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<title>The WakkaWikiWeb of Rob - HintsAndTips</title>
<link>http://www.crowther.info/wakka/HintsAndTips</link>
<description>History/revisions of The WakkaWikiWeb of Rob/HintsAndTips</description>
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<title>2007-10-07 01:30:48</title>
<link>http://www.crowther.info/wakka/HintsAndTips/show?time=2007-10-07+01%3A30%3A48</link>
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&lt;b>Comparison for &lt;a name=".hintsandtips" href="http://www.crowther.info/wakka/HintsAndTips" class="">/Hints&amp;nbsp;And&amp;nbsp;Tips&lt;/a> of &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2007-10-07+01%3A30%3A48">2007-10-07 01:30:48&lt;/a> and &lt;a href="http://www.crowther.info/wakka/HintsAndTips">2007-10-11 23:25:42&lt;/a>&lt;/b>&lt;br />
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&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">licnacna&lt;/div>&lt;/div>
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<title>2006-07-27 21:23:32</title>
<link>http://www.crowther.info/wakka/HintsAndTips/show?time=2006-07-27+21%3A23%3A32</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.crowther.info/wakka/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.crowther.info/wakka/HintsAndTips" class="">/Hints&amp;nbsp;And&amp;nbsp;Tips&lt;/a> of &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2006-07-27+21%3A23%3A32">2006-07-27 21:23:32&lt;/a> and &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2007-10-07+01%3A30%3A48">2007-10-07 01:30:48&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">licnacna&lt;br />
Manage your LPs&amp;nbsp;well, they are&amp;nbsp;your main route to&amp;nbsp;long term success Â– both in&amp;nbsp;terms of&amp;nbsp;income so&amp;nbsp;you can&amp;nbsp;live with higher wages once you&amp;nbsp;are successful, and&amp;nbsp;also your pool of&amp;nbsp;current LPs&amp;nbsp;can do&amp;nbsp;a lot&amp;nbsp;for your future if&amp;nbsp;used wisely. Try&amp;nbsp;to&amp;nbsp;prioritise all&amp;nbsp;the various things you&amp;nbsp;can do&amp;nbsp;at any&amp;nbsp;time, and&amp;nbsp;ensure that you&amp;nbsp;do&amp;nbsp;the time critical ones that are&amp;nbsp;important to&amp;nbsp;your progress at&amp;nbsp;the right times, and&amp;nbsp;that you&amp;nbsp;have enough LPs&amp;nbsp;at&amp;nbsp;that point to&amp;nbsp;do them. Planning to&amp;nbsp;buy an&amp;nbsp;impressive Free Agent when he&amp;nbsp;drops below a&amp;nbsp;certain level of&amp;nbsp;wages, only to&amp;nbsp;find you&amp;nbsp;donÂ’t have to&amp;nbsp;the LPs&amp;nbsp;to&amp;nbsp;do so&amp;nbsp;that week can&amp;nbsp;be&amp;nbsp;very annoying.&lt;br />
It&amp;nbsp;can be&amp;nbsp;very tempting to&amp;nbsp;let your trainer level slide to&amp;nbsp;a quite low&amp;nbsp;value, because its&amp;nbsp;benefits are&amp;nbsp;hidden to&amp;nbsp;you, in&amp;nbsp;the reduction in&amp;nbsp;duration of&amp;nbsp;injuries you&amp;nbsp;receive each turn, and&amp;nbsp;also in&amp;nbsp;players gaining less fatigue as&amp;nbsp;they play. However it&amp;nbsp;can be&amp;nbsp;worth investing in, as&amp;nbsp;injuries at&amp;nbsp;the wrong time can&amp;nbsp;seriously damage your squad, and&amp;nbsp;fatigue can&amp;nbsp;be&amp;nbsp;very problematic as&amp;nbsp;well Â– remember trainers work on&amp;nbsp;all members of&amp;nbsp;the squad, and&amp;nbsp;the extra games from less fatigue and&amp;nbsp;injury time can&amp;nbsp;have a&amp;nbsp;considerable value.&lt;a name="h120-1">&lt;/a>&lt;h2>Income Â– Merchandising&lt;/h2>
Merchandising is&amp;nbsp;important for&amp;nbsp;winning teams to&amp;nbsp;offset the&amp;nbsp;lost LPs&amp;nbsp;you get&amp;nbsp;from your losses, although even for&amp;nbsp;teams that are&amp;nbsp;struggling each Merchandising point is&amp;nbsp;still effectively 100% profit. It&amp;nbsp;is also no&amp;nbsp;risk, in&amp;nbsp;that there is&amp;nbsp;no way&amp;nbsp;to&amp;nbsp;lose from investing in&amp;nbsp;merchandising, the&amp;nbsp;only down side is&amp;nbsp;if you&amp;nbsp;donÂ’t win&amp;nbsp;much it&amp;nbsp;can take a&amp;nbsp;while to&amp;nbsp;get the&amp;nbsp;LPs back out.&lt;br />
Early on&amp;nbsp;its likely your team isnÂ’t seeing much success, so&amp;nbsp;you will probably find this is&amp;nbsp;giving you&amp;nbsp;quiet a&amp;nbsp;few LPs&amp;nbsp;(as you&amp;nbsp;get 4LPs per&amp;nbsp;loss), and&amp;nbsp;your wages wont hurt too&amp;nbsp;much unless your team has&amp;nbsp;really stagnated while under computer control. As&amp;nbsp;a general rule 90 wages is&amp;nbsp;low and&amp;nbsp;easy to&amp;nbsp;pay, 100 is&amp;nbsp;below average, and&amp;nbsp;110 is&amp;nbsp;pretty high. Remember you&amp;nbsp;pay this 18 times during a&amp;nbsp;season, so&amp;nbsp;every one&amp;nbsp;extra wage makes a&amp;nbsp;fair difference in&amp;nbsp;the end.&lt;br />
One&amp;nbsp;thing to&amp;nbsp;check is&amp;nbsp;the free agent market if&amp;nbsp;it is&amp;nbsp;available when you&amp;nbsp;start, to&amp;nbsp;see what sort of&amp;nbsp;wage demands an&amp;nbsp;equal or&amp;nbsp;better replacement in&amp;nbsp;the same position might make. Depending on&amp;nbsp;how competitive a&amp;nbsp;league is, and&amp;nbsp;what point in&amp;nbsp;the season, you&amp;nbsp;might often find your expensive players you&amp;nbsp;can get&amp;nbsp;both better and&amp;nbsp;cheaper replacements, although that wonÂ’t always be&amp;nbsp;the case.&lt;br />
Another thing to&amp;nbsp;check is&amp;nbsp;the real ability and&amp;nbsp;usefulness of&amp;nbsp;the player you&amp;nbsp;are looking at. Things like a&amp;nbsp;pitcher just lacking stamina means in&amp;nbsp;practise he&amp;nbsp;will perform as&amp;nbsp;well as&amp;nbsp;better ability more rounded pitchers, its&amp;nbsp;just he&amp;nbsp;will only be&amp;nbsp;able to&amp;nbsp;fit into a&amp;nbsp;short reliever. For&amp;nbsp;batters it&amp;nbsp;will be&amp;nbsp;more style and&amp;nbsp;stadium related Â– if&amp;nbsp;you have a&amp;nbsp;large ballpark then players speed might be&amp;nbsp;more important than power, as&amp;nbsp;you wont be&amp;nbsp;hitting as&amp;nbsp;many homers, and&amp;nbsp;it&amp;nbsp;will help fielding as&amp;nbsp;well.&lt;a name="h120-2">&lt;/a>&lt;h2>Income Â– Stadium&lt;/h2>
The&amp;nbsp;stadium is&amp;nbsp;an important part of&amp;nbsp;your income, as&amp;nbsp;it is&amp;nbsp;the main part you&amp;nbsp;can affect that doesnÂ’t vary up&amp;nbsp;or down with the&amp;nbsp;wins you&amp;nbsp;have in&amp;nbsp;any given week. Essentially every one&amp;nbsp;higher stadium level you&amp;nbsp;can support means you&amp;nbsp;should be&amp;nbsp;able to&amp;nbsp;have one&amp;nbsp;higher wage bill.&lt;a name="h120-3">&lt;/a>&lt;h2>Income Â– Fans&lt;/h2>
As&amp;nbsp;a general rule paying for&amp;nbsp;fans if&amp;nbsp;you arenÂ’t expecting to&amp;nbsp;get enough at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;a season to&amp;nbsp;reach 40,000 and&amp;nbsp;have some carry over is&amp;nbsp;of limited value Â– although you&amp;nbsp;will on&amp;nbsp;average at&amp;nbsp;least get&amp;nbsp;your money back, and&amp;nbsp;generally there will be&amp;nbsp;some profit based on&amp;nbsp;how many wins you&amp;nbsp;had and&amp;nbsp;when, it&amp;nbsp;is heavily influenced by&amp;nbsp;rounding Â– ie&amp;nbsp;the extra fans you&amp;nbsp;bought must push you&amp;nbsp;over into the&amp;nbsp;next 1,000 fans so&amp;nbsp;you get&amp;nbsp;one more LP&amp;nbsp;that turn.&lt;br />
Note that if&amp;nbsp;you were to&amp;nbsp;pay for&amp;nbsp;1020 fans it&amp;nbsp;costs you&amp;nbsp;17 LP, you&amp;nbsp;would expect to&amp;nbsp;get a&amp;nbsp;minimum of&amp;nbsp;18LP back Â– plus they should grow during the&amp;nbsp;season as&amp;nbsp;you win, so&amp;nbsp;a bit&amp;nbsp;more. Of&amp;nbsp;course if&amp;nbsp;you reach 41000 you&amp;nbsp;then lose some of&amp;nbsp;the extra LPs&amp;nbsp;of&amp;nbsp;income (as fans income is&amp;nbsp;capped to&amp;nbsp;40), however you&amp;nbsp;will get&amp;nbsp;half of&amp;nbsp;your accumulated fans rolling over into the&amp;nbsp;next season, depending on&amp;nbsp;how many wins in&amp;nbsp;the season this might even be&amp;nbsp;more than 1000 extra fans the&amp;nbsp;next season.&lt;br />
Gaining profit from fans is&amp;nbsp;a very hit&amp;nbsp;and miss affair. As&amp;nbsp;a general rule I&amp;nbsp;would say&amp;nbsp;the main time it&amp;nbsp;is beneficial is&amp;nbsp;for a&amp;nbsp;team that has&amp;nbsp;finished rebuilding and&amp;nbsp;is&amp;nbsp;expecting a&amp;nbsp;very good year (100+ wins), but&amp;nbsp;only has&amp;nbsp;the minimum amount of&amp;nbsp;fans, so&amp;nbsp;wont reach 48000 that season. In&amp;nbsp;this case 50LP or&amp;nbsp;so spent on&amp;nbsp;fans before week one&amp;nbsp;can be&amp;nbsp;very profitable &amp;ndash; up&amp;nbsp;to about 150% profit. However it&amp;nbsp;is risky, in&amp;nbsp;that if&amp;nbsp;you donÂ’t get&amp;nbsp;the wins and&amp;nbsp;get past 40000 fans then your profit will be&amp;nbsp;more like &lt;span class="nobr">40&amp;ndash;50&lt;/span>% (&lt;span class="nobr">70&amp;ndash;90&lt;/span> wins), or&amp;nbsp;less for&amp;nbsp;lots of&amp;nbsp;losses. Note you&amp;nbsp;can also invest even more than this to&amp;nbsp;try and&amp;nbsp;have the&amp;nbsp;same effect on&amp;nbsp;less wins Â– for&amp;nbsp;example 150LP of&amp;nbsp;fans with &lt;span class="nobr">70&amp;ndash;80&lt;/span> wins is&amp;nbsp;about 100% profit, but&amp;nbsp;your risk of&amp;nbsp;loss gets greater the&amp;nbsp;more you&amp;nbsp;put in.&lt;br />
&lt;ol type="1">&lt;li>Merchandising up&amp;nbsp;to 200 Â– 100% of&amp;nbsp;the money is&amp;nbsp;kept, although it&amp;nbsp;may take some time to&amp;nbsp;get it&amp;nbsp;back
&lt;/li>&lt;li>High levels of&amp;nbsp;stadium/trainers, if&amp;nbsp;you want them that high (or up&amp;nbsp;to two&amp;nbsp;levels lower. Remember each level of&amp;nbsp;stadium/trainers costs an&amp;nbsp;extra 4 LPs, this works either way&amp;nbsp;Â– so&amp;nbsp;the 29 LP&amp;nbsp;it costs to&amp;nbsp;get a&amp;nbsp;level 15 stadium, you&amp;nbsp;essentially only lose 4 LPs&amp;nbsp;on&amp;nbsp;when it&amp;nbsp;declines at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, so&amp;nbsp;you have kept 86% of&amp;nbsp;your LPs&amp;nbsp;(although tied up&amp;nbsp;in having 13 stadium instead of&amp;nbsp;12 the&amp;nbsp;next season), which is&amp;nbsp;better than losing 50% to&amp;nbsp;the excess rule. Even &lt;span class="missingpage">Stadium&amp;nbsp;/&amp;nbsp;Trainer&lt;/span>&lt;a href="http://www.crowther.info/wakka/Stadium/Trainer/edit?add=1" title="Create this page">?&lt;/a> level 5 (costing 9 LPs) is&amp;nbsp;technically better than losing to&amp;nbsp;excess, however levels below that do&amp;nbsp;lose you&amp;nbsp;LPs.&lt;/li>&lt;/ol>
