Monday, November 30, 2009
Early Payment Discount - Deadline is tonight!
For full-priced teams, this is almost 10% off (OK, it's 9%).
Payment isn't due until Opening Day...this is just a chance to take care of it now and get it out of the way. See your current status at http://www.benchwarmerbaseball.net/useradmin/payment_summary.asp
No discount for packages or Orphan teams.
Some Off-season Dates Pushed Back
New Dates (all deadlines at midnight Pacific time):
- Roster Carryover Choices - Saturday, Dec. 26th (was Dec. 11). This is probably the only non-Friday date for returning leagues until April.
- Redistribution Draft Picks - Friday, Jan. 15 (was Dec. 31). Current plan is to post results by Jan 23-24.
- Free Agency Opens - Friday, Jan. 29.
Saturday, September 19, 2009
Returning Next Season?
At this point, you have to answer individually for each team - depending on which team you're currently logged in as on the web site. I will try to put up a page to allow you to answer for multiple leagues on a single page - no promises, but I'll try to have that up by the end of September.
Please answer Yes/No by October 31. If unanswered by that time, your team will automatically become an Orphan Team.
Experts - Please answer by October 4 (last day of the MLB regular season) so that I have time to search for new experts to take over teams before the off-season activity begins.
Specials and Free Teams in 2010
So, here's the rundown of the normal reward structure:
- All league champions get their team free in 2010. They also earn a free team that can be used in a new league or to pick up an orphan team.
- All winners of the other post-season tournaments - the Gore Cup and the Bottomfeeder Open - win a free extra team that can be used in a new league or to pick up an orphan team.
- The winner of the Benchwarmer Bash gets 2 free seasons for that team. The Bash runner up gets one free season (this is added on for future seasons if they were a league champ and already getting the team free in 2010).
The "bonus" teams are just that - and are meant to seed new leagues. They cannot be used to cover payment for existing teams.
New Owner Specials - For brand new people who have never played Benchwarmer before, we're currently running a special through the end of October. They can sign up and get their first team in new leagues for free (normal prices apply for teams beyond the first). This is being advertised currently in USA Today Sports Weekly. The goal is to pull in more people and get them hooked (and become paying customers!) for future seasons. It is possible that in November and December we may have some reduced rates for new owners. Tell your friends - this is a great opportunity for them to try out Benchwarmer for a year at no risk!
Saturday, September 5, 2009
Benchwarmer Bash 2009 - New Format
It allows fantasy baseball to truly become a year-round pursuit. While all teams will be figuring out who to keep for 2010 and starting that process, a few teams are still in the hunt for something. Again, like the league playoffs, we use random games from the last half of the season to play. Teams in the Bash set their rosters once and then they are locked (while their real - current - rosters will start changing for 2010). A big advancement came in 2008 when we actually posted the games in November. Previously, it had taken until Feb or March for me to get around to it.
This is another idea from the model game for Benchwarmer - Robot Baseball (where it was called the Robot Super Clash). The winner of the Benchwarmer Bash gets TWO free seasons for their team. The runner up gets one free season.
The Bash winner also gets an entry in the Experts League for the following season (and maybe the runner up too, if we have trouble filling out the field of experts).
So - the format change...last season with 11 leagues, we had the 11 champions and 10 wild cards - the remaining teams with the best BWB Power Index - played each other to add 5 more entrants to a 16-team bracket. Check out the 2008 Bash.
Now, with 17 leagues, we've been able to fill out our Federation lineup adequately. From this season on, the Benchwarmer Bash will start first with Federation tournaments and the winners there will advance to the final bracket for the Bash. What's that lineup? See the listing of all leagues and scroll down...there you'll see how the leagues are divided into federations and associations. Quick hint: as you move from league to league, you'll see a league ID code in your web addresses (A1, C5, H3, etc.) The letter code indicates your Federation.
Each Federation Championship is a 5-team tournament. The league champions automatically advance, plus 2 or 3 wild cards. Every federation has 2 leagues so far, except the Eckersley Federation (Longball, Golden Throat, and Experts). In the Eckersley, 2 wild card teams will fight it out for the last spot in a 4-team bracket, while the league champs get an opening bye. In the remaining leagues, 3 wild cards will make it - with the top wild card getting a bye into the bracket and the other two fighting it out for the last spot.
How do we pick wild cards? As in the past, we use the BWB Power Index ratings. But where we used to pull from the overall BWB rank, we'll now go by how you rank in the Federation - a ranking I added 2-3 weeks ago to the web page. You must be in the top 3 (or 2, for Eckersley) rankings for the non-championship teams in your Federation to advance. There is a pull down option on that page to view the entire Federation, but it's not operational yet - hopefully soon.
As we get closer to the event, we'll have a new page for the 2009 Bash - and will keep a running list of teams who have qualified and those "on the bubble."
Sunday, August 30, 2009
2010 Twins Tickets - Season ticket availability in Target Field
You can pick either 2 or 4 tickets to any game and you can mix up your requests between the different seating options.
See a separate blog for ongoing information - below is the original post:
Three different seat locations in 2010 - See the links below for seating charts and 3-D representations of what the view will be like from the seats.
Prices listed are season-ticket package prices, which in the Dome were $5-10 below face value.
Master seating chart
Legends Club
All tickets include access to the club amenities for that game.
Price: $55 each
Section G, Row 5, Seats 14-17
On the aisle closest to home plate
3-D View
Limited or no availability for new members to the group (joining in August 2009 and later). While we pick games on a random basis, the priority for number of seats available goes by seniority in the group. But get in now and there is future opportunity.
Diamond Box Seats
$38 each
Section 121, Row 3, Seats 1-4
On the aisle closest to home plate - on the 3rd base line.
Direct view of the downtown skyline - in the sun for all afternoon games.
3-D View
Just across the aisle, tickets in "Home Plate Box" cost $50
The section in front of us is Section 15 - "Dugout Box" seats that cost $69 each
Section 15 has 15 rows...then there's a dividing wall, then we're in Row 3 of the next section. So consider this maybe about 20 rows from the field.
Field Box Seats
$29 each
Section 103, Row 7, Seats 21-24
On the aisle closest to home plate
Right field line - faces the video scoreboard. In the sun for early afternoon during mid-summer.
3-D View
Just across the aisle, tickets in "Diamond Box" cost $38
Here we're 7 rows from the field down the right field line. The seats are turned toward the infield.
Saturday, August 29, 2009
Football Pool opportunities
NFL Pool - $40 entry. Pick winners each week (no spread) and rank games 1-16. You get the number of points you put on the game if you're right. Highest total wins the week. Last year we paid 5 weekly places and the top 6 for the season. The top winner last year won $216.
NCAA Pool - $26 entry. Same idea, though you don't have to rank all the games. This year to reduce ties, we're making one game worth 3 points and three games worth 2 points (you choose which ones to put more weight on). CBS picks 15 games each week...season runs for 13 weeks.
To get in:
NFL Pool - Link and password:
http://bwfbp.football.cbssports.com/e
Our Pool password is: bwb2009
NCAA Pool - Link and password:
http://bwcfb.football.cbssports.com/e
Our Pool password is: bwcfb2009
Hurry! First games for the NCAA pool are
Correction: CBS moved back the start one week: NCAA picks start Thursday, Sept. 10
Monday, July 27, 2009
Contract Extensions - Last Minute Thoughts
But - these players were the best to sign for a 2009 contract in 2008.
