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BGonline.org Forums
I saw four candidates and picked the worst
Posted By: Casper van der Tak In Response To: I saw four candidates and picked the worst (Timothy Chow)
Date: Sunday, 6 January 2013, at 9:26 a.m.
I see seven candidates:
1. Running plays: 24/15, 22/13, and 24/21 22/16.
2. Priming plays: 24/21 13/7 and 13/7 8/5
3. Attacking plays: 13/7 6/3* and 22/16 6/3*
To narrow it down further, I looked at the best play for each category.
For the running plays, the clear choice would be 24/15, keeping the anchor. The idea of the running play is to be able to convert to a priming or attacking game next. Especially in the case of a priming game, we'd have a timing advantage and want to have the anchor to make that count.
For the priming plays, I'd go with 24/21 13/7. We'll do well in prime vs. prime provided we can spring the third back checker, and 24/21 prepares for that. 8/5 also feels a bit cramped. 24/21 also feels the most DMP-ish of the two possibilities, so 24/21 it is.
Among the attacking plays, I am not sure what is best. I'll probably give the nod to 22/16, as wel already have 11 checkers in the zone, but also have at the moment 3 back, and a 4th if we get hit (after 13/7). It looks too easy to collapse frontward. It looks like 22/16 is the most DMP-ish of the two, but also loses more net gammons. Let's assume that because of Jacoby, the net gammon losses do not count so strongly, so let's play 22/16 here. Early in a long match, 13/7 may be right.
OK, now we have 24/15, 24/21 13/7 and 6/3* 22/16 to look at (and 6/3* 13/7 in reserve). Of these, I like 24/21 13/7 the least. If we cannot escape the checker on the 21 next, we will overrun the position. It seems to me that if we start with 24/21, I'd want to play the 6 21/15 to ensure that it is out. Between 24/15 and 6/3* 22/16, I'd go for the hit 22/16 6/3*. Two up against a three point board, with equal board strength and 11 checkers in the zone already looks pretty strong and threatening, and I think we could get some good cubes in soon.
It would also be interesting to investigate other cube and match situations. Especially 0-0 in a long match, DMP, and opponent holding the cube could be interesting variations.
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