The&amp;nbsp;other way&amp;nbsp;of&amp;nbsp;storing LPs&amp;nbsp;is&amp;nbsp;by retaining your draft squad until after the&amp;nbsp;season finishes Â– you&amp;nbsp;arenÂ’t paying any&amp;nbsp;wages during the&amp;nbsp;post season anyway, so&amp;nbsp;there is&amp;nbsp;no reason to&amp;nbsp;promote/waive them until after the&amp;nbsp;season end&amp;nbsp;completes. When you&amp;nbsp;do&amp;nbsp;waive or&amp;nbsp;promote them you&amp;nbsp;get the&amp;nbsp;LPs as&amp;nbsp;appropriate. In&amp;nbsp;general I&amp;nbsp;would say&amp;nbsp;most teams should clear the&amp;nbsp;draft squad in&amp;nbsp;one way&amp;nbsp;or&amp;nbsp;another at&amp;nbsp;this point, paying wages for&amp;nbsp;extra people should only happen in&amp;nbsp;unusual circumstances.&lt;br />
You&amp;nbsp;can also store LPs&amp;nbsp;in&amp;nbsp;players while the&amp;nbsp;free agent market is&amp;nbsp;active, buying a&amp;nbsp;10/11* player with potential that is&amp;nbsp;at a&amp;nbsp;decent price at&amp;nbsp;week 16, and&amp;nbsp;selling it&amp;nbsp;week 17 so&amp;nbsp;that it&amp;nbsp;gets bought early in&amp;nbsp;the next season. Assuming he&amp;nbsp;gets bought during preseason you&amp;nbsp;can get&amp;nbsp;back 100% of&amp;nbsp;half his&amp;nbsp;LPs transferred from season to&amp;nbsp;season. You&amp;nbsp;do&amp;nbsp;run the&amp;nbsp;risk if&amp;nbsp;he isnÂ’t bought before he&amp;nbsp;retires you&amp;nbsp;lose all&amp;nbsp;the money, or&amp;nbsp;if he&amp;nbsp;stays on&amp;nbsp;the market until when he&amp;nbsp;value halves you&amp;nbsp;get no&amp;nbsp;bonus. However in&amp;nbsp;both these situations it&amp;nbsp;would seem like you&amp;nbsp;would actually step in&amp;nbsp;and buy&amp;nbsp;him for&amp;nbsp;your squad anyway. This method is&amp;nbsp;unreliable at&amp;nbsp;best however, but&amp;nbsp;an&amp;nbsp;option a&amp;nbsp;well set&amp;nbsp;up&amp;nbsp;team that doesnÂ’t want to&amp;nbsp;invest in&amp;nbsp;stadium/merc might consider to&amp;nbsp;transfer LPs&amp;nbsp;between seasons.&lt;br />
The&amp;nbsp;main causes for&amp;nbsp;this are&amp;nbsp;the wage/value rises at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, and&amp;nbsp;the drop in&amp;nbsp;the number of&amp;nbsp;fans at&amp;nbsp;the beginning of&amp;nbsp;the season. Combined this can&amp;nbsp;be&amp;nbsp;easily an&amp;nbsp;increase of&amp;nbsp;10 wages, and&amp;nbsp;a&amp;nbsp;drop of&amp;nbsp;16 income. While a&amp;nbsp;rebuilding team will have a&amp;nbsp;fair amount of&amp;nbsp;slack to&amp;nbsp;deal with this, more established teams donÂ’t tend to&amp;nbsp;have so&amp;nbsp;much slack in&amp;nbsp;their finances to&amp;nbsp;survive until the&amp;nbsp;mid season when income and&amp;nbsp;the wage bill gets to&amp;nbsp;a more reasonable point.&lt;br />
&lt;ul>&lt;li>Generally promote/waive all&amp;nbsp;your draftees before week 1 so&amp;nbsp;you arenÂ’t paying any&amp;nbsp;extra wages, remember during a&amp;nbsp;full season you&amp;nbsp;pay at&amp;nbsp;least the&amp;nbsp;entire value of&amp;nbsp;the player out&amp;nbsp;in&amp;nbsp;wages, so&amp;nbsp;having extra players around is&amp;nbsp;a liability, not&amp;nbsp;an&amp;nbsp;asset. This isnÂ’t always the&amp;nbsp;best move however, as&amp;nbsp;the draft squad does give you&amp;nbsp;extra minor league spots for&amp;nbsp;players to&amp;nbsp;gain form in&amp;nbsp;effectively.
&lt;/li>&lt;li>Try not&amp;nbsp;to&amp;nbsp;drop players onto the&amp;nbsp;free agency market early that are&amp;nbsp;going to&amp;nbsp;disappear (7* and&amp;nbsp;below mostly) so&amp;nbsp;you only get&amp;nbsp;half their value if&amp;nbsp;there is&amp;nbsp;a reasonable chance someone will buy&amp;nbsp;them, although players with 0 potential left it&amp;nbsp;probably isnÂ’t too&amp;nbsp;important.&lt;/li>&lt;/ul>
This section is&amp;nbsp;about getting the&amp;nbsp;most out&amp;nbsp;of&amp;nbsp;the team you&amp;nbsp;currently have Â– choosing the&amp;nbsp;right players, selecting line ups, analysing your pitchers and&amp;nbsp;batters to&amp;nbsp;see where they are&amp;nbsp;most effective, etc.&lt;br />
When looking at&amp;nbsp;the ability of&amp;nbsp;your players use&amp;nbsp;all of&amp;nbsp;the information you&amp;nbsp;have available to&amp;nbsp;you where possible Â– for&amp;nbsp;example one&amp;nbsp;9* QUI&amp;nbsp;pitcher might make a&amp;nbsp;great starter, where another would be&amp;nbsp;very poor. Also one&amp;nbsp;Average Hitter might make .281 in&amp;nbsp;a season, where another might only bat&amp;nbsp;.175, this could be&amp;nbsp;due to&amp;nbsp;their variation within the&amp;nbsp;Average category, other stats like speed, experience, fatigue or&amp;nbsp;form Â– and&amp;nbsp;of&amp;nbsp;course luck.&lt;br />
One&amp;nbsp;of&amp;nbsp;the key&amp;nbsp;factors in&amp;nbsp;man management in&amp;nbsp;gameplan baseball is&amp;nbsp;the management of&amp;nbsp;form Â– try&amp;nbsp;and keep your in&amp;nbsp;form players active so&amp;nbsp;they can&amp;nbsp;perform well and&amp;nbsp;snowball even higher form ratings. Conversely players with negative form might be&amp;nbsp;best served with a&amp;nbsp;stint in&amp;nbsp;the minor leagues while they turn things around. The&amp;nbsp;new ADDFORM command could also be&amp;nbsp;a useful tool here.&lt;br />
Remember from the&amp;nbsp;rulebook Â– a&amp;nbsp;player with Average hitting and&amp;nbsp;+9 Form is&amp;nbsp;comparable to&amp;nbsp;a Good hitter with no&amp;nbsp;form, or&amp;nbsp;an Excellent hitter with Â–9 Form, and&amp;nbsp;Form affects all&amp;nbsp;4 stats, so&amp;nbsp;it can&amp;nbsp;be&amp;nbsp;a very strong affect on&amp;nbsp;a players performance.&lt;br />
What is&amp;nbsp;the profile for&amp;nbsp;a&amp;nbsp;starting pitcher? Firstly to&amp;nbsp;be a&amp;nbsp;quality pitcher (high Acc, Con, Qui), but&amp;nbsp;also to&amp;nbsp;have enough Stamina to&amp;nbsp;go deep into games without getting too&amp;nbsp;fatigued. It&amp;nbsp;does you&amp;nbsp;little good to&amp;nbsp;have either a&amp;nbsp;starter that you&amp;nbsp;pull after 5 innings when he&amp;nbsp;isnÂ’t getting hit, or&amp;nbsp;going to&amp;nbsp;&lt;span class="nobr">4&amp;ndash;5&lt;/span> fatigue every time so&amp;nbsp;starting fatigued or&amp;nbsp;limiting your options if&amp;nbsp;you do&amp;nbsp;play them deep.&lt;br />
You&amp;nbsp;have a&amp;nbsp;couple of&amp;nbsp;options here, in&amp;nbsp;my opinion, you&amp;nbsp;can survive with pitchers in&amp;nbsp;the rotation with Average Stamina if&amp;nbsp;you have a&amp;nbsp;five man&amp;nbsp;rotation, if&amp;nbsp;you want to&amp;nbsp;drop to&amp;nbsp;a four man&amp;nbsp;rotation you&amp;nbsp;really need each of&amp;nbsp;them to&amp;nbsp;Good stamina as&amp;nbsp;a minimum Â– remember one&amp;nbsp;of&amp;nbsp;your pitchers will pitch 3 games in&amp;nbsp;a week with a&amp;nbsp;4 man&amp;nbsp;rotation, so&amp;nbsp;if things go&amp;nbsp;wrong he&amp;nbsp;could end&amp;nbsp;up&amp;nbsp;starting two&amp;nbsp;fatigued each time. You&amp;nbsp;will also want to&amp;nbsp;keep &lt;span class="missingpage">Mx&amp;nbsp;H&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxH/edit?add=1" title="Create this page">?&lt;/a>, &lt;span class="missingpage">Mx&amp;nbsp;B&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxB/edit?add=1" title="Create this page">?&lt;/a>, &lt;span class="missingpage">Mx&amp;nbsp;E&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxE/edit?add=1" title="Create this page">?&lt;/a> all&amp;nbsp;tightly controlled in&amp;nbsp;a 4 man&amp;nbsp;rotation, even for&amp;nbsp;the Excellent Stamina pitchers you&amp;nbsp;still do&amp;nbsp;not want to&amp;nbsp;push them too&amp;nbsp;hard.&lt;br />
There is&amp;nbsp;an option in&amp;nbsp;between which I&amp;nbsp;used for&amp;nbsp;a&amp;nbsp;short while once, a&amp;nbsp;4.5 man&amp;nbsp;rotation. This is&amp;nbsp;where you&amp;nbsp;have 4 decent starters, but&amp;nbsp;they donÂ’t quite have the&amp;nbsp;stamina to&amp;nbsp;survive playing every 4th day. Instead you&amp;nbsp;get a&amp;nbsp;fifth starter, but&amp;nbsp;always bump him&amp;nbsp;down to&amp;nbsp;5th place at&amp;nbsp;the start of&amp;nbsp;each week, so&amp;nbsp;he plays one&amp;nbsp;game a&amp;nbsp;week, and&amp;nbsp;the rest all&amp;nbsp;play 2.&lt;br />
You&amp;nbsp;may also want to&amp;nbsp;set the&amp;nbsp;values for&amp;nbsp;Max Hits, Max&amp;nbsp;Batters, and&amp;nbsp;Max Extra for&amp;nbsp;your starters appropriate to&amp;nbsp;their ability and&amp;nbsp;stamina, so&amp;nbsp;that the&amp;nbsp;lower stamina members of&amp;nbsp;the rotation donÂ’t get&amp;nbsp;too fatigued by&amp;nbsp;facing too&amp;nbsp;many batters, and&amp;nbsp;your best starters get&amp;nbsp;more hits to&amp;nbsp;play with. &lt;br />
Now&amp;nbsp;that you&amp;nbsp;have used up&amp;nbsp;your best pitchers for&amp;nbsp;your rotation, you&amp;nbsp;need to&amp;nbsp;sort out&amp;nbsp;your relievers and&amp;nbsp;chose whether to&amp;nbsp;have a&amp;nbsp;closer/setup man. Using a&amp;nbsp;closer or&amp;nbsp;not is&amp;nbsp;really up&amp;nbsp;to you, but&amp;nbsp;to&amp;nbsp;some extent it&amp;nbsp;will be&amp;nbsp;dictated by&amp;nbsp;the pitchers you&amp;nbsp;have left Â– what you&amp;nbsp;really want is&amp;nbsp;someone with solid ability, but&amp;nbsp;low stamina (or you&amp;nbsp;would have made him&amp;nbsp;a&amp;nbsp;starter). Note the&amp;nbsp;one thing I&amp;nbsp;have noticed with closers is&amp;nbsp;that they often tend to&amp;nbsp;have good form compared to&amp;nbsp;most relievers (as they get&amp;nbsp;lots of&amp;nbsp;saves and&amp;nbsp;low ERA&amp;nbsp;outings), obviously assuming they arenÂ’t getting laced around the&amp;nbsp;park.&lt;br />
I&amp;nbsp;donÂ’t generally use&amp;nbsp;a&amp;nbsp;setup man, however if&amp;nbsp;you have two&amp;nbsp;pitchers that would make good closers you&amp;nbsp;might use&amp;nbsp;this. Setup relievers donÂ’t seem to&amp;nbsp;get much form bonus though, so&amp;nbsp;as a&amp;nbsp;rule its&amp;nbsp;probably better for&amp;nbsp;him to&amp;nbsp;be in&amp;nbsp;the bullpen where he&amp;nbsp;&lt;br />
