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METRO RICHMOND OFFICIATING SERVICE
SOFTBALL MECHANICS MANUAL
IV. Before the Game
V. General
Plate Mechanics
VI. General
Base Mechanics
VIII. Three-Man
Mechanics - under construction
IX.
Four-Man Mechanics -
under construction
X. Points
of Emphasis - under
construction
I.
Purpose:
The purpose of this Mechanics Manual is to
educate all of the members in the Metro Richmond Officiating Service in the procedures,
mechanics, and signals to be used when umpiring Fast-Pitch Softball games for
our Association.
It is not designed to replace the National
Federation Umpires Manual, only to supplement and expand on it’s ideals. The
creators of this document spent many hours discussing all aspects of the high
school fast-pitch game in order to develop the following procedures that they
felt would provide the easiest and most effective means of carrying out our
duties as softball umpires.
Please note that that there are a few differences
between the Federation manual and this manual. The manual committee was
unanimous in deciding to adopt these ‘alterations’, believing that ‘change’,
when done for the correct reasons, is both good and essential in keeping up with
the modern game of softball.
It is the expressed desire of the Executive Board
that we, as an Association, should provide umpiring services to our schools and
leagues in a uniform and consistent manner. This Umpire’s Manual, if followed
to the letter by everyone, will provide such uniformity among our ranks and
make M.R.O.S. one of the finest Softball Associations in the State of Virginia.
The ultimate end result that we hope to achieve is
the improvement of all members in all aspects of fast-pitch softball
officiating. Our organization is only as strong as our weakest member. So if we
all follow these guidelines, we will raise our threshold and thus the standards
by which we all are measured.
The M.R.O.S. Executive Board
October 2001
II. Philosophy:
The philosophy of officiating is centered on the notion of fair play between the contestants and the providing of an environment that allows for equal opportunities for both teams.
Competing teams expect consistent and uniform applications
of the playing rules. Likewise, they deserve to have their contest officials
perform their respective duties in an unswerving manner.
It is the philosophy of the Board of Directors of the Metro Richmond Officiating Service that all game officials, regardless of age or experience, must use a uniform set of procedures when administering the game of softball. If everyone strictly adheres to the guidelines contained in the following document, then the coaches, players, and fans will become accustom to our mechanics and be able to enjoy the game at its highest level.
In addition to the philosophy stated here, please refer the Officials Code of Ethics and the Code of Ethics for Umpires found at the beginning of the National Federation Umpires Manual.
III.
Uniform:
The Official Softball Uniform (which must be
worn at all scholastic games) for the 2002 season is as follows:
1. Cap – Fitted (Non-Adjustable), Clean, and
Blocked Solid Navy Blue with the ‘OD’ logo.
Long Bill caps are always appropriate.
Combo caps are always appropriate.
Short Bill (4-stitch) are acceptable only for the Playe Umpire.
Females with long hair may wear either an
adjustable cap or a fitted cap with the
Ponytail hole.
2.
Shirt - Clean, Powder Blue Cliff Keen Pullover with the VHSL patch on the left
breast.
All Varsity umpires
are required to have an assigned 4-inch number permanently attached to the
right sleeve. Commissioner will assign
the number.
3.
Undershirt - If visible, must be solid white with crew neck collar. No visible printing or logos that ‘bleed’
through.
4. Pants - Clean, Pressed, Heather Gray with
belt loops.
5. Belt - Solid Black Leather with a plain,
unadorned Buckle.
6. Ball Bag - Navy Blue or Heather Gray with no
logo.
7. Socks - Solid Black.
8. Shoes - Polished, Solid Black.
9.
Protective Equipment - All Plate Umpires must wear a Face Mask (with a Throat Protector) and Shin Guards.
In addition, Male Umpires must wear a Protective Cup and Female Umpires must
wear a Chest Protector.
It
is strongly urged that all Male Umpires wear a Chest Protector!
10. Optional Clothing – (both umpires should be
dressed alike)
a. Jacket
– Navy Blue Bomber-type with VHSL Patch on left breast. The jacket may have (not required ) either
the ‘NF’ or ‘NFHS’ logo on the sleeve.
b. Sweater – Solid Navy Blue with V-neck
collar. VHSL Patch on left breast.
