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Fight the back game

Posted By: Stick
Date: Wednesday, 1 April 2009, at 6:33 a.m.

In Response To: Fight the back game (neilkaz)

I agree with Neil. That blot on the 2pt should be left there to wither and die. Your opponent has entirely too much timing to be scared by your immediate 5 prime, you can't hold it that long whereas he's near the ideal amount of pips behind for a decent backgame. Once this is realized, the 6 is clear, coming in a picking his checker off the highest point, bar/19*.

Once bar/19* is played we now look around for the best deuce. We aren't going to pick up the blot on our bar point, no no no, it needs to remain slotted to be made still. We certainly aren't shifting spares deep in our home board so 6/4 is out. We won't break the 8pt or pick up the builder/cover on the 10pt. Slowly we can weed down to the candidate plays. (this is not how I'd approach this, but I'm just saying)

5/3* aims to kick your opponent off the highest anchor he could possibly make and get some recirculation of your own going in hopes of ruining his timing while keeping your prime. Your hope is to remake your own 5pt, perhaps get hit on the 3pt, and lollygag around the board, extending your prime by making the bar point also and recirculating anything by hitting off the front of your prime or slotting the back of it. Anything to bust your opponent's timing.

As a side note, I would have likely cubed this playing against "random player" before this roll. I can picture a large number of people dropping and even if they don't, assuming I know what I'm doing, I can see them making a shit ton of errors trying to play this out, either way it's a win-win.

Stick

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