If&amp;nbsp;you have a&amp;nbsp;high stamina low&amp;nbsp;ability rookie around it&amp;nbsp;can be&amp;nbsp;worth making him&amp;nbsp;your long inning reliever, as&amp;nbsp;it is&amp;nbsp;generally better to&amp;nbsp;just give up&amp;nbsp;a game than overwork your entire bullpen just to&amp;nbsp;try and&amp;nbsp;salvage one&amp;nbsp;game you&amp;nbsp;got quickly behind in. To&amp;nbsp;do this you&amp;nbsp;will probably want to&amp;nbsp;set his&amp;nbsp;Max Hits value to&amp;nbsp;a moderately high number like 5 or&amp;nbsp;6, so&amp;nbsp;he isnÂ’t taken out&amp;nbsp;too easily.&lt;br />
When selecting your bullpen Â– ie&amp;nbsp;all the&amp;nbsp;rest of&amp;nbsp;your pitchers, ignore fatigue and&amp;nbsp;stamina as&amp;nbsp;the computer will automatically select the&amp;nbsp;best (ranked by&amp;nbsp;you) bullpen reliever that is&amp;nbsp;not fatigued (if any&amp;nbsp;arenÂ’t). What you&amp;nbsp;might want to&amp;nbsp;do however is&amp;nbsp;set the&amp;nbsp;parameters of&amp;nbsp;a low&amp;nbsp;stamina reliever so&amp;nbsp;that he&amp;nbsp;doesnÂ’t come in&amp;nbsp;at too&amp;nbsp;early an&amp;nbsp;inning, or&amp;nbsp;limit the&amp;nbsp;maximum number of&amp;nbsp;batters he&amp;nbsp;can face, so&amp;nbsp;that he&amp;nbsp;doesnÂ’t build up&amp;nbsp;too much fatigue in&amp;nbsp;a single game.&lt;a name="h120-4">&lt;/a>&lt;h2>Batters Â– Starters&lt;/h2>
Next select your infielders Â– 1B, 2B, SS, 3B. In&amp;nbsp;general you&amp;nbsp;want to&amp;nbsp;select your best players in&amp;nbsp;these positions, however if&amp;nbsp;you have a&amp;nbsp;spot where your best isnÂ’t all&amp;nbsp;that hot, it&amp;nbsp;is worth considering substituting another batter from a&amp;nbsp;similar fielding position, the&amp;nbsp;most similar positions are&amp;nbsp;1B and&amp;nbsp;3B, and&amp;nbsp;also 2B and&amp;nbsp;SS. There is&amp;nbsp;some degree of&amp;nbsp;interchangeability between all&amp;nbsp;the infield positions failing that, however the&amp;nbsp;fielding penalty gets higher the&amp;nbsp;further you&amp;nbsp;go. In&amp;nbsp;general you&amp;nbsp;still want to&amp;nbsp;have most or&amp;nbsp;all of&amp;nbsp;your players playing their designated positions, however thatÂ’s not&amp;nbsp;always possible, especially when injuries factor in.&lt;br />
If&amp;nbsp;you have a&amp;nbsp;decent second string catcher you&amp;nbsp;might consider playing them, although in&amp;nbsp;the Rulebook it&amp;nbsp;doesnÂ’t explicitly state where they fit&amp;nbsp;in&amp;nbsp;best, it&amp;nbsp;is likely they will be&amp;nbsp;able to&amp;nbsp;cover 1B (and by&amp;nbsp;extension probably 3B) without fielding too&amp;nbsp;poorly, as&amp;nbsp;this is&amp;nbsp;normal in&amp;nbsp;the MLB&amp;nbsp;when catchers get&amp;nbsp;older.&lt;br />
In&amp;nbsp;the outfield the&amp;nbsp;interchangeability is&amp;nbsp;fairly high, although ideally you&amp;nbsp;will select one&amp;nbsp;LF, one&amp;nbsp;CF, and&amp;nbsp;one RF, its&amp;nbsp;less critical than the&amp;nbsp;infield. Consider the&amp;nbsp;All Star Game in&amp;nbsp;the real MLB&amp;nbsp;where you&amp;nbsp;donÂ’t even vote on&amp;nbsp;the separate positions, just for&amp;nbsp;3 OFÂ’s. However ideally you&amp;nbsp;will have one&amp;nbsp;of&amp;nbsp;each, as&amp;nbsp;can be&amp;nbsp;seen from the&amp;nbsp;real MLB&amp;nbsp;most players have a&amp;nbsp;strong preference to&amp;nbsp;playing one&amp;nbsp;particular spot in&amp;nbsp;the field, as&amp;nbsp;there are&amp;nbsp;a&amp;nbsp;number of&amp;nbsp;nuances to&amp;nbsp;each spot.&lt;a name="h120-5">&lt;/a>&lt;h2>Batters Â– Lineup Theory&lt;/h2>
There are&amp;nbsp;two slightly opposing factors when you&amp;nbsp;choose your lineup Â– number of&amp;nbsp;plate appearances, and&amp;nbsp;complementary skills.&lt;br />
In&amp;nbsp;terms of&amp;nbsp;number plate appearances, the&amp;nbsp;players near the&amp;nbsp;top of&amp;nbsp;the line up&amp;nbsp;will get&amp;nbsp;more plate appearances per&amp;nbsp;game on&amp;nbsp;average than a&amp;nbsp;batter at&amp;nbsp;the bottom of&amp;nbsp;the line up, so&amp;nbsp;in general you&amp;nbsp;want your best players as&amp;nbsp;near as&amp;nbsp;possible to&amp;nbsp;the top&amp;nbsp;of&amp;nbsp;the lineup. To&amp;nbsp;put it&amp;nbsp;into numbers each position higher in&amp;nbsp;the order yields an&amp;nbsp;11% better chance of&amp;nbsp;getting one&amp;nbsp;extra plate appearance than the&amp;nbsp;next in&amp;nbsp;the order below it&amp;nbsp;Â– so&amp;nbsp;first spot gets an&amp;nbsp;extra appearance 89% more than the&amp;nbsp;last in&amp;nbsp;the order. With between 3 and&amp;nbsp;6 plate appearances being normal in&amp;nbsp;a game without extra innings, this equates to&amp;nbsp;a reasonably important factor in&amp;nbsp;the long run.&lt;br />
Yes&amp;nbsp;Â– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;hit||
Yes&amp;nbsp;Â– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;home run||&lt;br />
No&amp;nbsp;Â– if&amp;nbsp;the speedy player even gets on, they have a&amp;nbsp;batter in&amp;nbsp;front of&amp;nbsp;them stopping them stealing/taking extra bases||
Yes&amp;nbsp;Â– if&amp;nbsp;the first gets on&amp;nbsp;base then he&amp;nbsp;has  increased possibility of&amp;nbsp;scoring with a&amp;nbsp;hit through steals or&amp;nbsp;fast base running||&lt;br />
No&amp;nbsp;Â– home runs score you&amp;nbsp;from any&amp;nbsp;base, it&amp;nbsp;doesnÂ’t matter how&amp;nbsp;fast you&amp;nbsp;run||
No&amp;nbsp;Â– most of&amp;nbsp;the time only one&amp;nbsp;runner can&amp;nbsp;steal, and&amp;nbsp;having a&amp;nbsp;fast runner on&amp;nbsp;doesnÂ’t help either of&amp;nbsp;them do&amp;nbsp;it particularly||&lt;br />
No&amp;nbsp;Â– Power batters leave the&amp;nbsp;bases empty when successful so&amp;nbsp;no advantage to&amp;nbsp;hitting after one||
No&amp;nbsp;Â– There is&amp;nbsp;no advantage here||&lt;br />
No&amp;nbsp;Â– Power hitters should clear the&amp;nbsp;bases, so&amp;nbsp;nothing for&amp;nbsp;the second one&amp;nbsp;to&amp;nbsp;do||&lt;a name="h120-6">&lt;/a>&lt;h2>Batting Â– Sample Line Up&lt;/h2>
Note that at&amp;nbsp;position 6 in&amp;nbsp;this example you&amp;nbsp;essentially are&amp;nbsp;starting around again, but&amp;nbsp;with your lesser players, but&amp;nbsp;in&amp;nbsp;the same general vein. Please note when I&amp;nbsp;say Â‘GoodÂ’ above I&amp;nbsp;am not&amp;nbsp;referring to&amp;nbsp;the class Good (Go) as&amp;nbsp;shown on&amp;nbsp;turnsheets, but&amp;nbsp;just what is&amp;nbsp;a good rating in&amp;nbsp;terms of&amp;nbsp;your squad.&lt;br />
Pinch hitters can&amp;nbsp;be&amp;nbsp;useful as&amp;nbsp;they will only replace players who&amp;nbsp;are not&amp;nbsp;performing in&amp;nbsp;a given game. In&amp;nbsp;general a&amp;nbsp;pinch hitter will probably have a&amp;nbsp;decent Hit&amp;nbsp;or&amp;nbsp;Pow rating, but&amp;nbsp;poor Fielding so&amp;nbsp;that you&amp;nbsp;donÂ’t want them on&amp;nbsp;the field too&amp;nbsp;much giving up&amp;nbsp;errors, but&amp;nbsp;if&amp;nbsp;you are&amp;nbsp;slightly behind then the&amp;nbsp;bonus of&amp;nbsp;strong hitting can&amp;nbsp;offset the&amp;nbsp;drop in&amp;nbsp;fielding, especially in&amp;nbsp;the last few&amp;nbsp;innings where chances are&amp;nbsp;the player might not&amp;nbsp;even have to&amp;nbsp;field a&amp;nbsp;single ball (unless at&amp;nbsp;1B).&lt;br />
One&amp;nbsp;thing it&amp;nbsp;does highlight for&amp;nbsp;me&amp;nbsp;Â– for&amp;nbsp;getting players in&amp;nbsp;form, particularly say&amp;nbsp;inexperienced batters, either trading out&amp;nbsp;the left handers vs&amp;nbsp;left handed starters, or&amp;nbsp;if they are&amp;nbsp;right handed platooning them in.&lt;br />
A&amp;nbsp;large part of&amp;nbsp;long term success is&amp;nbsp;of course the&amp;nbsp;financial situation, this has&amp;nbsp;been covered in&amp;nbsp;earlier sections but&amp;nbsp;should be&amp;nbsp;reiterated here Â– you&amp;nbsp;cannot build a&amp;nbsp;successful dynasty in&amp;nbsp;the game without giving at&amp;nbsp;least some attention to&amp;nbsp;building a&amp;nbsp;strong financial base, and&amp;nbsp;keeping control of&amp;nbsp;the wage bill. In&amp;nbsp;this section however we&amp;nbsp;will be&amp;nbsp;looking at&amp;nbsp;the other game aspects that affect your long term success Â– managing your roster, draft, and&amp;nbsp;the free agent market.&lt;br />
Key&amp;nbsp;things to&amp;nbsp;look at&amp;nbsp;are experience and&amp;nbsp;potential when considering long term success. Experience is&amp;nbsp;important in&amp;nbsp;that it&amp;nbsp;will improve the&amp;nbsp;players performances, and&amp;nbsp;potential is&amp;nbsp;key it&amp;nbsp;that gives longevity to&amp;nbsp;the player so&amp;nbsp;that you&amp;nbsp;can rely on&amp;nbsp;them being able to&amp;nbsp;perform in&amp;nbsp;future seasons. Even if&amp;nbsp;you draft 3 players and&amp;nbsp;get 17 from free agency every season, you&amp;nbsp;will still have 8 players that you&amp;nbsp;had the&amp;nbsp;previous season, so&amp;nbsp;some amount of&amp;nbsp;potential is&amp;nbsp;always useful Â– effectively you&amp;nbsp;donÂ’t really want your average potential to&amp;nbsp;drop below about 3, or&amp;nbsp;it will be&amp;nbsp;very difficult to&amp;nbsp;replace everyone fast enough to&amp;nbsp;maintain the&amp;nbsp;success of&amp;nbsp;the team. &lt;br />
Generally you&amp;nbsp;will have a&amp;nbsp;good idea of&amp;nbsp;what you&amp;nbsp;want from the&amp;nbsp;draft, clearly one&amp;nbsp;key facet is&amp;nbsp;to try&amp;nbsp;and free up&amp;nbsp;a number of&amp;nbsp;special actions so&amp;nbsp;you can&amp;nbsp;scout the&amp;nbsp;list for&amp;nbsp;the more dubious picks that you&amp;nbsp;might have to&amp;nbsp;make. Generally I&amp;nbsp;donÂ’t scout the&amp;nbsp;best players in&amp;nbsp;the draft, as&amp;nbsp;you donÂ’t really need to&amp;nbsp;know what their stats exactly are&amp;nbsp;to&amp;nbsp;know you&amp;nbsp;will bid&amp;nbsp;on&amp;nbsp;them, it&amp;nbsp;is more the&amp;nbsp;next tier where they may&amp;nbsp;or&amp;nbsp;may not&amp;nbsp;be&amp;nbsp;suitable for&amp;nbsp;you. Remember to&amp;nbsp;note that the&amp;nbsp;draft list is&amp;nbsp;in order by&amp;nbsp;value within each ability range, not&amp;nbsp;their ability (its possible they are&amp;nbsp;related in&amp;nbsp;some way, but&amp;nbsp;I&amp;nbsp;donÂ’t know of&amp;nbsp;any such thing being said) so&amp;nbsp;there is&amp;nbsp;no implicit reason you&amp;nbsp;should pick the&amp;nbsp;highest person on&amp;nbsp;the list in&amp;nbsp;each section.&lt;br />
