Hitting none is way too passive.
Hitting one is not enough even if you try to leave the one point (tempo hit).
Hitting two is the only way to get out the rack, to delay White's priming and to try to get some advantage.
The unobvious keypoint is to sacrifice the blocking 9 point.
Backfire might be devastating.
| 1. | Rollout1 | 9/3* 6/4* | eq: -0,242 |
| Player: Opponent: | 44,49% (G:18,78% B:1,03%) 55,51% (G:24,95% B:3,78%) | Conf.: ± 0,020 (-0,262...-0,222) - [99,8%] Duration: 35 minutes 03 seconds |
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| 2. | Rollout1 | 24/18 6/4* | eq: -0,282 (-0,040) |
| Player: Opponent: | 45,55% (G:14,03% B:0,86%) 54,45% (G:25,66% B:2,34%) | Conf.: ± 0,018 (-0,300...-0,264) - [0,2%] Duration: 44 minutes 11 seconds |
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| 3. | Rollout1 | 24/22 11/5 | eq: -0,314 (-0,071) |
| Player: Opponent: | 43,06% (G:14,37% B:0,88%) 56,94% (G:21,04% B:1,02%) | Conf.: ± 0,015 (-0,328...-0,299) - [0,0%] Duration: 44 minutes 20 seconds |
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| 4. | Rollout1 | 11/5 6/4* | eq: -0,325 (-0,082) |
| Player: Opponent: | 42,90% (G:16,06% B:0,95%) 57,10% (G:21,36% B:1,87%) | Conf.: ± 0,017 (-0,341...-0,308) - [0,0%] Duration: 41 minutes 00 second |
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| 5. | 4-ply | 24/18 11/9 | eq: -0,339 (-0,096) |
| Player: Opponent: | 42,87% (G:12,18% B:0,69%) 57,13% (G:22,18% B:0,92%) | |
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1 1296 Games rolled with Variance Reduction. Moves: 3-ply, cube decisions: XG Roller
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