate in foul ground, not in the direction that the ball will be hit. The ball is tossed underhand so the batter can hit it out in front of the plate. This drill works best if done into a screen with a target, but it can also be done into a fence if plastic balls, tennis balls, or rubber balls are used. Never hit baseballs into a fence. Turn this drill into a game or contest by giving each player a set number of swings and creating a scoring system. Make it fun- You can have two small groups compete against each other or have players keeping score individually. Have the players hit toward a smaller square or circular target (some nets and screens come with these, or you can create one with tape, markers, or paint). Give each player a point for a hard-hit ball in which the proper approach is taken. Give each player a bonus point for each ball that is hit into the actual target. Deduct a point for balls hit over the net or screen. Make it fun 2Another way to make soft toss more fun and interactive is to play a soft toss game. Have one player man each position in the field and the remaining players ready to bat. A coach should serve as the tosser at home plate. Hitters come to the plate one at a time. The coach tosses the ball just like in the soft toss drill, with the fielders and hitters reacting just like a normal game situation. Play using regular baseball rules. No pitcher should be used on defense for safety reasons (except for the youngest age groups). You can rotate three or four groups of players at a time from defense to offense and keep track of which small group scores the most runs. This game provides game action on each pitch, keeps everyone involved, allows the defense to face real game situations, and allows the hitters to do soft toss and run the bases. If players seem to be getting jammed quite a bit, take a look at where the tosses are coming from and are being hit. A lot of coaches try to soft toss from a position directly across from the batter. When the ball is coming directly at the batter, he or she actually has to drag the bat to the ball, hitting it at a location that’s not in front of home plate. The toss should come from an angle slightly in front of home plate and be struck slightly in front of the plate. This allows the wrists to unlock and the barrel of the bat to get to the ball. Tee Work Objective is to develop proper weight shift; verbal cue: “You have to go back to go forward”. Players adjust the batting tee to a height that makes them swing down slightly to get the barrel of the bat to the ball. Players hit into the screen or a net with a target. Work strictly on weight shift (“Go back to go forward”). Take most of the weight to the back side before exploding forward. Keep the head down and eyes on the ball. Take front shoulder directly toward pitcher. Try to hit the ball at the target each time. Avoid an uppercut swing. If you don’t have a net, plastic balls, tennis balls, or soft rubber balls can be hit into a fence. Never hit baseballs into a fence. Make it fun- Turn this drill into a game or contest by giving each player a set number of swings and creating a scoring system. You can have two small groups compete against each other or have players keeping score individually. Have the players hit toward a smaller square or circular target (some nets and screens come with these, or you can create one with tape, markers, or paint). Give each player a point for a hard-hit ball in which the proper approach is taken (must go back to go forward). Give each player a bonus point for each ball that is hit into the actual target. Deduct a point for balls hit over the net or screen. No points awarded if there is no weight shift or if back shoulder drops and swing is an uppercut). To help keep players from dropping the front shoulder, tell them to focus on hitting the ball into a target directly in front of the tee. If they’re pulling the ball weakly, remind them to go straight back first before swinging (“Go straight back, then straight forward”). If they hit the tee, top ground balls, or swing and miss often, have them pick a spot on the ball and focus on that spot until they make contact. Whiffle ball Drill Hit small whiffle balls with thin, light stick. Can do with 2 hands, or either front or rear hand. Hitting the Curve A coach throws nothing but curve balls to batters (preferably from full distance). Short Toss From the Front Objective is to use the big part of the field by keeping the front shoulder in long enough to hit balls tossed to the outside part of the plate up the middle or the opposite way; verbal cue: “use the big part of the field”. This drill stresses using the big part of the field. Coach sits on a bucket or chair behind a screen about 10 to 12 feet out in front of home plate. Coach tosses pitches underhand, but firmly, to outside part of plate. Batter tries to keep the front shoulder in and drive the ball up the middle or the other way. Some batters naturally will pull the pitches, which is okay if that’s their natural swing and they hit line drives. Weakly pulled ground balls are what we’re trying to avoid. Make it funTurn this drill into a game or contest by giving each player a set number of swings and creating a scoring system. You can have two small groups compete against each other or have players keeping score individually. Award a point for a hard ground ball hit up the middle or the opposite way. Give two points for a line drive off the L-screen. And award three points for a line drive over the L-screen or to the opposite side. One-Arm Drill Objective is to develop a quick, short swing that takes the bat head on a direct path to the baseball. Can be done by players of almost any age once they can make consistent contact with pitched balls. Coach stands or sits about 8 to 10 feet in front of the batter behind a screen. Coach tosses pitches overhand or underhand. Batter hits first five pitches with two hands, then takes the bottom hand off the bat for the next 10 pitches, and then take 5 more swings with both hands. Use normal game bat. One-hand reps should be difficult. This drill should help batters take the bat on a more direct path to the ball. They should feel a difference when hitting the final set of five. Turn this drill into a game or contest by giving each player a set number of swings and creating a scoring system. You can have two small groups compete against each other or have players keeping score individually. Award points for one-arm swings: one point for contact, two points for a ground ball, and three points for a line drive. Free Hitting Objective is to let players hit free from coaching or instruction, allowing them to put all of the pieces of the swing together after drill work; this is the same as regular batting practice (or pre-game hitting). This is what we call regular batting practice or live hitting in the cage. Let players hit and have fun. Resist the urge to coach. Coaching and tinkering are for drill work. As players get older it’s okay to have them work on bunting, hit and runs, and moving runners over during free hitting or batting practice. Hitting is supposed to be fun, so let the kids have at it. Note when corrections are needed and work on them during drill sessions. If you have two pitching machines indoors or in sideby-side cages or two capable batting practice pitchers, you can play a hitting game. Create two line-ups and have the batters alternate swings for five pitches each. Develop a point system. For example, award one point for a hard ground ball, two points for a line drive off either side of the cage or one of the side walls, three points for a line drive up the middle, and five points for a line drive off the back of the cage or the back wall of the gym. Do not reward foul balls, pop-ups, weak ground balls, or balls that hit the top of the cage or the ceiling. Have batters go head-to-head and keep team scores. Taking the same game one step further, you can work on hitting the opposite way, hit-and-runs, and moving runners over by creating a point system that only rewards hitters for executing those skills correctly. Knock Out the Catcher Objective is to work on hitting the ball hard up the middle by keeping the front shoulder in toward the pitcher. A coach dresses in full catcher’s gear and sits on a chair 10 to 15 feet from