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Alright, so far...

Validation BP I really liked. Only done it once so far. Need to limit swings to no more than 5 for sure. Tried it with a few more and it bogged down some. Very good drill though. Fun to see a 4-hole hitter smoke one to the fence and then lay one down under pressure.

Worked groundballs with a throwdown base at about 80 feet and it became very competitive. Will mix in the OF piece next time but I think it is going to be a hit.

The 4-man scrimmage from kdog is great. Used it twice and kids enjoyed it.

Speed T-ball is great, BUT I gotta find a way to make it safer. Kids still getting on the field when some kids are ready to swing. I'll tweak it somehow, but we'll do it again for sure.

Keep 'em comin'.
Here is one of the best infield drills I have used. It is simply called turn two. We use the infielders at their normal position. We place two at each spot except pitcher, one in position and the other backing up. The outfielders are the hitters. Place a batting-T at home plate and the infielders have to hit a ground ball and sprint to first. The object of the game is to get the out at first or the hitter gets credit for a run and clears the base. There are no other base runners. If you make it to first you are safe and it counts as a run. If the defense can turn a phantom double play, they get to subtract a run. The goal is to play for about 15 minutes and challenge the defense to keep the outfielders to a zero score. If a player makes an error, the fielder backing him up takes over until he commits am error. Any ball that travels in the air beyond the infield arc is an automatic out. This is a great way for the infielders to get a lot of ground ball work under pressure. It forces them to determine when they can go for the double play and when they must take the out at first. You can also play in teams of four or five and the hitting team gets nine outs.

P.s. kdog, I would love your power point as well. Thanks.
Last edited by hsballcoach
We do an infield drill called 2-1-2-1.

It is a way to get lot of ground balls and double plays pretty quickly. Basically you start with your 3B and his number is 2. This means he turns a double play. The SS is 1. He fields the ball and throws to first. 2b is 2, double play. 1B is one and he works on a flip to another 1B like a PFP. Now you go back to 3B and he is a 1 now (If you have multiple players at positions you can keep it like the original until they all have gone). I'm sure you get the point. Everyone turns DP's and throws to first.

The kicker is we put a number on it they have to get in a row. We may say 21 in a row or whatever for that day. They must be perfect. Any bobble or bad throw starts over and adds a consequence (whatever you want).

You can also tweak it how you want. I have done it with a stopwatch to make sure we get the proper "motivation" to be quick and clean. I've also put pitchers on the mound for the flip and 3-6-1 DP (PFP).

The kids love it. It challenges them and puts pressure on them to execute. No one wants to be the guy to bobble on our #19. Thy WANT to be perfect the first time. Never had it happen, but that is our goal. On a good day we can get it done if 15 minutes or so. On a bad day, well I get upset and we move on. Smile
Last edited by bp_27
I was talking with my nephew who just finished up his college playing days last spring about some of their drills and he told me they did one called "Steal Game"

They would gear up the catchers. Split up teams and the pitchers are throwing (game speed) with a runner on first, working on holding runner and throwing to spots. You have a hitter up who will almost never swing, but the coach can give him the swing sign (like a secret word for that team)... the runner has the steal sign. You get points for stolen bases, catchers get points for throwing runnrs out, pitchers get points for throwing strikes or a pickoff. Middle infielders get points for making the play (big negative points for letting a ball into CF)

I think i'll give this one a try this year.... sounds pretty good. It wouldn't tie up your whole field. The outfielders could be getting work done in the OF when they are not baserunning.
Fungo scrimmage. Batters toss it up for themselves and get one swing. Automatic out if they whiff or don't hit a fair ball(ground or fly) that reaches the clay, unless it's touched. Batters must stand square in the box. To go oppo, it's got to be with their hands, not their feet. Moves real fast. Puts pressure on getting it done with one "pitch". Standard leads, no stealing, losing team has to crawl 360ft. around the bases.

Some of your better hitters may be lousy at fungo ("infield in!"), which makes for lots of laughs and team chemistry.

I bark enough to make sure these games stay serious, and keeps moving.

1/2 hour (this is realistic) of this at the end of a long hard practice keeps the boy in the boy. At any age. Maintains the love of the game. While giving your defenders a pressure workout.
Last edited by freddy77
KDOG....one more to carrollbaseball@aol.com. Thank you very much! And I'll add one more:

This is a conditioning drill we do called the Hustle Drill. Coach pitching, three teams with equal numbers. Team one at 1B, Team two at 3B, and team three hitting.

Coach pitches and hitter hits it. He takes off running the bases. The first players from Team one and Team two take off after the batted ball. When they BOTH can touch the ball, the play is over and the hitting team gets a point for how far their hitter goes (1 base= 1pt, halfway to 2B= 1 1/2 pts, etc.) Then rotate the teams so each teams gets to chase balls from 1B, 3B and gets to hit. Total the points.

Hope that all makes sense.
Alright, I tweaked the 4-man scrimmage a little. It's been great for us all year, but I was trying to suit our needs a little.

We've struggled some with bunting runners over and driving runs in, so I made a few changes to the scoring.

Each 4-man group hits for XX min. Start with runner at 1b. Batter must sac runner to 2b. He gets one chance, if he fails next man up attempts the same thing.

Once runner is bunted to 2b, the team has 2 attempts to drive him in. First hitter could score him with a ball in the gap or could advance him to 3b and next hitter could score him. If he fails to score in 2 hitters, runner goes back to first and it starts all over. Always less than 2 outs.

1 run for each time a run crosses the plate.

Hope that makes sense. Worked pretty well for us.
ironhorse I like it!

I've modified it some was well, but think I like your idea better.

What I've done is adjusted it and called it pressure BP. I've combined the 4-man scrimmage and the validation BP into one I guess. One thing I've learned is that we don't function well under pressure. So when they are successful on a particular situation I will make them validate ALL of them with a sacrifice.

Say we are working get 'em over / get 'em in. They must execute it 3 times (or whatever you want). However many they get, at the end of the round they must validate all of them (1, 2 or 3 depending on how they did). It puts a lot of pressure on them to be successful on the bunt. If they get the bunt down their group gets those points. If they don't, they lose all of them (it has happened more than once that a team loses 3 because of the bunt).

It has been amazing how much more they concentrate on that sacrifice when it means points for their team! They continue until they get the 3 they need for that situation. The next time up, they only get the number of chances they need for that situation. If they get 2 the first time, they only have 1 chance the execute the next time.

This goes on for X minutes. I have a preset number of situations they must get. So lets say there are 4 in a group and they hit for 10 minutes. They will have to go through Hit 'n Run, Get 'em overs, Runner on 3rd (or whatever I want to work on that day). Once each player gets the 3 they move to the next. Only the player that is successful advances. I've had it happen where 1 player is on situation 1, two are on situation 2 and 1 has finished. For each one they don't get, that is 1 pole for the group (I'm trying to come up with other forms of "punishment"). They not only have to work hard for themselves, but there are 3 other guys they are working for too. I want them to feel the pressure and make BP as game like as possible.

Oh and if a player finishes all 3, they get to chose a situation in which to add "bonus" points to help their teammates.

I know this was a ramble, and I hope it makes some sense. Smile

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