Firstly donÂ’t coach players who&amp;nbsp;are already quite high in&amp;nbsp;value, otherwise it&amp;nbsp;accelerates the&amp;nbsp;time before you&amp;nbsp;will want to&amp;nbsp;release them to&amp;nbsp;reduce their wage demands. Coach players who&amp;nbsp;are cheap, so&amp;nbsp;that you&amp;nbsp;donÂ’t risk losing them to&amp;nbsp;free agency for&amp;nbsp;a&amp;nbsp;fairly long time, as&amp;nbsp;you should be&amp;nbsp;able to&amp;nbsp;afford to&amp;nbsp;keep them on&amp;nbsp;your squad and&amp;nbsp;benefit from the&amp;nbsp;coached ability as&amp;nbsp;long as&amp;nbsp;possible. Remember if&amp;nbsp;you have to&amp;nbsp;put the&amp;nbsp;player on&amp;nbsp;the free agent market to&amp;nbsp;get his&amp;nbsp;wages under control you&amp;nbsp;can then lose that investment in&amp;nbsp;the coaching.&lt;br />
Note that the&amp;nbsp;rulebook states that coaching is&amp;nbsp;more effective on&amp;nbsp;skills that are&amp;nbsp;low, ie&amp;nbsp;you get&amp;nbsp;diminishing returns as&amp;nbsp;you train the&amp;nbsp;same skill higher and&amp;nbsp;higher. From this we&amp;nbsp;can assume it&amp;nbsp;isnÂ’t very efficient to&amp;nbsp;train your best hitter in&amp;nbsp;hitting, and&amp;nbsp;that as&amp;nbsp;a general rule its&amp;nbsp;probably best to&amp;nbsp;use coaching to&amp;nbsp;fill in&amp;nbsp;gaps where a&amp;nbsp;player is&amp;nbsp;poor, where doing so&amp;nbsp;will be&amp;nbsp;useful. For&amp;nbsp;example increasing the&amp;nbsp;low fielding a&amp;nbsp;player has&amp;nbsp;so&amp;nbsp;that he&amp;nbsp;doesnÂ’t always have to&amp;nbsp;be in&amp;nbsp;the DH&amp;nbsp;spot and&amp;nbsp;can act&amp;nbsp;as&amp;nbsp;backup at&amp;nbsp;least for&amp;nbsp;his position.&lt;br />
Through free agency you&amp;nbsp;have the&amp;nbsp;ability to&amp;nbsp;do two&amp;nbsp;main things Â– control your wage bill, and&amp;nbsp;build or&amp;nbsp;rebuild your squad.&lt;br />
The&amp;nbsp;thing to&amp;nbsp;remember with free agency is&amp;nbsp;that it&amp;nbsp;isnÂ’t just your fastest way&amp;nbsp;of&amp;nbsp;strengthening your team, it&amp;nbsp;is also your opponents. The&amp;nbsp;random free agents that appear when someone retires on&amp;nbsp;the list tend to&amp;nbsp;be not&amp;nbsp;much different for&amp;nbsp;the level of&amp;nbsp;ability of&amp;nbsp;draftees, although they often have some experience. Therefore most of&amp;nbsp;your team strengthening is&amp;nbsp;done by&amp;nbsp;reducing the&amp;nbsp;strength of&amp;nbsp;other teams in&amp;nbsp;the league.&lt;br />
One&amp;nbsp;thing that is&amp;nbsp;generally true though is&amp;nbsp;not to&amp;nbsp;get too&amp;nbsp;attached to&amp;nbsp;your players Â– if&amp;nbsp;you have a&amp;nbsp;7* reliever for&amp;nbsp;3 wages, and&amp;nbsp;you see&amp;nbsp;a&amp;nbsp;8* reliever for&amp;nbsp;3 or&amp;nbsp;even 2 wages on&amp;nbsp;the market (assuming similar experience/potential), then it&amp;nbsp;might be&amp;nbsp;a good idea to&amp;nbsp;go for&amp;nbsp;them and&amp;nbsp;strengthen your team, although scout them first to&amp;nbsp;check their balance of&amp;nbsp;skills is&amp;nbsp;appropriate for&amp;nbsp;the role they will be&amp;nbsp;playing in. As&amp;nbsp;a rule I&amp;nbsp;prefer to&amp;nbsp;be bidding on&amp;nbsp;a free agent per&amp;nbsp;turn, there is&amp;nbsp;usually something there that can&amp;nbsp;reduce your wage bill, or&amp;nbsp;strengthen your team, or&amp;nbsp;both. Unlike some other games in&amp;nbsp;baseball players donÂ’t have to&amp;nbsp;get used to&amp;nbsp;playing with each other to&amp;nbsp;become effective, so&amp;nbsp;a high turnover rate doesnÂ’t implicitly have any&amp;nbsp;disadvantage.&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">Manage your LPs&amp;nbsp;well, they are&amp;nbsp;your main route to&amp;nbsp;long term success – both in&amp;nbsp;terms of&amp;nbsp;income so&amp;nbsp;you can&amp;nbsp;live with higher wages once you&amp;nbsp;are successful, and&amp;nbsp;also your pool of&amp;nbsp;current LPs&amp;nbsp;can do&amp;nbsp;a lot&amp;nbsp;for your future if&amp;nbsp;used wisely. Try&amp;nbsp;to&amp;nbsp;prioritise all&amp;nbsp;the various things you&amp;nbsp;can do&amp;nbsp;at any&amp;nbsp;time, and&amp;nbsp;ensure that you&amp;nbsp;do&amp;nbsp;the time critical ones that are&amp;nbsp;important to&amp;nbsp;your progress at&amp;nbsp;the right times, and&amp;nbsp;that you&amp;nbsp;have enough LPs&amp;nbsp;at&amp;nbsp;that point to&amp;nbsp;do them. Planning to&amp;nbsp;buy an&amp;nbsp;impressive Free Agent when he&amp;nbsp;drops below a&amp;nbsp;certain level of&amp;nbsp;wages, only to&amp;nbsp;find you&amp;nbsp;don’t have to&amp;nbsp;the LPs&amp;nbsp;to&amp;nbsp;do so&amp;nbsp;that week can&amp;nbsp;be&amp;nbsp;very annoying.&lt;br />
It&amp;nbsp;can be&amp;nbsp;very tempting to&amp;nbsp;let your trainer level slide to&amp;nbsp;a quite low&amp;nbsp;value, because its&amp;nbsp;benefits are&amp;nbsp;hidden to&amp;nbsp;you, in&amp;nbsp;the reduction in&amp;nbsp;duration of&amp;nbsp;injuries you&amp;nbsp;receive each turn, and&amp;nbsp;also in&amp;nbsp;players gaining less fatigue as&amp;nbsp;they play. However it&amp;nbsp;can be&amp;nbsp;worth investing in, as&amp;nbsp;injuries at&amp;nbsp;the wrong time can&amp;nbsp;seriously damage your squad, and&amp;nbsp;fatigue can&amp;nbsp;be&amp;nbsp;very problematic as&amp;nbsp;well – remember trainers work on&amp;nbsp;all members of&amp;nbsp;the squad, and&amp;nbsp;the extra games from less fatigue and&amp;nbsp;injury time can&amp;nbsp;have a&amp;nbsp;considerable value.&lt;a name="h120-1">&lt;/a>&lt;h2>Income – Merchandising&lt;/h2>
Merchandising is&amp;nbsp;important for&amp;nbsp;winning teams to&amp;nbsp;offset the&amp;nbsp;lost LPs&amp;nbsp;you get&amp;nbsp;from your losses, although even for&amp;nbsp;teams that are&amp;nbsp;struggling each Merchandising point is&amp;nbsp;still effectively 100% profit. It&amp;nbsp;is also no&amp;nbsp;risk, in&amp;nbsp;that there is&amp;nbsp;no way&amp;nbsp;to&amp;nbsp;lose from investing in&amp;nbsp;merchandising, the&amp;nbsp;only down side is&amp;nbsp;if you&amp;nbsp;don’t win&amp;nbsp;much it&amp;nbsp;can take a&amp;nbsp;while to&amp;nbsp;get the&amp;nbsp;LPs back out.&lt;br />
Early on&amp;nbsp;its likely your team isn’t seeing much success, so&amp;nbsp;you will probably find this is&amp;nbsp;giving you&amp;nbsp;quiet a&amp;nbsp;few LPs&amp;nbsp;(as you&amp;nbsp;get 4LPs per&amp;nbsp;loss), and&amp;nbsp;your wages wont hurt too&amp;nbsp;much unless your team has&amp;nbsp;really stagnated while under computer control. As&amp;nbsp;a general rule 90 wages is&amp;nbsp;low and&amp;nbsp;easy to&amp;nbsp;pay, 100 is&amp;nbsp;below average, and&amp;nbsp;110 is&amp;nbsp;pretty high. Remember you&amp;nbsp;pay this 18 times during a&amp;nbsp;season, so&amp;nbsp;every one&amp;nbsp;extra wage makes a&amp;nbsp;fair difference in&amp;nbsp;the end.&lt;br />
One&amp;nbsp;thing to&amp;nbsp;check is&amp;nbsp;the free agent market if&amp;nbsp;it is&amp;nbsp;available when you&amp;nbsp;start, to&amp;nbsp;see what sort of&amp;nbsp;wage demands an&amp;nbsp;equal or&amp;nbsp;better replacement in&amp;nbsp;the same position might make. Depending on&amp;nbsp;how competitive a&amp;nbsp;league is, and&amp;nbsp;what point in&amp;nbsp;the season, you&amp;nbsp;might often find your expensive players you&amp;nbsp;can get&amp;nbsp;both better and&amp;nbsp;cheaper replacements, although that won’t always be&amp;nbsp;the case.&lt;br />
Another thing to&amp;nbsp;check is&amp;nbsp;the real ability and&amp;nbsp;usefulness of&amp;nbsp;the player you&amp;nbsp;are looking at. Things like a&amp;nbsp;pitcher just lacking stamina means in&amp;nbsp;practise he&amp;nbsp;will perform as&amp;nbsp;well as&amp;nbsp;better ability more rounded pitchers, its&amp;nbsp;just he&amp;nbsp;will only be&amp;nbsp;able to&amp;nbsp;fit into a&amp;nbsp;short reliever. For&amp;nbsp;batters it&amp;nbsp;will be&amp;nbsp;more style and&amp;nbsp;stadium related – if&amp;nbsp;you have a&amp;nbsp;large ballpark then players speed might be&amp;nbsp;more important than power, as&amp;nbsp;you wont be&amp;nbsp;hitting as&amp;nbsp;many homers, and&amp;nbsp;it&amp;nbsp;will help fielding as&amp;nbsp;well.&lt;a name="h120-2">&lt;/a>&lt;h2>Income – Stadium&lt;/h2>
The&amp;nbsp;stadium is&amp;nbsp;an important part of&amp;nbsp;your income, as&amp;nbsp;it is&amp;nbsp;the main part you&amp;nbsp;can affect that doesn’t vary up&amp;nbsp;or down with the&amp;nbsp;wins you&amp;nbsp;have in&amp;nbsp;any given week. Essentially every one&amp;nbsp;higher stadium level you&amp;nbsp;can support means you&amp;nbsp;should be&amp;nbsp;able to&amp;nbsp;have one&amp;nbsp;higher wage bill.&lt;a name="h120-3">&lt;/a>&lt;h2>Income – Fans&lt;/h2>
As&amp;nbsp;a general rule paying for&amp;nbsp;fans if&amp;nbsp;you aren’t expecting to&amp;nbsp;get enough at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;a season to&amp;nbsp;reach 40,000 and&amp;nbsp;have some carry over is&amp;nbsp;of limited value – although you&amp;nbsp;will on&amp;nbsp;average at&amp;nbsp;least get&amp;nbsp;your money back, and&amp;nbsp;generally there will be&amp;nbsp;some profit based on&amp;nbsp;how many wins you&amp;nbsp;had and&amp;nbsp;when, it&amp;nbsp;is heavily influenced by&amp;nbsp;rounding – ie&amp;nbsp;the extra fans you&amp;nbsp;bought must push you&amp;nbsp;over into the&amp;nbsp;next 1,000 fans so&amp;nbsp;you get&amp;nbsp;one more LP&amp;nbsp;that turn.&lt;br />
Note that if&amp;nbsp;you were to&amp;nbsp;pay for&amp;nbsp;1020 fans it&amp;nbsp;costs you&amp;nbsp;17 LP, you&amp;nbsp;would expect to&amp;nbsp;get a&amp;nbsp;minimum of&amp;nbsp;18LP back – plus they should grow during the&amp;nbsp;season as&amp;nbsp;you win, so&amp;nbsp;a bit&amp;nbsp;more. Of&amp;nbsp;course if&amp;nbsp;you reach 41000 you&amp;nbsp;then lose some of&amp;nbsp;the extra LPs&amp;nbsp;of&amp;nbsp;income (as fans income is&amp;nbsp;capped to&amp;nbsp;40), however you&amp;nbsp;will get&amp;nbsp;half of&amp;nbsp;your accumulated fans rolling over into the&amp;nbsp;next season, depending on&amp;nbsp;how many wins in&amp;nbsp;the season this might even be&amp;nbsp;more than 1000 extra fans the&amp;nbsp;next season.&lt;br />