Tim Lincecum: 2008 Salary (and 2009 contract price): 1315; 2009: 6491; Savings: 5176
Cliff Lee: 2008: 1568; 2009: 5670; Savings: 4102
Josh Hamilton: 2008: 691; 2009: 4696; Savings: 4005
Rich Harden: 2008: 493; 2009: 4293; Savings: 3800
Now - it's doubtful that up until now Harden is living up to that high salary in the 2009 season, but it's a lot more tolerable if you bought his contract in 2008 for just 493.
Lincecum, by the way, is a great example of the possibilities of a 2-year contract.
2007 Salary: 100
2008 Salary: 1315
2009 Salary: 6491
In 2007, you would have paid 1500 for a contract covering 2008-09 (using the yearly minimums of 250 in year 1 and 1250 in year 2). If you had simply kept him on your roster without the extensions, you would have paid a total salary of 7806 for those 2 seasons. Using the 2-year contract, you just freed up 6306 over 2 seasons to spend on other players.
Beware, though...because there are always guys like Francisco Liriano. I spent 1500 in his rookie season for 2 years BEFORE he got injured (injury occurred at end of July 2006). 2006 Salary - 148 2007 Salary - 1883 2008 Salary - 694.
OK, so I paid 250 for the 2007 season and it looks like I saved a lot of money. But he sat out the whole season recovering from Tommy John surgery. And the 1250 I spent on the second year of the contract went toward the actual salary of 694.
Couple other points: Again - don't sign Stephen Strasburg or Dustin Ackley yet - or anyone else until they hit their first season of major playing time. And I'd also suggest that don't simply look for cost savings in a salary that will increase. Make sure that you think you really want that player on your roster next year, because you've got to keep him in the carry over period.
Good luck
Wednesday, July 8, 2009
Trades - Why are you giving the other team cash?
First, let me say, that I just don't tend to be a trader very often. Partly this is due to spending more time trying to run BWB than playing it and it seems like I have limited time to suggest trades or analyze requests sent to me. But, if I'm in a trade where I'm giving up a player who has a much higher salary than the player(s) I'm getting in return, I'm most often seeing part of that benefit being the salary rebate I'm getting for my original player - particularly if I'm getting prospects or backups in return. I'm less inclined to want to send back some cash to that other team.
Cash may be an essential part of the negotiation - and "buying" a player certainly is an option. But I'm referring more to a team that seems to be giving up the more established - key contributer type players - and then sends cash along with it.
An example. Let's say that I'm running the team "Minneapolis" and I'm in 4th place - 20 games out - and looking now to build for 2010 and beyond. Brad runs the team "Portland" and is just 1 game out in his division and fighting hard to win the title, but he has a big hole at 1B.
Current Cash Balances:
Minneapolis - 4500
Portland - 3000
My strategy for building for the future is to get prospects on my roster and cash ready to spend in the off season or to spend multiyear contracts by the end of July.
Brad sees Adrian Gonzalez on my roster (salary 5310) and covets his power for his cleanup slot and offers me Gordon Beckham, Travis Snider, and Dustin Ackley - 3 first-rounders from the past few years - each with salary of 100. Beckham's playing now. Snider could be back up later and maybe starting again in 2010. Ackley's a potential future stud.
Assume we're doing this in Week 14 and the cost/rebate is 44% which becomes 2336 for Gonzalez and 44 for the three prospects.
(I'm not saying this is a perfect trade...I'm just trying to find an example - maybe I'd actually want to be getting someone a little more established so I'd be getting more immediate help in 2010...but let's just go with it.)
So, we do the deal. No cash involved - and when it's all done, the cash balances are now:
Minneapolis - 6704
Portland - 796
This is good for me. I've taken a risk on future guys - given up an established power hitter - and I have extra cash for rebuilding to boot. But what I often end up seeing in these deals is a cash aspect too that Brad has attached to the trade details - let's say in this case 1500 from Minneapolis to Portland.
In this case, the cash balances after the trade are:
Minneapolis - 5204
Portland - 2296
In fact - often the cash transfer is worked out so that both teams have the same cash balance after the trade as they did before starting.
Why is that in my benefit? If I've got David Price on my pitching staff and I want to sign him to a contract for 2010 and 2011, 1500 is what that will cost. Or that 1500 will come in handy in December when I'm picking up players in the Redistribution Draft.
I also look at this as a continual competition. By sending Gonzalez to Portland this season, I may be giving him the missing link to a league title this season. By sending him 1500 in cash, I'm potentially setting him up to better defend that title and might be in direct competition with Brad for the same free agents over the winter.
I'm giving up Gonzalez and maybe won't see the full benefit of the three players for 2-3 years - if at all. I'm not necessarily concerned that Portland still has as much cash after the deal as he does before - that's his part of the risk.
There are many other side situations that come into play - and I am not looking at the back and forth that's going into trades before they are consummated, so I don't know where the negotiations are progressing. But I personally think many teams in the situation of Minneapolis are giving back too much. Maybe the Portlands of the world are just better negotiators, but I think that's because the precedent is set up around the leagues to do it.
It's a bit different when a multiyear contract is in play - there may be some cash to reimburse a team who has spent cash on the contract (though I usually see that contract as a bargaining chip). What if Portland's original cash was 2000, not 3000? Then he wouldn't have enough cash to cover this deal. OK, maybe now as Minneapolis I help him out with some cash back to help him pay for Gonzalez for the rest of 2009. OR - maybe it's just up to Portland to cut some dead weight on his roster or make a tough roster choice and cut/trade another productive player to get some cash back - that's usually the way I look at it.
And - I've been in the situation here of being the Minneapolis side of the deal and ME offering the deal and the cash - almost to make the deal too hard to turn down. Like I said, there are many situations in play...but put me on the side generally of wanting to reap the full benefits of the salary rebate if I'm giving up the more established players or I'm the team in rebuilding mode.
Tuesday, July 7, 2009
Multiyear Contracts - A rundown of help options.
It never fails, despite the comments and warnings, I will still have someone try to sign 20+ players on his roster to multiyear contracts, or try to extend Albert Pujols for 5 years. But hopefully, if you're not sure what's really going on with contracts and you take a look at some of these pages, you can get a feel for what to do and what not to do.
- The BWB Rules page regarding multiyear contracts
- BWB Primer - Chapter 8 - on Multiyear Contracts
- A blog entry from February 2009 discussing contracts
- There are several points to consider on the Contract Extensions page as reached from the Transactions page on the web site.
There are also some basic notes on the contract extension form as found on the web site.
If you're still not completely sure how everything works, after you submit your extensions:
- Go back to the contract extension form and look in the last column (Contract Total). That will display how much cash you're going to have to spend on that player's contract if you keep it as is.
- On your team's Transaction Index, below your Adds/Drops for the week, if you've submitted extensions, it will indicate the total cash needed for those extensions.
- If after looking at these two pages, you realize that you don't have enough cash to cover the contracts (you pay the total IMMEDIATELY) or your badly calculated what it would cost you, you can go back to the form and modify or delete the contract.
Monday, June 29, 2009
BWB Primer #8 - Multiyear Contracts
Now that the time has come to think seriously about contract extensions, a little further explanation on how this works.
