OK quick update.
I've worked out the way in which the intersections should be calculated and at what time they would occur, but I'm having trouble re-arranging the equation to make t the subject. It turns out to be some horrendous quadratic with some cos^2(A) and sin^2(A) in.
Instead of making t the subject, it might well be easier just to run the exact simulation very quickly in the 'background' upon striking the ball, as it shouldn't actually take much time to run the simulation just from numbers, as no graphics have to be used. I don't know if that last bit makes sense to anyone or not.
Anyway, Paul, I've had an idea regarding the fielding, which will give you something to go on while I work this all out....
In the first say 0.5 to 1.0 seconds after the ball is struck, the fielders should be in 'reaction' mode, meaning only things like diving, stepping to catch, etc. would happen. Simply find the position of the ball after 0.5-1.0 seconds (the depends on how it seems for realism) and work out if it has gone within 1.5m of any player within that time. If it has, then have them do their reaction bit, like diving to try and stop it, etc. After this initial 'reaction' phase, the chase bit can begin.
Also, this might buy time to figure out who needs to chase the ball and where. Plus, in real life, fielders never start running right away, as it takes a while to react, then decide if you can get to the ball or not, etc.
So Paul, do you reckon you could start by doing the 'reaction' bit now (the maths for that aren't too bad) while I get this chasing sorted out? Not wanting to tell you what to do or anything, just making sure you're not kicking your heels waiting!!