                     Batting Order Help

After you have made the defensive assignments for your
team, it's time to put together a batting order.  If you
haven't set up your defense yet, you should do that, then
return here to create a batting order.

This screen displays the current order on the top half,
and the bench and reserve list players on the bottom.
Players on the reserve list are presented in light gray
and are unavailable until the roster expands to 40 players
on September first.

To move a player into the batting order or to swap
players already in the order, click on one, then click on
the other.  They will exchange positions.

At the bottom of the screen are five buttons:

MORE: There are too many bench and reserve list players to
  fit on the screen at one time.  'More' brings up the rest
  of them.

ADVICE: click here to get Tony La Russa's advice.  The
  computer will choose the best batting order, taking into
  account speed, power, mixing righties and lefties, and a
  several other factors, just as Tony would before the
  game.

VS LHP/VS RHP: Tony La Russa Baseball II maintains two
  different starting lineups for each team - one to go
  against right handed pitchers, and the other to face
  lefties.  They are not necessarily the same.  Click here
  to make up the other batting order.

DEFENSE: while putting together a batting order, you may
  decide to change your mind about one or more of the
  defensive assignments.  Click here to switch to the
  'starting defense' screen.

RESTORE: click on restore to cancel any changes you have
  made to your batting order since coming to this screen.

As on many of the screens in Tony La Russa Baseball II, the
function keys, F1 through F4, are available to bring up
more detailed player statistics.  Point to a player (or
highlight him), then press one of the following keys:

F1: displays batting stats
F2: displays pitching stats
F3: displays fielding stats
F4: switches between historical and simulated statistics

The right mouse button acts as F1 for batters and as F2
for pitchers.

Use the function keys, F5 and F6, to print screens:

F5: prints the screen: the computer sends what you see to
  the printer.

F6: appends what you see to the contents of the file,
  print.txt.  You may print this file, or use any text
  editor to look at what's in it.

Glossary of column abbreviations:

AB: at bats

AVG: batting average

B: stands for batting side, and can be 'R' for right, 'L'
  for left, or 'S' for switch hitter.

DU: stands for days unavailable.  For batters, this means
  the player has been injured and cannot play.  If this
  occurs, a reserve list batter will temporarily fill the
  injured player's roster spot.

HR: home runs

OBA: on base average

POS1: this is the player's primary position, the one he has
  the most experience at.

POS2: the player's secondary position.  He can play here,
  but is better playing POS1, his primary position.

SA: slugging average

SB: stolen bases
*
                    Starting Defense Help

Here you assign players to defensive positions, keeping in
mind that the player with the best glove for a certain
position is not always the best choice.  Keep offense in
mind too.

The screen displays the current defensive assignments on
the top half, and the bench and reserve list players on the
bottom.  Players on the reserve list are presented in light
gray and are unavailable until the roster expands to 40
players on September first.

To move a player into the starting lineup or to swap
players already in the lineup, click on one, then click on
the other.  They will exchange places.

At the bottom of the screen are five buttons:

MORE: There are too many bench and reserve list players to
  fit on the screen at one time.  'More' brings up the rest
  of them.

ADVICE: click here to get Tony La Russa's advice.  The game
  will choose the best player for each defensive position,
  reasoning along the same lines as Tony would.

VS LHP/VS RHP: Tony La Russa Baseball II maintains two
  different starting lineups for each team - one to go
  against right handed pitchers, and the other to face
  lefties.  They are not necessarily the same.  Click here
  to make defensive assignments in the other lineup.

OFFENSE: After making the defensive assignments, the
  offense is next.  Click here to switch to the 'batting
  order' screen.

RESTORE: click on restore to cancel any changes you have
  made in your defensive assignments since coming to this
  screen.

As on many of the screens in Tony La Russa Baseball II, the
function keys, F1 through F4, are available to bring up
more detailed player statistics.  Point to a player (or
highlight him), then press one of the following keys:

F1: displays batting stats
F2: displays pitching stats
F3: displays fielding stats
F4: switches between historical and simulated statistics

The right mouse button acts as F1 for batters and as F2
for pitchers.

Use the function keys, F5 and F6, to print screens:

F5: prints the screen: the computer sends what you see to
  the printer.

F6: appends what you see to the contents of the file,
  print.txt.  You may print this file, or use any text
  editor to look at what's in it.

Glossary of column abbreviations:

A: This is the strength of the player's arm.  The stronger
  the fielder's arm, the farther and faster he can throw
  the ball.

