Situation 1. Good defense, good stick, bad foot speed:
A. Use the player as your FLEX.
B. If you are visitors, start the game by dropping to 9 players (terminate the DP; the starting DP has left the game once). The FLEX will bat in for the DP.
C. If you are home, stay at 10 players until the DP is scheduled to bat. Let the FLEX play defense.
D. The FLEX bats for the DP and gets on base.
E. Now re-enter the starting DP. The FLEX drops down to the 10th spot in the lineup, and the starting DP runs for the slow FLEX. You are back to 10 players. Note the FLEX has never left the game.
F. When the inning ends, the FLEX will play defense. Next time the DP position comes to bat, again drop down to 9 players by letting the FLEX bat for the DP. This is the second time the DP has left the game, so she (the starting DP) is done.
G. Again the FLEX bats for the DP and gets on base.
H. Go back up to 10 players by re-instating the DP. But since the starting DP has used her re-entry, use a sub for the DP. This DP will run for the FLEX.
I. Repeat by going to step F. each time the DP successfully reaches base.
Note you are burning substitutes, but at the expense of the DP, not the FLEX. The FLEX has never left the game.
Situation 2. Good defense, bad stick, good foot speed:
A. Use this player as your FLEX only.
B. In general, do not terminate the DP when it is her turn to bat. Let the DP bat unless the DP gets injured.
C. However, if the DP gets on base, you may one time choose to terminate the DP so the speedy FLEX can run for her. The second time you try this, the starting DP is done. However, the DP position in the lineup can always be filled by a legal sub.
D. Be sure to re-enter the DP before her slot in the order is scheduled to bat again. This drops the FLEX back to the 10th slot, and the DP will bat for herself.
E. If the DP gets on base again, you can go back to step C., except you will need a sub for the DP the next time you reach step D.
Situation 3. Good defense, bad stick, bad foot speed:
A. Use this player as your FLEX only.
B. Do not terminate the DP when it is her turn to bat. Let the DP bat unless the DP gets injured.
Situation 4. Good defense, good stick, good foot speed:
A. You want this player in the game as much as possible.
B. Either do not use the DP (play with 9), or use the DP/FLEX combination to make up for some other deficiency in the lineup.
Situation 5. Bad defense, bad stick, bad foot speed:
A. Can she chart pitches?
B. Either do not use the DP (play with 9), or use the DP/FLEX combination to make up for some other deficiency in the lineup.
Situation 6. Bad defense, bad stick, good foot speed:
A. This player’s ideal role is a pinch-runner, not a starter.
B. Either do not use the DP (play with 9), or use the DP/FLEX combination to make up for some other deficiency in the lineup.
C. Alternatively, this is the ideal “DP” for the Nuveman case, Situation 1.
Situation 7. Bad defense, good stick, bad foot speed:
A. This player’s ideal role is a pinch-hitter, not a starter.
B. Either do not use the DP (play with 9), or use the DP/FLEX combination to make up for some other deficiency in the lineup.
Situation 8. Bad defense, good stick, good foot speed:
A. This is the ideal player to use as DP.
B. Stay at 10 players the whole game.
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Mark
NFHS, NCAA, NAFA
"If the rule you followed brought you to this, of what use was the rule?" Anton Chigurh - "No Country for Old Men"
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