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43D-44b-64

Posted By: Taper_Mike
Date: Thursday, 3 July 2014, at 7:38 p.m.

In Response To: 43D-44B-64? (John O'Hagan)

is Player 2

score: 0
pip: 151
Unlimited Game
Jacoby Beaver
pip: 160
score: 0

is Player 1
XGID=-----bE-CAA-cC--bc-e----B-:0:0:1:64:0:0:3:0:10
to play 64

43D-44b-64

At the start of play, there are three basic games plans one may follow: racing, priming, and blitzing. Phil Simborg calls this last group hitting, and includes blitzes, tactical attacking games, holding games, and backgames within it.

After your opponent makes an advanced anchor, two of these are—at least temporarily—off the table. You can seldom build a prime in front of an advanced anchor, and neither can you blitz. The best counterplan is to race or make an advanced anchor of your own.

In this position, running out to the 14pt is not practicable. That would leave three outside blots exposed to 2, 4, 5, and 9. By process of elimination, then, making an advanced anchor is the best plan.

Two possibilities are available for starting an anchor. Yellow could split with the 6, while covering the 9pt, or else he could split with the 4, and slot his 4pt with the 6. Of these, the former looks best. Putting a blot on 20pt would give Black a target on the point he want most to make.

My first reaction to this position was to make the 4pt, but by this analysis, that is not even a candidate.

S (Split) = 24/18, 13/9

Mike

 

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