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Mochy Challenge Day 0 Warm-Up **QUIZ**

Posted By: ah_clem
Date: Monday, 29 April 2019, at 2:05 p.m.

In Response To: Mochy Challenge Day 0 Warm-Up **QUIZ** (Justin Nowell)

1) Black has six checkers back and 72 pips of timing. That says backgame, where mobility and pure play are my watchwords. Making the five point is pure, but sixes don't grow on trees and it will only take one or two non-six rolls to destroy black's position. So 21/15 for the six. Then I'll follow on with slotting the five point as the pure play. Moving up to the 20 is worth a look since 4-1 backgames are not as viable as 4-2 backgames (a broad over-generalization I know...) I'll stick with slotting the five.

21/15 6/5

2) 50 pips down, black wants to maintain contact, so maybe make the midpoint as part of the play? The problem with that is that is all the hits on the lone anchor. Seems to offer too many gammons for my taste. Maybe at DMP?

Making the five point now seems thematic even though it displaces a checker optimally poised at eight pips away from white's runner. Then making the six seems stronger than slotting the midpoint due to all the hit and cover numbers. Making the five and six now means any hit is almost fatal and black still has plenty of timing for the gap in white's homeboard to give up a shot while staying close enough in the race to run off the gammon if he can't hit something.

15/5 11/6(2)

3) A bar-point holding game, so don't volunteer a shot. But black needs to get his runners moving so splitting seems natural against her naked board. The choice seems to be split and cover the blot on the ten, or split and safety the blot on the ten. Since the runner sees daylight from the 21 I'll opt for that.

bar/21 10/8

4) Black is behind in the race and has a slightly better board plus an advanced anchor. That says bold, so I'll hit. Plus gammons get me to Crawford. For the deuce, 13/12 means 1s and 5s are duped so I think that's the best checker-shuffling play, but I like unstacking the six even better, so that's my play.

11/12* 6/4

5) I'm not really seeing anything other than 14/6. The runner is stuck, so no options there. The blot on the seven can't be hit and is optimally poised to cover the ace point. After 14/6, it's easier to count the numbers that don't cover (or hit loose if she enters)

Maybe the right idea is to play anti-joker and fear a roll of 11? With 5 on the roof maybe opening up the six while avoiding getting hits is the right idea? I'm not seeing it, but maybe...

14/6

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