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Cedar Mill Little League

Coaches Manual

Cedar Mill Baseball
Book I: Manager
Book II: Drills
Review

A Modern Coaching Philosophy

Our mission is twofold: provide a fun, positive, and developmental experience, while fostering a healthy competitive environment. The most effective way is through collaborative, high-energy practices.

Collaborative Practices Partner with another team! It allows for full scrimmages, more coaches per player, and shared knowledge. Maximize reps, minimize standing around.

Building Your Staff

  • Head Coach (Manager): The CEO. Overall strategy, practice planning, parent communication.
  • Bench Coach: The "In-Game Manager". Lineups, substitutions, game flow, pitch counts.
  • Base Coaches: Instruction on the paths.
  • Team Parent: The "MVP". Admin, snack schedules, Game Changer logistics.

Player Evaluation (The 5 Tools)

Use the first few practices to assess:

  1. Hitting for Average
  2. Hitting for Power
  3. Fielding
  4. Arm Strength
  5. Speed

Goal: Versatility. Avoid pigeonholing players early.

Communication is Key

The First 24 Hours

Your first contact sets the tone. Do not just email.

Script: The Player Phone Call "Hi [Player Name]! This is Coach [Name]. I'm so excited to have you on the team. We're going to have a lot of fun and get better together. Can't wait to see you at practice on [Date]!"

The Parent Meeting Agenda

  1. Welcome: Coach introductions.
  2. Philosophy: Development > Winning. Effort > Outcome.
  3. Communication: GameChanger is the ONLY official tool.
  4. Expectations: Positive support only.
  5. The 24-Hour Rule: (See below).
Critical Tool: The 24-Hour Rule Mandate that parents wait 24 hours after a game before discussing any emotional issue (playing time, positions, strategy). This cooling-off period prevents emotional confrontations.

Handling Common Coaching Challenges

  • Managing Playing Time: Be transparent. Explain that "fair" does not always mean "equal". Playing time is earned through attendance, attitude, and effort.
  • Parent Complaints: Always listen respectfully. Validate their feeling ("I hear that you are frustrated"). Then, refer back to the 24-Hour Rule. Do not engage in arguments immediately after a game.

End of Season Speech Template

"First, I want to thank every one of you. You brought energy and effort all season. Think back to our first practice and look how much you've improved. You became teammates. My favorite memory was [Insert Specific Moment]. Great job!"

Game Day Management

The Coach's Checklist

Pre-Game (45-60 Mins Before)

  • Have lineup and substitution plan written on the Official Roster Sheet.
  • Verify First Aid Kit and Equipment.
  • Lead consistent warm-up.

In-Game

  • Designate a Pitch Counter (Coach or Parent).
  • Keep tactical decisions simple.
  • Positive communication only.

Post-Game

  • Short, positive talk focusing on effort. Do not dwell on the score.

Common Rules Misconceptions

  • Dropped 3rd Strike: Batter runs if 1st is OPEN (or 2 outs). (Majors+).
  • Infield Fly: Batter is OUT if pop-up is catchable with runners on 1st & 2nd (or loaded) with < 2 outs. (Runners advance at own risk).
  • Obstruction: Defense impedes runner (Runner awarded base).
  • Interference: Offense impedes fielder (Runner is OUT).

Health & Safety

Concussions: "When in doubt, sit them out."

Hydration: Mandate water breaks.

The All-Star Addendum

Coaching All-Stars shifts focus from broad development to optimizing for competitive success.

The Philosophy Shift

  • Practices: More frequent, more intense.
  • Playing Time: Earned, not guaranteed.
  • Positions: Optimized for winning.
The Commitment Pact "For the duration of the tournament, this team comes first. Other sports/activities must be scheduled around our practices and games. If you cannot commit to this, we need to know now."

The Coaches Contract (Higher Standards)

  • Ejections: Any coach ejected for behavior is removed for the remainder of the tournament.
  • Manager Accountability: If an assistant is ejected, the Manager may also be held accountable.

Dugout Culture

No temper tantrums. No throwing helmets. Positive, loud, respectful.

