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Alt Retro: 63S-53P-53P-64H-62H-32X-65R-32.–11–11

Posted By: Taper_Mike
Date: Sunday, 17 February 2013, at 8:17 a.m.

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


2O '1O '2X5X '2X ' ' '3O

 '1X2O ' '4O1O2O ' '1X4X
63S-53P-53P-64H-62H-32X-65R-32.–11–11
XGID=--aB--DAB--adC---b-eb-A-B-:1:1:1:23:0:0:0:11:10

Here is an alternative sequence that gets to your position. By swapping Blue’s 62H in my first sequence with 64H, I remove the posibility for 64X. That’s because the 4 is blocked from the 24pt. Blue’s best play then becomes 64H, and his play two rolls later transposes to 32X instead of 43X. The result is that there are no misplays in this alternate sequence.

White plays first:

White Blue
63S = 24/18, 13/10 53P = 8/3, 6/3
53P = 10/5, 8/5 64H = 13/9, 13/7*
62H = bar/23, 24/18* 32X = bar/22, 9/7*
65R = bar/14 32

It is hard for me to answer your question about why I would play something different at DMP without repeating the obvious things that you already know. Hitting is more often viable at DMP than it is at NMS (normal match scores) because the downside when it does not work is much less. At DMP, massive backgames and low-anchor holding games do not carry the price of a gammon loss. When I said in my original post that I talked myself out of the hit, “after contemplating all the return shots,” that is what I was referring to.

Mike

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