home plate. The coach tosses the ball and tells the hitter to knock him off the chair. Without really knowing it, players are working on hitting the ball hard up the middle. Form several teams and award points for different body parts. For example, one point for the feet, two for the shins, three for the stomach, four for the chest, and five for the face. Keep score and determine a winner. This can be an individual contest, too. Because this drill is intended for younger players, you don’t want to get too technical here. However, if players are really struggling to hit the ball up the middle and are pulling weak ground balls, they are probably “pulling off” the ball. This means that they are likely stepping and taking the front shoulder away from the pitcher. To correct this, you can toss the ball more to the outside part of the plate and force the shoulder to come more toward the pitcher. Line Drive Home Run Derby Objective is To work on keeping the head, eyes, and shoulders as level as possible throughout the swing; hitting line drives. Use soft or sponge rubber baseballs and set up in the outfield, hitting toward the fence. Pitch overhand or toss balls underhand to players and award points for hard ground balls and line drives. Home runs count 5 points if they are line drives. High fly balls are outs, even if they travel beyond the fence. Swings and misses, pop-ups, and foul balls are outs. Give each player 3 outs and see who scores the most points. This drill can be done just as well with a pitching machine. Analyze your team’s progress by comparing results throughout the season. Make It Fun- see which team can score the most points and which team can hit the most line drive home runs. Teams also can be awarded points for fielding batted balls cleanly. This can be an individual contest as well. Tee Hitting for Distance Players use proper fundamentals to see how far they can hit a ball off of a tee from home plate. Use weight shift (“go back to go forward”). The head should stay on the ball. The front shoulder should go directly toward the pitcher until contact is made. Batters who drop the back shoulder and try to intentionally hit the ball high are eliminated. Line drives are best, but hard ground balls count. Have players run out and stand next to their best hits or mark them with stakes. Instead of simply hitting for distance, a point system can be developed for hard ground balls, line drives, etc. Teams can be created and points awarded based on the scoring system. This can also be an individual contest. If there are fielders, the defensive team can earn points by fielding batted balls cleanly (not if distance is a criteria, however). Any time young players hit off a tee, especially if you tell them that they’re hitting for distance, they’ll tend to drop the back shoulder and swing with a visible uppercut. If players are hitting under the ball and getting a chunk of the tee with their swings or topping ground balls, the back shoulder dropping is likely the cause. Explain to them that the high fly balls they hit by doing this are really just popups, not home runs, and that by swinging down and taking that barrel of the bat straight to the ball they will hit harder line drives and fly balls that will turn into home runs as they get bigger and stronger. Bunting Sacrifice Bunt/Getting leads Coach pitches from full distance (tries to throw strikes). Place infielders at their spots (including pitcher and catcher); have player pitcher stand behind coach and jumps into action after coach pitches. Bunter at plate and runner at 1st base or 2nd base. Runner at 1st or 2nd doesn’t cheat (gets normal lead). Runner has good secondary lead and needs to read the ball being bunted down. Runner and bunter are an “offensive team”. Bunter gets 4 strikes (two with the runner starting at 1st and two with runner starting at 2nd) and bunter/runner sees how many times he/she can successfully execute a sacrifice bunt (success is if the runner at least makes it to the next base safely- get a point for each successful sacrifice bunt). Bunt for a hit is BONUS (worth 2 points)! OK to pivot a little early since sacrifice. Bunter should try to bunt to 1st base side if runner on 1st and bunt to 3rd base side if runner at 2nd base AND only bunt at strikes. Bunter should run out any bunts he/she puts down. Defense plays each pitch like there are 0 outs. Catcher calls out their bunt coverage for the defense. Defense needs to make sure they at least get one out. Runner goes back to base they started at and bunter back to plate after play is finished. Bunter and runner switch after bunter gets 4 strikes (either called or bunted at). The “offensive team” is finished after each of their bunters gets 4 strikes (8 total). The “offensive teams” keep track of who gets the most points (runner making it to next base safely). Possible to have ties. Extra players (like 4 if have team of 12) work in cage area or out in outfield on drills. Bunting Drill Set up two cones down the first base line about halfway between home plate and the mound. One should be about 3 feet inside the baseline, the other about 8 to 10 feet inside the line toward the mound. The same thing should be done on the third base line. A coach can throw from a shortened distance with players taking turns bunting. The idea is to stop or push the ball between the cones. Try not to make the bunts too perfect. Make the pitcher come off the mound to field the ball. Stress that players pivot both feet instead of squaring to bunt. Have them start with the bat at the top of the strike zone and the barrel of the bat above the hands at an angle, bending their knees for lower pitches and leaving pitches above the hands alone. Players should “catch” the ball with the bat, keep bat barrel above the ball, and use the bottom hand to guide the bat and push the ball in the desired direction. Give the players five tries each; see how many each one can get between the cones. Make it Fun- turn this drill into a game or contest by giving each player a set number of bunts and creating a scoring system. A bunt that is fair and not popped up is awarded one point. A bunt that gets to the infield grass (if there is any) and is in between the cones gets two points. A player can try for a five-pointer by calling where the bunt will go (first or third base) and then pushing the bunt between the cones in that direction. You can have your pitchers work on fielding bunts by letting them pitch to the batters who are bunting. Reading a bunt as a baserunner also is an important concept to understand. You can have a group running on first base. They take their secondary lead when the ball is delivered and they break hard for second only when they are positive that the bunt is on the ground and is not popped up. If the ball is being popped up quite a bit the barrel of the bat probably is below the hands at the moment of contact. The player may be either bunting a pitch that’s too high, starting the bat too low and then bringing it up to meet the ball, or not bending his or her knees to get to lower pitches. If the ball is being bunted consistently back to the pitcher, the batter is not using the lower hand to angle the bat correctly. If the batter is bunting a lot of foul balls, he or she is most likely not placing the bat in front of home plate. Throwing Tee Throwing drill This drill helps prevent players from dropping their elbow when throwing. Players assume a one knee position (throwing knee on ground and glove need up). A batting tee is placed on the throwing side, close enough so that if the elbow drops it then hits the tee. The presence of the tee will force players to consciously think about not dropping the elbow below the shoulder level. Over time this will develop muscle memory that leads to proper throwing. Make it fun- find a target and throw at it, awarding points only if the elbow is above the shoulder and the target is hit by the throw. Long Toss Get far enough apart that it’s a challenge to get ball to partner. Take crow hop and concentrate on keeping elbow way above the shoulder, and throw the ball with a slight arc. It’s OK if the ball arrives on one hop. Do this once a week. Twenty-One This is a game played by baseball players at all levels. As players play catch, 1 point is awarded to the thrower for each ball