Evaluation Phase

  • Phase 1: Foundational Practices: Building teamwork and installing strategy.
  • Phase 2: The Scrimmage Gauntlet: Scrimmage almost daily. Goal: Figure out the best lineup combinations.
  • Phase 3: Final Preparations: Refine strategies and dial in game plan.

Adaptable Practice Plans

Philosophy: Maximum Reps, Maximum Fun. Use stations.

Rules of the Road (Collaborative Practice)

  • Meet for 5 mins before practice.
  • Designate a Timekeeper.
  • One Voice during scrimmages.
  • Check your ego (It's about development).
Key Concept Joint practices with another team, ending in a coach-led scrimmage, are the most effective way to develop players.

Plan A: The Standard (Full Field)

2 Hours
  • 0:00-0:15: Dynamic Warm-up & Throwing
  • 0:15-0:55: 4 Stations (20m each side / 10m rotation)
    • /
    • /
  • 0:55-1:45: Live Scrimmage (Coach Pitch)
  • 1:45-2:00: Fun Finisher ()

Plan B: "Outfield Only" (Wet Infield)

  • 0:00-0:15: Warm-up & Long Toss
  • 0:15-1:00: Outfield Stations (, , )
  • 1:00-1:45: Hitting Rotations ()
  • 1:45-2:00: Conditioning ()

Plan C: "Rainy Day" (Indoor)

  • High Rep (Tennis balls).
  • .
  • Pitching Mechanics ().
  • .

The Coach's Gear Checklist

Bucket of balls (Count them! 25-30 is standard), Tee, Net, Cones (or gloves), First Aid Kit, Catcher Gear.

Ball Management Rule Baseballs are gold. Count them before and after practice. Every drill in this manual assumes a constraint of ~25 balls. Run "Reset" breaks often to keep buckets full.

Dynamic Warm-Up

Objective: Prepare body for explosive movement. Static stretching is outdated.

  1. Jog: 2 Laps.
  2. High Knees: 60 ft.
  3. Butt Kicks: 60 ft.
  4. Carioca: 60 ft (Hip rotation).
  5. Arm Circles: 10 forward, 10 back.
  6. Trunk Twists: 10 reps.
  7. Throwing Progression: Wrist flips -> Full Throwing.
    • Focus: Aim for the chest.
    • Cue: "Show them your number!" (Front shoulder to target).

Infield Drills

3.1 Momentum Fielding Drill

Charge, Field, Follow.

Execution: 3 cones in triangle. Coach rolls ball. Player charges, fields with "Alligator Hands" out front, continues momentum through ball toward target.

Coaching Why: Prevents flat-footed fielding. Ensures stronger throws.

Modifications (AA/AAA) Use foam or tennis balls. Focus only on the approach. Make it a game: "Who can get their nose closest to the ball?"

3.2 4-Corner Infield Flip

Flip and Follow.

Execution: Square formation. Flip underhand to next corner. Run to the spot you threw to.

Progression: 1) Soft/High (Short square). 2) Firm/Fast (Double play feed).

  • Key Mechanics: Glove hand stays back (clear lane). Flip hand presents ball out front. Walk through the flip.

3.3 Short Fungo Drill (Split Squad) High Reps

Two Groups (SS & 2B). Two Coaches. Max Reps.

Objective: To achieve an extremely high number of repetitions in a short time, focusing purely on hand-eye coordination (no throwing).

Execution:

  • Split Squad: Divide infielders into two groups at Shortstop and Second Base to minimize standing.
  • Two Coaches: Each group has a coach kneeling 15-20 feet away.
  • The Drill: Coaches hit/roll rapid-fire grounders simultaneously. Players field cleanly and drop ball into an empty bucket next to them.
  • Rotation (Ball Logic): With limited balls (12-15 per coach), run sets of 10. After 10 reps, yell "RESET!" and everyone shags to refill the coach's bucket.
Coaching Why Isolating fielding from throwing allows players to focus 100% on glove work, watching the ball in, and using two hands.

3.4 The "Everyday" Infield Fungo Core Routine

The 'Round of 5' Sequence.

Objective: The standard daily routine to practice fielding and long throws across the diamond.

Setup: Players at standard positions. Coach hitting from home plate.