NOTE: For non-scholastic games such as Babe Ruth
League, the ‘old’ Elbeco shirt without the VHSL patch (Babe Ruth patch
optional) is preferred. Please make sure that both umpires are wearing the same
uniform. The Cliff Keen shirt takes precedence in case of conflict.
Examples of inappropriate (improper)
accessories: Watches, Jewelry, and Suspenders.
IV. Before
the Game:
A.
24-48 Hours before the Game
1.
Call your partner. The rule is “The
assigned Plate Umpire will call the Base Umpire at least 24 hours prior to game
time”.
2.
If both umpires have access to email,
then the Plate Umpire can email the Base Umpire at least 48 hours prior
to game time. If the Plate Umpire has not replied by the 24-hour mark, then see
#1 above.
3.
If you are assigned a game and
subsequently turn it back in, if your partner does not have email access, then
YOU must call your original partner and let him/her know that you are no longer
in that game.
4.
If you are assigned a game that was not
originally on your schedule, you must contact your partner immediately, if
known.
5.
During your phone/email conversation, you
should do the following:
(a) Confirm
Date, Time, and Location of the Game;
(b) Confirm
who will work the plate and who will work the bases;
(c) Decide
when (30 minutes before game time) and where to meet (what corner of which
parking lot, etc.);
(d) Discuss
the Uniform of the Day (Jacket, Sweater, etc.).
B.
Pre-Game with your Partner
1.
Meet at designated spot at designated
time.
2.
Try and contact Game Management to inform
them that you are ‘on site’.
3.
The Plate Umpire (U.I.C.) conducts the
Pre-Game.
4.
Refer to Pre-Game Guidelines on the back
of this manual.
C.
Pre-Game On-Field Duties
1.
Arrive on the field (inside the fences)
together 12 minutes prior to Game Time.
2.
The Plate Umpire will check both
dugouts, the Home Team first.
(a) Bats
– Use Bat Ring to ring all bats. Throw out any that have dents, burrs, etc.
(b) Helmets
– Check all Batting Helmets for cracks, the NOCSAE seal, and the exterior
warning label. Throw out any that are cracked or do not have the required
padding.
(c) Catcher’s
Equipment – Check Helmet for cracks and Mask to insure that the throat
protector is securely attached.
(d) If
applicable, insure that the opposing starting pitchers are using the game balls
during their warm-ups.
3.
The Base Umpire will perform the
following checks (as long as team is not taking infield practice):
(a) Bases
– Make sure they are securely fastened and in the proper places (base distance
is correct);
(b) Pitcher’s
Plate – Make sure it is clean and in the proper location (pitching distance is
correct);
(c) Fences
– Walk around the field checking all areas where a ball might get lodged or
leave the playing area. Check field for special Ground Rules (drainage holes,
sprinkler heads, etc.).
4.
At Home Plate, the U.I.C. calls for
Coaches and Captains at 5 minutes prior to Game Time.
(a) Introduce
yourself and your partner(s) and have teams introduce themselves;
(b) Accept
Lineups from Home team, then Visiting Team. Confirm accuracy and the use of the
D.P.;
(c) Have
Coaches confirm that their teams are properly attired per Federation Rules;
(d) Remind
teams that Helmets are to worn at all times while offensive players are outside
of the dugouts;
(e) Remind
teams that Jewelry is not allowed to be worn by any player;
(f) Emphasize
the ‘Sportsmanship Rule’.
(g) Have
the Home Coach go over his/her Ground Rules.
(h) Ask
for Questions;
(i) Wish
both teams ‘Good Luck’ and to ‘Have Fun’.
5.
After meeting with Coaches and Captains –
(a) Base
Umpire jogs to the mound and cleans off the pitcher’s plate (butt facing
Center Field), then jogs to his/her between inning position in
Right-Center Field.
(b) Plate
Umpire will watch four warm-up pitches from the set position and then have the
Catcher ‘throw down’.
6.
Start the Game On Time!
V. General Plate Mechanics:
A. Set
Position –
1.
The SLOT - Position yourself behind the
catcher and slightly inside the ‘inside’ corner of home plate so that your eyes
are slightly inside the inside corner and at the top of the strike zone. This
position allows the catcher free movement up and down without obstructing your
view and enables you to see the entire plate, the full strike zone, and the
batter’s feet and hands.


2.
