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

Posted By: Chuck Bower
Date: Sunday, 17 February 2013, at 3:23 p.m.

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

13/11* because the risk is small and the gain is large. (There's a reason the old axiom "when in doubt, hit" has persisted for decades. It's not always right, but hitting is the 'rule' and failing to do so the 'exception'.) Giving opp the freedom to play the roll anywhere (including safetying a vulnerable blot) vs. being forced to use half the roll to enter is a big tradeoff. Look at it this way -- would you prefer fighting with 3 back vs. 1 back or some combination of 3 back vs. 2 back and 4 back vs. 2 back?

24/21 seems to be a diversifying play with opp on the bar. But it still leaves 5 blots and one slip-up entering (assuming one of the 5 gets hit) and your own hands are severely shackled. 11/8 brings that builder not only to a safe place but also in direct range to opp's other blot.

I'm concentrating on the homeside for now rather than to try and do all things with one less than perfect roll.

13/11*/8

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