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BGonline.org Forums
Rollout: How to fight a six-prime
Posted By: Henrik Bukkjaer In Response To: Rollout: How to fight a six-prime (Timothy Chow)
Date: Wednesday, 14 December 2011, at 11:02 a.m.
Problems with your play Tim:
A) You actually only have a 3 prime, you need to not get hit and then make the point.
B) While A happens, White might be dancing, surely there's a big chance that white will keep on dancing, once you have made your 3 point...
C) Once you have white out behind your 3-6 point prime, you have 4 blocking numbers! BUT, you are blocking the small numbers and letting him off on the large numbers. That's not optiaml, since it will then require a longer blocking period (where you have to keep on dancing yourself), before he has to break up his position.
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Looking at the 8,9 move, you get:
1) Better chance of white entering quickly from the bar on the 2nd roll.
2) Better blocking when he enters: You already have 4 blocking points, and you will be blocking either the 5 or the 6, giving him more pips to play on average, when he's not jumping your position.
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So, I think, the reason that your plays are close, has nothing to do with the fine 4-prime you're trying to build, but has everything to do with your checkers being recirculated better, thus winning more from the late ace point game. When you get in the air, you will win a higher percentage of the games where white jumps your position without collapsing. So the consideration to make, between the two plays, are not which one blocks best? It's rather will I win from blocking now, or will I win from recirculating, keeping my position un-crunched, and then hit late...
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