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BGonline.org Forums
54 to play at DMP
Posted By: Stick In Response To: 54 to play at DMP (Chase)
Date: Saturday, 29 August 2015, at 5:34 a.m.
Hey Chase welcome back! Hope you stay a while. Playing dmp matches is one of the best ways to train yourself for most scores. The dmp play is all too often (easily 95% of the time) the correct play excluding the obvious plays where we would hang on to an anchor or run off gammons/backgammons etc...
For your glorious return I'll see what I can make of this problem though offhand it looks tough. First, I see three plays.
- Making the 9pt
- Hitting 14/5*
- Hitting 11/7* combined with a five
9pt: This play has to be a candidate because of its blocking potential, later attacking potential, and status of the race being so close meaning it isn't essential for us to be hitting anything at dmp. The obvious drawbacks are that the opponent may roll any deuce or [53] to anchor up, a [55] to escape completely, or simply run the front checker making our attack questionable against the lone back checker.
14/5*: 20 shots. That's what jumps out at me. Add on to that [43] which anchors out and this attack isn't often what I'd call successful. It's true that being hit back isn't too detrimental and we may continue the attack upon entering since the opponent has no board but it feels a bit expensive.
11/7* + a five: I think I've narrowed this down to the big play of 14/9 with the five. The other plays don't have a strong enough follow up when successful. This play has a huge upside on all the non hitting rolls of which I count 13. In that respect it can be compared to 14/5* a bit. Since our checkers are more spread out as long as we're double hit I think we continue the fight more often after this play even when we are hit.
I'm not sure and I feel OtB I'd spend far too long on this play and still mentally be flipping a coin. I'm going to elect for the not so mundane mundane play of making the 9pt.
Stick
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