Well I managed to miss my 4k milestone by a good few posts, but it's been a while since I wrote any Strat on STTF, so thought I'd throw this one out there, partly because I think it will help me focus my mind clearly by having to write it down in a post. There's nothing revolutionary here at all, but it may serve as an aide memoire for more experienced players and a pointer for beginners.
Check/Fold, Check/Call, Bet/Fold........But which do I opt for....and why?
This post will be about the common scenario, where we are out of position, post flop, deep stacked, and are faced with a decision. We typically have 6 options:
1. Check/Fold
2. Check/Call
3. Bet/Fold
4. Bet/Call
5. Bet/3bet
6. Check/Raise
I am going to leave 3-6 for the time being, since these are used far less commonly than 1-3, and are usually quite obvious when we need to employ them.
Check-Fold
This is a simple one!
Ideal Conditions:
- Hero has either a very weak hand or no made hand or draw (i.e low equity)
- Hero has little showdown value
- Hero rarely improves on future streets
- Villain is Passive and will not bluff very often
- Board is wet and connects very well with Villains Range
Villains Range will look like this:
Example Hand:
Hero: 5
7
Villain Range: Broadways, 22+, A-x.
Flop: K
Q
7
Hero Action: Check/folds bottom pair no kicker.
Check-Call
This is probably the most difficult one, since it is a passive option, which is usually a tricky option to play when OOP, and often leaves us with little information on later streets.
Ideal Conditions:
- Hero has a marginal hand which may be best but isn't super strong
- Hero has strong showdown value
- Hero often improves on later streets
- Future streets are unlikely to significantly devalue Hero's hand (i.e if we have the best hand now, we will often have the best hand on the river)
- Villain is Aggressive and has many bluffs in his range (he may c/bet 100% on dry boards etc.)
- Villain doesn't have many worse made hands in his range that Hero can get value from.
- Board is dry and doesn't connect with Villain's Range
Villains Range will look like this:
Example Hand:
Hero: K
9
Villain Range: Suited Connectors, Pocket Pairs
Flop: K
7
7
Hero Action: Check/Calls top pair marginal kicker.
Bet-Fold
This one is used less often by inexperienced players, but is vital to being successful in squeezing value out of our opponents.
Ideal Conditions:
- Hero likely has the best hand
- Hero's hand is likely to be devalued on future streets
- Villain has many worse made hands in his range
- Villain very rarely bluffs without very strong made hands
- Villain has many draws in his range
- Board is wet
Villains Range will look like this:
Example Hand:
Hero: K
J
Villain Range: A-x, K-x, Q-x, Suited Connectors, Pocket Pairs
Flop: K
8
9
Hero Action: Bet-fold TPGK on wet board.
Conclusion:
Keep in mind the above hands are just examples and the conditions noted are
ideal conditions.
We are rarely presented with
ideal conditions, and the skill is to then select from the possible lines based on experience and judgment.
There are countless different flop textures, and countless different villain ranges and tendencies. It is impossible to solve this conundrum in a short post. However I hope this gives a basic framework for the thought processes that we must go through when deciding on a given line.
Also keep in mind that I've written this post pretty quickly, if there's things wrong with it, then by all means correct them!!
........discuss!
Last edited by NJD77; 01-14-2011 at 03:49 PM.