Gaining profit from fans is&amp;nbsp;a very hit&amp;nbsp;and miss affair. As&amp;nbsp;a general rule I&amp;nbsp;would say&amp;nbsp;the main time it&amp;nbsp;is beneficial is&amp;nbsp;for a&amp;nbsp;team that has&amp;nbsp;finished rebuilding and&amp;nbsp;is&amp;nbsp;expecting a&amp;nbsp;very good year (100+ wins), but&amp;nbsp;only has&amp;nbsp;the minimum amount of&amp;nbsp;fans, so&amp;nbsp;wont reach 48000 that season. In&amp;nbsp;this case 50LP or&amp;nbsp;so spent on&amp;nbsp;fans before week one&amp;nbsp;can be&amp;nbsp;very profitable &amp;ndash; up&amp;nbsp;to about 150% profit. However it&amp;nbsp;is risky, in&amp;nbsp;that if&amp;nbsp;you don’t get&amp;nbsp;the wins and&amp;nbsp;get past 40000 fans then your profit will be&amp;nbsp;more like &lt;span class="nobr">40&amp;ndash;50&lt;/span>% (&lt;span class="nobr">70&amp;ndash;90&lt;/span> wins), or&amp;nbsp;less for&amp;nbsp;lots of&amp;nbsp;losses. Note you&amp;nbsp;can also invest even more than this to&amp;nbsp;try and&amp;nbsp;have the&amp;nbsp;same effect on&amp;nbsp;less wins – for&amp;nbsp;example 150LP of&amp;nbsp;fans with &lt;span class="nobr">70&amp;ndash;80&lt;/span> wins is&amp;nbsp;about 100% profit, but&amp;nbsp;your risk of&amp;nbsp;loss gets greater the&amp;nbsp;more you&amp;nbsp;put in.&lt;br />
&lt;ol type="1">&lt;li>Merchandising up&amp;nbsp;to 200 – 100% of&amp;nbsp;the money is&amp;nbsp;kept, although it&amp;nbsp;may take some time to&amp;nbsp;get it&amp;nbsp;back
&lt;/li>&lt;li>High levels of&amp;nbsp;stadium/trainers, if&amp;nbsp;you want them that high (or up&amp;nbsp;to two&amp;nbsp;levels lower. Remember each level of&amp;nbsp;stadium/trainers costs an&amp;nbsp;extra 4 LPs, this works either way&amp;nbsp;– so&amp;nbsp;the 29 LP&amp;nbsp;it costs to&amp;nbsp;get a&amp;nbsp;level 15 stadium, you&amp;nbsp;essentially only lose 4 LPs&amp;nbsp;on&amp;nbsp;when it&amp;nbsp;declines at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, so&amp;nbsp;you have kept 86% of&amp;nbsp;your LPs&amp;nbsp;(although tied up&amp;nbsp;in having 13 stadium instead of&amp;nbsp;12 the&amp;nbsp;next season), which is&amp;nbsp;better than losing 50% to&amp;nbsp;the excess rule. Even &lt;span class="missingpage">Stadium&amp;nbsp;/&amp;nbsp;Trainer&lt;/span>&lt;a href="http://www.crowther.info/wakka/Stadium/Trainer/edit?add=1" title="Create this page">?&lt;/a> level 5 (costing 9 LPs) is&amp;nbsp;technically better than losing to&amp;nbsp;excess, however levels below that do&amp;nbsp;lose you&amp;nbsp;LPs.&lt;/li>&lt;/ol>
The&amp;nbsp;other way&amp;nbsp;of&amp;nbsp;storing LPs&amp;nbsp;is&amp;nbsp;by retaining your draft squad until after the&amp;nbsp;season finishes – you&amp;nbsp;aren’t paying any&amp;nbsp;wages during the&amp;nbsp;post season anyway, so&amp;nbsp;there is&amp;nbsp;no reason to&amp;nbsp;promote/waive them until after the&amp;nbsp;season end&amp;nbsp;completes. When you&amp;nbsp;do&amp;nbsp;waive or&amp;nbsp;promote them you&amp;nbsp;get the&amp;nbsp;LPs as&amp;nbsp;appropriate. In&amp;nbsp;general I&amp;nbsp;would say&amp;nbsp;most teams should clear the&amp;nbsp;draft squad in&amp;nbsp;one way&amp;nbsp;or&amp;nbsp;another at&amp;nbsp;this point, paying wages for&amp;nbsp;extra people should only happen in&amp;nbsp;unusual circumstances.&lt;br />
You&amp;nbsp;can also store LPs&amp;nbsp;in&amp;nbsp;players while the&amp;nbsp;free agent market is&amp;nbsp;active, buying a&amp;nbsp;10/11* player with potential that is&amp;nbsp;at a&amp;nbsp;decent price at&amp;nbsp;week 16, and&amp;nbsp;selling it&amp;nbsp;week 17 so&amp;nbsp;that it&amp;nbsp;gets bought early in&amp;nbsp;the next season. Assuming he&amp;nbsp;gets bought during preseason you&amp;nbsp;can get&amp;nbsp;back 100% of&amp;nbsp;half his&amp;nbsp;LPs transferred from season to&amp;nbsp;season. You&amp;nbsp;do&amp;nbsp;run the&amp;nbsp;risk if&amp;nbsp;he isn’t bought before he&amp;nbsp;retires you&amp;nbsp;lose all&amp;nbsp;the money, or&amp;nbsp;if he&amp;nbsp;stays on&amp;nbsp;the market until when he&amp;nbsp;value halves you&amp;nbsp;get no&amp;nbsp;bonus. However in&amp;nbsp;both these situations it&amp;nbsp;would seem like you&amp;nbsp;would actually step in&amp;nbsp;and buy&amp;nbsp;him for&amp;nbsp;your squad anyway. This method is&amp;nbsp;unreliable at&amp;nbsp;best however, but&amp;nbsp;an&amp;nbsp;option a&amp;nbsp;well set&amp;nbsp;up&amp;nbsp;team that doesn’t want to&amp;nbsp;invest in&amp;nbsp;stadium/merc might consider to&amp;nbsp;transfer LPs&amp;nbsp;between seasons.&lt;br />
The&amp;nbsp;main causes for&amp;nbsp;this are&amp;nbsp;the wage/value rises at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, and&amp;nbsp;the drop in&amp;nbsp;the number of&amp;nbsp;fans at&amp;nbsp;the beginning of&amp;nbsp;the season. Combined this can&amp;nbsp;be&amp;nbsp;easily an&amp;nbsp;increase of&amp;nbsp;10 wages, and&amp;nbsp;a&amp;nbsp;drop of&amp;nbsp;16 income. While a&amp;nbsp;rebuilding team will have a&amp;nbsp;fair amount of&amp;nbsp;slack to&amp;nbsp;deal with this, more established teams don’t tend to&amp;nbsp;have so&amp;nbsp;much slack in&amp;nbsp;their finances to&amp;nbsp;survive until the&amp;nbsp;mid season when income and&amp;nbsp;the wage bill gets to&amp;nbsp;a more reasonable point.&lt;br />
&lt;ul>&lt;li>Generally promote/waive all&amp;nbsp;your draftees before week 1 so&amp;nbsp;you aren’t paying any&amp;nbsp;extra wages, remember during a&amp;nbsp;full season you&amp;nbsp;pay at&amp;nbsp;least the&amp;nbsp;entire value of&amp;nbsp;the player out&amp;nbsp;in&amp;nbsp;wages, so&amp;nbsp;having extra players around is&amp;nbsp;a liability, not&amp;nbsp;an&amp;nbsp;asset. This isn’t always the&amp;nbsp;best move however, as&amp;nbsp;the draft squad does give you&amp;nbsp;extra minor league spots for&amp;nbsp;players to&amp;nbsp;gain form in&amp;nbsp;effectively.
&lt;/li>&lt;li>Try not&amp;nbsp;to&amp;nbsp;drop players onto the&amp;nbsp;free agency market early that are&amp;nbsp;going to&amp;nbsp;disappear (7* and&amp;nbsp;below mostly) so&amp;nbsp;you only get&amp;nbsp;half their value if&amp;nbsp;there is&amp;nbsp;a reasonable chance someone will buy&amp;nbsp;them, although players with 0 potential left it&amp;nbsp;probably isn’t too&amp;nbsp;important.&lt;/li>&lt;/ul>
This section is&amp;nbsp;about getting the&amp;nbsp;most out&amp;nbsp;of&amp;nbsp;the team you&amp;nbsp;currently have – choosing the&amp;nbsp;right players, selecting line ups, analysing your pitchers and&amp;nbsp;batters to&amp;nbsp;see where they are&amp;nbsp;most effective, etc.&lt;br />
When looking at&amp;nbsp;the ability of&amp;nbsp;your players use&amp;nbsp;all of&amp;nbsp;the information you&amp;nbsp;have available to&amp;nbsp;you where possible – for&amp;nbsp;example one&amp;nbsp;9* QUI&amp;nbsp;pitcher might make a&amp;nbsp;great starter, where another would be&amp;nbsp;very poor. Also one&amp;nbsp;Average Hitter might make .281 in&amp;nbsp;a season, where another might only bat&amp;nbsp;.175, this could be&amp;nbsp;due to&amp;nbsp;their variation within the&amp;nbsp;Average category, other stats like speed, experience, fatigue or&amp;nbsp;form – and&amp;nbsp;of&amp;nbsp;course luck.&lt;br />
One&amp;nbsp;of&amp;nbsp;the key&amp;nbsp;factors in&amp;nbsp;man management in&amp;nbsp;gameplan baseball is&amp;nbsp;the management of&amp;nbsp;form – try&amp;nbsp;and keep your in&amp;nbsp;form players active so&amp;nbsp;they can&amp;nbsp;perform well and&amp;nbsp;snowball even higher form ratings. Conversely players with negative form might be&amp;nbsp;best served with a&amp;nbsp;stint in&amp;nbsp;the minor leagues while they turn things around. The&amp;nbsp;new ADDFORM command could also be&amp;nbsp;a useful tool here.&lt;br />
Remember from the&amp;nbsp;rulebook – a&amp;nbsp;player with Average hitting and&amp;nbsp;+9 Form is&amp;nbsp;comparable to&amp;nbsp;a Good hitter with no&amp;nbsp;form, or&amp;nbsp;an Excellent hitter with –9 Form, and&amp;nbsp;Form affects all&amp;nbsp;4 stats, so&amp;nbsp;it can&amp;nbsp;be&amp;nbsp;a very strong affect on&amp;nbsp;a players performance.&lt;br />
What is&amp;nbsp;the profile for&amp;nbsp;a&amp;nbsp;starting pitcher? Firstly to&amp;nbsp;be a&amp;nbsp;quality pitcher (high Acc, Con, Qui), but&amp;nbsp;also to&amp;nbsp;have enough Stamina to&amp;nbsp;go deep into games without getting too&amp;nbsp;fatigued. It&amp;nbsp;does you&amp;nbsp;little good to&amp;nbsp;have either a&amp;nbsp;starter that you&amp;nbsp;pull after 5 innings when he&amp;nbsp;isn’t getting hit, or&amp;nbsp;going to&amp;nbsp;&lt;span class="nobr">4&amp;ndash;5&lt;/span> fatigue every time so&amp;nbsp;starting fatigued or&amp;nbsp;limiting your options if&amp;nbsp;you do&amp;nbsp;play them deep.&lt;br />
You&amp;nbsp;have a&amp;nbsp;couple of&amp;nbsp;options here, in&amp;nbsp;my opinion, you&amp;nbsp;can survive with pitchers in&amp;nbsp;the rotation with Average Stamina if&amp;nbsp;you have a&amp;nbsp;five man&amp;nbsp;rotation, if&amp;nbsp;you want to&amp;nbsp;drop to&amp;nbsp;a four man&amp;nbsp;rotation you&amp;nbsp;really need each of&amp;nbsp;them to&amp;nbsp;Good stamina as&amp;nbsp;a minimum – remember one&amp;nbsp;of&amp;nbsp;your pitchers will pitch 3 games in&amp;nbsp;a week with a&amp;nbsp;4 man&amp;nbsp;rotation, so&amp;nbsp;if things go&amp;nbsp;wrong he&amp;nbsp;could end&amp;nbsp;up&amp;nbsp;starting two&amp;nbsp;fatigued each time. You&amp;nbsp;will also want to&amp;nbsp;keep &lt;span class="missingpage">Mx&amp;nbsp;H&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxH/edit?add=1" title="Create this page">?&lt;/a>, &lt;span class="missingpage">Mx&amp;nbsp;B&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxB/edit?add=1" title="Create this page">?&lt;/a>, &lt;span class="missingpage">Mx&amp;nbsp;E&lt;/span>&lt;a href="http://www.crowther.info/wakka/MxE/edit?add=1" title="Create this page">?&lt;/a> all&amp;nbsp;tightly controlled in&amp;nbsp;a 4 man&amp;nbsp;rotation, even for&amp;nbsp;the Excellent Stamina pitchers you&amp;nbsp;still do&amp;nbsp;not want to&amp;nbsp;push them too&amp;nbsp;hard.&lt;br />