The idea is quite simple - lock in a player for another year (or more) based on his salary this season.
There are three primary advantages to this:
- You can sign successful rookies or other young players for significantly less money than they might make next season. Often, you can lock them in for several years at a reduced rate.
- Established players coming off a bad season or two (and thus a reduced salary) may also see a significant rise in salary if they play at their normal level again this season. Now's your chance to grab him again for a low price.
- You use this year's money to pay future salaries, theoretically giving you more money to work with next year. In reality, you're not going to have any money taken away from you in the off-season (unless you're over the limit in April)...and all teams get the same amount of cash in November. So if you don't spend a million bucks now, you'll still have it in December when you want to re-sign the same player for next year (however, you'll be spending that cash on the new 2010 salary, not the 2009 level). But by spending a lot less cash on a rising player now, you'll be able to better afford higher-priced players over the winter.
The basic formula is that you can re-sign any player for next year for the exact same salary he makes this year. The only caveat to that is the minimum contract is for 250, so those rookies you've got making 100 this year will cost you 250 to sign for next year.
For additional seasons, figure a 33% rise in salary each year after the first. The minimums go up significantly in successive years. For example, the minimum salary for the second year of a contract is 1250.
You must complete the contracts by the last transaction date in July. You must have the available cash at that time to sign the player.
If you trade a player, the contract goes with him. You don't get any rebate for any future years. However, you can use this as a bargaining chip in your trade negotiations (a cheap player signed for multiple years suddenly has more value).
----
And now the risks -
- Contracts are fully guaranteed. If you cut a player next season, you don't get any of that money back. If you cut him later this year, you don't get any future money back, but will get a rebate for this season's salary, if applicable (assuming that you paid his salary for the current season). Once a player is back in the free agent pool, the contract is gone.
- Another aspect of "fully guaranteed" is that during the off season period, you cannot expose your player in the Redistribution Draft - he must be one of the 28 players that you retain in December. Once the draft is complete, you can cut him if you want.
- You must pay the full amount of the contract immediately. Unlike real life, the money is not paid out over time. You must have the cash on hand for the full contract and it is subtracted from your balance right away. The risk here is that you could leave yourself short for late-season transactions or - if you have chosen contracts unwisely - you may limit your possible moves over the winter.
- Be careful of signing too early. If you sign a player in early June and he goes out for the rest of the season a few days after that, you may have ended up paying too much for him for the next season (a lot of a player's salary is based on at bats or innings pitched). You have until the end of July to extend contracts - it may be wise to wait until then.
- Your risk increases with the length of the contract. On multiyear deals, there's always the chance that you make out in the first year, but if that season is bad (or if he is out of baseball), you may have ended up overpaying for the later years.
- Extending minor league prospects gets you nothing. If they don't play in the majors this year, or only in September callups, or only with limited success, you're going to spend 250 on a player that will be making only 100 or slightly more next year - plus you are obligated to keep them during the Redistribution Draft.
Let me say this again - clearly - once you pay the money for future seasons in a contract you will never - ever - get that money back.
However, the multiyear contract can be an effective tool for building your team in the future. You can use them to turn around a dismal franchise or turn your team into a perennial title contender.
BWB Primer #7 - Off-season Money
Hopefully, none of you has lost enough hope that you're simply planning out for next year, but as we near the halfway mark of the season I just want to quickly explain how cash works from one season to the next.
2010 Salaries and Salary Cap
Salaries are determined by player performance. 2/3 of the 2010 salary will be based on performances in 2009 and 1/3 of the salary is the player's 2009 salary. In addition, players ranking in the top of certain hitting/pitching categories and for post-season awards will have a bonus attached to the 2010 salary - making premium players worth a premium price.
The salary calculations are shown in the rule book.
Once the salaries are complete (usually mid-November), the salry cap is calculated. Again, see the rules for the actual formulas, but the idea is to allocate so much money for the top salaries, an additional amount for mid-tier players, and an additional amount for minor leaguers. As overall salary levels themselves rise and fall, the salary cap will also change.
Cash Distribution
There's not really a hard cap on team salary - instead the "cap" is used to determine how much cash each team gets in the off season. The cash distribution for every team in a league will be the amount needed to get the team with the lowest balance up to the cap level.
For example, if Team X has the lowest cash balance in the league at 100,000 at the end of the season and the salary cap is 48 million, each team in that league will get 47.9 million. Any bonuses for playoff performance or player of the year awards will come after that.
Off-season signings
You get to keep up to 28 players from your roster. You must pay for those players immediately when you select them in December. You'll get only a 50% rebate if you cut them later in the off-season. Your remaining cash is all you'll have to sign players in the Redistribution Draft or in free agency until the season begins. Note - you do NOT have to sign a player to a contract during the season in order to keep him next season (more on that in Primer #8 regarding multiyear contracts)
Maximum cash
Just before the 2010 season will begin, any team with more than 5 million in the bank will have their cash balances reduced to 5 million. So you need to spend wisely in the off-season, but you can't hoard your cash either.
Multiyear Contracts
One way to save cash for the next year is to sign players for 2010 at their 2009 salary. This is the subject of the next chapter to come soon.
Thursday, June 4, 2009
BWB Primer #6 - The Bullpen
The BWB Primer is a series of commentaries to provide rule interpretations and hints - something a bit more than you get out of the rules. See the Primer Index for the entire series.
This is perhaps the most confusing thing of the entire game-scoring formula. This goes back to the idea that bullpen appearances are so unpredictable. So the basic idea is that rather than try to match up bullpen stats on a game-by-game basis, we let the relievers accumulate stats over a 6-game span. In trying to put the bullpen stats into the BWB game, then, we use averages to fill in the score.
The bullpen score, then, is a 3-step process.
1. How many innings will the bullpen be needed?
If your starter goes 9 innings, you don't need the bullpen. If your starter goes 3 innings, you need 6 bullpen innings. If your starter goes 7 2/3 innings, you need 1 1/3 innings from the bullpen. You get the idea.
2. How many relievers' stats will be used?
This is based on how many bullpen innings are needed:
0.3 to 1.0 - 1 guy
1.3 to 2.0 - 2 guys
2.3 to 3.0 - 3
3.3 to 4.0 - 4
4.3+ - all 5 relievers
We always start with the top of your bullpen and then take the next guy in order, as needed. If, by chance, one of the pitchers has no appearances in that 6-game span, then the ones below him move up a spot. But, in doing that, it's possible that you could run out of pitchers. For example, reliever #2 is on the DL, so 3,4 & 5 automatically move up. Now, let's say you have a game where you need 5 relievers. In the past, we'd just ignore it. But starting in 2004, you now get a special Pinesitter Pitcher who will give you the stats of 5 IP, 10 H, 10 BB, 0 K, 10 ER. This adds a little higher penalty for keeping injured/minor-league pitchers on your team by storing them in your bullpen. (Later on, after a couple of seasons with incredibly high bullpen ERAs, the Pinesitter stats were adjusted...the first one isn't good, but each one gets worse...see the rules for details).
*** A 2005 Rule change allows the spot pitchers to fill in the bullpen, if your normal 5 guys don't all have stats, as long as the spot pitcher has relief stats.
3. Add up all the stats for the number of relievers you need. Come up with a per-inning average for hits, strikeouts, and earned runs, then multiply by the number of innings your bullpen needs to pitch (see step #1). Plug those numbers, along with saves, into the pitching half of the scoring formula.