The ‘Toe-To-Heel’ Stance – Your feet
should be placed approximately shoulder width apart with your outside foot
slightly forward so that your forward heel is about even with your toes of your
back foot. It is important that you remain balanced and comfortable. To assume
the Toe-to-Heel set position, bend the knees while keeping your back as
straight as possible. Shoulders should be nearly square with the pitcher.
3.
The ‘Scissors’ Stance – An alternative
and less-preferred stance where the outside leg is extended forward with the
knee bent at a 90°
angle and the inside leg is nearly straight and extended behind the body. The
outside arm is usually resting in the forward thigh and the weight of the torso
is forward over the front leg.
4.
Assuming the Position – The umpire should
assume a ready position by properly positioning the feet while waiting in a
relaxed, fully upright stance. The proper time to drop into the set position is
immediately after the pitcher has separated her hands. The umpire should never
be moving while the pitched ball is in flight. Timing is critical for
consistency and for the conservation of energy.
5.
DO NOT TOUCH THE CATCHER!!!
6.
The ZONE – The strike zone will vary from
batter to batter and from game to game. In top quality Varsity contests, the
average strike zone will be considerably smaller (top to bottom) than in
sub-Varsity games. The plate umpire must adjust his/her eye level for each
batter so that the eyes are always at the very top of, and slightly outside of,
his/her strike zone. Your eyes must NEVER be ‘inside the zone’. If you have to
look up at a pitch as it crosses the plate, then the pitch is too high
and a ‘ball’. If you have to look inside at a pitch, then it is a ball
(inside). A good rule of thumb is to have your inside ear in a direct line with
the inside edge of home plate.
7.
In calling balls and strikes, it is
generally accepted that the strike zone be brought down from the top, brought
up from the bottom, and widened somewhat, especially on the outside corner.
Remember, the benches and coaches can see if a pitch is too high or too low,
but they can’t tell whether it passed over the plate.
8.
Staying Down – Especially on balls in the
dirt, there is a tendency to come out of the set position too quickly. Wear the
proper protective equipment. You will notice that you will get hit less often
if you stay down than if you hop up and expose more of your body.
B. Calling
Pitches –
1.
Balls are NOT ‘nothings’. As the Plate
Umpire, you must render a decision on whether the pitch is a ‘ball’ or a
‘strike’. You should verbalize all pitches if the pitch is anywhere near
the plate and caught by the Catcher. Wild pitches (a) bouncing in front of the
plate or (b) sailing high, and getting past the Catcher need not be verbalized.
2.
The ‘Strike’ and ‘Ball’ call should be
verbalized with the same amount of volume and intensity, except for Ball 4 and
Strike 3. For strikes 1 and 2, just say ‘Strike’, or a variation thereof, such
as ‘Huh’ or ‘Haa’. For balls 1, 2, and 3, say ‘Ball’ or ‘Bah’. Use the emphatic
Strike 3 call and say ‘Ball 4’ when appropriate.
3.
Do not verbalize the ‘Strike’ if the
batter fully swings and misses the ball. Only give the Strike arm signal.
4.
Never describe pitches, either strikes or
balls, with words or hand movement. It is permissible, and in fact encouraged,
to use slight head or body movement to indicate that a pitch was slightly
inside, outside, up, or down.
C. Timing
– Since the plate umpire sets the tempo and controls the game, it is very
IMPORTANT that umpires develop proper timing and rhythm when working the plate.
An umpire who calls pitches too quickly will appear to be guessing and may
actually call a Strike just as the Batter swings. Timing must be slow enough,
yet deliberate and consistent. Develop a rhythm and proper ‘delayed’ timing
that does not vary from pitch to pitch. Only the emphasis of the call will
change.
D. Rapport
with the Catcher – Verbal communication with your partner should be very
limited throughout the game. Therefore you need to develop a good rapport with
both Catchers so that you can ‘recruit’ them as part of your team. Some methods
to try are:
1.
While watching 1st inning
warm-ups, open the lines of communication by softly speaking about the
pitchers’ tendencies and if there is anything you need to know so that you
won’t be surprised later.
2.
Talk to the Catcher about ‘framing’ the
pitch. By framing, we mean to hold the mitt momentarily after catching the
pitch. Tell the Catcher if she jerks the mitt back into the zone, she’s telling
you that the pitch was NOT a strike.
3.
Praise the Catcher on nice ‘snags’ and
for protecting you on fouls and wild pitches.
