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BGonline.org Forums
Daily Quiz 5/15
Posted By: Stein Kulseth In Response To: Daily Quiz 5/15 (Stick)
Date: Monday, 16 May 2011, at 8:35 p.m.
- 1. 23/16
- With the better board and more men back Blue wants to maximise contact and cover the entire board. An anchor is nice, but no must, and 24/22 releases coverage of the ace point. In any case the 5 must play out to cover White's outer board, either combining with the 2 for 22/15 and even after 23/18 I think the 2 should be used to go on 18/16 in order to get out of some of the immediate hits, doublehits and PoH variations. Of the 2 I like 23/16 best. The 4-dup is meaningful, giving less double hits, and it seems better to have returnhit coverage on the 16, rather than double return coverage on 9
- 2. 7/6 7/5
- Holding the fort doesn't seem to work too well. There are few rolls that break the White board, noting that anything up to 4 pips can be played making the ace, and while White otherwise is breaking a point, Blue doesn't have many good ways to attack a blot left. Otoh, 7/5 6/5 has killed off Blue's flex for the remainder of the game, and he will need that to handle bad rolls after being hit - which he probably will be - and to be able to attack White profitably later. On whether it is better to be hit now or later, I also think that now before White has the outfield coverage ready seems better. Paying now seems worth it.
- 3. 6/4(2) 13/11(2)
- I am not sure at all what the game plan should be here, but 6/4(2) ought to be part of it. Then making another point cannot be bad. Blue may be hit about a bit here, which is not serious as White is the one with his army far away, but having the points will help Blue stay organised after being hit, and poised to kill White off with one or two good rolls.
- 4. 6/5* 6/4*
- Is it worth it? Comparing with the meek play 13/10. This still has 25 hits, out of which 12 are hit-cover. When missed Blue doesn't have much. The gusto leaves 28 hits, but only 2 rolls hit and cover, and Blue starts his board - at least one of the slots are likely to stay - starts unstacking, takes away the entire White roll, and 6s leave White hanging on the bar. I'd say it looks good. The tweener play 6/5 13/11 leaves 22 hits, 11 hit-covers, and most of the hits remove the slot, only 66 is a dancing number for White. Closer but no cigar.
- 5. 18/10
- Not making the 5 point is risky business. Also making what is to some extent a running play a few pips behind is not for the faint hearted. Still, after making the 5 point Blue is behind in every aspect - most particularily White now has first strike with a double shot, and his position is more flexible to start with. After 18/10 Blue has the makings of another type of game, the 10pt is valuable in its own right and keeping open the possibility of using spares from the 6 pt, to make the 5pt, and above all avoiding the immediate attack, seems enough for me to pass up the more valuable 5pt for now.
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