An added twist here is to make sure that not only do you have active pitchers in your bullpen, but that they reach a certain level of participation - based on achieving a minimum number of innings pitched in that 6-game span. If you don't have enough innings, your per-inning average for hits and earned runs will go up. See the rules for more details on how many innings you need to reach and what the penalty is for each inning you fall short.
**** Although the minimum innings penalties appear to be large, they are actually increases in RAW NUMBERS, and are subsequently turned into the per-inning values. It won't always make a difference in the outcome, but it could decide the game if it is close enough.
The key with this is to have 5 healthy, active pitchers in your bullpen and don't fill your bullpen with closers - you need some guys who eat up a lot of innings.
Thursday, May 28, 2009
I'm just sayin'
My Las Vegas Lounge Lizards...the only franchise to never win a division title in the Hall of Fame League in 9 seasons of BWB play....
...just tied the BWB Record of 19 consecutive wins.
And that still only gets me a tie for first.
OK...maybe bragging a bit. But it's a long season and Boar's Nest has a lot wins ahead of them.
Roster Woes
BWB is - among other things - a game of scarcity. And the decisions you make to deal with scarce resources will often decide the fate of your season.
Scarce Resource #1: Available players
You're in a league with 15 other teams. If you need to reach into the free agent pool to fix your roster, you might find the pickings slim in various positions (try to pick up a new backup catcher or a 2nd closer...I dare you).
Scarce Resource #2: Cash
It's not a matter of just going out and finding whatever player you want...you need to have the cash to pay for it. You can help yourself out by continuing to win games (you earn money for each win) - but you may need to make decisions to cut/trade a high-priced player in return for multiple players to fill your roster spots.
Scarce Resource #3: Roster space
You have only 5 bench spots and 2 spot pitcher slots that lets you have subs when your regulars are hurt or not playing for some other reason...not much needs to be said there. On top of that, you need to be aware that you have limits on the number of players you can sign who make over 250. You have a 40-man roster...but only players who make 250 or less can take one of your minor league spots. This gets even tougher if you're using a cheap player in a key role. You may find that you have to put him back in the minors because no one else can be sent down.
And the 40-man roster is definitely a limit too. You may have your top prospects all lined up for future seasons, but if you need to sign a player to cover an injured starter, it may mean cutting a rising star.
I'm always hesitant to fill a roster spot with a DH-only player. That's one fewer fielding substitute you've got and can mean problems in some games. Ideally, I like to find a good hitter who can play multiple positions as my DH. Multi-position eligibilty on the bench is valuable too.
Scarce Resource #4: Room for injured players
You've got one IR spot that lets you stash a player for next season (you can't make him active again) and only 2 taxi squad spots to store players you don't want on your active roster (either they're injured or make too much money to go to the minors). So, it starts getting a bit dangerous if you're storing injured players on your bench or in the spot starter slots. You may be fine...until someone else gets hurt.
Once in awhile, I'm asked about increasing the number of taxi squad spots - or removing the 250-salary limit for minor leaguers. But, dealing with these scarcities is part of the game. It forces you to make roster decisions - maybe finally cutting a player who won't be back until August (or next season) - and helps keep the game competitive.
Tuesday, April 28, 2009
Distant Early Warning
Danger Ahead!!! You may be on the way to a 50-100 finish in BWB. But it's not too late!
Here's a repeat of an email I sent out this morning to everyone --
I'm usually very hands off on team management, but after 2 weeks of play it's probably not a bad idea to check in and maybe raise a flag of warning. I assume that you're all looking at your game results and stats and rosters and attempting to shore up holes, but maybe you're not aware of any problems (or not paying attention).
The history of the game shows that you can overcome a bad start, but if you're inactive now and have roster problems, the history also indicates that you're going to check out for the rest of the season. It's your money, so that's fine (or your "expert reputation" if you're in the Expert League), but I also like to keep the leagues competitive and a team that goes 40-110 due to owner neglect doesn't help that.
So, just as a reminder - in case you're not paying attention (and count me as one of the guilty), here are some teams with some holes in the first two weeks. You may have already taken steps to fix, but in case you haven't looked at your roster in a while, you might want to check in before Friday's transaction deadline. Remember it takes a week between the time you sign a player before you can play him.
Or - maybe you play in a league with one of these teams and it's a friend of yours...maybe a gentle nudge from you can get him back in the game.
Not surprsingly, some teams appear on the lists below more than once. And, it's not the ONLY reason, but the fact that all the other teams in the Giamatti Division of the Commissioners League all appear twice may have helped South Park start off 11-1.
** Also - another strategy is to sign major league players making less than 250. You can store them in your minor league roster and they are immediately available to fill injury or other holes.
Links of note:
========== Hitting
Benchwarmer Batters - This is almost unavoidable over the course of the season (your starter and reserve will sit out the same game eventually). But if after 12 games you have more than, say, a half dozen BW Batters in your stats already, you might have some problems.
32 of the 272 teams fit that category - here are 14 teams with 10 or more BW Batters:
Reality Bites: Minneapolis (19)...that's me! I'm number one. Wow, I knew I had trouble at catcher, but now I see I've got issues at shortstop too.
Blue and Gray: Southern California (12)
Chevy Chase: Faber College (11) Gashouse (15)
Commissioners: Bellerose (14) Turley (11)
Deuces Wild: Bellerose (10)
Experts: NY/NJ Fantasy Phenoms (18) Lancaster (13)
Golden Throat: Boomer (11)
Longball: Sri Lanka (11)
Shadowball: BALCO LABS (12)
Three of a Kind: Johan Santana (15)
Triple Crown: Pittsburgh (12)
========= Starting Pitching
Pinesitter Pitchers - If you have ANY Pinesitter starting pitchers that means that you've got guys in rotation who aren't pitching AND spot starters who aren't pitching.
24 Teams have at least 1 PS Starter. Here are the 14 teams with 2 or more already.
Beer: Jamaican (2)
Commissioners: Turley (4) Bellerose (2) Shadow Ridge (2)
Deuces Wild: Grand Canyon (2)
Experts: Lancaster (2)
Golden Throat: Fulton Co. (4) Boston (2)
Longball: Southern California (2)
Redbirds: Baltimore (2)
Three of a Kind: Johan Santana (6!!!) Maryland (3)
Triple Crown: Uranus (4) New Brighton (2)
========= Relief Pitching
Pinesitter Pitchers - I know from my own experience that there has been a lot of injured relievers and guys going back and forth to the minors, so this have been tough to avoid. 86 of the 272 teams already have 1 or more PS relievers.
Here are 19 teams with already 6 or more...this means you might have major problems in your bullpen.
Beatleball: Roseville (10) Carlisle (9)
Bleed Dodger Blue: Team Japan (7)
Blue and Gray: Atlantis (7)
Chevy Chase: Gashouse (10)
Commissioners: Turley (23!!!) Shadow Ridge (14) Cleveland (10)
Experts: NY/NJ Fantasy Phenoms (11) Fantasy Bullpen (9)
Golden Throat: Fulton Co. (15) Austin (7)
Hall of Fame: Chincoteague Island (6)
Redbirds: UK (16)
Shadowball: Atlanta (9)
Three of a Kind: Johan Santana (19) Everett (6)
Triple Crown: Baldwin (18) Mars (11)
========= Relief Pitching
High "Innings Short" Average - Part of the bullpen scoring is based on total innings your bullpen puts in. These 9 teams have "average short" values higher than 3 innings per game. You may need to look at rearranging your order or find an innings-eater (or guys that pitch more often).