E. Giving
the Count – The proper technique in giving the count is announcing verbally the
number of Balls first (with the left hand) and then the Strikes (with the right
hand). Speak loud enough for the Pitcher to hear. Hold the hands high, at least
head level, and rotate the wrists. Do not rotate your body to display the count
to both coaches’ boxes. It is neither necessary nor desirable to get the count
after every pitch. If the field is equipped with a scoreboard, the count only
needs to be given when requested or if the scoreboard is in error. On a field
with no scoreboard, the count should be given in the following situations:
1.
After the third pitch;
2.
Whenever there is about to be a change of
status, such as on Ball 3 or Strike 2;
3.
After a delay in the normal flow of play,
such as after a Stolen Base, Pitching Change, or Injury;
4.
In lower of levels of play (middle school
or J.V.), you may have to give the count a little more often, but no more than
three times per batter.
F. Using
the Indicator – It is fundamental that the indicator be kept in the LEFT hand.
Practice changing and resetting the indicator without looking at it. Do not
look at the indicator after every pitch. When necessary, only glance at the
indicator while holding it at arm’s length down by your side.
G. Ball
Rotation – Another fundamental that should not be messed up. After the top of
the first inning, make sure the second ball is left on the mound only if it did
not make it into the game in the top of the inning. Remember, at every other
new half-inning, the ball that was in play at the end of the previous inning
should be left on the circle for the oncoming Pitcher. She may request the
other ball only if she does so before taking a warm-up pitch. Whenever a ball
goes ‘out of play’, make sure the other ball goes into play and the ‘out of
play’ ball gets back to you.
H. Mask
Removal – Always remove the mask with the left hand and keep it in your left
hand. You should remove your mask on every hit ball except:
1.
Foul Tips
2.
Fouls that go directly to the backstop or
out of the ballpark
3.
Fouls that go down into the dirt
4.
‘Screamers’ down the line where removing
the mask may interfere with your judgment of Fair or Foul.
You should also remove
you mask on any wild pitch or pass ball with runner(s) on base and also when a
normal Stolen Base attempt occurs.
I. Foul
Tips – Know the definition of a ‘Foul Tip’ and only give the Foul Tip signal in
those situations. Do not rush the signal, but give it decisively, plainly, and
only once. Do not verbalize the call.
J. Cleaning
the Plate – The proper way to do this is to step across the plate from behind,
turn your back to the Pitcher, straddle the plate so that when you bend down
from the waist your nose will be over the apex of the plate. Briskly clean from
the middle of the plate outwards. Sweep in one direction only, towards the
Pitcher. Try to clear the entire plate in 5 brush strokes within 3 seconds.
K. Fly
Balls – The Plate Umpire is responsible for calling all fly balls unless the
Base Umpire turns and ‘goes out’. On traps/catches in the infield or outfield,
hesitate only slightly to make sure the ball is not dropped, then make an
emphatic signal and holler ‘OUT’ or ‘NO CATCH’. In your pre-game with your
partner, decide on some technique to use if you want ‘help’ from the Base
Umpire in making this tough call. When you have the call on a sinking liner to
the outfield, run to either your left or right to get a better angle on the
‘trap’/’no catch’ play. Do not run directly at the fielder as you will not be
in position to see the ball touch the ground before going into the glove.
L. Fair/Foul
Balls – The Plate Umpire is responsible for calling ALL Fair and Foul
balls! The proper technique is:
1.
Remove the Mask (with the LEFT hand)
2.
For a Fly Ball near the line that is
touched by a fielder before touching the ground, signal Fair or Foul first
(with one arm pointing in the direction of the status and horizontal
with the ground). Then if caught, signal ‘out’. If not caught and fair,
continue to point towards the infield. If not caught and foul, throw both
arms up over your head with palms out and fingers spread, shout ‘FOUL!’, and
then point again towards foul territory with one arm, keeping the fingers
together.
3.
For untouched fly balls, bounding balls
over the bags, or ground balls first touched or settling between Home and 1st
or 3rd Base, only signal Fair (no verbal call) on fair balls. On
foul balls, again throw both arms up over your head, shout ‘FOUL!’, and
then point towards foul territory with one arm.
M. Passed
Balls, Wild Pitches, & Pop-ups near the Plate –
1.
Remove the mask with the left hand
2.
Pivot away from the Catcher initially
towards the same side as the batter
3.
Watch the Catcher’s shoulders and move
away from her
4.