AVG: batting average

B: stands for batting side, and can be 'R' for right, 'L'
  for left, or 'S' for switch hitter.

DU: stands for days unavailable.  For batters, this means
  the player has been injured and cannot play.  If this
  occurs, a reserve list batter will temporarily fill the
  injured player's roster spot.

FA1: this is the player's fielding average when he plays in
  his primary position, POS1.

FA2: this is the player's fielding average when he plays in
  his secondary position, POS2.

POS1: this is the player's primary position, the one he has
  the most experience at.

POS2: the player's secondary position.  He can play here,
  but is better playing POS1, his primary position.

R: Range rates the player's ability to get to hit balls.
  For example, a shortstop with a high range will field
  more balls hit in the hole between short and third, than
  a player with a lesser range would.
*
                    Pitching Rotation Help

Here you can create your own pitching rotation, or ask
Tony La Russa for his advice.  The active pitchers are
listed, along with those on the reserve list (who are
presented in light gray and are unavailable until the
roster expands to 40 players on September first).

Rotations can be either four or five pitchers deep, but a
four-man rotation puts a strain on the players: since they
pitch more often, they have a greater chance of injury.  In
addition, occasionally, every pitcher in a four-man rotation
will require rest.  If this happens, the computer will auto-
matically choose a spot starter from the bullpen.

To move a pitcher into the rotation or to swap players
already in the rotation, click on one, then click on the
other.  They will exchange positions.

At the bottom of the screen are two buttons:

ADVICE: click here to get Tony La Russa's advice.  The game
  will form the best pitching rotation for your staff,
  according to Tony.

RESTORE: click on restore to cancel any changes you have
  made in your rotation since coming to this screen.

As on many of the screens in Tony La Russa Baseball II, the
function keys, F1 through F4, are available to bring up
more detailed player statistics.  Point to a player (or
highlight him), then press one of the following keys:

F1: displays batting stats
F2: displays pitching stats
F3: displays fielding stats
F4: switches between historical and simulated statistics

The right mouse button acts as F1 for batters and as F2
for pitchers.

Use the function keys, F5 and F6, to print screens:

F5: prints the screen: the computer sends what you see to
  the printer.

F6: appends what you see to the contents of the file,
  print.txt.  You may print this file, or use any text
  editor to look at what's in it.

Glossary of column abbreviations:

BB: bases on balls (walks)

DU: stands for days unavailable.  For pitchers, this can
  mean one of two things.  If the number in the DU column
  is followed by an "r," it means the player has recently
  pitched and requires time to rest.  A resting pitcher
  may still play, but if he does his chance of injury
  rises dramatically.  If the number in the DU column is
  not followed by an "r," the pitcher has been injured and
  cannot play.  If this occurs, a reserve list pitcher will
  temporarily fill the injured player's roster spot.

END: this stands for endurance.  Roughly, 10 times the
  endurance is the number of pitches this pitcher can throw
  before he starts to tire.

ERA: earned run average

IP: innings pitched

K: strike outs

SV: saves

T: throwing arm, either 'R' for right or 'L' for left.

W-L: wins and losses.
*
                      Player Roster Help

The player roster screen presents a list of all batters on
the team, as well as those on the reserve list.  Here you
can change the active roster of a team by moving players
to and from the reserve list.

To move a batter from the reserve list to the active
roster, click on the player you want to move, then click
on the player you want to replace.

At the bottom of the screen are three buttons:

MORE: click on more to display the next page of reserve
  list players.  A team may have up nine batters on the
  reserve list.

PITCHERS: this button switches to the Pitching Staff
  screen, which displays a list of all active and reserve
  list pitchers.

RESTORE: restore cancels any roster moves you have made
  since coming to this screen.

As on many of the screens in Tony La Russa Baseball II, the
function keys, F1 through F4, are available to bring up
more detailed player statistics.  Point to a player (or
highlight him), then press one of the following keys:

F1: displays batting stats
F2: displays pitching stats
F3: displays fielding stats
F4: switches between historical and simulated statistics

The right mouse button acts as F1 for batters and as F2
for pitchers.

Use the function keys, F5 and F6, to print screens:

F5: prints the screen: the computer sends what you see to
  the printer.

F6: appends what you see to the contents of the file,
  print.txt.  You may print this file, or use any text
  editor to look at what's in it.

Glossary of column abbreviations:

AB: at bats

AVG: batting average

B: stands for batting side, and can be 'R' for right, 'L'
  for left, or 'S' for switch hitter.