Beatleball - Brooklyn
Beer - Labatt's
Bleed Dodger Blue - Minneapolis
Chevy Chase - Quahog Faber College
Deuces Wild - St. Paul
Longball - Southern California
Three of a Kind - Vegas Strip
Triple Crown - New Brighton
Saturday, April 11, 2009
BWB Primer #5 - The Starting Pitching Queue
Your starting pitching rotation consists of your "normal rotation" - P1 through P5, and your "spot starters" (S1 & S2). In recent years, we've also allowed backup relief appearances to come from the spot starter postion, but for our discussion here, we'll consider them as starters.
One of the main ways in how your normal pitching rotation differs from your two spot starters is the size of the start queue.
The 3-start Queue
Your rotation has the ability to queue up 3 starts, beginning as soon as you put them into the rotation. It's a "first-in, first-out" queue, so when the pitcher's next start occurs in Benchwarmer Baseball, we pull out the earliest start remaining in his queue to use in the game. This allows us to have starts available whenever it's his turn to pitch in BWB.
For example, let's say your 4th pitcher is in real-life an Opening Day starter - and that MLB team will be starting off with a 4-man rotation for a couple weeks...
- So he'll pitch in MLB games #1, #5, and #9. His first start in BWB will occur in BWB Game #4 - which for hitters and the cut-off for pitching stats is MLB Game #9 (See mapping MLB games to BWB games). Thus, at the time he makes his first start he now has 3 starts in his queue - and for our purposes, we use his performance from MLB Game #1.
- Now, the other advantage of the 3-start queue is that it may allow you some regularity in your rotation even if your guy misses a real start or two. Continuing our example, let's say your guy strains his shoulder in MLB Game #9, so he's going to miss a start (say in MLB Game 13 or 14). But as his turn comes around again in BWB (BWB Game #9), we still have 2 starts sitting in his queue, so he doesn't miss a start in your rotation.
In practice, this extra padding usually only exists for starters that you have in the rotation at the beginning of the season - or only after a significant time passes for guys you stick in there mid-season.
Spot Starters
Spot starters fill in only if the scheduled pitcher in the rotation cannot pitch (either due to no available queued starts or has not had 4 games of rest). We see if the 1st spot starter can fill in and if not, check the 2nd. If neither spot starter can go, we see if one of your other pitchers can move up. 4/14: This paragraph is a correction of the way I originally wrote it.
A spot starter only has a 1-start queue. As soon as he has another real-life start, it replaces the unused start sitting in the queue. But that start will remain until used or replaced. Teams in the past have had a spot starter at the beginning of the year stow away a starting performance and then doesn't start again (maybe he's hurt, or moved to the bullpen, or demoted). But that start stays there and at some point - maybe even in September - if that pitcher is needed, his major league start in April counts for your game in September.
Removing pitchers from the rotation or moving them - how does it affect the queue?
If you move someone to a different spot in the rotation, there's no effect on his queued-up starts - they move with him. But, if you take someone out of the rotation, his queue is cleared and he'd have to start over if you put him back in the rotation. Thus, there can be some risk for plugging guys in and out of the rotation. You might get away with dumping a horrendous outing, but it's just as likely you'll miss a good performance when trying to put him back in, plus you lose the possible cushion of 1-2 extra starts.
If you move pitchers between the spot roles and the main rotation or vice versa, you don't lose any queued starts, with the exception that a pitcher moving from the main rotation to a spot position can now only have one saved start instead of three, so only the most recent one is retained.
Too many starts for the queue - losing a start
Finally, there may be occasions where you lose a start from someone in your rotation because he has too many queued starts. Let's say your #1 pitcher already has 3 queued starts, and is next set to pitch in BWB Game #96. But now he gets another start in MLB Game #100, which corresponds to BWB Game #95. At this point, the earliest start in the queue is discarded. This situation occurs mainly around the All-Star Break, as some teams retool their rotation after the break or skip a couple pitchers. It also may show up if a team switches to a 4-man rotation (your guy gathers statistics every 4 MLB games but uses them only every 5 BWB games).
Thursday, April 9, 2009
BWB Primer #4 - Pitching Tips
There's a page on the web site that's probably not worth reproducing in whole here that gives some basic tips on setting up your pitching. Check it out here. The page was written many years ago, but for the most part still holds up. But, here are some things of note taken from the page:
- Just like for the hitters, for individual games it's the totals, not the averages that matter. The number of IP and ER a starting pitcher has is important.
- The more IP your starter gets, the fewer innings your bullpen is needed (and the fewer number of relievers needed).
- Pitchers need 4 games of rest between starts. Be careful between weeks if you change your rotation. Most of the time you can safely move a pitcher DOWN in the rotation and not miss a start. But don't forget that one of your pitchers in every 6-game week will pitch twice, so sometimes even moving him down will make him miss a start.
- Saves count in the bullpen formula only count for the first two relievers used in the game. If your bullpen has 3 closers, it's possible that the saves are going to waste (though the pitchers other stats may be helpful).
- The more relievers you need, the more total innings you need before your bullpen score starts getting deductions. You want your lower 3 relievers to be innings eaters.
BWB Primer #3 - Batting Order Tips
There's a page on the web site that's probably not worth reproducing in whole here that gives some basic tips on setting your lineup. Check it out here. The page was written many years ago, but for the most part still holds up.
But, here are some things of note taken from the page:
- Hard numbers generally mean more than averages. For example, one part of our scoring formula is based on the number of hits and total bases in the game, not a players BA or Slg Pct.
- In order to be used in a BWB game, your bench players also need to play in real life. If you can get an MLB starter as a BWB bench player, that's valuable.
- "Minor Leaguers" in BWB can be any player making 250 or less. You can put cheap MLB players there who can fill in roster holes for you later on without needing to resort to free agency/trades.
- Multi-position eligibility is valuable for Bench Players.
- Since the DH is your first fielding substitute, multi-position eligibility is also good. For example - if you have 2 guys to put into OF and DH, if one of those guys also plays 1B, he is the probably the better DH candidate.
Build your batting order like you would in real life - top guys for runs and getting on base at the top of your order, weak guys at the bottom, probably your best overall hitter at #3.
Don't forget our new sample score page that will let you experiment with different lineups and see how that affects your hitting score.
BWB Primer #2 - Weekly Deadlines
Weekly Deadlines and the effect on game scoring
This goes back to Primer #1 and what MLB games are used for scoring BWB games.
As a quick review, ML Game #6 stats are used for the hitters in BWB Game #1.
Thus, in order to score the game, all major league teams must have played 6 games. In 2009, that's going to occur for most teams somewhere on or near April 11-12. That's the reason why we don't need lineups on the Opening Day of the major league season. (We used to do it that way, but for much of the season teams needed to submit their weekly lineups far in advance of when the games would actually be considered - making it tough to be responsive to slumps, trades, and injuries).
Rainouts and such also play havoc in getting all the teams at the same point, so quite often it will appear early in the season that it takes forever to get game results. I'll try to get them done as soon as I can. Be happy this is the Internet age and that you don't have to wait for U.S. Mail to deliver you the results as was done by the predecessors to Benchwarmer Baseball.
