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BGonline.org Forums
I know how to play 2 of the fours...
Posted By: Stick In Response To: I know how to play 2 of the fours... (TheProdigy)
Date: Saturday, 29 January 2011, at 3:30 a.m.
This problem is not only interesting at the given match score but interesting at all 4 major scores. (money, double match point, gammon go, gammon save) Let's see what each of the three candidates has going for it.
- 21/17*(2) - This play gives up the anchor but for compensation we put a man on the bar and aim at turning our large racing lead with all of our men escaped into victory. Even though this puts a man on the bar I expect it to win the least amount of gammons not making another inner board point and defining our future play as 'run, play safe, win' opposed to any attacking variants. Plays like this usually win the dmp rollout.
- 9/5(2) - Hey look, it's the 5pt! There was a super stellar article recently written noting that if you're deciding between making the 5pt and some other random play(s) then you should make the 5pt and save yourself some energy. You aren't likely to make a big error by making the 5pt but making the 'other play' can be monumentally MCG-ish. There are exceptions of course, especially score based, but having studied the majority of these you should recognize them and avoid the 5pt pitfalls.
In this position we make our strongest 3pt board by playing 9/5(2) and solidify our offensive formation and can in the future take either a priming approach or an attacking approach depending on which way the dice point us. It's a very strong position after 9/5(2) forcing our opponent to try to clean up his position even though we haven't hit a checker or really get steamrolled next turn. This is definitely a serious contender for me at dmp also even though the other type play is almost always right. The advantage of this play at other scores is that it doesn't forfeit a lot of the gammons that the run and don't gun play of 17*(2) does. I also expect this play loses the least amount of gammons.
- 6/2*(2) - This play sticks out at gammon go. It should win the most gammons as it puts a checker in the air against a 3pt board with a lot of blots floating around, something that all the other plays fail to do in entirety. Positionally it's much weaker though and I would not give it serious thought at double match point. As is normal with most blitz type plays, it wins the most gammons and probably loses the most gammons.
To sum up:
21/17*(2) I likely play at dmp but none of the other mentioned scores, including the problem at hand.
9/5(2) I play in the given problem and for all money like scores. I'm not sure this isn't right even at dmp but would make the other play, 17(2), falling back on past experience of this type of play always winning the rollout war.
6/2*(2) is only for gammon go.Stick
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