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Thank you Bill, that makes sense.
My mistake, I meant an anchor on the 4 point, not 3 point.
Is it very rare that you would ever play a checker to your 1 point in the mid game? Sometimes it looks like the best move to me, but perhaps I need to take the risk being hit outfield rather than losing a checker to the 1 (or even 2) point.
I wouldn’t go that far to say you rarely want to move to a low point, but you do need a good reason for doing so. For example, in the position you posted you only have one home board point made. If instead you had the 3,5, and 6 points made, the double hit would be a much better play even though it leaves a checker on the 1 point.
The basic idea is “what is your game plan for winning this game?” There are three main game plans you should be trying to use to win. The dice will often dictate which is best, and things will often not go smoothly (which is where backgames, holding games, and low anchor games come into play), but you should always be looking to do one of these three:
1. Racing - the simplest one to understand. Get your checkers around and off as fast as you can.
2. Priming - make points in front of your opponent’s back checkers and prevent them from moving while you escape your own back checkers.
3. Attacking - hit your opponent’s checkers and make all your home board points thereby preventing him from moving.
The low points (especially the 1 and 2 points) are really only valuable for plan 3. If you’re planning to attack, all home board points are valuable- they all represent one more number that makes your opponent dance when hit.
For the other plans, though, checkers on the low points are harmful to your plan. This is obvious for plan 2. Checkers on your 1 point cannot block your opponent’s checkers. Checkers on the 2 are useless if he advances those checkers.
For racing, though, they aren’t desirable either. This is less obvious, but racing games often lead to positions where contact is broken and you are trying to bear off more quickly than your opponent. Once contact is broken, the dice determine your remaining pip count, but not all positions with the same pop count have the same winning chances. Generally bear off positions with most of your checkers on the 4, 5 and 6 points result in better winning chances than positions with the same pip count and checkers on lower points.
The main idea is wastage of pips. If all your checked are on the 1 point, you can only reduce your remaining pip count by 2 pips (4 with a double) regardless of what you roll. Roll a 65 - you wasted 9 pips. Roll 66 - 20 pips wasted. Keeping checkers on the 4,5 and 6 points prevent wastage.
Therefore, if you are ready to commit to an attack (like you would be in your posted position with 3 or 4 made home board points), you should avoid moving checkers to deep home board points.