Eventually, most teams get into a groove where they end up playing 6-7 games per calendar week, so in order to make sure that by the end of the season you are still submitting lineups before the major league games are really played, we instituted a sliding deadline schedule in 2003. Every 5 weeks, the weekly transaction day advances one day earlier. So at the beginning of the season, transactions and lineups are due on Fridays and by the end of the year it's Monday. This has worked out pretty well.
For many of you who just joined, the never-ending (and irregular) deadlines to get your draft done may have been confusing and overwhelming. From this point, everything is regular. Once a week - the same day every week - the same time (midnight Pacific). Then, once every five weeks we shift the day forward to better match the MLB schedule. Occasionally, we'll shift a day or two - but almost always that's to give more time rather than less time (like this current Week #1 to push back to Saturday due to a drafting league).
Tuesday, April 7, 2009
BWB Primer #1 - MLB Game to BWB Game
What games count in BWB?
First, the very basic idea (that I'll contradict in a few moments) is that a single game in major league baseball corresponds to a single game in BWB. And by this, we don't mean a given date - when some teams might be playing and others do not. To synchronize everything, we determine the game number that a major league team is playing.
Thus, when a major league team plays their first game - well, all the stats for those players now count in BWB Game #1. Whenever it might be that MLB teams play their game #45, then those stats count for BWB Game #45.
Here's the contradiction, however - how do we deal with pitchers?
It would be nearly impossible to line up pitching performances so that your starting pitcher performs in real life exactly when you needed him in your rotation. So, we allow a pitcher to queue up starting performances so that they can be used in BWB whenever they are needed. A member of your five-man rotation can queue up three starting performances (when teams use a 4-man rotation or at times like the All-Star game, it's possible for your top pitchers to pitch more frequently than once every five games).
So what happens on the first game of the season, when only one pitcher for each major league team gets a chance to start? Do you need to have an Opening Day starter on your roster and then must you pitch him in your first game?
No - instead, what we do is start the pitching queue in MLB Game 1 and allow the queue to build for 5 more games before we use any hitting stats. MLB Games 1-5 are for pitching only. Then, with MLB Game 6, we start off the BWB Season. That game is the final game that your #1 pitcher has to appear in order to have a qualifying start. With MLB Game #6, we check the pitching performances from games 1-6, and the first one in which your first starter pitches provides the stats for your opening game. For BWB Game #2, we check the the queued starts from MLB Games 1-7, and the first one in which your second starter pitched is used for that game. And so on...
That takes care of starting pitchers...what about the bullpen?
Relievers have a similar "problem" - they don't usually appear on an everyday basis, so it's tough to make a performance in a Major League game correspond to a BWB game. So instead of queuing up their appearances, we accumulate their stats over a sliding 6-game period. This accumulation is then used to build averages for your entire bullpen, which is later used in the scoring formula (and too complicated to divert to in this chapter).
So bullpen stats for MLB Games 1-6 are used for BWB Game 1. MLB Games 2-7 used for BWB Game 2. MLB Games 56-61 used for BWB Game 56. And so on.
What about hitters?
Now, we could make hitters games just correspond exactly from MLB performance to BWB performance (MLB Game 1 = BWB Game 1, etc.). However, since the pitching stats for BWB Game #1 are cutting off at ML Game #6, it then becomes more consistent (and believe me, easier to administrate) to use that same "cut off" game for the hitters. Thus, we end up with BWB Game #1 using stats from MLB Game #6. BWB Game #78 uses MLB Game #83.
We lose some stats from the first week of the season (let's hope your slugger waits until Game 6 to have that 4-homer game), but we're also losing some at the end since we only have a 150-game season, so don't lose any sleep over it.
Because we play a full 150 games in the regular season, the playoffs need to get handled with a random selection of games from the last half of the season. More on that to come at another time (and the 5-game gap isn't handled the same way in the playoffs).
If you lose track, check out the Transaction Schedule/Deadlines links found on the main transaction page and on your league's home page. There's a chart that indicates which MLB games are used for hitters in any given BWB week.
The BWB Primer
So, the Blog seems like a good place to stick these. And that gives experienced players a chance to review some things.
They are wordy. But they are meant to be interpretation and added details to the rules.
It looks like 2006 was the last time I mailed them out. I'll try to make sure I update where things have changed since then. If you see a problem or inconsistency, please let me know. As I add new updates, the table of contents below will be changed.
BWB Primer Index
- #1 - Mapping MLB Games to BWB Games
- #2 - Weekly Deadlines
- #3 - Batting Order Tips
- #4 - Pitching Tips
- #5 - The Starting Pitching Queue
- #6 - The Bullpen
- #7 - Off-season Money
- #8 - Multiyear Contracts
- More coming in September to cover off-season details...
As always, places to find information:
- BWB Rules
- BWB Help Page (a collection of sources)
- This blog, Dinks and Dunks, Save the Dome
- FAQs
- The BWB Home Page - there is a lot of communication and many updates made there.
Thursday, April 2, 2009
Season opening things to remember...
The MLB season opens up Sunday night, but we don't kick off for another week. As a reminder, we don't count the first 5 games for hitters. Your Opening Day lineups must be set by Friday, April 10.
Here are some reminders about this week's transaction deadline (Week Zero - Monday night 4/6, midnight EDT). These are scattered throughout the rules - this is an attempt to give you one recap.
Deuces Wild - since you're still drafting, these do not apply to you just yet.
- You must have a legal roster after signings/cuts/trades on Monday. (26 players minimum, all mandatory slots filled). If you're short in any way, the league office will sign players for you.
- So - starting this week, you can't have any cuts or trades that would leave you below a minimum roster.
- Starting this week, the salary rebate for cut players goes up to 80% from 50% (except some of the new leagues who are still getting 100% - see your sign/cut page for details).
- All teams get an extra 2 million in cash. Technically, this is awarded after the transactions are done - but in reality you can figure in that extra cash in for your Week Zero transactions.
- Returning leagues only - You can only take $5 million into the season. Now would be the time to get your balance below that mark by signing players or creating multiyear contracts. The way it works - we run the transactions - check cash balances - anything above $5 million is cut down to that level - then all teams get $2 million (so you'll have 7 million when all is said and done). Again - if you drafted in a new league this season - the 5 million limit does not apply to you.
- Moving someone to Injured Reserve (IR) is permanent for the season. Use the "Taxi Squad" as our version of the shorter-term disabled list (or minor leagues if a player is eligible). You may find you need to cut players.
- Despite "real life" status, in BWB a player can only be put in the minors if he makes 250 or less in salary. You may need to make cuts.
- So far, I haven't made corrections to anyone's lineups. During the Week Zero transactions, if you have 15 minor leaguers or 8 guys in your rotation, etc. I'll be removing excess. I won't fill in missing holes until Week 1.
- Though lineups aren't due until Week 1, it helps the process if you start setting them ASAP as that helps me find teams missing a position. If you don't set a lineup by Week 1, the league will do it for you.
To see how BWB will automatically sign missing players or set your Opening Day lineups for you, see section 13 of the rules ("Inactive Owners"). Moral of the story - do it yourself.
Questions? Consult the rules, the FAQs, or email your League Admin ("Email BWB" link at the bottom of any web page).
