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| Tuesday, March 29, 2005
One-Man Mechanics Nilson, I have not worked any one-man games since early last season, and I was wondering if you could give me a refresher on the specifics of one-man. I saw that the mechanics manual now includes one-man, but why is it only one page compared to the 16 pages of two-man? Signed, The ManualMr. Solo, let me first address the mechanics manual question. The mechanics manual is designed for NBUA umpires who have been through, or are in training. In training and in the two-man portion of the manual, we build on general principles of umpiring, such as angle over distance, and splitting the difference between runners. The length of the two-man portion is due to dividing responsibilities, whereas the one-man section has no responsibilities to divide. Every NBUA umpire is competent enough to apply those principles when working alone. The one-man page is meant to be a concise reminder of mechanics specific to working alone. Working AloneWhen people talk about working one-man ball, they usually say, "go to the middle and you can see everything from there." That is mostly correct. From near the pitcher's mound, you split the difference between multiple runners and can develop an acceptable angle. In four-man we make just a few compromises, in three-man a few more, in two man we make a lot of compromises, and in one-man we make even more. It is important to remember the priorities: (1) ball/strike, (2) fair/foul, (3) catch/no catch, (4) safe/out, (5) everything else. First, you have to stay set long enough to see the pitch. If a steal requires you to get an angle quickly, you can signal a strike on the run. For a fair/foul decision, you must stay on the line for the proper angle. After that, you can usually work to get in the middle of the infield for other plays and checking for touches of bases, obstruction and interference, etc. When you only have one runner, you can stay ahead of him through the infield, just as when the base umpire goes out in two-man. Other times, staying just in front of or beside the mound is a good working area. Other plays require you to stay home. When you may have a play at the plate on the first play, you must stay in foul territory and develop an angle for the play. If you have a possible play at the plate later in the play, you have to decide if you want the better position in foul territory, or if you want to sacrifice the angle a bit for better angles on other plays - that is why you get paid the big bucks. For time plays, you have to stay home for the whole play, or until a time play is no longer possible. I hope that helps ease your apprehension. You can go to page 17 of the mechanics manual for diagrams. Also remember to call time before dusting off the plate. Erik Nilson answers your umpire rules and mechanics questions in "NAIL it!" as needs arise. Send your questions to eriknil@hotmail.com |
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