Marlins Park Strategy
Posted: Sat Oct 01, 2016 3:45 am
I cannot seen to come up with good teams in low power, even-sided, low to average or baserunnners stadiums. For example, Marlins Park, Safeco, and Angel Stadium. AT&T and Petco I have done well with because I can load up on lefties, either for baserunner or power purposes. I have also done ok with Kaufman and even better with National but those parks have some power and a lot of baserunnners.
My problem is the real pitching stadium with either below-average power and below average baserunnners (Safeco, Angel Stadium) or slightly above average baserunnners and no power (Marlins Park).
And it's frustrating because it doesn't take much thought to try and gain an advantage on loading up lefties in AT&T and Petco or power hitters in Miller; I can always field decent teams in those stadiums because I will get some value from tilting the team; whether I will have a decent team or a championship contender depends on the rest of the decisions I make but I start with a leg up.
But there is no leg up with Marlin's Park. I have tended to try to gain value by trying to win hits or have good speed in the offensive side and go with pitching guys whose homeruns are diminished in Marlins. It hasn't worked. Winning in Marlins is kind of a test of whether you can put together a team in the non-obvious ways to win in Strat and it's annoying that I haven't figured it out. Going extremely pitching heavy is perhaps another way and I tried pitching-heavy teams but have really failed to get a top-end staff and that really has not worked either for me yet but I will try that again as well.
So a new theory. The theory is that's difficult to score runs because of the extreme lack of power and even the decent amount of baserunnners the park gives you is not enough to generate a lot of runs from hits/on-base. My thought was to get guys with around 15 2b/3b/hr on their offensive card. On the pitching side I like it close to 5 on each side. Defensively, I got good arms at catcher and the outfield to hinder runner advancement. I also tried to get a somewhat fast team.
Here's the team. http://365.strat-o-matic.com/index.php/team/1438750
I'll see how it goes.
My problem is the real pitching stadium with either below-average power and below average baserunnners (Safeco, Angel Stadium) or slightly above average baserunnners and no power (Marlins Park).
And it's frustrating because it doesn't take much thought to try and gain an advantage on loading up lefties in AT&T and Petco or power hitters in Miller; I can always field decent teams in those stadiums because I will get some value from tilting the team; whether I will have a decent team or a championship contender depends on the rest of the decisions I make but I start with a leg up.
But there is no leg up with Marlin's Park. I have tended to try to gain value by trying to win hits or have good speed in the offensive side and go with pitching guys whose homeruns are diminished in Marlins. It hasn't worked. Winning in Marlins is kind of a test of whether you can put together a team in the non-obvious ways to win in Strat and it's annoying that I haven't figured it out. Going extremely pitching heavy is perhaps another way and I tried pitching-heavy teams but have really failed to get a top-end staff and that really has not worked either for me yet but I will try that again as well.
So a new theory. The theory is that's difficult to score runs because of the extreme lack of power and even the decent amount of baserunnners the park gives you is not enough to generate a lot of runs from hits/on-base. My thought was to get guys with around 15 2b/3b/hr on their offensive card. On the pitching side I like it close to 5 on each side. Defensively, I got good arms at catcher and the outfield to hinder runner advancement. I also tried to get a somewhat fast team.
Here's the team. http://365.strat-o-matic.com/index.php/team/1438750
I'll see how it goes.