Monday, March 30, 2009
New Players and Transaction Order - Start of Season
1. Transaction order for the start of the season....
In the off-season, we use a somewhat modified approach to weekly transaction order - partly to let people not have to be involved every week. Once a team picks a player, that team goes to the end of the waiver order - and the order is maintained from week to week.
This changes when we hit Week 1 (deadline April 10).
For returning leagues - the order reverts back to the Redistribution Draft order (reverse order of the 2008 record).
For new leagues - After Week Zero we order the teams by total salary (lowest total salary goes to the top).
In either situation, we do not change the order at all between Weeks 1 & 2. Starting with Week 3, we reorder every week based on reverse W-L records.
So - you can pick players in Week Zero and it doesn't affect the transaction order in Week One (other than team salary changes for new leagues).
2. New Players - when do they arrive on the list?
In BWB, after the December winter meetings, players do not get put on the BWB player list until they play a major league game (then later we add the 1st-round draft picks).
So - for those of you wanting to pick up Tommy Hanson (for example) - since he went back to the minors, you'll need to wait.
What about Elvis Andrus and players like that who will make the majors? As soon as we find they play in a game, we'll add them to our list - BUT, we only post the list of new players once per week, when we run transactions. BWB is a game for baseball addicts, but you don't have to be tied to your computer to hit that 24-hour window when a player is first available.
Although there may be some stats available by the time we run the Week Zero transactions, we will NOT add any players in that first week. Assuming the new guys play at least once before April 10, the deadline for Week 1, they will first show up in the BWB player lists as eligible for the Week 2 transactions (Deadline April 17. That's the one you don't want to miss then).
Sunday, March 15, 2009
Phase 2 Draft Strategies?
Several leagues are currently going through the Phase Two startup draft. The primary goal here is to get all 16 teams with a legal roster. That is, all the fielding positions and bench slots must be covered - plus the starting rotation and bullpen. For the hitters, only primary positions are considered for filling the mandatory positions (though once the season starts, the distinction between primary and secondary positions disappear).
I say some of these selfishly as the league administrator who wants to see rosters fill up as quickly as possible so we can get out of the draft process (and you end up with a decent team). But overall, I hope that they're helpful observations. These aren't so much strategies as points to consider:
- First - don't skip the draft. After Phase One, there are a ton of good players and everyone just got an extra 10 million in cash to spend. Suddenly those players who were too expensive to put on the initial list come into play.
- Unless you're really fine-tuning your roster in the later stages of Phase Two, or you got a lot of players out of Phase One, or you're close to the cap level, don't shortchange yourself. Try to pick all the available rounds.
- Keep in mind the number of players who will be going off the board. For example, after 4 rounds of picking, 64 players are gone. You may want to handle the later rounds differently.
- Later rounds tip #1 - Use alternates. Yep, Jimmy Rollins may have made it out of Phase One without being picked. But by Round 7 in the Phase 2 draft, it's unlikely he'll still be there. That's not saying don't go for him - but you may want to throw in an alternate pick just in case.
- Later rounds tip #2 - Use these rounds to fill out your bench, bullpen, and spot starter positions. A long season may mean that your bench is crucial. Grabbing cheaper, productive guys now who can fill in for you in scattered games or for long stretches of the season may give you an advantage later on.
- Later rounds tip #3 - Use these rounds to grab prospects. You may not want to do this in the first submission of Phase Two, but hopefully in Part 2 and Part 3 your roster is starting to shape up. Getting the top players on the free agent board is going to start getting tougher - you may want to turn your attention to pick up some minor leaguers and lay the foundation for later seasons. These players will also fulfill your minimum position needs too in the draft - and you can use free agency later to fill out your bench or your bullpen with major leaguers. Our player list filters give you an easy way to view first round draft picks from the last several seasons.
- Besides just the later rounds, think about using alternates. It takes a few extra minutes, but if you can target another player that you'd take if your first choice is gone, you'll build your roster faster (and not have to fill so many slots from the dregs later on). In some cases, you may not want an alternate and just let the next round's pick move up.
- Keep the salary cap in mind. You still need to fill 26 roster slots, so if you blow all your remaining cash on your first 4-5 Phase Two picks, you'll be filling your roster with journeymen and minor leaguers. Don't forget to watch your alternates...your primary pick in a round may have a salary of 1250, but if your listed alternate's salary is 5500, that makes the rest of your draft different.
- I don't get this much in depth, but going cheap early may have some benefits too. Since we reorder the teams each round by total salary, you'll stay up at the top or move up in the draft order if you pick an inexpensive player. On the flip side, picking Ryan Howard or C.C. Sabathia in the first round will likely push you futher down in the order. That's not bad...just something to realize.
- One more thing on alternates...If in every round your alternate pick is merely the primary pick in the next round, you're shortchanging yourself at worst and, if nothing else, doing work for nothing. Don't forget, if your primary and alternate picks are gone, all your other picks move up a round (so we don't skip your turn). If you list 8 rounds of picks - each with the alternate selection being the next round's primary pick (plus an extra one in Round 8) - you'd get the same effect by just having 8 rounds of primary picks and one alternate in the final round. And - as soon as you need one alternate (and you will, eventually) - you've just set in motion a process that will mean in every round after that your primary pick is already gone.
There's no single way to do things - but these are some of the things I've noticed watching 4 Phase Two drafts this season.
Good Luck
2009 Rule Change: 100% Salary Rebate for New Leagues for Cuts
I had a request this weekend to allow a cut of a player from a team that was in the midst of a Phase Two draft. This player had become injured, and the owner wanted to be able to drop the player and get that salary room back to finish the draft.
Well, that part's not changing. During the Phase Two drafts, there are no cuts and that will continue. Teams will have a chance to make some modifications post-draft to fix their rosters. (From a long term perspective, this particular player is most likely headed to the DL at the start of the season...and there's been no official word on the amount of time he'll miss, so cutting him may potentially be short-sighted anyway, except for the cap issue).
So, I got to thinking about this and this spring we've run more Startup Drafts than we ever have in one year. And - while the drafts in the last few seasons were probably mostly done by Benchwarmer Veterans - we've had a lot of new owners this spring too. There are some definite quirks to the draft - and the salary cap can end up being a big problem...and new owners are still trying to get a hang of all that and how to fill up a roster.
To help them out, when a league finishes a draft, rather than be held to only a 50% salary rebate for cuts (80% starting in Week Zero), their first two transaction cycles will allow them to cut players and get a 100% salary rebate. This does not change the limitation on players making salary 200 or below - there is still no rebate for them.
Saturday, February 21, 2009
Multiyear Contracts open up
First, familiarize yourself with the rules for contracts at: http://www.benchwarmerbaseball.net/rules/rulespages/Rules_16_0_Contracts.asp
And keep these things in mind:
- To correct a misconception several people have had...you don't need to sign someone to a contract to keep him for 2010. You will get to keep up to 28 players from your roster in November - contract or not.
- You must have ALL the cash to pay the ENTIRE contract up front. And once you spend the money, you will NEVER get it back.
- Above all, the contract is a salary/cap play, not so much a roster move. You're betting that the player's salary will go up so much that it's better to lock him up for the same salary now rather than pay his inflated salary next season.
- Since salaries are based on performance, if you sign someone in March and he is injured in April and out the rest of the season, you would almost certainly have been better off paying his salary next season...and there's no reason to sign a player who won't even see the major leagues this season or not until August or September.