There is&amp;nbsp;an option in&amp;nbsp;between which I&amp;nbsp;used for&amp;nbsp;a&amp;nbsp;short while once, a&amp;nbsp;4.5 man&amp;nbsp;rotation. This is&amp;nbsp;where you&amp;nbsp;have 4 decent starters, but&amp;nbsp;they don’t quite have the&amp;nbsp;stamina to&amp;nbsp;survive playing every 4th day. Instead you&amp;nbsp;get a&amp;nbsp;fifth starter, but&amp;nbsp;always bump him&amp;nbsp;down to&amp;nbsp;5th place at&amp;nbsp;the start of&amp;nbsp;each week, so&amp;nbsp;he plays one&amp;nbsp;game a&amp;nbsp;week, and&amp;nbsp;the rest all&amp;nbsp;play 2.&lt;br />
You&amp;nbsp;may also want to&amp;nbsp;set the&amp;nbsp;values for&amp;nbsp;Max Hits, Max&amp;nbsp;Batters, and&amp;nbsp;Max Extra for&amp;nbsp;your starters appropriate to&amp;nbsp;their ability and&amp;nbsp;stamina, so&amp;nbsp;that the&amp;nbsp;lower stamina members of&amp;nbsp;the rotation don’t get&amp;nbsp;too fatigued by&amp;nbsp;facing too&amp;nbsp;many batters, and&amp;nbsp;your best starters get&amp;nbsp;more hits to&amp;nbsp;play with. &lt;br />
Now&amp;nbsp;that you&amp;nbsp;have used up&amp;nbsp;your best pitchers for&amp;nbsp;your rotation, you&amp;nbsp;need to&amp;nbsp;sort out&amp;nbsp;your relievers and&amp;nbsp;chose whether to&amp;nbsp;have a&amp;nbsp;closer/setup man. Using a&amp;nbsp;closer or&amp;nbsp;not is&amp;nbsp;really up&amp;nbsp;to you, but&amp;nbsp;to&amp;nbsp;some extent it&amp;nbsp;will be&amp;nbsp;dictated by&amp;nbsp;the pitchers you&amp;nbsp;have left – what you&amp;nbsp;really want is&amp;nbsp;someone with solid ability, but&amp;nbsp;low stamina (or you&amp;nbsp;would have made him&amp;nbsp;a&amp;nbsp;starter). Note the&amp;nbsp;one thing I&amp;nbsp;have noticed with closers is&amp;nbsp;that they often tend to&amp;nbsp;have good form compared to&amp;nbsp;most relievers (as they get&amp;nbsp;lots of&amp;nbsp;saves and&amp;nbsp;low ERA&amp;nbsp;outings), obviously assuming they aren’t getting laced around the&amp;nbsp;park.&lt;br />
I&amp;nbsp;don’t generally use&amp;nbsp;a&amp;nbsp;setup man, however if&amp;nbsp;you have two&amp;nbsp;pitchers that would make good closers you&amp;nbsp;might use&amp;nbsp;this. Setup relievers don’t seem to&amp;nbsp;get much form bonus though, so&amp;nbsp;as a&amp;nbsp;rule its&amp;nbsp;probably better for&amp;nbsp;him to&amp;nbsp;be in&amp;nbsp;the bullpen where he&amp;nbsp;&lt;br />
If&amp;nbsp;you have a&amp;nbsp;high stamina low&amp;nbsp;ability rookie around it&amp;nbsp;can be&amp;nbsp;worth making him&amp;nbsp;your long inning reliever, as&amp;nbsp;it is&amp;nbsp;generally better to&amp;nbsp;just give up&amp;nbsp;a game than overwork your entire bullpen just to&amp;nbsp;try and&amp;nbsp;salvage one&amp;nbsp;game you&amp;nbsp;got quickly behind in. To&amp;nbsp;do this you&amp;nbsp;will probably want to&amp;nbsp;set his&amp;nbsp;Max Hits value to&amp;nbsp;a moderately high number like 5 or&amp;nbsp;6, so&amp;nbsp;he isn’t taken out&amp;nbsp;too easily.&lt;br />
When selecting your bullpen – ie&amp;nbsp;all the&amp;nbsp;rest of&amp;nbsp;your pitchers, ignore fatigue and&amp;nbsp;stamina as&amp;nbsp;the computer will automatically select the&amp;nbsp;best (ranked by&amp;nbsp;you) bullpen reliever that is&amp;nbsp;not fatigued (if any&amp;nbsp;aren’t). What you&amp;nbsp;might want to&amp;nbsp;do however is&amp;nbsp;set the&amp;nbsp;parameters of&amp;nbsp;a low&amp;nbsp;stamina reliever so&amp;nbsp;that he&amp;nbsp;doesn’t come in&amp;nbsp;at too&amp;nbsp;early an&amp;nbsp;inning, or&amp;nbsp;limit the&amp;nbsp;maximum number of&amp;nbsp;batters he&amp;nbsp;can face, so&amp;nbsp;that he&amp;nbsp;doesn’t build up&amp;nbsp;too much fatigue in&amp;nbsp;a single game.&lt;a name="h120-4">&lt;/a>&lt;h2>Batters – Starters&lt;/h2>
Next select your infielders – 1B, 2B, SS, 3B. In&amp;nbsp;general you&amp;nbsp;want to&amp;nbsp;select your best players in&amp;nbsp;these positions, however if&amp;nbsp;you have a&amp;nbsp;spot where your best isn’t all&amp;nbsp;that hot, it&amp;nbsp;is worth considering substituting another batter from a&amp;nbsp;similar fielding position, the&amp;nbsp;most similar positions are&amp;nbsp;1B and&amp;nbsp;3B, and&amp;nbsp;also 2B and&amp;nbsp;SS. There is&amp;nbsp;some degree of&amp;nbsp;interchangeability between all&amp;nbsp;the infield positions failing that, however the&amp;nbsp;fielding penalty gets higher the&amp;nbsp;further you&amp;nbsp;go. In&amp;nbsp;general you&amp;nbsp;still want to&amp;nbsp;have most or&amp;nbsp;all of&amp;nbsp;your players playing their designated positions, however that’s not&amp;nbsp;always possible, especially when injuries factor in.&lt;br />
If&amp;nbsp;you have a&amp;nbsp;decent second string catcher you&amp;nbsp;might consider playing them, although in&amp;nbsp;the Rulebook it&amp;nbsp;doesn’t explicitly state where they fit&amp;nbsp;in&amp;nbsp;best, it&amp;nbsp;is likely they will be&amp;nbsp;able to&amp;nbsp;cover 1B (and by&amp;nbsp;extension probably 3B) without fielding too&amp;nbsp;poorly, as&amp;nbsp;this is&amp;nbsp;normal in&amp;nbsp;the MLB&amp;nbsp;when catchers get&amp;nbsp;older.&lt;br />
In&amp;nbsp;the outfield the&amp;nbsp;interchangeability is&amp;nbsp;fairly high, although ideally you&amp;nbsp;will select one&amp;nbsp;LF, one&amp;nbsp;CF, and&amp;nbsp;one RF, its&amp;nbsp;less critical than the&amp;nbsp;infield. Consider the&amp;nbsp;All Star Game in&amp;nbsp;the real MLB&amp;nbsp;where you&amp;nbsp;don’t even vote on&amp;nbsp;the separate positions, just for&amp;nbsp;3 OF’s. However ideally you&amp;nbsp;will have one&amp;nbsp;of&amp;nbsp;each, as&amp;nbsp;can be&amp;nbsp;seen from the&amp;nbsp;real MLB&amp;nbsp;most players have a&amp;nbsp;strong preference to&amp;nbsp;playing one&amp;nbsp;particular spot in&amp;nbsp;the field, as&amp;nbsp;there are&amp;nbsp;a&amp;nbsp;number of&amp;nbsp;nuances to&amp;nbsp;each spot.&lt;a name="h120-5">&lt;/a>&lt;h2>Batters – Lineup Theory&lt;/h2>
There are&amp;nbsp;two slightly opposing factors when you&amp;nbsp;choose your lineup – number of&amp;nbsp;plate appearances, and&amp;nbsp;complementary skills.&lt;br />
In&amp;nbsp;terms of&amp;nbsp;number plate appearances, the&amp;nbsp;players near the&amp;nbsp;top of&amp;nbsp;the line up&amp;nbsp;will get&amp;nbsp;more plate appearances per&amp;nbsp;game on&amp;nbsp;average than a&amp;nbsp;batter at&amp;nbsp;the bottom of&amp;nbsp;the line up, so&amp;nbsp;in general you&amp;nbsp;want your best players as&amp;nbsp;near as&amp;nbsp;possible to&amp;nbsp;the top&amp;nbsp;of&amp;nbsp;the lineup. To&amp;nbsp;put it&amp;nbsp;into numbers each position higher in&amp;nbsp;the order yields an&amp;nbsp;11% better chance of&amp;nbsp;getting one&amp;nbsp;extra plate appearance than the&amp;nbsp;next in&amp;nbsp;the order below it&amp;nbsp;– so&amp;nbsp;first spot gets an&amp;nbsp;extra appearance 89% more than the&amp;nbsp;last in&amp;nbsp;the order. With between 3 and&amp;nbsp;6 plate appearances being normal in&amp;nbsp;a game without extra innings, this equates to&amp;nbsp;a reasonably important factor in&amp;nbsp;the long run.&lt;br />
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;hit||
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;home run||&lt;br />
No&amp;nbsp;– if&amp;nbsp;the speedy player even gets on, they have a&amp;nbsp;batter in&amp;nbsp;front of&amp;nbsp;them stopping them stealing/taking extra bases||
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then he&amp;nbsp;has  increased possibility of&amp;nbsp;scoring with a&amp;nbsp;hit through steals or&amp;nbsp;fast base running||&lt;br />
No&amp;nbsp;– home runs score you&amp;nbsp;from any&amp;nbsp;base, it&amp;nbsp;doesn’t matter how&amp;nbsp;fast you&amp;nbsp;run||
No&amp;nbsp;– most of&amp;nbsp;the time only one&amp;nbsp;runner can&amp;nbsp;steal, and&amp;nbsp;having a&amp;nbsp;fast runner on&amp;nbsp;doesn’t help either of&amp;nbsp;them do&amp;nbsp;it particularly||&lt;br />
No&amp;nbsp;– Power batters leave the&amp;nbsp;bases empty when successful so&amp;nbsp;no advantage to&amp;nbsp;hitting after one||
No&amp;nbsp;– There is&amp;nbsp;no advantage here||&lt;br />
No&amp;nbsp;– Power hitters should clear the&amp;nbsp;bases, so&amp;nbsp;nothing for&amp;nbsp;the second one&amp;nbsp;to&amp;nbsp;do||&lt;a name="h120-6">&lt;/a>&lt;h2>Batting – Sample Line Up&lt;/h2>
Note that at&amp;nbsp;position 6 in&amp;nbsp;this example you&amp;nbsp;essentially are&amp;nbsp;starting around again, but&amp;nbsp;with your lesser players, but&amp;nbsp;in&amp;nbsp;the same general vein. Please note when I&amp;nbsp;say ‘Good’ above I&amp;nbsp;am not&amp;nbsp;referring to&amp;nbsp;the class Good (Go) as&amp;nbsp;shown on&amp;nbsp;turnsheets, but&amp;nbsp;just what is&amp;nbsp;a good rating in&amp;nbsp;terms of&amp;nbsp;your squad.&lt;br />
Pinch hitters can&amp;nbsp;be&amp;nbsp;useful as&amp;nbsp;they will only replace players who&amp;nbsp;are not&amp;nbsp;performing in&amp;nbsp;a given game. In&amp;nbsp;general a&amp;nbsp;pinch hitter will probably have a&amp;nbsp;decent Hit&amp;nbsp;or&amp;nbsp;Pow rating, but&amp;nbsp;poor Fielding so&amp;nbsp;that you&amp;nbsp;don’t want them on&amp;nbsp;the field too&amp;nbsp;much giving up&amp;nbsp;errors, but&amp;nbsp;if&amp;nbsp;you are&amp;nbsp;slightly behind then the&amp;nbsp;bonus of&amp;nbsp;strong hitting can&amp;nbsp;offset the&amp;nbsp;drop in&amp;nbsp;fielding, especially in&amp;nbsp;the last few&amp;nbsp;innings where chances are&amp;nbsp;the player might not&amp;nbsp;even have to&amp;nbsp;field a&amp;nbsp;single ball (unless at&amp;nbsp;1B).&lt;br />
One&amp;nbsp;thing it&amp;nbsp;does highlight for&amp;nbsp;me&amp;nbsp;– for&amp;nbsp;getting players in&amp;nbsp;form, particularly say&amp;nbsp;inexperienced batters, either trading out&amp;nbsp;the left handers vs&amp;nbsp;left handed starters, or&amp;nbsp;if they are&amp;nbsp;right handed platooning them in.&lt;br />
A&amp;nbsp;large part of&amp;nbsp;long term success is&amp;nbsp;of course the&amp;nbsp;financial situation, this has&amp;nbsp;been covered in&amp;nbsp;earlier sections but&amp;nbsp;should be&amp;nbsp;reiterated here – you&amp;nbsp;cannot build a&amp;nbsp;successful dynasty in&amp;nbsp;the game without giving at&amp;nbsp;least some attention to&amp;nbsp;building a&amp;nbsp;strong financial base, and&amp;nbsp;keeping control of&amp;nbsp;the wage bill. In&amp;nbsp;this section however we&amp;nbsp;will be&amp;nbsp;looking at&amp;nbsp;the other game aspects that affect your long term success – managing your roster, draft, and&amp;nbsp;the free agent market.&lt;br />