caught at chest level. Two points are awarded for a ball caught at head level. Points can be deducted for uncatchable throws. If a throw is accurate but the receiver misses it, points are still awarded to the thrower. The first player to 21 wins. Stress proper mechanics. Set up a team competition in which winners move on and losers are eliminated. To speed things up, play to 15 instead of 21. Long-Toss Golf Place a cone or some other target in the outfield, far enough away to challenge the players’ arm strength. Draw, paint, or tape a circle around the target, representing a golf green. Each player tosses a ball toward the target. Points are awarded for landing on the green or hitting the pin. The player coming closest to the pin each round can be awarded bonus points. You can use the same target over and over, make new targets, or set up a course. Limit this drill to between 25 and 50 tosses per player. Perform once per week for younger players. Set up a long-toss golf course of 9 or 18 holes at your facility. Place players in foursomes and see who records the best individual and team scores. This is a long-toss drill designed to build arm strength, so players should work on throwing the ball with an arc and getting the ball to carry. Young players might tend to throw the ball really high, almost like a pop-up, which won’t help their throwing mechanics. All players should use proper throwing mechanics. The player’s shoulders should remain almost on the same plane throughout the throwing motion. If the back shoulder is dropping too much, demonstrate the proper technique. Remind players that an accurate one- or two-hop throw is better than a longer throw that’s off target. Shoot and Score After players warm up their arms, set up two goals across from each other at a distance at which they can throw the ball into the goals in the air and on a line. One player stands to the side of each goal. Players take turns trying to throw the ball into the other’s goal. Award 1 point for each ball that rolls into the goal and 2 points for a ball that enters the goal in the air. Another variation is to hang, tape, or paint a target onto the goal. Then 1 point is awarded for scoring a goal and 2 points for hitting the target. Targets also can be hung on fences, soccer goals, or walls. Hold a team competition to see who throws most accurately. Divide the team in half and have each side compete for the best team scores. An individual champion can be crowned as well. Players who miss the target usually aren’t stepping toward the target or aren’t pointing the front shoulder toward the target. Throw for Distance Objective is to learn how using the body’s momentum can help you throw the ball farther (need to use Marshall’s technique). If you practice near a football field, have players line up at the goal line one at a time. Stress proper mechanics and have each player throw a ball (or several balls) to see who can set the “world record.” After a few rounds, have players shuffle their feet and follow their throws so they can see the results of generating momentum toward their target. You can disqualify players who don’t use proper mechanics. Celebrate world records as well as throws made using proper mechanics. This drill is a fun way to build arm strength through long tossing and to emphasize the importance of mechanics and footwork. This drill should be done only once a week. Have younger players line up on a line (foul line or goal line) and throw at the same time. They can then run to their ball, see whose ball went farthest, pick it up, and run back. Chart all throws each week, not just the “world records,” and allow the players to see how their arms get stronger over time. Also chart the differences between balls thrown flat-footed and balls thrown after shuffling the feet. This is a long-toss drill that’s also used to help players learn to use their bodies to throw the ball farther. Remember that the shoulders should remain on almost the same plane throughout the throwing motion and that players should not throw pop-ups. Try to limit the number of shuffles a player takes to simulate how quickly they should get rid of the ball in a game situation. Usually, no more than two shuffle-steps should be taken. Baserunning Baserunners with situations Coach hits ball with full defense and team reacts. To save time, when a runner is out, the runner stays on the base for the next hit ball. The coach can either vary the # of outs before they hit or just tell the defense to play each situation like there is 1 out. You can also make this a game by challenging your team to see how many “flawless” defensive plays they can make as a team in a row (“flawless” meaning no error made, threw to correct base, and everyone was where they were supposed to be backing up, cut-off, etc.). Smethurst Drill Coach hits ball with full defense and team reacts. Start each play with either bases loaded or runners on 2nd and 3rd. Runners on 2nd and 3rd during bases loaded still react like they are not forced (makes the runners think more). Play each situation like there is one out or no outs. Defense plays each situation like it really is (so if bases loaded, then they can get a force even though the runners at 2nd and 3rd are acting like there is no runner on 1st base). You can also make this a game by challenging your team to see how many “flawless” defensive plays they can make as a team in a row (“flawless” meaning no error made, threw to correct base, and everyone was where they were supposed to be backing up, cut-off, etc.). Steal/getting leads/pitcher pick Players pitch. Place infielders at their spots (including pitcher and catcher). Hitter at plate (hitter does not swing) and runner starts drill at 1st base. Runner and batter are an”offensive team”. Runner at 1st tries to steal 2nd base and then tries to steal 3rd base 3 times each (needs to steal 2nd base successfully 3 times before getting chance to steal 3rd base); runner has to steal on the pitch (even if gets bad jump). Defense plays each pitch like there are 0 outs; but runner goes back to base they started at before the pitch after play is finished (unless has stolen 2nd base 3 times- then starts play at 2nd base). Pitcher should focus on being quick to the plate (quick arm swing back, but LONG arm swing) and catcher focuses on good footwork. Fielders focus on proper footwork and tag techniques. If runner gets put out 3 times (either picked off or thrown out), then the runner switches with the hitter. The runner will also switch with the hitter if the runner has successfully stolen 6 bases before making three outs (picked off or thrown out). The “offensive team” is finished once they get out 6 times or steal 12 times (whichever comes 1st). The “offensive teams” keep track of who gets the most total steals (12 is max); if more than one “offensive team” gets 12, then see who did it with least amount of outs. Possible to have ties. Extra players (like 4 if have team of 12) work in cage area or out in outfield on drills. Baserunning drill Have runners on all 4 bases, do 3 sessions, when coach tosses up ball to hit it that is like a pitch is being made (runners should be getting their secondary leads); if coach throws ball to the ground then runner gets back to base (like a pitcher pick off move), each runner advances just one base (goes to the back of the line at that base) after each batted ball. If indoor or have a lot of players and space is an issue, then could set up 2 or 3 diamonds on the field and have runners use imagination for fly balls (basically, they watch the ball of the bat and if down it is a ground ball, if in air sharply it is a line drive, and if up it is a fly ball to the outfield). Session 1 (all runners act like there are 0 outs); runner starting at home either runs through 1st base (if a ground ball) or rounds 1st base (if a line drive or fly ball). Runner starting at 1st base reacts to the situation (goes on ground balls, checks on line drives, gets off half way on fly balls). Runner starting at 2nd base reacts to the situation (reads ground ball and freezes and reads if hard in front of him and goes right away if something else on the ground, tag on fly balls, check on line drives). Runner starting at 3rd base reacts to the situation (either checks on a line drive, tags on a fly, or