- You have until the end of July to make contracts.
So, why even do it now? Well, teams in returning leagues can only take 5 million in cash into the new season. You will lose any cash above 5 million that you have left after the Week Zero transactions. If you don't use it for signing new free agents in the next few weeks, well, it might be worth a gamble then to do a contract or two.
For BRAND NEW leagues, you're not subject to this 5 million cash limit. You should hang on to your cash and wait to sign contracts later in the summer.
Thursday, February 19, 2009
Commissioners League - Any comment on the live draft?
Any comments on how it went?
I'd rather not focus too much on the technical aspects. I know that some of the setup was not complete until Saturday afternoon, so there wasn't a lot of time for you to check it out. I don't anticipate a full rush on my part to try to program an interface like you see on ESPN or CBS or whatever...but I'm more interested in your thoughts on doing it live rather than doing it via a list.
Here are some initial comments from me:
- The only remark on the tech interface is that for the chat room, I did ask people to try it out prior to the draft to make sure that it worked for them. We got off to a slow start as people tried to get it running (it does require your browser to have a working Java plugin, and I'll make sure to make that point ahead of time in the future).
- OK - two comments on the interface: I'm constantly working with multiple browser windows and tabs and am very comfortable with that and tend to take it all for granted. I'll try to make that clear as well prior to anyone joining another one that you need to easily switch between the chat interface, the player list, and your roster to adequately participate.
- I fully admit that the "what do we do if you're not there?" rules were last-minute. However, I assumed everyone was going to be there. The fact that at least 7-8 people (more?) weren't there made it tougher (see some notes below on dealing with missing people).
- This was a bit tougher for me, as I was running everything else and auto-drafting for others, but staying under budget was a big issue. I spent the most on draft night and have had to go really cheap in Phase 2. I know that typically in online roto drafts the top players go first, but people probably need to be thinking seriously about the salary cap.
- I was happy that we got it done in about the estimated 3 hours (a little longer, but we started late). I think if everyone had been there, it would have gone faster.
OK - some thoughts on the missing-drafters:
- I need to be more insistent on doing a pre-draft list - and RANKING the picks (for the team that had 400 un-ranked players on his list, that wasn't much help).
- I see that I need to make it possible to edit the list mid-draft so that if you have to leave you can set up how to do the end of the draft.
- I'll modify and tighten up the auto-draft procedure. I had thought teams would be going after more prospects, like in the list drafts, so that was the reason to take a prospect in Round 3. Also, it was easy to say - this team has a 1B, so don't take one...but tougher when trying to determine how many SPs or OFs constitutued "full." I'll also put something in there to look for some budget players in there earlier. Again, this was harder to do in practice because there were so many teams I had to be looking at.
Your thoughts? What did you like/dislike about doing it live? What were you surprised at? What would you do differently the next time?
Monday, February 16, 2009
Player List Status in Spring Training
"Major" or "minor" league status? At the moment, everyone who was on the 40-man roster in December or gets signed to a major league contract gets noted as major league status. As players get officially optioned down in Spring Training, they'll be changed on the site (we don't catch them all, so there's one big update on Opening Day). If someone signs a "minor league contract" he's noted as minor league status. Same thing goes for minor league players invited to Spring Training.
For "DL" status, there are not necessarily official transactions right now for the disabled list, but as I learn of players who are expected to miss part or all of the 2009 regular season (Troy Glaus, Ben Sheets, etc.) I change their status. If you see someone out there you know will miss time and isn't listed that way, let me know. At this stage, I'm not changing status for injuries during the spring (so, for example, Bill Hall was recently listed as 4-6 weeks, but that's not necessarily going to cut into the regular season).
This is one part of the game (player status, trades and other transactions) where I'm not subscribing to a service, so that's why I always claim "semi-accuracy."
In a related note, does anyone know a link or source for all the current players on the DL - ideally something official? I use a combination of the transactions listings on mlb.com and usatoday.com for updating player status and I'm regularly disappointed with how many things mlb.com leaves off their transactions page (particularly guys coming off the DL). An occasional visit to a page listing all DL players would allow me to cross-check my info. I'm really looking for a list - NOT analysis - as I want to just be able to quickly scan it (so, for example, the injury page on ESPN fantasy is too much information and too cumbersome for this particular purpose).
Thursday, February 12, 2009
Problems with Roster Limit Checking
Last spring, I had to make some changes to make sure I handled players on IR correctly and that was all fine, but I found out that in the off season - when a lot of you haven't yet put players into lineup slots, I was missing some cuts.
So, in the previous few weeks, it may have been possible that I disallowed a signing when in fact it should have been legal. I apologize for this - it's fixed now and I'll have to reevaluate when players on IR are involved later in the season - but at this stage there's no way I can go back and modify that.
Sunday, January 4, 2009
Redistribution Draft - Early Mistakes
You can have 2 different strategies in the draft:
1) Get guys who can immediately fill holes in your lineup
2) Get new guys to the player list who are long-term prospects before anyone else grabs them.
Well - and 3) you can try a combo platter of both.
If you're REALLY lucky, if you go for approach #2, they actually fulfill your needs if you went for approach #1 - and for much cheaper (100 is cheaper than 4300).
My problem is that I was going combo platter, but thought that the new guys on the player list would be most in demand. So I've loaded up the top of my list with the hot new foreign guys and some guys that Baseball America lists as the team's #1 prospect, and a few leftover 1st rounders from 2008. So far, it looks like I should have gone for established guys earlier.
Example - In the Beer League I really needed a shortstop and thought J.J. Hardy would fill that hole pretty well and wasn't too thrilled with the other names. But I put him in the 2nd round - and by the time that happened, he was gone (and I still would have been able to get 2 or 3 of the guys I did list in round 1).
The problem with the new players is that
- For every Dice K, there's a Kei Igawa.
- For every Geovany Soto, there's a J.R. Towles
(now, those 2 could actually end up doing something, but they didn't end up being the quick cheap fixes that people drafting them thought they might be).
Maybe my other leauges will turn out better, but so far in my sneak peaks at all the leagues I think I'm in the same situation in most cases.
UPDATE - POST DRAFT - OK, they weren't all so bad. I was smart enough in a couple leagues to put my priority in the first round (a nice snag of Mariano Rivera, for example, in Reality Bites). But mostly I've got teams that need significant bumps to get into playoff contention and a lot of cash (but no one to spend it on). I'm generally not a trader - so don't be offended if I keep turning down your offers, but if you're looking for cash in some leagues, see if you have something that can help me.
Redistribution Draft - Slow progress
For anyone who's a programmer, my sticking point right now is when/how to add certain things that I'm doing intuitively (like moving up players from later rounds when you run out of picks in the current round, making sure you don't spend more cash than you have, etc.).
So... for 2009, I guess expect to see 1-2 leagues per day. In 2010, if all goes well, we should be able to see the results for all leagues within a day or two of you submitting your lists. I hope to be done by the next weekend. The first deadline for winter free agent signings/trades will be Friday, Jan 16 (unless there's some delay on the draft results).
UPDATE - I did take a break in the hand calculation of the draft to finish up an automated program to do this. Not much effect this year (except finishing the final 4-5 leagues quickly), but starting next year I should be able to post all league results within a few days of the list submissions.