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Mochy Challenge Day 2 **QUIZ**

Posted By: ah_clem
Date: Thursday, 2 May 2019, at 7:23 p.m.

In Response To: Mochy Challenge Day 2 **QUIZ** (Justin Nowell)

Ok, I'll give this another try. I seem to be batting about .500 which isn't too bad. Of course, the whoppers are still whoppers. (c:

[update after answering - I seriously doubt I'll do 50% with this one. Might be 0%]

1) I don't think hitting further's blue's cause. With 80 pips of timing the backgame is well timed; if blue hits, he's down to about 60 pips assuming white enters - if she dances might as well hang it up. Plus, blue wants to move the entering checker to the 21 point and there's an extra shake to do that from the 23.

After entering on the 23, 8/5 seems like the only follow-on.

bar/23 8/5

2) The eleven point is perfectly poised at six pips away, so that stays put. Stepping up to the 20 point allows white to dump behind the anchor, but maybe that's not too bad given how difficult it's going to be to bring the two runners around.

I may be all wet about this, but seems to me that blue wins few here even after hitting - there's just too many buried to contain a hit checker and white is way ahead in the race. So the main point of hitting is to avoid gammons. That would seem to leave out some DMP desperation plays like 22/14 17/15 and favor safer plays that still give some hitting chances.

I'd avoid leaving a direct shot since we want white to roll a six and have to blot - if she can get a tempo hit while running off the anchor it will make it harder for us to hit.

I'll just slot the four here and hope for the best.

12/4

3) Down by 20 pips I want to maintain contact. 13/4? or 13/7 13/10? Seems like white has a cube no matter what I do. I'll bring down two. Not at all sure about that.

13/7 13/10

4) Hit twice or hit once and make the four? Or just play quietly and ride the 20 pip lead home? Hitting two is very often right, but I'm looking at that stack on the six and it's crying to be reduced. I'll make the four. (note that 13/10* hits while maintaining a point six away from the anchor, so worth a look.)

11/10* 6/4

5) We need a six to jump the prime and sixes don't grow on trees. Here, we've got four of them, so might as well use them. Then, 13/7 builds a solid five prime with her not at the edge. Not sure about the last six...12/6 aims at the deuce point. I don't think slotting the deuce with 8/2 is right. 15/9 aims a third checker at the slotted eight point. That looks good.

21/15 21/9 13/7

6) Blue is at the edge of a four prime while white is behind a five prime and not at the edge. I'll ship it, especially since I'm behind in the match.

For the take, I'm seeing a whole lot of gammons, so I'll pass.

D/P

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