Execution (The "Round of 5"):

  1. Hit to 3B: Throws to 1B.
  2. Hit to SS: Throws to 1B.
  3. Hit to 2B: Throws to 1B.
  4. Hit to 1B: Throws to 2B (Starting D.P. feed) or 3B.
  5. Catcher: Coach rolls bunt, Catcher throws to 1B.

Progression:

  • Round 1: "Get One" (Throw to 1B).
  • Round 2: "Turn Two" (Feeds).
  • Round 3: "Slow Roller" (Charge hard).
Coaching Why Unlike Short Fungo, this forces players to read the ball off the bat and make long, accurate throws.

Team Defense & Strategy

7.1 The "Split-Squad" Fungo Routine

Objective: To maximize reps by splitting the team and coaching staff.

Execution:

  • Group A (Infield): Coach hits grounders from home. Infielders practice "Everyday Fungo" (Drill 3.6).
  • Group B (Outfield): Second coach hits fly balls from foul line. Outfielders practice catching and hitting the cutoff man.
  • Rotation: Switch groups after 15-20 minutes.

7.2 The Strings Drill (Cutoffs & Relays)

"The String" from Outfield to Home. Note the Glove-Side Turn.

Objective: To perfect the alignment and mechanics of relay throws from the outfield.

Execution:

  • Imagine a "String" connecting the Outfielder -> Relay Man -> Target (Base/Home).
  • The Relay Man: Raise hands high ("Target!"). Catch the ball.
  • The Turn: Turn towards your GLOVE SIDE. This keeps the feet moving towards the target and is the fastest transfer.
Pro Tip The Relay Man should "Wave" at the outfielder to be visible.

7.2b Cutoff Assignments: Who Goes Out?

Cheat Sheet

The Golden Rule: Minimize the distance of the throw. The Outfielder throws to the Cutoff Man, not all the way home.

Ball Hit To... Who Goes Out? Who Covers 2nd?
Right Field 2nd Baseman Shortstop
Center Field Shortstop (usually) 2nd Baseman
Left Field Shortstop 2nd Baseman
Pro Tip If the ball is hit to the wall, use a "Double Cut" (Both middle infielders go out, roughly 20-30ft apart).

7.3 The Continuous Rundown ("Pickle")

The Continuous Loop: Throw & Follow your throw to the next line.

Setup: Split team into two groups at 1st and 2nd base. Runners in the middle.

Execution (Fluid Reps):

  • Fielder 1 runs hard at the runner -> Throws to Fielder 2.
  • The Rotation: Immediately after throwing, Fielder 1 sprints to the back of the line at Fielder 2's base.
  • The drill continues in a loop until every player has rotated through multiple times.
Critical Rule "Run at him, Throw, Follow." Get the out in 2 throws or less.
Regression (AA/AAA) Start with a simple "3-Player Pickle" (One runner, two fielders). Don't require the follow-your-throw rotation initially.

7.4 First-and-Third Defense

The 4 Options for the Catcher. Note Option C ("The Cut") with SS crashing to the plate.

Scenario: Runners on 1st and 3rd. Runner on 1st steals 2nd.

  • Option A (Pump Fake): Catcher hard fakes to 2nd, looks to pick off runner at 3rd.
  • Option B (To Pitcher): Rapid throw back to the Pitcher. Catches runner on 3rd off guard.
  • Option C (The Cut): Catcher throws to SS (who is crashing down towards the plate). SS catches and immediately checks/throws home if runner on 3rd bites.
  • Option D (Pickoff): Catcher throws straight to 3rd base to catch runner in a primary lead.
Modifications (AA/AAA) This is an advanced concept. For younger divisions, focus strictly on the Catcher making a strong, accurate throw to Second Base.

7.5 Standard Bunt Defense ("Corners Crash")

Corners Charge. Middle Infielders Rotate. Note: SS wears a glove!

Scenario: Runner on 1st/2nd, < 2 Outs. Expecting a bunt.

Assignments:

  • 3B & 1B: CRASH hard towards home plate as pitcher delivers.
  • Pitcher: Cover the middle / 1st base line.
  • 2B: Sprint to cover 1st Base.
  • SS: Sprint to cover 2nd and 3rd Base (Read the play).
  • Catcher: Call the play loudly ("First!", "Second!", "Eat it!").