Key&amp;nbsp;things to&amp;nbsp;look at&amp;nbsp;are experience and&amp;nbsp;potential when considering long term success. Experience is&amp;nbsp;important in&amp;nbsp;that it&amp;nbsp;will improve the&amp;nbsp;players performances, and&amp;nbsp;potential is&amp;nbsp;key it&amp;nbsp;that gives longevity to&amp;nbsp;the player so&amp;nbsp;that you&amp;nbsp;can rely on&amp;nbsp;them being able to&amp;nbsp;perform in&amp;nbsp;future seasons. Even if&amp;nbsp;you draft 3 players and&amp;nbsp;get 17 from free agency every season, you&amp;nbsp;will still have 8 players that you&amp;nbsp;had the&amp;nbsp;previous season, so&amp;nbsp;some amount of&amp;nbsp;potential is&amp;nbsp;always useful – effectively you&amp;nbsp;don’t really want your average potential to&amp;nbsp;drop below about 3, or&amp;nbsp;it will be&amp;nbsp;very difficult to&amp;nbsp;replace everyone fast enough to&amp;nbsp;maintain the&amp;nbsp;success of&amp;nbsp;the team. &lt;br />
Generally you&amp;nbsp;will have a&amp;nbsp;good idea of&amp;nbsp;what you&amp;nbsp;want from the&amp;nbsp;draft, clearly one&amp;nbsp;key facet is&amp;nbsp;to try&amp;nbsp;and free up&amp;nbsp;a number of&amp;nbsp;special actions so&amp;nbsp;you can&amp;nbsp;scout the&amp;nbsp;list for&amp;nbsp;the more dubious picks that you&amp;nbsp;might have to&amp;nbsp;make. Generally I&amp;nbsp;don’t scout the&amp;nbsp;best players in&amp;nbsp;the draft, as&amp;nbsp;you don’t really need to&amp;nbsp;know what their stats exactly are&amp;nbsp;to&amp;nbsp;know you&amp;nbsp;will bid&amp;nbsp;on&amp;nbsp;them, it&amp;nbsp;is more the&amp;nbsp;next tier where they may&amp;nbsp;or&amp;nbsp;may not&amp;nbsp;be&amp;nbsp;suitable for&amp;nbsp;you. Remember to&amp;nbsp;note that the&amp;nbsp;draft list is&amp;nbsp;in order by&amp;nbsp;value within each ability range, not&amp;nbsp;their ability (its possible they are&amp;nbsp;related in&amp;nbsp;some way, but&amp;nbsp;I&amp;nbsp;don’t know of&amp;nbsp;any such thing being said) so&amp;nbsp;there is&amp;nbsp;no implicit reason you&amp;nbsp;should pick the&amp;nbsp;highest person on&amp;nbsp;the list in&amp;nbsp;each section.&lt;br />
Firstly don’t coach players who&amp;nbsp;are already quite high in&amp;nbsp;value, otherwise it&amp;nbsp;accelerates the&amp;nbsp;time before you&amp;nbsp;will want to&amp;nbsp;release them to&amp;nbsp;reduce their wage demands. Coach players who&amp;nbsp;are cheap, so&amp;nbsp;that you&amp;nbsp;don’t risk losing them to&amp;nbsp;free agency for&amp;nbsp;a&amp;nbsp;fairly long time, as&amp;nbsp;you should be&amp;nbsp;able to&amp;nbsp;afford to&amp;nbsp;keep them on&amp;nbsp;your squad and&amp;nbsp;benefit from the&amp;nbsp;coached ability as&amp;nbsp;long as&amp;nbsp;possible. Remember if&amp;nbsp;you have to&amp;nbsp;put the&amp;nbsp;player on&amp;nbsp;the free agent market to&amp;nbsp;get his&amp;nbsp;wages under control you&amp;nbsp;can then lose that investment in&amp;nbsp;the coaching.&lt;br />
Note that the&amp;nbsp;rulebook states that coaching is&amp;nbsp;more effective on&amp;nbsp;skills that are&amp;nbsp;low, ie&amp;nbsp;you get&amp;nbsp;diminishing returns as&amp;nbsp;you train the&amp;nbsp;same skill higher and&amp;nbsp;higher. From this we&amp;nbsp;can assume it&amp;nbsp;isn’t very efficient to&amp;nbsp;train your best hitter in&amp;nbsp;hitting, and&amp;nbsp;that as&amp;nbsp;a general rule its&amp;nbsp;probably best to&amp;nbsp;use coaching to&amp;nbsp;fill in&amp;nbsp;gaps where a&amp;nbsp;player is&amp;nbsp;poor, where doing so&amp;nbsp;will be&amp;nbsp;useful. For&amp;nbsp;example increasing the&amp;nbsp;low fielding a&amp;nbsp;player has&amp;nbsp;so&amp;nbsp;that he&amp;nbsp;doesn’t always have to&amp;nbsp;be in&amp;nbsp;the DH&amp;nbsp;spot and&amp;nbsp;can act&amp;nbsp;as&amp;nbsp;backup at&amp;nbsp;least for&amp;nbsp;his position.&lt;br />
Through free agency you&amp;nbsp;have the&amp;nbsp;ability to&amp;nbsp;do two&amp;nbsp;main things – control your wage bill, and&amp;nbsp;build or&amp;nbsp;rebuild your squad.&lt;br />
The&amp;nbsp;thing to&amp;nbsp;remember with free agency is&amp;nbsp;that it&amp;nbsp;isn’t just your fastest way&amp;nbsp;of&amp;nbsp;strengthening your team, it&amp;nbsp;is also your opponents. The&amp;nbsp;random free agents that appear when someone retires on&amp;nbsp;the list tend to&amp;nbsp;be not&amp;nbsp;much different for&amp;nbsp;the level of&amp;nbsp;ability of&amp;nbsp;draftees, although they often have some experience. Therefore most of&amp;nbsp;your team strengthening is&amp;nbsp;done by&amp;nbsp;reducing the&amp;nbsp;strength of&amp;nbsp;other teams in&amp;nbsp;the league.&lt;br />
One&amp;nbsp;thing that is&amp;nbsp;generally true though is&amp;nbsp;not to&amp;nbsp;get too&amp;nbsp;attached to&amp;nbsp;your players – if&amp;nbsp;you have a&amp;nbsp;7* reliever for&amp;nbsp;3 wages, and&amp;nbsp;you see&amp;nbsp;a&amp;nbsp;8* reliever for&amp;nbsp;3 or&amp;nbsp;even 2 wages on&amp;nbsp;the market (assuming similar experience/potential), then it&amp;nbsp;might be&amp;nbsp;a good idea to&amp;nbsp;go for&amp;nbsp;them and&amp;nbsp;strengthen your team, although scout them first to&amp;nbsp;check their balance of&amp;nbsp;skills is&amp;nbsp;appropriate for&amp;nbsp;the role they will be&amp;nbsp;playing in. As&amp;nbsp;a rule I&amp;nbsp;prefer to&amp;nbsp;be bidding on&amp;nbsp;a free agent per&amp;nbsp;turn, there is&amp;nbsp;usually something there that can&amp;nbsp;reduce your wage bill, or&amp;nbsp;strengthen your team, or&amp;nbsp;both. Unlike some other games in&amp;nbsp;baseball players don’t have to&amp;nbsp;get used to&amp;nbsp;playing with each other to&amp;nbsp;become effective, so&amp;nbsp;a high turnover rate doesn’t implicitly have any&amp;nbsp;disadvantage.&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2004-08-01 00:28:39</title>
<link>http://www.crowther.info/wakka/HintsAndTips/show?time=2004-08-01+00%3A28%3A39</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.crowther.info/wakka/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.crowther.info/wakka/HintsAndTips" class="">/Hints&amp;nbsp;And&amp;nbsp;Tips&lt;/a> of &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2004-08-01+00%3A28%3A39">2004-08-01 00:28:39&lt;/a> and &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2006-07-27+21%3A23%3A32">2006-07-27 21:23:32&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;table class="usertable" border="1">
&lt;tr class="userrow">&lt;td class="usercell">Batter&lt;/td>&lt;td class="usercell">Pitcher&lt;/td>&lt;td class="usercell">At Bats&lt;/td>&lt;td class="usercell">Average&lt;/td>&lt;td class="usercell">Apps&lt;/td>&lt;td  class="usercell">OBP&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">L&lt;/td>&lt;td class="usercell">L&lt;/td>&lt;td class="usercell">2948&lt;/td>&lt;td class="usercell">.287&lt;/td>&lt;td class="usercell">3212&lt;/td>&lt;td  class="usercell">.319&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">L&lt;/td>&lt;td class="usercell">R&lt;/td>&lt;td class="usercell">4596&lt;/td>&lt;td class="usercell">.322&lt;/td>&lt;td class="usercell">5161&lt;/td>&lt;td  class="usercell">.372&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">R&lt;/td>&lt;td class="usercell">L&lt;/td>&lt;td class="usercell">5455&lt;/td>&lt;td class="usercell">.315&lt;/td>&lt;td class="usercell">6033&lt;/td>&lt;td  class="usercell">.356&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">R&lt;/td>&lt;td class="usercell">R&lt;/td>&lt;td class="usercell">9446&lt;/td>&lt;td class="usercell">.289&lt;/td>&lt;td class="usercell">10358&lt;/td>&lt;td  class="usercell">.328&lt;/td>&lt;/tr>
&lt;/table>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">Batter&lt;br />
Pitcher&lt;br />
At&amp;nbsp;Bats&lt;br />
Average&lt;br />
Apps&lt;br />
OBP&lt;br />
L&lt;br />
L&lt;br />
2948&lt;br />
.287&lt;br />
3212&lt;br />
.319&lt;br />
L&lt;br />
R&lt;br />
4596&lt;br />
.322&lt;br />
5161&lt;br />
.372&lt;br />
R&lt;br />
L&lt;br />
5455&lt;br />
.315&lt;br />
6033&lt;br />
.356&lt;br />
R&lt;br />
R&lt;br />
9446&lt;br />
.289&lt;br />
10358&lt;br />
.328&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2004-08-01 00:26:44</title>
<link>http://www.crowther.info/wakka/HintsAndTips/show?time=2004-08-01+00%3A26%3A44</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.crowther.info/wakka/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.crowther.info/wakka/HintsAndTips" class="">/Hints&amp;nbsp;And&amp;nbsp;Tips&lt;/a> of &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2004-08-01+00%3A26%3A44">2004-08-01 00:26:44&lt;/a> and &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2004-08-01+00%3A28%3A39">2004-08-01 00:28:39&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ol type="1">&lt;li>Merchandising up&amp;nbsp;to 200 – 100% of&amp;nbsp;the money is&amp;nbsp;kept, although it&amp;nbsp;may take some time to&amp;nbsp;get it&amp;nbsp;back
&lt;/li>&lt;li>High levels of&amp;nbsp;stadium/trainers, if&amp;nbsp;you want them that high (or up&amp;nbsp;to two&amp;nbsp;levels lower. Remember each level of&amp;nbsp;stadium/trainers costs an&amp;nbsp;extra 4 LPs, this works either way&amp;nbsp;– so&amp;nbsp;the 29 LP&amp;nbsp;it costs to&amp;nbsp;get a&amp;nbsp;level 15 stadium, you&amp;nbsp;essentially only lose 4 LPs&amp;nbsp;on&amp;nbsp;when it&amp;nbsp;declines at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, so&amp;nbsp;you have kept 86% of&amp;nbsp;your LPs&amp;nbsp;(although tied up&amp;nbsp;in having 13 stadium instead of&amp;nbsp;12 the&amp;nbsp;next season), which is&amp;nbsp;better than losing 50% to&amp;nbsp;the excess rule. Even &lt;span class="missingpage">Stadium&amp;nbsp;/&amp;nbsp;Trainer&lt;/span>&lt;a href="http://www.crowther.info/wakka/Stadium/Trainer/edit?add=1" title="Create this page">?&lt;/a> level 5 (costing 9 LPs) is&amp;nbsp;technically better than losing to&amp;nbsp;excess, however levels below that do&amp;nbsp;lose you&amp;nbsp;LPs.
