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Baseball coaches who run an aggressive offense-- squeeze,
hit and run, and double steal-- obviously have need of a sign system that will
enable them to communicate with the players and adapt to changing situations and
personnel quickly and efficiently.
A good sign system will include all or most of the
following:
"Indicators" that alert the players that a "live" sign may be on its way.
"Wipe-offs" that negate every live sign that has been flashed to that point.
"Activators" that tell the player to proceed with the designated play (a green
light).
"Decoys" -- meaningless signs, at least in the context of the sequence in which
they appear.
Perhaps the most common way of flashing a sign is
through touching a particular part of the body or uniform, e.g., an ear or the
bill of the cap. The most common and effective signal systems usually stem from
one of these three methods.
Letter Association
Coaches from youth to semi-pro ball often use a
simple system in which the first letter of the object touched matches the first
letter of the corresponding sign. For example, a touch of the hat will call for
the "hit & run", a touch of the belt for "bunt", and a touch of the sleeve for
"steal".
Opinion – Must be simple to avoid confusion. Obvious signs are easy to detect by
opposing coaches.
Number of Taps
Another popular sign system emphasizes the
number of touches or taps rather than the location of the touch. For example, 1
tap will call for a take, 2 taps for a bunt, 3 taps for a hit & run, and 4 taps
for a steal.
Opinion – More difficult and results in missed signs. Taps must be seen from
across the field and delivered slow enough to make each tap distinct. Kids must
memorize a number to be associated with a play.
Indicator and Location
The coach will flash an indicator, followed by touching a location on his
uniform associated with a play.
Opinion – Easy, effective and can be changed during the game without much
confusion.
Regardless of how the coach delivers the signs, his
system must be easy to comprehend and remember.
Tips on Making Signs Easy Under Game
Conditions:
1. Deliver the signals early and keep the number of
touches or taps to just 4 or 5. Too much touching, tapping and decoying just
drags the game out and looks dumb. Keep the pace of the game going and your
players in a rhythm.
2. Use you entire arm as an indicator. Tell the kids
after you touch your arm, the sign will be the first or second location touched.
3. The last sign flashed is a “DO IT” or “Wipe Off”
indicator. This is effective since players tend to look away and give away a
called play once they have seen the live sign, but before the coach is flashing
decoys. Some coaches "release" the players‚ attention by concluding every
sequence with a simple gesture, like clapping the hands. Two claps is a “DO IT”,
one clap is a “Wipe Off”.
Thomas Baker High School.
When locations or numbers represent the plays, it will be helpful to train the
players to memorize the plays in sequential order. A mnemonic can turn the plays
into a memorable phrase. For example, the players can remember Take, Bunt, Hit &
run, Steal as "Thomas Baker High School!". When you flash the number "3", or
tough the third quadrant of your upper torso, the players can run through the
mnemonic phrase and notice that the third word is High, which means Hit & run".
Used in combination with the indicator, this method allows a coach to alter
indicators or rotate starting quadrants in the middle of a game and keep the
other team guessing.

Example: Tell your players the upper left breast is
”Thomas”, so following a clockwise pattern, “Baker” = lower left, “High” = lower
right, “School” = upper right. You can also tell them the live sign is the first
thing you touch after touching and coming off your arm. This way the players are
just looking for what quadrant you touch after you get done touching your arm.
Suggestions for Camouflaging Live Signs:
Change or Rotate Periodically. Change the
indicator before every game, each time you face the same opponent, or during a
game based on the inning or count.
Hold the indicator constant and rotate the live
signs. By telling the players “Thomas is now the lower right quadrant”, they
should all be able to quickly understand.
Frequently flash the steal sign when no runners are
on base. It is meaningless to the hitter and helps prevent the other team
from learning it.
The most important rule when devising a system is to
keep it simple. A very basic set of signs can be highly effective with just one
or two wrinkles thrown in.
Simple Ways to Frustrate the Opponents:
1. Have a sign meaning “repeat the same play called on
the previous pitch". This makes it hard for other teams to pick up your signals.
If you keep signing the same play over and over, they will learn it.
2. Have a sign meaning “Fake”. If you draw a circle in
the quadrant rather than a simple touch, then it means “Fake Steal “ or “Fake
Bunt”.
Practice Makes Perfect
Players will need to learn your signal system and be
able to read the signs in game situations. Make this something fun to do in
practice. Here is a easy way to do this.
1) Have the players divided into two equal groups
2) Each group lines up facing you. A player from each group steps forward three
steps and watches your signals.
3) After you deliver the signs you ask one of the two players, “What is the
play”?
4) After the player answers, you ask the other player if the given answer was
correct?
5) After both have offered an answer, announce the correct answer and award
points. Correct answers equal 1 point for their group.
6) Players return to the back of their lines and the next players take their
turn. Repeat the process so each player goes through the line twice.
7) Winning team gets to take water break right away, while the losing team runs
a long lap first.
8) One obvious rule… any help offered by teammates prior to an answer being
given is a penalty of plus 1 for the opposing team and negative 1 for the
offending team. |