7.6 Pop-Fly Priority System

Objective: Avoid collisions. Loud communication.

  • Hierarchy: Outfield > Infield > Pitcher > Catcher.
  • The Rule: If a player with higher priority calls it ("BALL! BALL! BALL!"), the lower priority player MUST peeling off immediately.

Outfield Drills

4.1 Outfield Star Drill

The 5-Leg Star Pattern.

Execution (The 5 Legs):

  • Leg 1: Start (Bottom-Left) -> Top (Over shoulder)
  • Leg 2: Top -> Bottom-Right
  • Leg 3: Bottom-Right -> Left (Backhand)
  • Leg 4: Left -> Right
  • Leg 5: Right -> Start (Coming in)

Coaching Why: Simulates every angle of catch.

4.2 Gap Communication

Start between, Run AROUND.

Execution: Start between markers facing coach. Run AROUND outside. Converge. One calls "I GOT IT!", other backs up.

Critical Find ball in the air *after* the turn. Call it LOUD and EARLY.

Fun & Competitions

Objective: End every practice on a high note. These drills normalize pressure while keeping energy high.

8.1 The Competitive Cauldron

Team Favorite

Objective: To practice performing under pressure in a fun, low-stakes environment.

Setup:

  • Split the team into two squads (Offense vs Defense).
  • Scenario: "Bottom of the 6th, 2 Outs, Bases Loaded, Down by 1 Run."

Execution:

  • Coach pitches to the batter.
  • The defense must make the play to end the game.
  • The offense tries to score the winning run.
  • Switch sides after every batter or every 3 outs (Coach's choice).
Coaching Why This drill normalizes the feeling of pressure. It gets players used to their heart beating faster in a "big spot," so when it happens in a real game, it doesn't feel new.

8.2 "Around the Horn" Relay Race

Group A (Home) and Group B (2nd) chase each other.

Objective: Conditioning disguised as high-pressure competition.

Execution:

  • Split team into two equal squads.
  • Group A: Lines up at Home Plate.
  • Group B: Lines up at 2nd Base.
  • The Race: On "GO!", the first runner from each team sprints one full lap around the bases (Home-to-Home, 2nd-to-2nd).
  • The Handoff: Hand the ball to the next runner in line.
  • Winning: First team to finish all runners sits out dugout cleaning duty!

8.3 Competitive Situational Scrimmage

Gamify practice with points.

Start 1-1 count. Scenario: "Runner on 2nd".

  • +2 Pts: Hit, Run or RBI
  • +1 Pt: Productive Out (Move runner)
  • -1 Pt: Strikeout
  • 0 Pt: Pop-up
Coaching Focus Celebrate the productive ground ball! It moves runners and scores runs.
Scrimmage Tip Use a Coach to pitch for more strikes. Stop the game for "do-overs" to provide immediate feedback.

Base Running Strategies

4.3 Running Through First Base

Objective: Eliminate the habit of slowing down at the bag.

Execution:

  • The Visual: Tell runners there is no base at 1st. The base is actually 10 feet past the bag on the foul line.
  • The Touch: Step on the FRONT of the bag (closest to home) to avoid ankle injuries.
  • The Breakdown: Sprint PADS the bag, then chop steps ("Break down") and look to the RIGHT (Fence side) to see if there is an overthrow.
  • Crucial: Never look left (fair territory) unless you intend to go to 2nd.

4.3 Stealing ("The Cross-Plate Break")

Drive the right knee across the body.

Objective: Teach technique for gaining momentum to steal.

Execution:

  • Secondary Lead: Shuffle-Shuffle (Right-Left) as ball crosses plate.
  • The Read: If ball is passed/dropped (or steal sign is on):
  • The Cross-Over: Plant left foot, drive right knee across body.
  • The Return: If not going, sprint back to bag immediately.

Cue: "Sprint out, Sprint back." No lazy returns.

Coaching Why A lazy return is the easiest way to get picked off. There is never a reason to slowly walk back to the bag.