runs on a ground ball unless the ball is hard at the 3rd baseman or to the pitcher). Session 2 (runners starting at home and 1st act like there are 0 outs and runners starting at 2nd and 3rd act like there is 1 out); runner starting at home either runs through 1st base (if a ground ball) or rounds 1st base (if a line drive or fly ball); same as session one. Runner starting at 1st base acts like there is a hit and run on; make sure pitcher pitches and then find the ball of the bat (keeps going on ground balls, keeps going on line drives, gets off half way on fly balls). Runner starting at 2nd base reacts to the situation (reads ground ball and freezes and reads if hard in front of him and goes right away if something else on the ground, gets off half way on fly balls (only tags if the outfielder is deep and camped under the ball), check on line drives)). Runner starting at 3rd base reacts to the situation (either checks on a line drive, tags on a fly, or runs on every ground ball; put pressure on the defense). Session 3 (runners starting at home, 1st and 3rd act like there are 0 outs and runner starting at 2nd base act like there are 2 outs and 2 strikes); runner starting at home either runs through 1st base (if a ground ball) or rounds 1st base (if a line drive or fly ball). Runner starting at 1st base steals on the pitch; peak at the ball as stealing (keeps going on ground balls, keeps going on line drives, gets off half way on fly balls). Runner starting at 2nd base goes on the pitch and keeps running. Runner starting at 3rd base acts like the infield is in and reacts to the situation (either checks on a line drive, tags on a fly, or acts as seeing the ball go through if it is a ground ball; freeze and read). 1st to 3rd Game/Drill Help runners develop a sense of when they should try to advance from 1st to 3rd on a base hit and provide an opportunity for the defense to work on cutoffs and relays. Put entire defense in the field. Outfielders can practice fielding ground balls and fly balls, throwing after the catch, throwing quickly and accurately to the cutoff and relay people, and throwing to the proper base. A routine ball that is fielded or cut off in the gap by an outfielder is thrown to a cutoff player to keep trailing runners from advancing extra bases. If a ball gets through an outfielder so that the fielder can’t throw the ball all the way to the base where the lead runner is heading, a relay situation arises. The player that was the cutoff player needs to get out farther to assist the outfielder in getting the ball to the proper base. The other middle infielder should set up as a trailer, about 10 feet behind the relay person. If a throw is low or high or off line to the relay, he or she should let it go to the trailer. The 3rd baseman and catcher are key to communicate about where the final throw should go, and the first baseman should “trail the runner” (sneak in behind runner after he passes 1st base) and cover 2nd (might be able to get this batter/runner out on big round of 2nd base). One runner starts at 1st base and one runner starts near to the plate (off in foul area starting behind line and takes off for first as coach hits ball). This is a tough play for SS on a smaller field; SS may end up needing to cover 2nd base if have a better chance to get out there. Runners can rotate spots after each play (if started last play at plate, then can start next play at 1st base). Pitcher stands off to side so not hit by ball coach hits and then hustles over to mound after ball is hit. Runner at 1st gets secondary lead as coach tosses up ball and focuses on NOT coming to a stop (so keeps moving at end of secondary lead when coach hits the ball). Coach hits ball out of his hand, re-creating singles, balls hit in the gap, fly balls that runners should go halfway on, and bloopers. The ultimate goal of the runner is to make it from 1st to 3rd base on a ball that drops. The most important goal is to read the situation and run the bases correctly. Divide the runners into teams, rotating them every so often with fielders to make sure that they get the same amount of chances on the bases. Award 1 point to the “running team” when a runner handles a situation correctly and 2 points to the “running team” for runners who read the situation correctly and advance to third base. Let each “running team” have 3-8 situations (based on # of players making up a “running team”). Possible to have ties. Baserunning Relays Objective is to learn how proper turns at each base can help players get to their destination faster. Have groups (equal numbers) compete by running around the bases to see who can finish 1st (one group start at 2nd base and the other at home plate). One player for each group circles the bases, and then as soon as he or she touches the next player in his/her group that next player in that group starts. Group finished first wins. You’ll find that the groups that run the bases the best fundamentally can and will beat the groups with the faster players. You can use cones to show the path for the proper turns at each base. Big League Baserunning Players line up at home plate and run home to first, all the way through the bag. Then they shuffle off of first, take a crossover step and run first to third before jogging to home plate (a). Players line up at home again and run out a double. They then simulate scoring from second on a hit (b). Then have them run out a triple or a home run, if you wish. Emphasis should be on making a proper turn at each base as well as stepping on the inside of the base and using the bag to push off of (like a starting block) toward the next base. If players are having trouble making correct turns and taking a proper route to the next base, set up cones to mark the proper path. Players will take a path to the outside of the cones. Slip and Slide Use a slip-and-slide on a soft, grassy surface to illustrate the proper sliding techniques (or just wet down grass). This is a fun way to show players how to slide without risking cuts and bruises. Place a base at the end of the slip-and slide.This is a great way to end a hot practice. Although you should avoid teaching the head-first slide, it can be fun to let players go head first at the end of the drill. If players tend to roll over on their sides when attempting to slide properly, remind them that they must slide on their butts, not on their hips. This will keep their toes pointed up instead of sideways and lower the risk of knee injuries. Their weight can be more on one buttock than the other, but the butt should be in contact with the ground. Have them focus on bent-leg or pop-up slides and hook slides. Early steal/Delayed steal/ball in dirt and runner on 1st base- go automatically/stealing off a lefty Coach P, 2B, Coach SS, C- catcher wears gear. Each runner does an early steal from 1st to 2nd. Each runner then does a delayed steal from 1st to 2nd. Each runner then does a secondary lead from 1st and then goes to 2nd when reads ball in the dirt. Could do with 2 coaches in the drill and 1 coach observing. Then a lefty pitcher is on the pitcher's mound. Coach is at 1B and Eric stands behind the lefty pitcher- Eric tells the pitcher whether to throw over to 1st or simulate a pitch to the plate (Eric also tells the pitcher which “move” to use. Each player gets a lead from 1st and goes from 1st to 2nd when the pitcher simulates pitch to the plate. Catcher tries to throw the runner out at 2nd base. 2nd and 3rd automatic run play 3B, SS, 2B, 1B, P, C. Split runners among 2nd, 3rd, and home. Runners rotate to back of next base line after play finished. Coach tosses and hits a ball after pitcher lobs a ball into the catcher. Eric coaches 3B. Coach will yell STOP if he wants the runner to stop. Defense reacts and must get an out. Before the ball is pitched, Eric will yell either “No GO” or something with the word auto in it- like automatic. This will indicate if our automatic run play is on or not. If the play is on, runners go on contact if ball down- runners should freeze on ball back to pitcher (Eric will also yell FREEZE in these situations to help the base-runner). For high schoolrunner will freeze on hard hit ball to 3rd baseman as well. Running from 2nd base to home Have runners get their primary lead and then 3-4 shuffles for their secondary lead as