score: 1 pip: 204 | ||||||||||||||||
9 point match | ||||||||||||||||
pip: 147 score: 6 | ||||||||||||||||
XGID=-bbaB-DaC--AbC--Aaada----A:0:0:1:44:6:1:0:9:10 | ||||||||||||||||
Nakon što uđe bijeli šalje 2 crna blota sa svoje strane na bar kako bi spriječio protivnika da napravi 3.ankoru. Posljednjom 4 dovodi checker sa 13.polja koji će poslužiti za pokrivanje blota na 3.polju ukoliko ostane tamo što je lako moguće jer crni ima van igre 2 checkera. Dovedeni checker daje i 6 sa bara ukoliko protivnik uzvrati, a može poslužiti za zatvaranje 5. ili 7.polja. Preostala 3 blota sa suprotne strane mogu pričekati. Njihovim izbacivanjem popravio bi se timing crnog, pa treba biti oprezan. Bolje je hitnuti slot na 20.polju nego na 17.
After white enters he has to hit twice on his side of the board to distract black to make third anchor. With last 4 is better to bring new builder from midpoint in order to cover 3pt if black misses, which is not impossible at all because with his two checkers on the bar. Checker on 9pt gives white good six from the bar if black rehit and can be useful also to make 5pt or barpt. Another three black's blots can wait. White doesn't want to improve black's timing so has to be careful with hitting. In addition it is better to destroy 5pt slot than checker on 17pt.
1. | Rollout1 | Bar/17* 11/7* 7/3* | eq: +0,626 | |||
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2. | Rollout1 | Bar/21 13/9 11/7* 7/3* | eq: +0,573 (-0,053) | |||
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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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