4.4 Sliding Progression

Safety: No Head First slides (Majors & Below). Feet first only.

Progression:

  1. The Sit (Figure 4): One leg straight (reaching), one tucks under (bent) creating a number "4". Hands UP (like holding two bags of groceries).
  2. The Glide: Take steps on grass, drop and glide on glutes.
  3. The Cardboard: Slide on cardboard box to reduce friction.
  4. The Dirt: Move to real base.

9.3 Baserunning & Stealing Pathway

Division Goal Rule
AA Master Secondary Leads No Stealing.
AAA Competitive Stealing Phase 1: 2nd/3rd only. Phase 2: Open.
Majors Full Aggression Unlimited Stealing.

The Battery (Pitchers & Catchers)

5.1 The Balance Point Drill

Key Checkpoint: High leg lift, tall posture.

Objective: To teach the pitcher to control their body and find a consistent balance point before driving to the plate.

Setup: Phase 1: Shadow (Lines). Phase 2: Partner Throw (30-40ft).

Execution:

  • Part A: Shadow (10 Reps): Coach counts "1 (Lift)... 2 (Hold)... 3 (Drive)". No ball.
  • Part B: Partner Throws (10 Reps): Repeat the 3-count hold, then deliver a real throw to partner's chest.
The Two-Ball Rule Efficiency Tip: Each pair has 2 balls. If you miss a catch, grab the spare ball immediately. Do not chase misses until the set is done.

5.2 The Towel Drill

Objective: To teach extension and arm speed without arm stress.

Setup: Pitcher holds a small towel. Partner holds target (glove) at waist height, 3-4 strides away.

Execution:

  • Pitcher goes through full motion at 100% effort.
  • Goal: "Whip" the towel to hit the target out in front.

Key Points: A loose arm "snaps". A stiff arm "flops". You must extend to hit the target.

Safety Because they aren't releasing a ball, pitchers can practice full arm speed with less stress on the elbow. (10-15 Reps).

5.3 Pitcher Fielding Practice (PFP)

Objective: To make the pitcher an active "5th Infielder".

The 4-Play Cycle:

  1. The Comebacker: Coach hits firm grounder. Pitcher fields, throws to 1B.
  2. The Hard Bunt: Coach rolls hard bunt (1B line). Pitcher fields, throws to 1B (inside bag).
  3. The Soft Bunt (Catcher's Ball): Coach drops soft bunt. Catcher explodes out, yells "Ball!", throws to 1B.
  4. Covering First: Coach hits to 1B (deep). Pitcher sprints to cover the bag.
Safety Valve Have a coach stand behind the catcher with extra balls. If a catcher misses, hand them a new ball immediately to keep the drill moving.
Rotation Rotate catchers every 3-4 pitchers so they get work too!

5.4 Catcher Blocking

Perfect Block: Knees Together ("Fifth Leg"), Hand Safety Hidden BEHIND Glove.

Objective: To become a "Brick Wall". Nothing gets through. Confidence comes from proper form.

The "Perfect Block" Mechanics:

  • Chin to Chest: Protect the throat. Look the ball directly into the chest protector.
  • Round Shoulders: Curve the spine forward (C-Shape). This angles the chest down so the ball drops instantly in front of you, rather than bouncing away.
  • Glove Seal: Slam the glove firmly to the ground *between* the knees to close the "5-hole".
  • Exhale: Breathe out on impact to "soften" the chest.

Progression:

  • Phase 1 (No Glove, Tennis Balls): Hands behind back. Focus purely on Chin-to-Chest and Body Angle.
  • Phase 2 (Glove Seal): Add glove. Focus on pinning it to the ground.
  • Phase 3 (Live steps): Full gear. Coach throws real dirt balls.

5.5 Pop-Time Footwork

Objective: Explosive footwork to throw out base stealers.

Execution:

  • The Feet: Explode out of squat (Right-Left for righties) to gain ground.
  • The Throw: Aim for the pitcher's head height.
  • The Target: Don't aim for the bag. Aim for a "Long Hop" 10ft in front of the bag.
"Air has friction. Gravity is the enemy. Keep it low, let it go."