DU: stands for days unavailable.  For batters, this means
  the player has been injured and cannot play.  If this
  occurs, a reserve list batter will temporarily fill the
  injured player's roster spot.

HR: home runs

OBA: on base average

POS1: this is the player's primary position, the one he has
  the most experience at.

POS2: the player's secondary position.  He can play here,
  but is better playing POS1, his primary position.

SA: slugging average

SB: stolen bases
*
                     Pitching Staff Help

The pitching staff screen presents a list of all pitchers
on the team, as well as those on the reserve list.  Here
you can change the active roster of a team by moving
pitchers to and from the reserve list.

To move a pitcher from the reserve list to the active
roster, click on the player you want to move, then click
on the player you want to replace.

At the bottom of the screen are two buttons:

BATTERS: this button switches to the Player Roster screen,
  which displays a list of all active and reserve list
  batters.

RESTORE: restore cancels any roster moves you have made
  since coming to this screen.

As on many of the screens in Tony La Russa Baseball II, the
function keys, F1 through F4, are available to bring up
more detailed player statistics.  Point to a player (or
highlight him), then press one of the following keys:

F1: displays batting stats
F2: displays pitching stats
F3: displays fielding stats
F4: switches between historical and simulated statistics

The right mouse button acts as F1 for batters and as F2
for pitchers.

Use the function keys, F5 and F6, to print screens:

F5: prints the screen: the computer sends what you see to
  the printer.

F6: appends what you see to the contents of the file,
  print.txt.  You may print this file, or use any text
  editor to look at what's in it.

Glossary of column abbreviations:

BB: bases on balls (walks)

DU: stands for days unavailable.  For pitchers, this can
  mean one of two things.  If the number in the DU column
  is followed by an "r," it means the player has recently
  pitched and requires time to rest.  A resting pitcher
  may still play, but if he does his chance of injury
  rises dramatically.  If the number in the DU column is
  not followed by an "r," the pitcher has been injured and
  cannot play.  If this occurs, a reserve list pitcher will
  temporarily fill the injured player's roster spot.

END: this stands for endurance.  Roughly, 10 times the
  endurance is the number of pitches this pitcher can throw
  before he starts to tire.

ERA: earned run average

IP: innings pitched

K: strike outs

SV: saves

T: throwing arm, either 'R' for right or 'L' for left.

W-L: wins and losses.
*
                     Manager Profile Help

A manager profile is a model of a manager's tendencies
in certain baseball situations.  In Tony La Russa Baseball
II, the model is built out of several "sliders," which
describe each tendency on a scale of one to ten.  It is
here you can recreate the innovative style of the legendary
John McGraw - or bring your own skill, knowledge, and
insight to bear on your team's playing personality.

The profile is divided into five basic categories: lineup,
pitching, batting, running, and defense.  These are each
comprised of three sliders, each of which controls a
certain facet of the category.

To change a slider, click on one of the arrows next to
either end of it.  Clicking on the left arrow, moves the
slider to the left, increasing the influence of the factor
at that end.  You will see the numbers near the ends of
the slider change.  Clicking on the right arrow, moves
it to the right.

At the bottom of the screen are five buttons.  The first
four are for selecting the manager category you are
interested in.  Click on one of these to access the sliders
for that category.

The fifth button is 'RESTORE.'  Click here to cancel all
changes you have made to this team's profile, not just the
ones you have made to the sliders currently on the screen.

These are the managerial categories and their sliders:

LINEUP & ROTATION:

  SPEED VS POWER: this is the classic "steal runs" vs "wait
    for the three-run homer" argument.  Managers with a
    high speed setting will choose faster players over
    homer run hitters; while power managers will put
    sluggers in the lineup.

  DEFENSE VS HITTERS: you can try to score a lot or try to
    prevent the other team from scoring a lot.  Turning
    defense up will cause the manager to choose a player
    with a nifty glove over an average defender with higher
    batting average; while sliding it more toward 'hitters'
    will increase the offense at the expense of the
    defense.

  ENDURANCE VS ERA: some managers prefer starters who
    can "go the distance" while others require only five
    or six innings of "quality" pitching.  Move the slider
    more towards endurance to instruct the manager to
    choose pitchers who can pitch more innings, perhaps
    protecting a weak bullpen.  With a strong relief corps,
    move it more the other way.  The manager will pick
    starters with lower endurances and lower era's.

PITCHING:

  LEAVE STARTERS IN VS YANK'EM: Some managers have a
    "quick hook" while others are willing to wait a while.
    This slider controls that tendency: if you want your
    starters out of there at the first sign of trouble,
    choose "yank'em."  If your guys are good at getting
    out of jams, move it more toward "leave starters in."