Do NOT try to find the ball
5.
Let the Catcher take you to the ball
6.
If the pop-up is near the backstop, go to
the fence and watch for a ‘trap’ or ‘ricochet’ against the fence
7.
If there was a runner initially on 3rd
base, move into a position for calling a possible play at the Plate,
remembering that the Pitcher is likely moving into position to receive a throw
from the Catcher.
N. Tag
Plays at the Plate – It is of utmost importance to be in the proper position
when making the biggest call that a Plate Umpire has to make in a close game.
The key is to position yourself so that the Ball, the Catcher, the Plate, and
preferably the Runner are all in your view as the play develops.
1.
If the ball be being thrown from the
direction of Right or Center field, position yourself behind the right-handed
batters box and about eight feet from Home Plate, keeping the Plate between you
and the Ball. If the Catcher obstructs your view of Home Plate, adjust you
position slightly by moving to your LEFT.
2.
If the ball be being thrown from the
direction of Left field, position yourself to the outside of the left-handed
batters box, slightly to the right of the 3rd Base line extended,
and about eight feet from Home Plate, keeping the Plate between you and the
Ball. You should also have a clear view of the Runner. If not, adjust you
position slightly by moving to your RIGHT.
3.
In situations where the Plate Umpire just
covered 3rd Base and there was an overthrow into foul territory, if
your Base Umpire cannot cover Home, you must cover the ensuring play at the
Plate. Hustle (run) towards Home, staying in FAIR territory, to a position
about 8 feet from Home and on the 1st Base foul line. Again, you
want to keep the Ball, the Catcher, the Plate, and the Runner within your view.
4.
As with a tag play at any base, it is
imperative that you do not get locked into a ‘set’ position and subsequently
get blocked out from seeing the tag. You must be ready to make quick
adjustments to react to Catcher movement and wild throws.
O. Rundowns
– When a rundown occurs with the only runner on base, the Plate Umpire
has an obligation to assist the Base Umpire so that the Base Umpire does not
have to run back and forth trying to keep up with the ball, runner, and fielders.
You should always COMMUNICATE and ‘bracket’ the play as follows:
1.
If the runner is between 1st
and 2nd base, you should hustle to assume the trail position
at 1st base. Be inside the diamond and about 15 feet from 1st
Base near the foul line in fair territory.
2.
If the runner is between 2nd
and 3rd base, you should hustle to assume the lead position
at 3rd base. Be inside the diamond and about 15 feet from 3rd
Base near the foul line in fair territory.
3.
If the runner is between 3rd
base and home, you will assume the lead position at home. Be outside
the diamond and 10 feet from home plate.
P. Trailing
the Runner to First Base – Develop the habit of leaving the plate area from the
left of the Catcher, since the Catcher normally leaves to the right side. This
will avoid any collision with the Catcher as she moves to back up 1st
base. Whenever there is a batted ball that travels away from home plate when
there are no runners or a runner on 1st base only, leave the plate
area to the left of the Catcher and follow the batter-runner towards 1st
base. Stay in FAIR ground and jog parallel to the foul line. Ideally, you
should go half way to 1st base (start of the 3-feet running lane),
stop slightly inside the line, and observe the play. This position will enable
you to either make a call or assist the Base Umpire in the administration of
the following:
1.
Collisions of the Catcher and
Batter-runner;
2.
Tags made by the Catcher or any infielder
on the Batter-runner (the Plate Umpire has all tags prior to the 3-foot running
lane);
3.
Violations of the 3-foot running lane;
4.
Overthrows and blocked balls;
5.
Assist with a possible pulled foot at 1st
base;
6.
Assist with a possible swipe tag at 1st
base;
7.
Assist with a possible juggled ball at 1st
base;
8.
Rule on collisions at 2nd base
in double-play situations;
9.
Watch the tag up of the lone runner at 1st
on fly balls;
10.
Make all calls on the bases if the Base
Umpire goes out;
11.
With no initial runner and a clean base
hit to the outfield, watch the Batter-runner touch first, watch for obstruction
by the 1st Baseman, and be ready to make the call at first if a
rundown or ‘throwback’ occurs.
Q. Handling
Conferences – The Plate Umpire is responsible with granting, timing, and
terminating Coach/Player Conferences. Use the following technique to effectively
take charge and terminate Defensive Conferences between the coach and the
Pitcher:
1.
