SUPER HAL BULLPEN (Accessed from the Team/Update Computer
Manager dialog)
IMPORTANT: WHEN USING SUPER HAL YOU SHOULD STILL SETUP YOUR
REGULAR COMPUTER MANAGER INCLUDING DEFINING YOUR CLOSERS AND SETUP MAN. THESE SETTINGS, ALONG WITH THE INDIVIDUAL
PLAYER SETTINGS, ARE STILL UTILIZED
WHEN USING SUPER HAL.
When you use the Update Computer Manager screen there is a
button called "Super Hal". Clicking on the button brings up the
"Super Hal" Bullpen computer manager screen.
The name "Super Hal" was coined by a group of
fanatical Strat-O-Matic players who desired a way to have more control over the
computer manager, especially in competitive draft leagues.
The current system lets you tell Super Hal which pitcher
should be brought into a game in any relief situation. It does not let you define when a pitcher should
be removed -- but certain Computer Manager Pitcher Settings will let you
influence that decision.
By using the combination of Super Hal along with the
Computer Manager Pitcher Settings you will gain tremendous control over your
bullpen management.
BULLPEN MANAGEMENT
The Super Hal bullpen management screen is divided into two
main areas - Orders and Logic.
When the Orders section is active the currently selected
pitcher is displayed at the bottom of the screen in a Player Information
Box. When the Logic section is active
the currently selected logic line is displayed in a group of data entry fields
that replaces the Player Information Box.
The left side of the screen displays the bullpen
"Orders". There are 15
different orders (A through O) that you can define. For each order you can type in a name, such as "Early
blowout" or "Late vs. Righties". You use these orders to define the order in which you wish to
bring pitchers in from the bullpen. For
example, in an order that will cover an early blowout you would probably want
to start the order list with your worst relief pitcher and finish it with your
closer. To create or update a bullpen
order click on it's code letter (at the
far left of the screen). Then type in
it's name (in the entry field above the scrolling list of pitchers). Finally, drag the pitchers into the desired
order. Remember that the player at the
top of the list will be the first one out of the bullpen when using this order.
The right side of the screen displays the bullpen
"Logic". This section
describes the exact situation in which you will want to utilize a particular
bullpen order. For example, you can
tell the computer that from the 1st to 5th innings if your team trails by 5 or
more runs you wish to use the "Early blowout" bullpen order. You can define up to 50 different
situations. Bullpen orders can be used
in as many situations as you wish. For
example, you may wish to use the "Early blowout" bullpen order not
only when you are behind by 5 or more runs, but also when you are ahead by 10
or more runs.
The following is a list of data entry fields that are
required for each situation:
Score: List the range of scores. For instance, -4 to 4 would mean from 4 runs down to 4 runs
ahead.
Outs: List the range
of outs. For instance if you wish this
use this line of bullpen logic from the first to the fifth innings then type in
0 to 14 (refer to the chart below).
Using outs instead of innings lets you fine-tune your bullpen management
late in the game, especially if you have a closer whose closer-rating allows
for 4 or 5 outs. Here is a list of outs
by inning for your reference:
OUTS INNING
---- -------------
0- 2 1st Inning
3- 5 2nd Inning
6- 8 3rd Inning
9-11 4th Inning
12-14 5th Inning
15-17 6th Inning
18-20 7th Inning
21-23 8th Inning
24-26 9th Inning
27-99 Extra
Innings
Bat Type: Check the
batters this line of logic will be used against. The five possibilities are "R" for standard righties,
"r" for reverse righties (right-handed batters who are better against
right-handed pitching), "L" for standard lefties, "l" for
reverse lefties (left-handed batters who are better against left-handed
pitching) and "S" for switch hitters.
Order Id: Select the bullpen order to be used with this line
of logic.
Force: This item was added at Version 6 of the game. In order to use this all 5 bat types must be
checked. Using this will force the
computer manager to use this line of logic whenever you get into to the proper
score and out ranges. This was
primarily designed to be used to force a closer into the game, however it can
be in other circumstances as well.
Keep in mind that this is a very powerful item -- the computer manager
will follow this to "the letter of the law" so if you check this item
it will even remove a starter who has a no-hitter going! VERY IMPORTANT: You should not use this
feature until you have a solid grasp on how it works. Please see Super Hal Forced Bullpen Logic for a detailed explanation of how to use
this feature.
Bullpen pecking orders can shared by multiple logic
lines. In the case where a single bullpen pecking order is used by both a
forced and a non-forced line of logic remember that only the first pitcher will
be used when a force situation is being evaluated while the entire bullpen pecking order will be used
for the non-forced line.
