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B.P. FOR POINTS 1. Hit in groups of 3 - 5 players. 2. The last hitter is the runner a 1B for each round. Drag and Run 1. Start with 3 bunts each. 2. On the first two drags, the hitter only bunts strikes. The runner at 1B works on his straight steal jump. 3. The third bunt is a drag and run. The hitter must bunt anything he can get the bat on (unless the pitch is in the dirt) and runs to 1B. The runner at 1B reacts to the bunt like a hit and run with a third step read to see if the ball is down. As he goes on to round 2B, he reacts to the 3B coach’s instructions to go to third (his feet do not stop). Once at 3B, he will score on a “baserunner only” squeeze. 4. Rotate hitters and runners until everyone in the group has done both. 5. The hitter gets 1 point for every bunt down the 3B line and 2 points if he executes the third bunt with the runner going. Hit and Run 1. Start with 3 hits each. 2. On the first two hits, the runner at 1B works on his hit and run jump. 3. The third hit is live. The hitter runs to 1B and the runner at 1B sprints to 3B (regardless of the result). 4. The runner at 3B works on getting a jump on an “automatic” ground ball. 5. Rotate hitters and runners until everyone in the group has done both. 6. The hitter gets 1 point for each ground ball and 2 points for a ground ball to the 3 - 4 hole. Slash and Run 1. Start with 3 slashes. 2. On the first two slashes, the runner at 1B works on his jump. 3. The third slash is live. The hitter must slash anything he can get the bat on (unless the pitch is in the dirt) and runs to 1B. The runner at 1B wheels to 3B. 4. Rotate hitters and runners until everyone in the group has done both. 5. The hitter gets 1 point for every ground ball and 2 points for executing the live slash. NOTE: On all of the rounds listed above, the hitter loses 3 points for taking a strike or for not swinging at a pitch in running situations. The keys are to remain focused, to not waste time and to get the rounds done quickly! No Lollygaggers! Straight B.P. 1. Start with 5 - 7 hacks each. For every point the hitter receives in the previous three rounds (Drag, Hit and Slash), add an extra hack. In the case of a hitter having negative points, do not deduct from the 5 - 7 hacks (unless he deserves it — which he probably does). 2. The runner at 1B looks for a ball in the dirt to advance to 2B or to be moved over on the last hack. At 2B, he tags on the first fly ball or the first ground ball off of his left hip (after shuffle) to advance to 3B. At 3B, he scores on any advanceable fly ball or ground ball through the infield. 3. Rotate hitters and runners until everyone in the group has done both. Techniques to be used in B.P. for Points Drag - (Right Hander) 1. Drop step and slide the top hand to the barrel on a choked up bat. 2. Take the bat from the top over the right shoulder so that the knob is at the belly button. The barrel is in front of and above the hands and angled toward 3B. 3. Bend the knees for low pitches, keeping the barrel above the hands. 4. The key is to bunt the ball first; not to run first. Drag - (Left Hander) 1. Jab step and slide the top hand to the barrel on a choked up bat. 2. Lead with the knob going toward 1B. The barrel is above the hands and angled toward 3B. 3. Again, the key is to bunt the ball first, although there is a little more leeway with a lefty. Hit and Run 1. Widen the stance. 2. Choke up more than usual. 3. Let the ball get deep. Do not reach for the ball. Reaching usually causes pop-ups. 4. Shorten the swing. 5. Try to hit the top half of the ball to induce a groundball. Slash 1. Show the bunt when the Pitcher comes set (Stretch) or steps back (Wind Up). 2. Do not pivot with the back foot when showing bunt (an exception is when he plants it closed again when he takes the bunt back). Otherwise he will not have a good swing on the outside pitch. (The best ball to hit in this situation.) 3. Bring the hands back to the back pectoral muscle and no further. 4. Follow the rules for the hit and run.
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