Grant ‘Time’;
2.
Move out from behind the plate and slowly
(for about 5-10 seconds) clean off the dish, even though it may not be dirty;
3.
Stand, turn, and walk slowly, but confidently,
towards the meeting;
4.
Upon arriving at the conference, pause
about 5 seconds, then announce “OK, it’s time to play”;
5.
Wait for the coach to break the huddle
and leave the field (across the foul line);
6.
Jog back to the plate and resume the
game.
R. Between Inning Mechanics – After the 3rd
out of every half-inning, except the last, walk directly to the foul line on
the same side of the field as the team coming off the field (the new
offensive team). Stand about 15 feet from Home Plate and encourage the girls to
hustle off the field. Make sure that you stay out of the way of any fielders
warming up. After the last warm-up pitch, hustle to clean the plate and then
call for the first batter.
VI.
General Base Mechanics:
A.
Starting Positions –
1.
The ‘A’ position – With no runners on
base (e.g. at the start of each half-inning), position yourself 20-25 feet
beyond the first base bag in foul territory. Your left foot should be forward
of your right foot, which should be about 6-10 inches outside the foul line. As
the pitcher starts her delivery (breaks her hands), step forward with the right
foot followed by the left. This will be simultaneous with the Plate Umpire
going down into his/her stance. As the ball reaches home plate, you should have
your weight on your left foot and be prepared to push off that foot into fair
territory (towards the pitcher’s plate) to make a call at first base or to move
towards second base in the event of an extra base hit.
2.
The ‘B’ position – With a runner on first
base only, position yourself about 8-10 feet behind the second baseman and over
her left shoulder. Adjust your position so that you can observe the
pitcher’s feet while looking to the right of the second baseman and observe the
batter while looking to the left of the second baseman. Stand erect with your feet parallel. As the
pitcher starts her delivery, bend slightly at the waist and place your hands on
your upper thighs (not knees). Be prepared to move in any direction once
the bat is hit or a throw from the catcher is made.
3.
The ‘C’ position – With a runner on
second base and no runner on third, position yourself about 8-10 feet behind
the shortstop and over her right shoulder. Adjust your position so that
you can observe the pitcher’s feet while looking to the left of the shortstop
and observe the batter while looking to the right of the shortstop. Stand erect with your feet parallel. As the
pitcher starts her delivery, bend slightly at the waist and place your hands on
your upper thighs (not knees). Be prepared to move in any direction once
the bat is hit or a throw from the catcher is made.
4.
The ‘D’ position – With a runner on third
base, position yourself about 3 feet to the left of second base and 3 feet
behind the baseline between first and second. From this position you can
observe the pitcher, batter, and all runners using a wide peripheral view. Stand erect with your feet parallel. As the
pitcher starts her delivery, bend slightly at the waist and place your hands on
your upper thighs (not knees). Be prepared to move in any direction once
the bat is hit or a throw from the catcher is made.
B. Movements on the play –
1. The
‘A’ position possible plays:
a. Routine
ground balls to the left side of the infield (or to the second baseman or to
her right) with a throw to first – From your walking start, take two normal
steps towards the pitcher’s plate. You should be a full stride inside the foul
line (this is called the OSF or One Step Fair method). STOP with feet parallel.
Follow the ball with your head and eyes. As the throw approaches first base,
bend slightly at the waist and place your hands on your upper thighs (not
knees) with your body facing the first base bag. When the ball is about 30 feet
from the first baseman, shift your vision to the front edge of first base. Concentrate
on the base and pick up the runner and the ball with your peripheral vision.
Listen for the foot touching the bag as the ball arrives in the mitt. Make your
decision from the crouched position. Your verbal/visual call will be made from
the erect position depending on the closeness of the play.
b. On
line drives and sharply hit ground balls to the Right Fielder, be prepared for
a snap throw to First in an attempt to retire the Batter-Runner. Stay in foul
territory! Quickly move to a position up the line as far as the nearer edge of
the Coach’s Box extended. Get at least 10 feet off the line, turn and pick up
the ball in RF. Be stationary and 90°
to the First Base bag and foul line. As the throw approaches, shift your focus
to the front edge of the bag and make sure the fielder has her foot touching
some part of the base. Listen for the ‘pop’ of the ball hitting the mitt. Take
your time and make the appropriate call. A good ‘sell’ call is needed on this
type of play.