Note that a "Delete" button also appears when
viewing the bullpen logic code. You can
delete the currently selected line by clicking on this button. IMPORTANT: You can also drag-and-drop the
lineup logic lines into any order that you desire. You should always put your highest priority logic at the top of the list (such as your closer logic)
and your lowest priority logic at the bottom of the list (such as the
"catch-all" logic described below).
You must be aware of some important details in order to
properly utilize this system. Here they
are:
1) In order to utilize the Super Hal Bullpen Management
logic "Use Super Hal Computer Manager" must be checked in the Lineups
And Usage screen.
2) When using this system the program uses the following
procedure. First it scans the logic
lines for a matching situation. If it
does not find a matching situation then it defaults to the standard
Strat-O-Matic computer manager logic to determine which pitcher to bring into
the game. Logic lines are scanned in
the same order that they appear on the screen.
In this way you can create some "catch-all" logic lines that
should appear at the end of the list.
After finding a matching situation it scans the appropriate bullpen
order and checks the first pitcher on that list. If that pitcher is available and not tired (or if he is tired but
his "Can relieve when tired" switch is set on) then that pitcher will
be brought into the game. If the first
pitcher on the list is not available it tries the second pitcher, and so on and
so forth.
3) In order to provide maximum control, player usage is
totally ignored by this system. In
addition, the "Avoid Lefties", "Avoid Righties", "Mop
Up", "Avoid Using During Blowout" and "Avoid using before
6th-9th inning" switches are ignored at certain times when using this system.
(For instance, when deciding which pitcher to bring in, the bullpen
order has precedence over individualized player settings). NOTE: EVEN THOUGH CERTAIN SWITCHES ARE
SOMETIMES IGNORED BY SUPER HAL IT IS IMPORTANT THAT YOU STILL PROGRAM THE
REGULAR COMPUTER MANAGER JUST AS IF YOU WERE NOT USING SUPER HAL. THAT INCLUDES ALL INDIVIDUALIZED PLAYER
SETTINGS SUCH AS "AVOID LEFTIES".
4) The "Bat Type" is perhaps the trickiest part of
this system. In real-life baseball the
first batter a reliever faces is statistically the most important batter he
will face. If he retires that batter
chances increase dramatically that his team will get through the inning unscathed.
The "Super Hal" bullpen management system utilizes this
information by allowing you to define your opponent's batter by 5 different
categories (See Bat Type above).
However, the offensive team always gets the last say after a reliever is
brought into the game (because a reliever cannot be removed until he faces at
least one batter). Due to this fact,
the most important player to be aware of is not necessarily the current
batter, but perhaps a pinch hitter who
is on the bench. Therefore the logic of
this program compares every bench player with the current batter before
determining which is the most dangerous batter versus left-handed and
right-handed relievers. It then goes
through a series of checks before determining which player would more likely
hit in the current situation.
After making these
determinations the computer chooses the particular batter (either the current
one or a potential pinch-hitter) which it is going to try to "defend"
against. It will check that player for his Bat Type (L, R, S, l or r)
and that is the Bat Type that will be used when checking the Logic Situation
entries.
5) You can gain a little insight into Super Hal's latest
decision by viewing the
"Miscellaneous" report on the Check Information screen. Most important to notice is the batter that
Super Hal decided to "Watch".
That's the batter which Super Hal will use when determining which
"Bat Type" will be needed when searching the program Logic lines.
Most times it will be the current batter, but sometimes it will be a potential
pinch-hitter.
6) Super Hal information is transferred along with other
computer manager information when you Export the computer manager. Interestingly, this system can be used as a
"decoy" when sending the computer manager to a play-by-mail
opponent. For instance, say you have a
good closer who has a low innings allotment, and you don't want to waste his
innings versus a particular
opponent. To decoy your opponent, leave
this reliever as "Enabled" in your computer manager and simply
"bury" him at the end of all of your bullpen orders. In this way he probably won't be used, but
your opponent will never know that, and will still have to plan his
pinch-hitting strategy like he might later be brought into the game. If you use
this method to decoy you will want to define "catch-all" lines of
logic as described below.
7) If you wish to prevent the original Strat-O-Matic
computer manager bullpen logic from being used then you must provide a
"catch-all" line (or lines) at the end of the logic. For example, you might want to use the
following three lines, which provide for a catch-all versus lefties, righties
and switch-hitters. Note: Order ID's J,
K and L are used for this example but you would use whichever Order ID's you
setup for this purpose:
SCORE OUTS BatType ID
Force?
---------
------- ------- ------------------- ------
-99 to 99 0 to
99 L l J-Default vs
left No
-99 to 99 0 to
99 R r K-Default vs
right No
-99 to 99 0 to 99 S L-Default vs switch No