  LEAVE STARTERS IN VS PINCH HIT: It's late in the game, the
    score is close.  Do you let your pitcher hit, because
    he's throwing well, or pull him for a hitter in the
    hopes of starting or maintaining a rally?

  PITCH AROUND VS CHALLENGE HITTER: With men on and first
    base open, how do you feel about the so called "semi-
    intentional walk?"  "Pitch around" will cause your
    pitchers to throw near, but out of, the strike zone,
    hoping to get the batter to chase some bad balls.  If
    the hitter walks, it'll set up a possible double play.
    "Challenge hitter" is the opposite.  No walks here: the
    pitcher will bring his best stuff at every batter.

BATTING:

  SACRIFICE VS HIT AWAY: Another point of strategy is
    whether or not to give up an out to advance a runner.
    Choosing "sacrifice" will cause your batters to bunt
    runners along - from first to second with fewer than
    two outs, and from second to third with no outs.  "Hit
    away" is the opposite: batters will swing away with
    runners on, hoping for a big inning.

  SQUEEZE VS HIT AWAY: Man on third, fewer than two outs.
    Do you let the batter swing away?  Maybe he'll get a
    hit.  Or do you have him lay one down, hoping to get
    the runner home that way?  Choose "hit away" if you
    are not willing to give up an out in an attempt to
    score a run.  Your hitters won't bunt with a runner on
    third and fewer than two outs.  Select "squeeze" if
    you want to see more safety and suicide squeezes.

  HIT & RUN VS PLAY IT SAFE: Some managers like to send the
    runner on first and order the batter to swing.  This is
    a "hit and run."  When it works, the runner can score
    on a double, or go to third on a single, or stay out of
    a potential double play, if the batter grounds out.
    When it fails, the hitter misses the pitch, and the
    runner is caught stealing, or the batter lines the ball
    to an infielder, and the runner is easily doubled off
    first.  This slider controls how much you hit and run.

BASERUNNING:

  AGGRESSIVE VS PLAY IT SAFE: try to stretch that single
    into a double?  Challenge the arms in the outfield:
    first to third on a hard-hit single?  Tag up and score
    on a shallow fly?  This slider controls your base-
    running tendencies.  Choose "aggressive" to always try
    to get that extra base.  Sometimes you'll get thrown
    out. "Play it safe" takes fewer chances, gets fewer
    extra bases, makes fewer outs on the base paths.

  STEAL 2ND VS PLAY IT SAFE: How often do you attempt to
    steal second base?  Speedy runners will try fairly
    often automatically, because they will usually make it.
    This slider controls the actions of the slower runners.
    The more toward "steal 2nd" you push it, the more often
    runners will steal.  "Play it safe" is the opposite:
    only the fastest runners will attempt to steal second
    base.

  STEAL THIRD VS PLAY IT SAFE: This works just like "steal
    2nd vs play it safe."  "Steal" tries to take third more
    often, and "safe" stays put.

DEFENSE:

  WALK HIM VS PITCH TO HIM: With first base open and fewer
    than two outs, do you put the batter on to set up the
    double play, or do you pitch to him, and hope he
    doesn't beat you?  The pitcher will tend to walk a
    superstar automatically, especially if the hitter
    on deck is weaker, but how do you want him to handle
    an average batter?  "Walk him" increases the chance the
    pitcher will put him on, while "pitch to him" shies
    away from intentional walks.

  INFIELD IN VS NORMAL DEPTH: With a runner on third and
    fewer than two outs, do you bring your infielders in,
    hoping to nail the runner at the plate on a grounder?
    Or do you concede the run to make sure of the out at
    first?  "Infield in" will get more outs at the plate,
    but will also allow more balls to get through, because
    the fielders will have less time to react.  "Normal
    depth" is the opposite: fewer outs at the plate, but
    more batters thrown out at first, while the runner
    scores from third.

  PITCHOUT VS THROW STRIKES: Is the runner stealing?  Should
    the pitcher throw a wide one, giving the catcher that
    extra bit of time, if the runner is going?  This slider
    controls your tendency to throw an intentional ball
    when a runner might be stealing.  More pitchouts
    result in more guys thrown out stealing, but also in
    more balls when the runner isn't going.  "Throw strikes"
    will allow more stolen bases in the long run, but will
    also help keep your pitcher from getting behind in the
    count by throwing pitchouts.
*
