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Eleven Positions from MCG vs BJP on GG

Posted By: Stick
Date: Wednesday, 2 February 2011, at 9:13 p.m.

In Response To: Eleven Positions from MCG vs BJP on GG (Paul Weaver)

My commentary for each problem will be before the problem itself.

Number 1

What immediately jumps out at me for these cube decisions is the take. Ahead in the race, a solid forward position, less men back with the opponent still having a lot of work to do. Even when things go wrong immediately you have time to enter low and play from a 23 or 24 point anchor game. I would snatch this in a heartbeat. The question then is is it a double?

There are certainly a lot of threats the problem being getting them all done at once. There are 17 covering numbers [11 22 44 21 31 41 51 61 62 53] and then a fan on top of that is enormous. This alone makes up about 7.5/36 games. The hit and covers which there are four of are powerhouses.

Of the remaining 19 numbers a lot of them are still pretty damn good. Can't frown too much at a 66 for example. 54 making the ace point is not what you had in mind but will certainly work. The other numbers that hit the slotted 5pt blot of your opponent are all good. It seems like there are enough big sequences and volatility to make this a double. Double/Take

In the match itself it must have went ND because of the score of the following game. Donkey.

is Player 2

score: 0
pip: 155
7 point match
pip: 160
score: 0

is Player 1
XGID=aa-BBAC-----cD--bc-bab-AB-:0:0:1:00:0:0:0:7:10
on roll, cube action?


Number 2

In general it is better to make your ace point with double fives than to hit loose there and make some other point in the process, usually the 3pt. Since it's the 3pt as the other point we can see why the value isn't that much greater. Here though we can make the 5pt and hit loose. The position feels disjointed after making the ace point when there's a strong alternative. I hate it as much if my opponent enters with a deuce after having made the ace point as if I would have hit and he hit back after having made the 5pt. I have to go with old reliable here, bar/20 10/5(2) 6/1*.

is Player 2

score: 1
pip: 160
7 point match
pip: 147
score: 0

is Player 1
XGID=aa-BB-C-B---bDab-c-e---AA-:0:0:-1:55:0:1:0:7:10
to play 55


Number 3

I hate these. I used to hit loose too often in these positions, now I'm not sure where my balance lies. Allowing my opponent to play his full roll in a position where virtually everything is up for grabs seems like a no no. He has 4 blots strewn around, one specifically in his inner board so if I'm hit back the damage isn't as grave. If I let him play his full roll there are just too many numbers that clean up his position. I'd rather give him the 9 fanning numbers and keep him off balance for a turn. bar/22 6/1*

is Player 2

score: 1
pip: 140
7 point match
pip: 148
score: 0

is Player 1
XGID=-a-BBaC-B---bDa--c-db--AaA:0:0:1:53:0:1:0:7:10
to play 53


Number 4

31P-42P-55P-62? NEXT! When your opponent rolls those early game double 4s or double 5s and you have yet to split you usually don't want to touch the back checkers. The only question now becomes two down from the mid or slot the 5pt straight away? With 5 men still on the midpoint and you really wanting to make your opponent's sixes bad with his overrun position two down is the way to go. 13/11 13/7.

is Player 2

score: 1
pip: 143
7 point match
pip: 161
score: 1

is Player 1
XGID=-b--B-D-B---cE---b-db-b-B-:0:0:1:62:1:1:0:7:10
to play 62


Number 5

Another position where I really don't want my opponent to play his full roll. Again this involves stripping the last spare off the six point and having no direct covers when missed. After hitting it's far more important to get your back men moving by splitting than duplicating aces by sliding 11/10. Your opponent's deuces are also already duped to enter. The only other real option, 11/5, seems too passive to me. 24/23 6/1*

is Player 2

score: 1
pip: 131
7 point match
pip: 150
score: 1

is Player 1
XGID=-a--BBC-Ba-AbC-a-b-cc-b-B-:0:0:1:51:1:1:0:7:10
to play 51


Number 6

If you are used to seeing this type of play you play it immediately. 22/16 6/5.

is Player 2

score: 2
pip: 142
7 point match
pip: 145
score: 1

is Player 1
XGID=-a-aB-CBB---bE-a-c-e--b-A-:0:0:-1:61:1:2:0:7:10
to play 61


Number 7

Another problem where experience makes the best play. I've seen the last two types of problems all too often and learned the hard way over time. 24/22 6/5(2)

is Player 2

score: 2
pip: 135
7 point match
pip: 139
score: 1

is Player 1
XGID=-a--B-CCB-a-bD-a-c-e--b-A-:0:0:-1:11:1:2:0:7:10
to play 11


Number 8

I'll take the bar point here with hopes of completing the full six prime at some point and not giving my opponent any numbers to completely hop out except 53. If he steps up now it's under a lot of pressure. I do duplicate my own sixes a bit but it's likely that I get knocked back off the front of the prime, either loose or otherwise, so I may need good sixes in the future. My opponent's 3s are currently duplicated also fwiw. 13/7(2)

is Player 2

score: 2
pip: 126
7 point match
pip: 129
score: 1

is Player 1
XGID=---aBBCBB---bC-b-c-cb-b-A-:0:0:-1:33:1:2:0:7:10
to play 33


Number 9

Confusing. There are the standard plays of 24/22 10/9(2) or making the 4pt combined with 24/23 or even a couple crazy duplicating slot plays like 10/9 + making the 4pt or 10/9(2) 6/4. I'm compelled to keep it as simple as I can hoping not to make a big error. 24/22 10/9(2)

is Player 2

score: 2
pip: 145
7 point match
pip: 152
score: 3

is Player 1
XGID=-a----EAD---dC-b-b-cc-B---:0:0:-1:11:3:2:0:7:10
to play 11


Number 10

My gammon value is high, my opponent's gammon value is higher. I'm too worn out after the first 9 questions to do anything but run here. 24/16.

is Player 2

score: 2
pip: 124
7 point match
pip: 118
score: 3

is Player 1
XGID=-aaB-BDBC-------cbAbbbAb--:1:-1:-1:53:3:2:0:7:10
to play 53


Number 11

There can't be too much at stake here can there? Are we still trying to scrape out a win or have we resigned to trying not to lose a gammon? My opp's gammon value being higher than the bot reports I'd take the donkey way out of this problem and shut down shop. 6/5(2) 3/1

is Player 2

score: 2
pip: 79
7 point match
pip: 124
score: 3

is Player 1
XGID=--aBBBBBC----------dbbcbaB:1:-1:-1:11:3:2:0:7:10
to play 11

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