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BGonline.org Forums
Daily Quiz 4/12/11
Posted By: Stein Kulseth In Response To: Daily Quiz 4/12/11 (Stick)
Date: Wednesday, 13 April 2011, at 6:33 p.m.
- 1: 9/7 8/7(2)
- The 2pt may be better than the 1pt in the long run, but in the near future it is blocked by 3 made points rather than two, and the 8pt isn't even stripped, so putting pressure on the 8pt isn't what this position is about. To me Blue's best game plan is to stay back for now, and try to get some counterplay either against White's back man, or by hitting an indirect in the outfield - falling back on the acept game as a last resort. Thus I think the way to go is to build the compact forward position with 9/7 8/7(2)
- 2: 7/5 6/5
- While Blue is up in the race he has two difficult points to clear, and the better board will help him from now and until the end. White has no board, so it may be better to pay now, rather than wait for White to make the inside points.
- 3: 12/7
- In contrast, here I think Blue has enough time and flexibility to either try to make the 4 point naturally, or play behind White while waiting for the doubles. White's prime is not holding up for too long.
- 4: 4/3*/2 1/0(2)
- A lot of ways to play this one, with differing mix of risk vs gammon wins. The text play takes 2 off for the gammon race, puts White on the bar against a 4pt board, gives 4 numbers that blot next turn (52,62), devalued to 3 as there are 9 rolls (6x - 63) that forces White to enter high. The similar alternative 4/3*(3) 1/0 takes only one off, and gives more blotters (10), 4/3*(2) 4/2 also give more blotters (6) and takes none off. The stacky 5/2(2) 1/0(2) also gives 3 blotters next turn and takes 2 off, but doesn't put White on the bar. All these must be weaker. The last alternative seems to be the pigging 4/0(2) - this leaves 8 blotters (62,52,66,55,44,33) but takes 4 off. However, it does not put White on the bar, that is worth 3 pips, plus about half of 8 pips when White dances, and maybe then some if White dances twice. This is itself worth about a roll, and as 1/0(4) creates a gap, Blue doesn't even gain a full roll in all variations. Thus I end up with the text play looking best.
- 5:6/3
- Hitting to generate forward play looks too optimistic. And getting hit does actually cost a bit. It means that Blue cannot strengthen his forward position, might be stuck on bar when White bears in - missing out on outfield fly shots - and also gets gammoned more.
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