|
BGonline.org Forums
OLM 20140802A The Dilly Builders
Posted By: Wolfgang In Response To: OLM 20140802A The Dilly Builders (Jason Lee)
Date: Saturday, 2 August 2014, at 4:42 p.m.
There are three candidate moves which seem to be sensible at least at first sight:
Each of these moves represents a different idea or even a game plan: 24/14 poses a running strategy, 13/3* represents a blitzing play, and 8/2, 6/2 aspires to develop the home board in order to keep up with the 3 point board of the PrimeFactors.
- 24/14
- 8/2, 6/2
- 13/3*
Since the pipcount is very even, and furthermore, it leaves a blot without any additional compensation, 24/14 is, in my opinion, weaker than the other two plays. It leaves 13 hitting shots. I wouldn't like to play it because it abandons the initiave without any reason.
13/3* likewise leaves a blot, but it sends back a man, and it does not give the initiative away. 17 numbers rehit {3N,11,12,22,24}, 4 numbers fan {55,56,66}, and 15 {14,15,16,25,26,44,45,46} numbers reenter. In comparision with 24/14, the blitzing play causes 4 extra shots which are compensated by 4 fanning numbers and by retaining the initiative. Furthermore, it brings an additonal checker into the attacking zone, so we will reach the "critical mass" in this context. In case of a rehit, there are good chances of reentering (75%).
8/2, 6/2 looks a bit lame, in my opinion. It makes a point that is very deep in the home, and it reduces the amount of spare checkers which can be necessary in order to attack the opponent's blots. So, I think that this point making play neglects some economic aspects, and is a bit thriftless.
I would like to play 13/3*
|
BGonline.org Forums is maintained by Stick with WebBBS 5.12.