9.1 Pitcher Development Philosophy

Pitching is a skill, not a position. Every player who wishes to learn will be given the opportunity. We coach mechanics, not just strikes. Walks are teaching opportunities, not failures.

9.2 Pitcher Progression Pathway

Division Focus Key Rule
AA Balance/Towel "Coach Rescue" after 4 balls.
AAA Repeat Delivery Full Kid Pitch. Walks are part of game.
Minors Fielding (PFP) Pitch Counts.
Majors Spots/Speeds Full Strategy.

Hitting Fundamentals

6.1 The 5 Core Components

  1. Stance/Load: Athletic, load back.
  2. Stride: Small step.
  3. Rotation: Drive back knee (Don't "squish bug").
  4. Connection: Hands tight to body.
  5. Extension: Finish high.
The head must remain still and level.

6.2 Net Station

Objective: Mechanics (Tee) + Timing (Moving Ball).

Execution (The "5 & 5" Routine):

  • Part A: Tee Work (5 Swings): Drive ball into center of net. Focus: Still head.
  • Part B: Soft Toss (5 Swings): Coach tosses from side (45-degree). Track it and hit. Focus: Timing.
  • Ball Management: with limited balls, the "On Deck" player acts as the shagger, constantly refilling the coach's bucket to keep the station moving.

6.2a The "Knob of the Bat" Drill

Bat Path

Objective: To force hands inside the ball and prevent "casting" (long swing).

The "Flashlight" Concept:

Imagine the knob of the bat is a flashlight. To stay "inside" the ball, you must shine that light directly at the pitcher before the barrel releases.

Execution (No Swing):

  • Setup: Place a ball on the Tee. Hitter takes normal stance.
  • Hands: Hold hands HIGH (chest/ear level) in a "Palm Up / Palm Down" grip.
  • The Move: Do NOT swing the barrel. Instead, drive the KNOB of the bat down and forward.
  • Contact: Physically HIT the ball on the tee with the butt (knob) of the bat.
  • Check: The barrel should remain angled UP and BACK (lagging) behind the hands. If the barrel drops or loops, you are "casting."

6.3 The Fence Drill Anti-Casting

Stay Compact: Swing inside the space without hitting the fence.

Objective: Immediate physical feedback to ensure a tight, compact swing path.

Setup:

  • Stand facing a chain-link fence (or net).
  • Measure: Place the knob of the bat at your belly button. The end of the barrel should just barely touch the fence.
  • Stance: Take your normal batting stance at this distance.

Execution:

  • Take a full swing (dry swing, no ball).
  • The Goal: Miss the fence!
  • The Physics: If you "cast" (extend hands too early), the barrel will loop out and hit the fence. To miss it, you MUST keep your hands inside and tight to the body.

The Mental Game

10.1 The 10-Second Rule

Objective: A simple, structured tool to manage frustration and failure.

Execution:

  • 0-5 Seconds: Be Mad. (Stomp foot, punch glove). Validate the feeling.
  • 5-10 Seconds: Take a deep breath.
  • 10 Seconds: FLUSH IT (pretend to flush a toilet). It's gone. Focus on next play.

10.2 The Competitive Cauldron

End practice with pressure: "Bottom 6th, Bases Loaded, Down by 1". Normalizes pressure so games feel easier.

Field Guide (Quick Reference)

Safety Checklist

  • First Aid Kit on bench.
  • Ice Packs ready.
  • Concussion cards.

Coach's Gear Checklist

  • Essential: Bucket of balls, Tee, Net, Cones, First Aid Kit, Catcher Gear.
  • Nice-to-Have: Second Tee, Fungo Bat, L-Screen.
  • Tip: No Cones? Use gloves or helmets to mark spots.

Glossary of Terms

  • Fungo: A lightweight bat used by coaches for drills.
  • 5-Hole: The gap between a fielder's legs.
  • PFP: Pitcher Fielding Practice.
  • The Battery: Pitcher and Catcher duo.
  • Can of Corn: An easy, high fly ball.

Contact

Cedar Mill Little League

4804 NW Bethany Blvd, Suite I2 #360
Portland, Oregon 97229

Email: [email protected]

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