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Photo Credit: Courtesy of Florida State Athletics

When it comes to adjudicating plays at the plate in softball, the one-size-fits-all philosophy no longer works. Every play is dynamic and no two plays are the same. The athletes are bigger, stronger, faster and much more athletic. As they change the way the game is played, we as umpires must change and adapt as well.

The speed at which the game happens now is faster than it has ever been. It requires umpires to read and react in tenths of seconds in order to get the best angle to see a play and rule on it correctly. We can no longer plant roots and expect to see everything and get the call right.

Force Plays.

First, let’s take a look at force plays at the plate. Regardless of how many umpires are on the crew, the mechanics for force plays at the plate are the same. When the bases are loaded and there is a ground ball on the infield — and you know the play is coming to the plate — be prepared to move and make the call. Too often, umpires simply remove the mask and stay where they were to call the pitch and never move to an ideal location to see all the elements of the play — the ball, the plate, the runner and the catcher (or another fielder making the play at the plate).

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The most important thing to do first is get depth. Ideally, you want to be 18-21 feet away on a force play so you can clearly see all the elements and not have the play blow up on you. Depending on what code you are working and where the ball is being thrown from will dictate your movement. In general for NFHS, USA Softball and USSSA, the plate umpire is going to maintain a 90-degree angle from the runner. This will take you first-base line extended in foul territory and roughly in line with the deepest corner or the right-handed batter’s box.

In NCAA, the new philosophy is to be somewhere between point-of-plate and third-base line extended. The reasoning for the change is the traditional 90-degree angle from the runner could potentially straight-line you to the throw. Also, if the throw takes the catcher away from the plate, it turns this play into a potential tag play and the plate umpire will need to adjust quickly to get a “wedge” view to see the tag. The wedge is the area between the fielder and the runner, and the plate umpire must continually move along an arc to keep basically the same view the catcher has in order to see the tag. The classic 90 or traditional position does not allow the umpire to see that tag effectively. This positioning also gives the umpire a great look at the catcher’s foot to make sure she keeps it on the plate as she receives the throw and also allows the plate umpire a great view for potential obstruction.

In all codes, it is important for the plate umpire to adjust as the play develops. Just because you set up in one spot doesn’t mean you will finish there. Allow the play to dictate movement and move to improve your view. This is especially true if the catcher moves off the plate and the force out becomes a tag play. You must close down the distance first to 3-10 feet in NCAA and 10-12 feet in the other three codes. Then adjust to be able to see the tag and make the call. Also, be mindful you may have a secondary play after the initial force or tag play at the plate and be ready to move to make any secondary calls that are your responsibility.

Two-Person Tag Plays.

The old philosophy for tag plays at the plate was pretty much always get to a spot first-base line extended, get set, watch the play and then make a ruling. The problem with this philosophy is that position doesn’t always give you a very good look at the play. In fact, it hardly ever gives you a great look at the play at the plate.

In order to make a correct call, you need to be able to see all the elements of the play. In the two-person system, regardless of code, the plate umpire is typically somewhere in the holding zone between the plate and third base and has to move back to the plate to make a call. As a plate umpire, you need to read the play and react as quickly as you can. If a runner is heading for home and you know the throw is going to the plate, you need to hustle to the plate area to stay ahead of the play. It is nearly impossible to make a credible call if you are trailing the runner to the plate and having to make a call from behind. Judging whether a hand or foot got to the plate ahead of the tag is nearly impossible in this situation. You must stay ahead of the play in order to give yourself the best look and get the call right.

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In NCAA, get to the point of plate and then move to maintain the wedge view. In the other three codes, get to a spot first-base line extended that allows you to see all four elements of the play. Ideally, you should be set before making the call as it is very difficult to make a call while moving. As the play develops, you may need to move a few steps either left or right in order to get a view, especially if it is a swipe tag. In NCAA, that means moving along the arc to keep a wedge view. In the other three codes, it may be as simple as taking a step or two to your left or right to get a view of the tag as opposed to staying still and being straight-lined on the play. The most important thing is to be able to see the tag and make a determination if that tag occurred before or after the runner touched the plate.

Three-Person Tag Plays.

In all codes, the three-person system allows much greater coverage for the plate umpire. If a base umpire moves to the outfield, revert to two-person mechanics. If all umpires stay in, things are a little different.

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In situations where the plate umpire does not rotate up to third and has the play at the plate, the plate umpire does not have to worry about being in a holding position between the plate and third base. The plate umpire can easily stay ahead of the play and get to a position as described in the section above.

In situations where there is a full rotation and the first-base umpire (U1) is responsible for plays at the plate, the first-base umpire must get to the point of plate as quickly as possible and then be prepared to move to make a ruling on any plays at the plate.
The key thing to remember is the point of plate is not a calling position. It is simply an area to start and then the umpire must move to either the classic 90 or maintain the wedge, depending on the code. If U1 is late getting to the plate, the view will not be credible and U1 risks having to guess on the call and potentially being straight-lined.
The biggest thing to remember when making calls at the plate is to not grow roots. All plays are fluid and you need to move in order to keep all elements of the play in your view.

If you notice you are struggling in your games to make those tough calls at the plate, chances are you are not moving to improve your position. Stay focused, react and move as the play develops and in no time, you will be getting all those crucial calls at the plate correct.

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Note: This article is archival in nature. Rules, interpretations, mechanics, philosophies and other information may or may not be correct for the current year.

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