Poll
Question:
Move
Option 1: 22/20(2)
votes: 1
Option 2: 8/5, 6/5
votes: 7
Option 3: 10/7, 8/7
votes: 1
Option 4: 22/21 (2), 8/7 (2)
votes: 4
NOTE: this has been set up as a 7 point match in error..I can change it back to 5 manually, or continue on as a 7. Roderick is playing very fast, so it is moving along well - do you all want to continue as a 7 for a change, or is the preference that I convert it back?
Meanwhile, back in the match, Roderick rolled 3-1 and moved 13/9, herd is up with another double..
Spoiler
the choices seem to be, 1. make the bar pt 2. make the 5 pt. 3. move up to the 20. while all good, i think making the 5 pt is the best. when in doubt, make the 5 pt.
Spoiler
although the 5 point would be my usual here, it is important that we allow ourselves the benefit of any upcoming big double to escape or more importantly to impact the outfield in future plays, while still having our blot on the 1 point for ammo vs his board setup - i have changed my vote to 22/20/
Not much else to do with my 1-3.
Herd has some choices with this potentially confusing number (1-1).
QuoteAnother move worthy of consideration is to make his 4 point with 2 checkers, allowing us exit with 6s, and making our bar point. This leaves us both flexible and with several builders, albeit blots, to make our 5 point.
His home board is undeveloped, so, if we get a blot hit, it's not a disaster.
22-21 (2), 8-7 (2)
OOPS ! I hit the QUOTE icon instead of the SPOILER, sorry.
Bob
That's funny - I just told Diane she should add that as another option :-)
Spoiler
Yes, I was thinking that would be the best combo of offense and defense...
i'd change for that too!
Spoiler
I'm going to stick with making 5. Always good to have - and while we can't get out immediately from our anchor, there isn't a pressing need to. That four-prime is as badly stacked as it could possibly be, so Roderick will be looking to run next roll rather than dump deep - and so killing some running rolls has extra value. Same argument applies for making the bar point.
The Herd spoke, and I obeyed. The extra option is added, and some extra time for mind-changing...
thx Diane
for newbies ... to change your vote, simply click "remove vote", then wait and vote again for your preferred option
Spoiler
I think moving the anchor up one is the right idea here. It can see daylight from the four point, while it can't from the 3. And since stick has brainwashed me into thinking the 3 point is a POS, I want to get off of it now.
Then, making the bar is the obvious way to play the other two aces.
Making the 5 point is probably not too bad, and I won't be surprised if it turns out to be right, but i'll stick with 22/21(2) 8/7(2)
XGR++
Spoiler
When in doubt, make the 5 point. This one is not even remotely close.
XGID=-b--B-C-CAA-bB--bbbe--B-A-:0:0:1:11:0:0:0:7:10
X:Player 1 O:Player 2
Score is X:0 O:0 7 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O O | | O X X |
| X O O O | | O X |
| | | O |
| | | O |
| | | O |
| |BAR| |
| | | |
| | | |
| X | | X |
| O X | | X X O |
| O X X X | | X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 163 O: 152 X-O: 0-0/7
Cube: 1
X to play 11
1. XG Roller++ 8/5 6/5 eq:+0.262
Player: 55.47% (G:17.90% B:1.01%)
Opponent: 44.53% (G:12.14% B:0.59%)
2. XG Roller++ 22/20(2) eq:+0.127 (-0.134)
Player: 51.89% (G:15.22% B:0.67%)
Opponent: 48.11% (G:10.92% B:0.43%)
3. XG Roller++ 10/7 8/7 eq:+0.119 (-0.143)
Player: 52.33% (G:16.56% B:0.93%)
Opponent: 47.67% (G:13.58% B:0.66%)
4. XG Roller++ 24/23 9/7 8/7 eq:+0.101 (-0.161)
Player: 51.68% (G:16.24% B:0.87%)
Opponent: 48.32% (G:13.16% B:0.61%)
5. XG Roller++ 22/21(2) 8/7(2) eq:+0.081 (-0.181)
Player: 51.59% (G:15.76% B:0.81%)
Opponent: 48.41% (G:14.17% B:0.65%)
eXtreme Gammon Version: 2.10, MET: Kazaross XG2