the pitcher pitches (have coaches as pitcher, catcher, and hitting at plate). Coach hitting tosses up and hits ball to the SS spot as pitch is crossing the plate. Runner takes off as ball is hit and works on rounding 3rd base and going home (aim for spot 5 feet to right of 3rd base and then lean in at 45 degree angle and hit inside corner of bag with right foot and push off towards home). Time runners doing this and make point that running technique matters. Players that get better secondary leads and make better turns make up for not as much speed. Infielders Cutoff Relay Race Players stand in a straight line with the others in their group, beginning at the spot where the ball is picked up, spaced evenly. All groups go at the same time. Put coaches (if participating), catchers and outfielders at the end of each line (4 total spots) since they do not need to work on the cut-off footwork technique. A player throws to next player in line and each player keeps throwing it to the next player in their line. Can’t skip a player (so if missed a player on bad throw, have to go back and throw again to that player to keep progressing down the line). As catching the ball, player should turn their body to their glove side and have a quick ball transfer (from glove to throwing hand) and generate momentum towards next player on throw to them (use the “crow hop”). Go back and forth from front to end of line twice to complete the race. Team that finishes first, wins. Lead Runner Drill Place infielders at their spots (including pitcher and catcher). The offense begins with a runner at 1st base getting a normal lead (don’t cheat). Coach hits balls. Defense tries to make force play at second base. Each play begins with a runner on 1st base. Have two “Defensive groups” (6 players). Each group gets 12 plays (so each runner gets chance to run from home plate and 1st base). One runner starts at 1st base and one runner starts near to the plate (off in foul area starting behind line and takes off for first as coach hits ball). Score 1 point for the defense for every force made at 2nd base and score 2 points if they turn a double play. Runners should also practice on bent-leg slides into 2nd base. Force Play Drill; 6-4/4-6 Work on using the underhand flip to get force outs at 2nd base. Go by the 5/15 rule of thumb (if within 5 feet, take bag yourself, if between 5 and 15 then use underhand flip). One group lines up at SS and one at second baseman position. Coach rolls a ground ball to the first player in the SS line. First player in the second base area line runs to the bag, puts left foot on the bag and holds up both hands at chest level as a target. Player fields the ball and executes an underhand flip to the player covering 2nd base; player covering 2nd base (from the 2nd base area) takes the right foot toward the ball and catches it. Player that catches the ball at 2nd base returns ball to coach and then goes to back of line at SS area. After each player goes several times, then switch and work on the 4-6 double play feed. Drill is reversed. Only difference is with the footwork; the player coming from SS area puts the right foot on the bag and takes the left foot toward ball. As players get comfortable, you can add a 1st baseman to complete the double play. Stress the proper underhand flip and that the players covering 2nd base should get there early and be stationary targets and athletic (ready to react to bad flips). Force Play Drill over 15 feet; 6-4/4-6 Work on using the throw to get force outs at 2nd base. Go by the 5/15 rule of thumb (if within 5 feet, take bag yourself, if between 5 and 15 then use underhand flip, if over 15 feet then throw overhand). One group lines up at SS and one at second baseman position. Coach rolls a ground ball to the first player in the SS line. First player in the second base area line runs to the bag, puts left foot on the bag and holds up both hands at chest level as a target. Player fields the ball and throws overhand to the player covering 2nd base; player covering 2nd base (from the 2nd base area) takes the right foot toward the ball and catches it. Player that catches the ball at 2nd base returns ball to coach and then goes to back of line at SS area. After each player goes several times, then switch and work on the 4-6 double play feed. Drill is reversed. Only difference is with the footwork; the player coming from SS area puts the right foot on the bag and takes the left foot toward ball. As players get comfortable, you can add a 1st baseman to complete the double play. Stress the proper quick transfer and that the players covering 2nd base should get there early and be stationary targets and athletic (ready to react to bad throws). 3 man hot box Drill (Pickle) Need players to bring helmets and gloves to the station. 3 stations set up (for a 12 player team); 3 fielders and 1 runner in each station. Each station consists of 2 bases placed 35 feet apart. Designate one base to be 2nd base and the other to be 3rd base. Drill starts with runner halfway in between the bases and one player acting as the pitcher (player steps off imaginary rubber and runs at the runner to make the runner commit to one of the bases); “pitcher” does this after one of the other fielders yells “step off”. Players replace throws they make, run with ball in throwing hand and get throwing lane (tag runner going away from you with ball in throwing hand if can), receiver should give target that helps thrower get throwing lane (so don’t have to throw across the runner) and yell “NOW” when ready to receive a throw, can use ball fakes, receiver should run into the throw after sees it is good, never give up advancing base, fielders should try to “close ground” (come in on runner so throws aren’t long), try to have as few throws as possible, can’t make contact with the runner if don’t have the ball (get out of way and replace your throw after make it), be out in front of base about 5-6 feet so catch it and tag runner before he/she gets to base, and make sure ball is in hand that tags the runner (ideal to tag runner with two hands; ball in glove and throwing hand securing glove if runner coming towards you). Backup fielders should stay at least 5 to 10 feet behind the primary fielders unless the play has moved close to a base. Have each player in the 4 person group be a runner 4 times. See which runner can get out of the most hot boxes (gets point if safe at either base). If want to break a tie, then have a sprint race to break it. Rolled Ground Balls Try to have pretty flat surface. Players have wide base, butt down, hands out in front (the glove-hand wrist is relaxed so the coach can see inside the glove and the fingers are pointing down- almost straight down). If player is having trouble getting the glove into the proper position, have him/her reach back between the legs and scrape dirt forward with the glove until it’s in the proper position in front of the body. Start about 10 feet away rolling right at player. Have players hold the ground ball position for 5 reps so that they can fell a little burn in their thighs. Coach can then move back, can range to sides a little, and can start to give some harder rolls (and some bounces). The ball must be caught out in front so that the eyes can follow the ball into the glove. Throwing-Side Foot Backhand (“Controlled”) Drill Player lines up in front of a coach with the right leg extended (right handed thrower). Pivots right foot so that the instep faces the coach and drops the left knee to the ground (opposite for lefties). Creates a wide base to help get the rear end down and places the glove in front of the right foot toward the coach. Coach should be close enough to roll balls directly into the glove until the player gets the hang of catching the ball out in front with one hand (keep the glove open and “push through the ball), then squeezing the glove, and bringing it to the center of body. Ball is rolled directly toward the front foot. Glovehand wrist should be relaxed so that the coach can see into glove. Have players avoid twisting the glove so that they don’t close it too soon. After five reps have another player try. As players get more advanced they can raise the trail knee off the ground a few inches. Adding repetitions in this manner can help with conditioning as well. Make it fun- see