Cozy Cole: Modern, Draft, AIM, DH/Non-DH Leagues, Cross-Era League Custom designed manager: Modern draft league, DH, built for a cross era league where teams tend to be loaded with offensive might. Generally, plays for big innings but does H&R aggressively; so he tends to straddle the line from being a run manufacturer to a stand pat manager. Steals are unlimited and steal chance is heavily favored. Same with H&R, but very low standard is used (runner on third: steal chance of 2nd of 20 or more; if just one runner on, 18 or more). Team specific strategy to note: will H&R with good hitting pitcher up and shortstop at first (-1/+4 steal chance of 2nd 24 and higher). PITCHING Starters: All pitchers with more starts than relief appearances are considered starters ONLY. All others will be used in relief. Saves: Closed rated/graded by actual saves with normal closers having save totals of 13-23, while superclosers are those with 24+ saves. Two inning closers can be used for normal (under 20 saves) while 24+ closers can be used from as early as the seventh if low QR (2/1) and high RR (14+) are met. Setup relievers in save situations used IF supercloser available and he's not fully rested to pitch multiple innings. Not setup guys used if normal closer. Lefthanded relief specialists are not used. Note: supercloser is used more aggressively here not only in save situations but close/tied games earlier. So, Cole won't limit the use of a stud closer to just basically save situations. Middle relief strategy has some odd details: Very team/player specific. Should be okay with other rosters but take note. Template or foundation for Cole orginally was the Buck Miller III manager with adjustments to better fit league rules and specific roster. Quick modern hook with starters both in save situations and also "safe" games (e.g., 6-7+ run leads). Will use itchy relievers late to remove their itchy status (e.g, face one batter and replaced with another itchy reliever, et cetera). OFFENSE Steals influenced greatly by steal success/chance. Same with H&R. Limited bunting except late with critical run on base. Steals based on 100% limits. Greatly considers platoon ratings when PHing. Blowout sub strategies - PR, PH, Def Sub. Conservative with pinchhitting; tends to stay with starting eight. Offensively, with the exception of steals and H&R, an Earl Weaver general approach (e.g., will PH with platoon disadvantages). Will PR to steal a base (second/third) late when ahead (or tied). Generally, 28+ steal success/chance needed (number is adjusted by lead - 28 minus offensive lead up to 3 runs).