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Daily Quiz 8/15 - dmp w/bjp
Posted By: Pilgrim In Response To: Daily Quiz 8/15 - dmp w/bjp (Daily Quiz)
Date: Tuesday, 16 August 2011, at 8:55 p.m.
Hello,
I having been playing DMP a lot recently and I am weak at these sorts of positions according to XG2. They seem full of fine distinctions that I do not fully understand and rarely apply correctly. Any chance of one or two of these analysed in the DQR?
My answers:
#1 - 23/16. My first instinct is not to hit in these types of situation. There is no need to improve my opponents timing. However, I cannot imagine any move not hitting and using the back 3 checkers will be a large error.
#2 - Bar/22, 6/5. It seems to me the two concerns for Blue are (1)reduce any risk of a counter prime; and (2) increase the chances of filling in the 4 point.
#3 - Bar/21, 10/7. I am not sure Blue needs to commit to a backgame yet. I would try to keep my options to play the game going forward and trying to prime white. There will still be opportunities to get into a fully fledged backgame later if necessary. I think other moves have some merit as well - Bar/21, 24/21 (it brings the backgame to a more forward position and therefore improves timing), bar/21, 8/5 (make the five point, it will be an asset for the rest of the game) and bar/21, 6/3* (just go all out for the backgame).
#4 - 22/21(2), 10/8. This keeps both the option of going forward by a prime and the option of a backgame open. Bringing the checkers forward also improves timing.
#5 - 7/6(2), 3/2(2). My first instinct is to fill the gap on the 4 point. However, both the moves that do this have disadvantages. 6/4(2) opens a gap on the 6 point - if White enters, Blue has some difficult rolls [51,41]. 7/4*, 5/4 is storing up problems for the next roll. With 7/6(2), 3/2(2) the numbers play nicely for the next roll, you may get some checkers off and the following rolls may offer the opportunity to clean the position up.
Pilgrim
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