Question:
Red to play 5-2
Option 1: 7/2* 4/2
votes: 0
Option 2: 7/5 7/2*
votes: 4
Option 3: 8/6 7/2*
votes: 4
Option 4: 10/3
votes: 2
Option 5: 10/8 7/2*
votes: 1
Position information:
Pip-count: Red 78-125 White
Score: Red 3-4 White
Match: 5-pointer
Position ID: Dq+JAxCzbZsAAA , Match ID: 8Am1AEAAGAAA
(http://4.bp.blogspot.com/_nvjbHZxa_5Y/SQDzDbn4LwI/AAAAAAAAAEM/tF57Pegd6SE/s400/position47.png)
Spoiler
The best move here is again very score-dependant. Red is 2-away, while white is 1-away, so gammons are of utmost taste for red and meaningless for white. Thus, red should play as aggressive as he can to finish white off with a gammon. The quickest way to gammon white is to close him out NOW, because right now white has lots of men to bear in home and if red manages to achive a safe bear-off, white's survival will be very ulikely. To do this, red should not wait for a better opportunity for hit and make the 2-pt, because that gives white time to (a) build a better home and (b) bear-in more men, i.e. reducing the chances of getting gammoned. So hit the trapped man NOW (7/2*). But what to do with the 2?
-10/8 : Maintains the prime to some extent, but inadequate builders to make the 2-pt
-8/6 : The most aggressive play with lots of builders, but breaks the prime and lots of return shots for whitt.
-4/2 : It's a good idea because it brings the man on the 10-pt into play, but it's too risky if white gets a 4 because he will have no trouble afterwards, jumping out of the prime.
- 7/5 : The best move: it provides enough builders, but not too risky if hit. After entering, white will get into safety, just in case he rolls a 5 and, considering his weak board, red should be able to enter and re-hit.
1. Cubeful 2-ply 7/5 7/2* Eq.: +2.186
91.7% 67.6% 0.7% - 8.3% 1.3% 0.0%
2. Cubeful 2-ply 8/6 7/2* Eq.: +2.118 ( -0.068)
88.7% 67.2% 0.6% - 11.3% 2.7% 0.1%
3. Cubeful 2-ply 10/8 7/2* Eq.: +2.099 ( -0.087)
90.2% 64.7% 0.6% - 9.8% 1.5% 0.0%
4. Cubeful 2-ply 7/2* 4/2 Eq.: +2.082 ( -0.104)
88.8% 65.3% 0.5% - 11.2% 2.1% 0.1%
5. Cubeful 2-ply 10/3 Eq.: +1.870 ( -0.316)
91.7% 51.8% 0.4% - 8.3% 0.9% 0.0%
Note that the safe (here it's more cowardly) move of 10/3 wins as many simple wins as the 1st move, but it wins a lot less gammons and that counts.
But what if it was a DMP match? In the DMP, safety is the best choice, so the non-hitting move of 10/3 which maintains the 6-pt prime comes at best:
1. Cubeful 2-ply 10/3 Eq.: +0.881
94.0% 35.8% 0.1% - 6.0% 0.1% 0.0%
2. Cubeful 2-ply 8/6 8/3 Eq.: +0.863 ( -0.018)
93.1% 35.7% 0.1% - 6.9% 0.2% 0.0%
3. Cubeful 2-ply 7/5 7/2* Eq.: +0.845 ( -0.035)
92.3% 65.9% 0.7% - 7.7% 0.8% 0.0%
4. Cubeful 2-ply 10/8 7/2* Eq.: +0.816 ( -0.064)
90.8% 62.8% 0.7% - 9.2% 1.1% 0.0%
5. Cubeful 2-ply 10/5 8/6 Eq.: +0.780 ( -0.101)
89.0% 39.4% 0.2% - 11.0% 0.3% 0.0%
nice analysis, PL
Spoiler
i opted, as usual, for the more aggressive 8/6 7/2*