which player can hold the lunge position (without letting the knee touch the ground) and catch the most consecutive backhands. “Ozzie Smith” Backhand Drill Player lines up in front of a coach with the neither foot in front of the other and left shoulder pointed towards the coach (right handed thrower). Should bend at knees and get the rear end down and place the glove in front of the left foot toward the coach. Coach should be close enough to roll balls directly into the glove until the player gets the hang of catching the ball out in front with one hand (keep the glove open and “push through the ball), then squeezing the glove, and bringing it to the center of body. Ball is rolled directly toward the front foot. Glove-hand wrist should be relaxed so that the coach can see into glove. Have players avoid twisting the glove so that they don’t close it too soon. After five reps have another player try. Adding repetitions in this manner can help with conditioning as well. Make it fun- see which player can catch the most consecutive backhands. Glove-Side Foot Backhand (crossover lunge) Drill Player lines up in front of the coach, takes the left leg and crosses it over the right as if turning to walk (right handed thrower). Right knee is dropped to the ground (opposite for lefties) much like a walking lunge. Creates a wide base to help get the rear end down and the glove in front of the body. Ball is caught off the front foot instead of in front of it (but still out in front of the body). Coach should be close enough to roll balls directly into the glove until the player gets the hang of catching the ball out in front with one hand (keep the glove open and “push through the ball), squeezing the glove, and bringing it to the center of the body, and then planting right foot to stop momentum and prepare to throw to 1st base (assuming play is there). Ball is rolled slightly in front of the lead foot. Glove-hand wrist should be relaxed so that the coach can see into the glove. Have players avoid twisting the glove so they don’t close it too soon. After five reps have another player try. As players get more advanced they can raise the trail knee off the ground a few inches. Adding repetitions in this manner can help with conditioning as well. Make it fun- see which player can hold the lunge position (without letting the knee touch the ground) and catch the most consecutive backhands. Throwing after the Catch Drill Set up 3 cones several feet apart, placed in a line toward the target to where the throw will be made (easiest to set up as a simulation of the 5-4 force out at 2nd base). A player sets up with the right foot next to the 1st cone and assumes the ground ball fielding position. Coach rolls a ball to the player (or can do footwork/drill without a rolled ball as well). The first momentum after fielding the ball should be toward the target. Player replaces glove with throwing side foot and then does a shuffle to the 2nd cone, releases the ball, and follows the throw past the 3rd cone and toward the target. Emphasize the 4 seam grip. The player should stay low and not stand straight up after fielding the ball. Drill can be turned into a contest by placing a chest or head-high target at 2nd base with a net or screen behind to catch errant throws. Players who hit the target stay alive, and those who miss are eliminated Hitting Ground Balls One coach hits to 3rd basemen and SS’s from 1st base side (near home plate) and the other coach hits to 2nd basemen and 1st basemen from the 3rd base side (near home plate). After a few minutes, one coach goes “live” with the players fielding his or her balls and they go to 1st base after fielding (1st basemen only takes throws from fielders at this point). The other players either one hop lob back to that other coach or put balls in a bucket. Each position gets to go “live” before the drill ends. Machine Backhands and Forehands Set up a cone in one spot; position a pitching machine to roll hard ground balls straight at the cone. Have players line up to the right or left of the cone so if they break when the ball is fed, they’ll have to backhand or forehand the ball without getting in front of it. Players should break as the ball is fed through the machine, focusing on catching the ball out in front of their body at the cone. Alternate from one side to the other so players get both backhands and forehands. This drill can easily be turned into an elimination contest. Players should switch lines after catching a ground ball. Turn this game into an elimination contest; those who field the ball cleanly stay alive, while those who miss take a break. If players struggle to field balls cleanly because they’re still on the move, allow them to break before the ball is fed and to set up in the backhand position before the ball arrives. Once they get comfortable making the play correctly with their gloves out in front of their bodies, have them break as the ball is fed to make the play more difficult. Machine Short Hops Set pitching machines so that players must field fast-moving balls on short hops. Make sure players assume and maintain a good fielding position (wide base, butt down, hands out in front). If using gloves and real baseballs, they’ll need to relax their wrists and catch the ball out in front. Have them try to catch the ball with only one hand to promote proper glove angle and softer hands. (This is especially important when using softer balls and no gloves.) See who can catch the most short hops out of 5 or 10 attempts. Can also turn into an elimination game. High-Five Drill Goal: To introduce mechanics of the underhand flip. Description: The underhand flip is used by virtually all infielders at some point, so it should be introduced at a young age and practiced. Players line up opposite coach, 10 to 12 feet away from him or her. Assume basic ground ball position (wide base, rear end down, hands in front). Ball is rolled to player. Player catches ball first, generates momentum toward target, uses an underhand flip, and finishes by following the flip toward the coach with the hand held high at head level. When the player gets to the coach he gives him a high five (hand should not drop below head level until high five is completed). Use body’s momentum to carry toss to the target. Wrist remains stiff. Also avoid letting ball roll off fingers. Explain why: For some reason players don’t want to leave their hands up at the receiver’s head or chest level after flipping the ball. Failure to do this will cause the ball to stay low and be difficult to handle. By making the kids give you a high five you will force them to leave the hand at the proper level, which should become a habit. Box Drill- Short to Second Goal: To simulate the underhand flip from second to short. Description: Create a box with four players standing up to 20 feet apart from each other (closer for younger players). Fifth player stands behind any player at any one of the corners. First toss comes from corner where there are two players. To increase concentration, do not use gloves. Each player faces corner to his right. Tosser shuffles feet or crosses over, flips the ball to player at corner to his left, leaves hand high, and follows flip to that corner. After arriving at next corner, turn to face corner to the right, and have two hands out in front ready to receive toss as it comes around. Catch the ball first, generate momentum, toss, and follow to next corner. Stress stiff wrist, no extra arm motion, leaving hand high and following flip. This can be done with players of any age. For youngest players you may want to use gloves and something other than a hard ball. Count to see which group of five can catch the most in a row without missing one. Variation: Can be done with as many players as you like. Just have the players take turns receiving and flipping at each corner of the box. Next player at each corner steps up after the previous player receives, flips, and follows. Box Drill- Second to Short Goal: To simulate the underhand flip from second to short. Description: Create a box with four players standing up to 20 feet apart from each other (closer for younger players). Fifth player stands behind any player at any one of the corners. The first toss comes from corner where there are two players. To increase concentration, do