&lt;/li>&lt;li>Keep it. Fans, low&amp;nbsp;levels of&amp;nbsp;stadium/trainers, etc&amp;nbsp;are all&amp;nbsp;worse that just holding the&amp;nbsp;cash and&amp;nbsp;letting it&amp;nbsp;get halved.&lt;/li>&lt;/ol>&lt;a name="h120-1">&lt;/a>&lt;h2>Batting – Sample Line Up&lt;/h2>
&lt;div class="indent">1 Good HIT&amp;nbsp;and Best SPD&lt;br />
2 Good HIT&amp;nbsp;and with speed if&amp;nbsp;available&lt;br />
3 Best HIT&lt;br />
4 Good HIT&amp;nbsp;and Best POW&lt;br />
5 Good HIT&amp;nbsp;and Good POW&lt;br />
6 Decent SPD&lt;br />
7 Decent HIT&lt;br />
8 Decent HIT&lt;br />
9 Decent POW&lt;/div>&lt;a name="h120-2">&lt;/a>&lt;h2>Pinch Hitters and&amp;nbsp;Platooning&lt;/h2>&lt;a name="h120-3">&lt;/a>&lt;h2>Potential and&amp;nbsp;Experience&lt;/h2>&lt;a name="h120-4">&lt;/a>&lt;h2>Drafting&lt;/h2>&lt;a name="h120-5">&lt;/a>&lt;h2>Your Squad and&amp;nbsp;Stadium&lt;/h2>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">1.Merchandising up&amp;nbsp;to 200 – 100% of&amp;nbsp;the money is&amp;nbsp;kept, although it&amp;nbsp;may take some time to&amp;nbsp;get it&amp;nbsp;back&lt;br />
2.High levels of&amp;nbsp;stadium/trainers, if&amp;nbsp;you want them that high (or up&amp;nbsp;to two&amp;nbsp;levels lower. Remember each level of&amp;nbsp;stadium/trainers costs an&amp;nbsp;extra 4 LPs, this works either way&amp;nbsp;– so&amp;nbsp;the 29 LP&amp;nbsp;it costs to&amp;nbsp;get a&amp;nbsp;level 15 stadium, you&amp;nbsp;essentially only lose 4 LPs&amp;nbsp;on&amp;nbsp;when it&amp;nbsp;declines at&amp;nbsp;the end&amp;nbsp;of&amp;nbsp;the season, so&amp;nbsp;you have kept 86% of&amp;nbsp;your LPs&amp;nbsp;(although tied up&amp;nbsp;in having 13 stadium instead of&amp;nbsp;12 the&amp;nbsp;next season), which is&amp;nbsp;better than losing 50% to&amp;nbsp;the excess rule. Even &lt;span class="missingpage">Stadium&amp;nbsp;/&amp;nbsp;Trainer&lt;/span>&lt;a href="http://www.crowther.info/wakka/Stadium/Trainer/edit?add=1" title="Create this page">?&lt;/a> level 5 (costing 9 LPs) is&amp;nbsp;technically better than losing to&amp;nbsp;excess, however levels below that do&amp;nbsp;lose you&amp;nbsp;LPs.&lt;br />
3.Keep it. Fans, low&amp;nbsp;levels of&amp;nbsp;stadium/trainers, etc&amp;nbsp;are all&amp;nbsp;worse that just holding the&amp;nbsp;cash and&amp;nbsp;letting it&amp;nbsp;get halved.&lt;br />
Batting – Sample Line Up&lt;br />
1Good HIT&amp;nbsp;and Best SPD&lt;br />
2Good HIT&amp;nbsp;and with speed if&amp;nbsp;available&lt;br />
3Best HIT&lt;br />
4Good HIT&amp;nbsp;and Best POW&lt;br />
5Good HIT&amp;nbsp;and Good POW&lt;br />
6Decent SPD&lt;br />
7Decent HIT&lt;br />
8Decent HIT&lt;br />
9Decent POW&lt;br />
Pinch Hitters and&amp;nbsp;Platooning&lt;br />
General&lt;br />
Potential and&amp;nbsp;Experience&lt;br />
Drafting&lt;br />
Your Squad and&amp;nbsp;Stadium&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2004-08-01 00:23:14</title>
<link>http://www.crowther.info/wakka/HintsAndTips/show?time=2004-08-01+00%3A23%3A14</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.crowther.info/wakka/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.crowther.info/wakka/HintsAndTips" class="">/Hints&amp;nbsp;And&amp;nbsp;Tips&lt;/a> of &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2004-08-01+00%3A23%3A14">2004-08-01 00:23:14&lt;/a> and &lt;a href="http://www.crowther.info/wakka/HintsAndTips?time=2004-08-01+00%3A26%3A44">2004-08-01 00:26:44&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;!--notypo-->&lt;fieldset>&lt;legend>&lt;strong> Contents    &lt;/strong>&lt;/legend>&lt;div class="toc1">&lt;a href="#h120-2">Introduction&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-3">General&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-4">Contributors:&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-5">Key Points&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-6">Economic Hints and&amp;nbsp;Tips&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-7">General Tips&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-8">Income Â– Merchandising&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-9">Wage Management&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-10">Income Â– Stadium&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-11">Income Â– Fans&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-12">End of&amp;nbsp;Season Economic Management&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-13">Short Term Success&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-14">General&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-15">Pitching &amp;ndash; Starters&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-16">Pitching &amp;ndash; Relievers&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-17">Batters Â– Starters&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-18">Batters Â– Lineup Theory&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-19">Batting Â– Sample Line Up&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-20">Pinch Hitters and&amp;nbsp;Platooning&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-21">General&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-22">Potential and&amp;nbsp;Experience&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-23">Drafting&lt;/a>&lt;/div>&lt;div class="toc1">&lt;a href="#h120-24">Your Squad and&amp;nbsp;Stadium&lt;/a>&lt;/div>&lt;/fieldset>&lt;!--/notypo-->&lt;a name="h120-1">&lt;/a>&lt;h2>End of&amp;nbsp;Season Economic Management&lt;/h2>
&lt;ul>&lt;li>Limit the&amp;nbsp;amount of&amp;nbsp;0 potential players you&amp;nbsp;keep for&amp;nbsp;a&amp;nbsp;final season to&amp;nbsp;3, so&amp;nbsp;that you&amp;nbsp;can immediately drop them by&amp;nbsp;promoting your draftees into their spots in&amp;nbsp;the roster before week 1.
&lt;/li>&lt;li>Generally promote/waive all&amp;nbsp;your draftees before week 1 so&amp;nbsp;you aren’t paying any&amp;nbsp;extra wages, remember during a&amp;nbsp;full season you&amp;nbsp;pay at&amp;nbsp;least the&amp;nbsp;entire value of&amp;nbsp;the player out&amp;nbsp;in&amp;nbsp;wages, so&amp;nbsp;having extra players around is&amp;nbsp;a liability, not&amp;nbsp;an&amp;nbsp;asset. This isn’t always the&amp;nbsp;best move however, as&amp;nbsp;the draft squad does give you&amp;nbsp;extra minor league spots for&amp;nbsp;players to&amp;nbsp;gain form in&amp;nbsp;effectively.
&lt;/li>&lt;li>Try not&amp;nbsp;to&amp;nbsp;drop players onto the&amp;nbsp;free agency market early that are&amp;nbsp;going to&amp;nbsp;disappear (7* and&amp;nbsp;below mostly) so&amp;nbsp;you only get&amp;nbsp;half their value if&amp;nbsp;there is&amp;nbsp;a reasonable chance someone will buy&amp;nbsp;them, although players with 0 potential left it&amp;nbsp;probably isn’t too&amp;nbsp;important.
&lt;/li>&lt;li>Do wage control from the&amp;nbsp;start of&amp;nbsp;the season, worrying about strengthening once you&amp;nbsp;are financially stable as&amp;nbsp;a rule.&lt;/li>&lt;/ul>&lt;a name="h120-2">&lt;/a>&lt;h2>Short Term Success&lt;/h2>&lt;a name="h120-3">&lt;/a>&lt;h2>Pitching &amp;ndash; Starters&lt;/h2>&lt;a name="h120-4">&lt;/a>&lt;h2>Pitching &amp;ndash; Relievers&lt;/h2>&lt;a name="h120-5">&lt;/a>&lt;h2>Batters – Starters&lt;/h2>&lt;a name="h120-6">&lt;/a>&lt;h2>Batters – Lineup Theory&lt;/h2>
&lt;table class="dtable" border="0">
&lt;tr class="userrow">&lt;td class="usercell">First Batter&lt;/td>&lt;td class="usercell">Second Batter&lt;/td>&lt;td  class="usercell">Complementary?&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">HIT&lt;/td>&lt;td class="usercell">HIT&lt;/td>&lt;td  class="usercell">Yes – if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;hit&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">HIT&lt;/td>&lt;td class="usercell">POW&lt;/td>&lt;td  class="usercell">Yes – if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;home run&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">HIT&lt;/td>&lt;td class="usercell">SPD&lt;/td>&lt;td  class="usercell">No – if&amp;nbsp;the speedy player even gets on, they have a&amp;nbsp;batter in&amp;nbsp;front of&amp;nbsp;them stopping them stealing/taking extra bases&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">SPD&lt;/td>&lt;td class="usercell">HIT&lt;/td>&lt;td  class="usercell">Yes – if&amp;nbsp;the first gets on&amp;nbsp;base then he&amp;nbsp;has  increased possibility of&amp;nbsp;scoring with a&amp;nbsp;hit through steals or&amp;nbsp;fast base running&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">SPD&lt;/td>&lt;td class="usercell">POW&lt;/td>&lt;td  class="usercell">No – home runs score you&amp;nbsp;from any&amp;nbsp;base, it&amp;nbsp;doesn’t matter how&amp;nbsp;fast you&amp;nbsp;run&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">SPD&lt;/td>&lt;td class="usercell">SPD&lt;/td>&lt;td  class="usercell">No – most of&amp;nbsp;the time only one&amp;nbsp;runner can&amp;nbsp;steal, and&amp;nbsp;having a&amp;nbsp;fast runner on&amp;nbsp;doesn’t help either of&amp;nbsp;them do&amp;nbsp;it particularly&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">POW&lt;/td>&lt;td class="usercell">HIT&lt;/td>&lt;td  class="usercell">No – Power batters leave the&amp;nbsp;bases empty when successful so&amp;nbsp;no advantage to&amp;nbsp;hitting after one&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">POW&lt;/td>&lt;td class="usercell">SPD&lt;/td>&lt;td  class="usercell">No – There is&amp;nbsp;no advantage here&lt;/td>&lt;/tr>
&lt;tr class="userrow">&lt;td class="usercell">POW&lt;/td>&lt;td class="usercell">POW&lt;/td>&lt;td  class="usercell">No – Power hitters should clear the&amp;nbsp;bases, so&amp;nbsp;nothing for&amp;nbsp;the second one&amp;nbsp;to&amp;nbsp;do&lt;/td>&lt;/tr>
&lt;/table>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">{toc}&lt;br />
End&amp;nbsp;of&amp;nbsp;Season Economic Management&lt;br />
Limit the&amp;nbsp;amount of&amp;nbsp;0 potential players you&amp;nbsp;keep for&amp;nbsp;a&amp;nbsp;final season to&amp;nbsp;3, so&amp;nbsp;that you&amp;nbsp;can immediately drop them by&amp;nbsp;promoting your draftees into their spots in&amp;nbsp;the roster before week 1.&lt;br />
Generally promote/waive all&amp;nbsp;your draftees before week 1 so&amp;nbsp;you aren’t paying any&amp;nbsp;extra wages, remember during a&amp;nbsp;full season you&amp;nbsp;pay at&amp;nbsp;least the&amp;nbsp;entire value of&amp;nbsp;the player out&amp;nbsp;in&amp;nbsp;wages, so&amp;nbsp;having extra players around is&amp;nbsp;a liability, not&amp;nbsp;an&amp;nbsp;asset. This isn’t always the&amp;nbsp;best move however, as&amp;nbsp;the draft squad does give you&amp;nbsp;extra minor league spots for&amp;nbsp;players to&amp;nbsp;gain form in&amp;nbsp;effectively.&lt;br />
Try&amp;nbsp;not to&amp;nbsp;drop players onto the&amp;nbsp;free agency market early that are&amp;nbsp;going to&amp;nbsp;disappear (7* and&amp;nbsp;below mostly) so&amp;nbsp;you only get&amp;nbsp;half their value if&amp;nbsp;there is&amp;nbsp;a reasonable chance someone will buy&amp;nbsp;them, although players with 0 potential left it&amp;nbsp;probably isn’t too&amp;nbsp;important.&lt;br />
Do&amp;nbsp;wage control from the&amp;nbsp;start of&amp;nbsp;the season, worrying about strengthening once you&amp;nbsp;are financially stable as&amp;nbsp;a rule.&lt;br />
Short Term Success&lt;br />
Pitching &amp;ndash; Starters&lt;br />
Pitching &amp;ndash; Relievers&lt;br />
Batters – Starters&lt;br />
Batters – Lineup Theory&lt;br />
First Batter&lt;br />
Second Batter&lt;br />
Complementary?&lt;br />
HIT&lt;br />
HIT&lt;br />
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;hit&lt;br />
HIT&lt;br />
POW&lt;br />
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then the&amp;nbsp;second has&amp;nbsp;the possibility of&amp;nbsp;scoring them with a&amp;nbsp;home run&lt;br />
HIT&lt;br />
SPD&lt;br />
No&amp;nbsp;– if&amp;nbsp;the speedy player even gets on, they have a&amp;nbsp;batter in&amp;nbsp;front of&amp;nbsp;them stopping them stealing/taking extra bases&lt;br />
SPD&lt;br />
HIT&lt;br />
Yes&amp;nbsp;– if&amp;nbsp;the first gets on&amp;nbsp;base then he&amp;nbsp;has  increased possibility of&amp;nbsp;scoring with a&amp;nbsp;hit through steals or&amp;nbsp;fast base running&lt;br />
SPD&lt;br />
POW&lt;br />
No&amp;nbsp;– home runs score you&amp;nbsp;from any&amp;nbsp;base, it&amp;nbsp;doesn’t matter how&amp;nbsp;fast you&amp;nbsp;run&lt;br />
SPD&lt;br />
SPD&lt;br />
No&amp;nbsp;– most of&amp;nbsp;the time only one&amp;nbsp;runner can&amp;nbsp;steal, and&amp;nbsp;having a&amp;nbsp;fast runner on&amp;nbsp;doesn’t help either of&amp;nbsp;them do&amp;nbsp;it particularly&lt;br />
POW&lt;br />
HIT&lt;br />
No&amp;nbsp;– Power batters leave the&amp;nbsp;bases empty when successful so&amp;nbsp;no advantage to&amp;nbsp;hitting after one&lt;br />
POW&lt;br />
SPD&lt;br />
No&amp;nbsp;– There is&amp;nbsp;no advantage here&lt;br />
POW&lt;br />
POW&lt;br />
No&amp;nbsp;– Power hitters should clear the&amp;nbsp;bases, so&amp;nbsp;nothing for&amp;nbsp;the second one&amp;nbsp;to&amp;nbsp;do&lt;/div>&lt;/div>
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