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many away many away and the DMP choice(1)...

Posted By: Chase
Date: Saturday, 16 February 2013, at 8:09 p.m.

In Response To: many away many away and the DMP choice(1)... (__1ERROR1__)

I'm hoping to learn something from the stronger players about how to approach a problem like this, as I'm likely to step in it here.

Always hit? Make the 5pt? Anchor up? How to prioritize?

The value of hitting is somewhat reduced here for a couple of reasons. First, even after hitting, P1 will be behind in the race with more men back. Second, hitting strips the midpoint, which can be a big weakness when you have a lot of men back in what looks to be a longish game. One reason to hit would be as cover to play 24/21, going after the high anchor. P2 will be looking to unstack, so the hit may prove a distraction. Here, however, P1's back men are already split and the 22pt anchor, though not as good, is available now. Hitting may still be right, but it doesn't look as strong as usual, and it leaves a 3 that isn't very productive.

Making the 5pt is an improvement, but it costs P1 the 8pt and leaves a direct 6 shot. Getting hit isn't fatal, as P1 already has more men back, but it does allow P2 to run his last checker with a tempo hit and close in on a cube turn.

24/22, either with 7/4 or 24/21, has merit. P1 is behind in all facets, so grabbing a defense anchor from which to make a stand is thematic.

I'm not sure how to sort it out, but I feel like I need to be fighting here, so I'd try 24/21 13/11* and hope XG doesn't ding me (again) for not making my 5pt.

At dmp, the choice between hitting and making the 5pt seems closer, so I'd make the 5pt.

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