not use gloves. Each player faces corner to his left. Tosser shuffles feet or crosses over, keeps hand with the ball in front of the body, flips the ball to player at corner to his right without turning the body, leaves hand high, and follows flip to that corner. After arriving at the next corner, turn to face corner to the left and have two hands out in front ready to receive toss as it comes around. Catch the ball first, generate momentum, flip, and follow to next corner. This is more awkward because the hand stays in front of the body at all times. It is important to keep the wrist stiff and avoid turning body completely toward target so that the hand is no longer in front. For youngest players you may want to use gloves something other than a hard ball. Count to see which group of five can catch the most in a row without missing one. Variation: Can be done with as many players as you like. Just have the players take turns receiving and flipping at each corner of the box. Next player at each corner steps up after the previous player receives, flips, and follows. Slow Rollers Have infielders field slow rollers and throw to 1st base. Throwing it Around the Horn Players practice throwing ball around after the 1st or 2nd out of an inning when there are no baserunners left on base after the play. Act like there is a strike out (start drill with pitcher throwing into the catcher). Catcher throws to 3rd baseman, 3rd baseman throws to 2nd baseman, 2nd basemen throws to SS, SS throws to 1st baseman, and 1st baseman throws back to the pitcher. The entire infield is creeping in closer to each other as throwing it around. Should be quick transfers and accurate throws as throwing around. Then practice other throw around situation where an out is at 1st base; 1st baseman throws to SS, SS throws to 2nd baseman, 2nd baseman throws to 3rd baseman and 3rd baseman throws to pitcher (start this drill with pitcher throwing over to 1st base like getting an out. Would also use this flow to throw it around for an out made anywhere else on the field (other than catcher)- ball thrown to SS first, SS to 2nd baseman, 2nd baseman to 3rd baseman, then 3rd baseman to pitcher. Can also mix the drill up a little (and make it a conditioning drill) by having each player follow his/her throw and play the position that he/she throws it to until time to throw again (so the SS would go to 2nd baseman spot after throwing it to 2nd baseman when throwing around like an out was at 1st base. Not every baseball player is involved with every play, and many teams look at throwing the ball around the horn as a way to stay sharp between plays. Baseball players can go many plays without seeing any action in the field. By throwing the ball around after outs, it keeps the infielders involved and their minds focused on baseball. Tag Work Set up fielders all working on tags at the same time (have about 4 groups; coaches throwing balls and fielders in lines, going one at a time). Work on tags at 3rd, then tags at 2nd, then tags at 1st, then taking tags from outfielder. 1st base footwork Have 1st baseman set up with throwing heel on center of bag (inside edge closest to 2nd base) and coach throws balls that require 1st baseman to move throwing heel to far left and far right of bag. Then range to have 1st baseman move throwing toes to edge of base that is furthest from 2nd base to simulate high throws. Outfielders Thrown Fly Balls The proper way to catch a fly ball is with two hands above the head so that eyes can follow the ball into the glove. The simplest way to teach proper execution is to throw fly balls to players and force them to do it correctly. Start with short, easy tosses and then adjust the height of throws to the skill and comfort level of players. You can start younger players out with soft baseballs or sponge rubber balls to avoid injury and build confidence. You can turn this drill into an elimination contest for the youngest players. Stress getting to the spot where the ball is coming down and catching with two hands above the head. Try to get players to learn to catch the ball while moving slightly forward when executing this drill. Thrown or Machine Ground Balls Get wide by stepping toward home with glove-side leg forward and glove in front of that foot. Players should get comfortable with proper fundamentals before fielding hit balls. It’s okay to use a pitching machine for outfield ground balls right from the start. Roll or feed players ground balls one at a time. Have them get to the spot quickly, get under control, field properly, generate momentum toward the coach, and throw. Don’t allow players to walk or run through ground balls. They need to slow down and get under control to field properly. Young outfielders have a tendency to “run through” ground balls. That is, they try to get to the spot quickly and then try to field the ball while still running at or near full speed. Remember that their main goal is to field the ball quickly and throw it to the proper cutoff or relay person to prevent baserunners from advancing. Thus, fielding the ball cleanly is the most important responsibility. Players should come to almost a complete stop if they have to so that they can be sure to field the ball cleanly. Communication Drill Outfielders form two lines at least 20 feet apart. The first players in each line step forward. The coach throws fly balls in between the two fielders, who must communicate and make the play. The player fielding the ball yells, “I got it!” at least three times. The other player then backs up the other player. The player who catches the ball should deliver a strong, accurate throw to the coach or cutoff player (a player who rotates out of the drill). For younger players, use soft baseballs, sponge rubber balls, or tennis balls. Use pitching machines to throw higher fly balls to more advanced players, ensuring the ball will reach about the same height and distance each time. The age-old outfield communication problem arises when two players call for the ball at the same time. Teach players that if there’s any uncertainty as to who will make the catch, they should continue to call for the ball. If two players call for the ball at the same time and then one continues to call for it, that player should make the play. As players get older, this drill can be done by designating one player as the centerfielder, who has priority over any ball that he or she calls. In this format a third player can be added to simulate a game situation in which there are three outfielders. Again, the centerfielder is the quarterback and should call for any ball that he or she can easily get to. Can also do the drill with 2 outfielders and 1 infielder going back. Drop Step Drill Players line up. The first player steps forward, tosses the ball to the coach, and assumes ready position. The coach says “Go!” and points to a direction (that is where the player should be running toward) and the player performs a drop step (drop one foot back, turn body, and cross the other foot over in the direction of the ball). The coach throws the ball directly over the player’s head, high and close enough that he or she can catch it with two hands above the head. Make it more fun by turning it into an elimination game, with players who perform the tasks correctly and catch the ball staying alive. Have players take time to get footwork correct before tossing. As with Pass Patterns, stop this drill and start over if players do the drop step incorrectly. The goal of this drill is to force the player to get to the spot quickly and catch the ball with two hands over the head. More difficult over-the-shoulder catches are practiced using Pass Patterns. Pass Patterns A coach or player (this can be long toss for pitchers) serves as quarterback. The fielding player tosses the ball to the quarterback and then uses a crossover or drop step in the appropriate direction before running a “pass pattern.” The quarterback throws the ball high enough for the “receiver” to run under the ball and make a one-handed, over-theshoulder catch. Have the player start over if the initial step is not executed correctly. This drill is a lot of fun to begin with. Make it more fun by turning it into an elimination game, with players who perform the tasks correctly and catch the ball staying alive. Spin Drill