score: 1 pip: 105 | ||||||||||||||||
9 point match | ||||||||||||||||
pip: 107 score: 4 | ||||||||||||||||
XGID=--bCBDBB---------bb-bcBca-:1:-1:1:32:4:1:0:9:10 | ||||||||||||||||
Važno je krenuti sa stražnjim checkerom i ne dirati blokadu. Razbije li prime igrajući prividno sigurno, bijeli neće ostaviti šut i zadržati će ankoru, ali omogućuje crnom da uz 6, pobjegne i sa 5, koje mu ako razdvoji stražnje checkere ostavljaju dvostruki šut. U borbi dvaju blokada, pobjeđuje onaj igrač koji dulje održi blokadu. Protivnika treba natjerati da razbije svoj prime, a ne da pobjegne sa stražnjim checkerima. Dvica nije toliko bitna, 5/2 ne ostavlja blot niti igra na duboko 1.polje, te čuva checker za napad ukoliko crni napusti ankoru.
It is important to start back checker moving and not to touch prime. If white breaks barpt he will not leave shot and he will keep anchor but than he will give escaping 5s to black which otherwise leaves double shot on the other side of the board. In priming battle winner is player who is able to keep his blockade longer than his opponent. We should force our opponent to break his prime and don't avoid him to escape with break checkers. Two is not big deal, but 5/2 doesn't leave any blot nor play on deep acept and keeps one more checker for attack.
1. | Rollout1 | 22/19 5/3 | eq: +0,329 | |||
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2. | Rollout1 | 22/19 3/1 | eq: +0,318 (-0,011) | |||
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3. | XG Roller+ | 7/5 7/4 | eq: -0,086 (-0,414) | |||
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1 10368 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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