[ View Thread ] [ Post Response ] [ Return to Index ] [ Read Prev Msg ] [ Read Next Msg ]

BGonline.org Forums

Daily Quiz 6/1 - Mochy Edition

Posted By: Bill Calton
Date: Thursday, 2 June 2011, at 12:41 p.m.

In Response To: Daily Quiz 6/1 - Mochy Edition (Stick)

1. I don’t want to break the prime here to make the 2-point, even though it is on Mochy’s head. I am lacking the ammo to complete the blitz. I don’t really want the 2-point, this is not the point I want to make. Also, it does not help me escape. White has good structure here, and could get reasonable counterplay should he hit a return shot from the bar.

On the other hand, making the 2-point gives at least 16 bad rolls (all dances). Maybe it is right to immediate pressure on white to roll well or die?

Nevertheless, I prefer to play quiet, intending incremental improvement and a looming efficient cube. 18/9.

I complete the escape of one guy and start a useful point. I am also eyeing the 3-point, should white scoot up to the edge of the prime.

White’s hitters 6-1 and 6-2 play well on the offensive side of the board anyway.

It seems like White will have a shitty game even if he rolls well, like making the deuce point or three point. So although I gain less, I risk less also with the quiet play. I will stick with 18/9.

2. White’s timing may hold up, but it may not. I’d like White’s position more if he had the 5-point instead of the 4-point. Better yet, move those guys back to the midpoint. White already has 5 back (with one in the air), and two loose blots. White could easily find himself with 7 back and a split army. Generally speaking, I fear the ace-four game and it seems like White is asking for a lot of good stuff to happen to win from here (come in, make the board, don’t crack, hold the timing, get a shot, hit it, contain it). Looking at Blue’s next roll, Blue seems well diversified. Ace to hit, 3 to cover, 5 to make a prime. 6 also covers, though I am not sure if you should. All in all, I say drop, even at this score. Double / Drop.

3. As I read this, Blue has a “forced play.” You have to come out with the 6. You are not going to attack and escape with 5 guys back, the 2-point is worthless here, you need some outfield control and you need to make sure you don’t crack. Strategically you aren’t ready to abandon the 4-point anchor, but especially tactically since white is likely to make it the 4-point on your head should you leave. Keeping it going with 23/13 also feels wrong. I don't want to completely disconnect my army, so it seems the only four is to hit loose. 23/17, 6/2*.

4. Running seems like the wrong idea here. I believe stick advised in his mythbuster article on the 5-point, often the best way to protect against the gammon is to make the 5-point, and probably to win the game too. If white points on one of our back men, we will at least have a chance to anchor from the air. 11/5, 8/5.

5. Blue can’t be risking much by playing on. 6-2 sucks, but other rolls can be handled. If things go bad, you should be able to double out white later. No Double / Drop.

Messages In This Thread

 

Post Response

Your Name:
Your E-Mail Address:
Subject:
Message:

If necessary, enter your password below:

Password:

 

 

[ View Thread ] [ Post Response ] [ Return to Index ] [ Read Prev Msg ] [ Read Next Msg ]

BGonline.org Forums is maintained by Stick with WebBBS 5.12.