Player spins in circle a few times until coach throws ball into the air. Player finds ball and catches it. Ground Drill Player starts on ground and can get up when coach throws ball into the air. Player finds ball and catches it. Fence Drill This drill teaches outfielders to be aware of their surroundings. The activity is not intended to practice robbing home runs, but that element can be added for fun. Each player gets in line with a ball. The first player tosses the ball to the coach, who throws a fly ball that will land on the warning track. The player races back, feels for the fence with his or her bare hand, and then catches the ball with two hands over the head. Make it funUse softer balls and let players try to rob home runs. Young players often miss fly balls because they take their eyes off the ball to find the fence. They should first glance back to where they are running and then pick up the ball without looking at the fence again. Once they get to the warning track, have them start feeling for the fence with their throwing hand. At this point they should remain focused on the flight of the ball. Back Up Drill Place two outfielders out at a time about 30 feet apart. Hit ball to one of the fielders and instruct him/her to let the ball get by them. The other fielder should be hustling and pick up ball and then throw and hit a 3rd player who is acting as the cut-off man. Hitting Balls to Outfielders Objective is to give outfielders a more realistic look at balls coming off a bat. It’s important to hit balls of all kinds to your outfielders. Most of the drills and skills mentioned here for outfielders can be performed with coaches hitting balls. Again, it’s important that the coach understands the skill level of the players he is hitting to and to adapt accordingly, sometimes even from one player to the next. Don’t hit balls too high or too hard or use hard baseballs until players are confident catching ground balls and fly balls the right way. Once they’re comfortable, repetitions are the best way for outfielders to improve. Running In Drill Players run in at coach and coach tosses ball up challenging players to run through the ball (they can slide if they need too). Get Behind Ball and Hit the Cut-off Man Coach hits or throws balls to outfielder with one player being the cut-off man. Emphasis of drill is for outfielder to get behind ball and momentum going towards ball as catch it above the head and then crow hop and hit cut-off man in the head. One Hop Drill Set up cut man, player at a bag, and outfielders in a line. Outfielders try to make a throw that goes by the cut-off man’s head and one hops the player at the bag. Cut-off man lets the throw go. Coach rolls balls to outfielders. Land in the Bucket or hit the L Screen Set up outfielders pretty shallow and have then throw and try to land in a bucket sitting at home plate (throw needs to be on one hop). Not too much arc on the throws. See who can land in or get closest to landing in the bucket. Set up L screen around 50 feet from home plate (rotate to various spots depending on if left field, center field, or right field)outfielders try to hit the L screen in the air. Catchers Rapid Fire Pitches Catcher in full gear, several players lined up about 20 feet in front of home plate each with at least six balls. Starting from the catcher’s left and moving to the right, catcher receives a throw from each player. Last player on the right throws two balls and then the drill proceeds back to the left, with one player throwing right after the other. Catcher must receive the pitch and let the ball drop quickly so that the next throw can be caught. You can also have each player throw pitches in the dirt to allow the catcher to practice blocking. Catchers can compete to see who can catch or block the most balls successfully. Cones can be set up in front of home plate to direct catchers where to try to direct blocked balls. Pop Up drill Use a pitching machine. Set it up to “throw” pop-ups straight up in the area of home plate. Could use this for all fielders. Can make this an elimination game; those who catch the ball successfully stay alive and those who miss are eliminated. Blocking Pitches Coach throws wild pitches. Catchers block the pitches and allow for next catcher to step in. The catcher earns a point for each ball that is blocked and kept in front of body, Cones can be set up in front of home plate to indicate preferred areas for blocked balls. A point system can be developed to differentiate between blocked balls. Blocking the Plate Coach hits a ground ball to any fielder. The infield is playing in, simulating a game situation. Runner goes on contact and attempts to score. Infielder throws to catcher, who blocks the plate and attempts to tag the runner out. Make it fun- infielder and catcher each get a point for a successful tag out. Fielding Bunts Place infielders at their spots (including catcher). Coach rolls balls. One runner starts at 1st base and one runner starts near to the plate (off in foul area starting behind line and takes off for first as coach rolls ball). Then have runners start at 1st and 2nd (and runner at plate). Runners go to end of next base line after play (so if started at home, then go to 1st base line after play, if started at 1st then go to 2nd base line after play or back to home plate line if only have runner starting at 1st). Have two “Defensive groups” (6 players). Each group gets 12 plays. Put on different bunt coverages. Make it fun- keep track of which “defensive group” gets the most outs (go around each “round” and give all fielders a chance). Possible to have ties. Throw Downs Work on footwork and throwing to bases on steal attempts. Can do without runners. Pitchers Pitchers covering First Base Each of the pitchers- work on covering 1st. Also need a 1st and 2nd baseman. Can have a runner as well (optional). Pitchers turning double play to 2nd base Pitchers work on this play with the SS. All Change up Game Have intrasquad scrimmage and have pitchers only throw change ups. Also, encourage pitchers to throw their change-ups during warm up throwing. Defense Pick off play at 2nd base- come now nails We yell out come now nails. Doesn’t matter where runners are- the play is always designed to pick off the runner at 2nd base. The pitcher looks at the SS to make sure he got the sign. Then pitcher toes the rubber and looks at the catcher. Catcher drops his mitt- this means the SS will dart to the bag. Pitcher waits one second after he sees the mitt drop and then he turns and throws to 2nd base. Also, as a side note- we want to teach our middle infield to always cover 2nd base after a pitch with a runner on 2nd; could get a throw from the catcher or pitcher if the runner is not alert. “Switch play”/Squeeze/covering home on past ball 3B, SS, 2B, and 1B, P’s, C’s- catcher wears gear. Rest of team are runners (half at 1st and half at 3rd). Each runner does an early steal from 1st to 2nd base- pitcher steps off and runs at the runner (pitcher is listening for 3rd baseman and wheels and throws as soon as hears the call)- 3rd baseman yells switch if the runner at 3rd is trying to go home. Then, have all the runners at 3rd base. Each runner goes from 3rd like a squeeze is oncoach acts as the batter- pitcher throws pitch high and inside. Then pitchers throw a passed ball intentionally and cover home plate (pitcher should throw wild most of the time and catcher should let ball get by if ball is in the dirt- pitcher should throw strike every once in a while to make sure runner is getting true read of the pitch). Runners at 3rd base get a creeping lead and read the pitch and run home if they think they can make it. Pitchers go through 2 times each. Rest of team are runners going from 3rd to home- after running home, then go back to end of the line at 3rd. 1st and 3rd defense 3B, SS, 2B, 1B, P, C- catcher wears gear and makes throws, but takes off during covering 1st section. Go through each defensive call twice. Split runners at 1st and 3rd. Runners at 1st steal on the pitch and the runners at 3rd vary what they do- depending on what 3rd base coach box tells them to do. Runners at 3rd go to back of runner line at 1st after the play and runners at 1st go to back of runner line at 3rd after the play.
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