|
|
In the sport
of cricket,
batting is the act or skill of hitting the
cricket
ball with a
cricket
bat in order to score runs without getting out. Each team usually consists of eleven players, and all the players are
expected to bat. A person either skilled at batting or presently taking his turn
at batting is called a
batsman, and
a batsman's main aim is to try and score
runs for the team without getting 'out'. At a given moment, only two batsmen from one team can bat (the other team all
take the field as fielders). A batsman can bat in each
innings until
he is 'out'. Once a batsman is 'out', he is replaced by a team mate until ten
out of eleven players in his team are 'out' and their innings is closed. In terms of strategic importance in a game, the priorities of a batsman are,
in order of importance: Just like baseball, the prime objective is to score runs quickly, even in
Test Match cricket but self preservation will allow the batsman to score runs
for longer, but in terms of the team's goal in winning the game it is more
important not to get out. This is because an injured batsman can leave the game
temporarily and resume batting in the same
innings once
recovered, whereas an out batsman cannot bat again in the same innings.
This contrasts with
baseball,
in which the primary goal of batting is scoring runs. This is reflected in the
difference in terminology of attack and defence between the sports. In baseball,
batting is considered the offensive role, whereas in cricket batting has
a defensive role. However, the growth of the modern game over the past
two decades has made batting in its aggressive form more popular, with batsmen
from Australia specializing in attacking play. Given the goals of batting, a batsman must possess good hand-eye
coordination,
reflexes,
strength,
running speed, sound judgment, and of course knowledge of cricket rules and
an understanding of cricket strategy and tactics. These basic skills are put to use in specific actions such as: The act of hitting the cricket ball is called a shot or stroke.
Batting involves knowledge and skill in several different types of shot. Good
batsmen usually also have what is called "balance", which more or less involves
stability of the body with syncronized movements of the shoulders and feet.
There are a variety of shots a batsman can play: Also: Strategies vary between the two main forms of international cricket,
Test
cricket and
One-day international cricket. As one-day international matches have a limited set of
overs, batsmen try and score quickly. Scoring quickly means trying to score
at least one run per ball bowled. Most batsmen manage to score at an average of
four runs an over (i.e. six balls). When a team goes out to bat, the best players bat first. The first three
batsmen (number 1, 2, 3) are known as the top order; the next four
(numbers 4, 5, 6 and possibly 7) form the middle order, and the last four
(numbers 8, 9, 10 and 11) are the lower order or tail. The best batsmen of a team usually bat at the top of the order, so as to
score more runs. The openers or opening batsmen are the first two batsmen
to take the crease. They are expected to negotiate the new ball and not lost
wickets until the shine on the ball is considerably diminished (a hard and shiny
ball bounces and swings more and is more difficult for the batsmen to face). In
addition, they are supposed to play a quick innings (more runs in fewer balls),
reflecting the fact that the fielding side is subject to restrictions on the
placement of fielders in the first 15 overs which makes it easier to score runs.
In a recent amendment
[1] to the rules of ODI cricket, fielding captains are given mandatory
fielding restrictions for the first 10 overs and then two chunks of 5 overs
each, also known as power-play overs, which they may impose at any stage
of their choice within the stipulated 50 overs. Following the openers is the No. 3 or one-drop batsman. His job is to
take over from the openers and typically play a careful and prolonged innings,
effectively tying up one end of the batting. This brings in some stability in
the batting, as new batsmen find it difficult to settle down and it helps to
have a settled batsman at the other end. The best batsman of the team is usually
put at number 3 or 4, to protect him from the difficulties of batting against
the best bowlers on a fresh
pitch
and to allow him to play a long innings. The middle order is often considered the most valuable asset of a batting
line-up in One-Day Internationals, because its members are responsible for
consolidating the batting team's position through the middle part of the 50
overs. Characteristic of middle-order batting is the practice of taking many
singles (or ones) and 'twos', with only the occasional boundary
(a four or a six), as opposed to the more flamboyant openers who score primarily
in boundaries. This is because the fielding restrictions on the opposition are
lifted in the middle overs, so that the percentage of boundaries scored
decreases. Middle-order batsmen are often chosen for the ability to run hard and
fast between the wickets (to maximize the number of runs not scored from
boundaries) and for their endurance and patience. The middle order typically
sets the stage for an aggressive assault on the bowling in the final 10 overs of
the match. To achieve this assault, two things are necessary - a number of hard-hitting
batsmen yet to bat or not out and a number of wickets in hand (since aggression
means a greater likelihood of losing wickets). The last 10 overs of a one-day
cricket match innings is often the most exciting part of the innings, because of
the large number of boundaries scored and wickets taken. Finally, the lower
order consists of the bowlers of the team, who are not known for their batting
prowess and so bat as low down the order as possible. However, there are no real restrictions to the batting positions. Captains
have been known to experiment with the batting line-up to gain specific
advantages. For example, a lower-order batsman is sometimes sent in at number 3
with instructions to pinch-hit (playing aggressively in an attempt to
score more runs in fewer balls - a term borrowed from
baseball)
to score quick runs and shield better players, as his
wicket (as a
less accomplished lower-order batsman) is less valuable anyway. In Test cricket, the usual aim is to score as high a total as possible. As
the overs are unlimited, a batsman can take his time to score runs. In general,
90 overs have to be bowled per day in Test match cricket. The openers or the
starting batsmen in Test cricket are often chosen for their sound technique and
ability to defend their wicket, because the first 1-2 hours of an innings,
especially if it begins in the morning, are usually characterized by good
conditions for bowling, specifically in terms of the pace and bounce of the
pitch and the lateral movement of the ball in the air. The one-drop batsman is
usually also chosen for his sound technique, so as to stabilize his end in case
an opener gets out. The middle order of a batting team in Test matches usually
includes its most skilled batsmen in terms of shot-playing ability, because
during the middle overs of a day batting is relatively easier than in the
initial stages of the innings. If the batting innings of a team begins after the
last two hours of the day, the team can employ a
nightwatchman to bat after a batsman gets out. The nightwatchman is usually
a lower-order batsman, but not a complete
rabbit. This move prevents a regular batsman from having to face the last
few overs left in the day. In the third innings, the batting team may score quickly to set a large
target to the opposition. This scenario usually occurs on the fourth day's play.
The batting captain decides how many overs he is prepared to allow the
opposition to chase his total in their fourth innings. He usually declares his
team's innings at a predetermined time on the fourth day so that the he can bowl
at least 20 overs on that day and 90 overs on the last day. A good number of
overs to bowl at the opposition team in the fourth innings is essential because
usually on the fourth and fifth days of a test match conditions are good for
bowling (especially slow bowling), with the pitch having experienced a fair
degree of wear and tear. Thus, to make the target as difficult as possible, the
batting side speeds up the
run rate (runs per over) till the captain declares. If, however, a batting team is significantly behind the opposition in terms
of runs going into the fourth day of a Test match, typical strategy by the
batting team involves playing defensively in order to prevent losing their
wickets. This ensures that they occupy the most time until the match draws to a
close on the fifth day, because if a team's innings does not end on the fifth
day then the match is drawn, or a stalemate is reached. However, in
trying to do so, if the said batting team manages to overhaul its deficit and
gain a substantial lead (an excess of runs) over the opposition, the
captain may consider declaring the innings so that he can "force" a victory on
the final day, depending on the size of his lead, the readiness of his bowlers,
and the state of the pitch.
Text and images
from Wikipedia, the free
encyclopedia. under the
|