Battling for the Bar Points, Part (b)
In effect, three are only three points from which Black can play a six. Let’s consider all three in turn.
In counting return shots, we have ignored the possibility that White might hit on the two point in those cases where Black keeps his anchor on the four point.
Black Plays Six from His 21 Point
These plays all attempt to leverage Black’s lead in the race by running now. Even when Black is hit, he may easily reenter, and White may lose outfield control in the process when White hits from his midpoint.
The downside is that Black gives up a great advanced anchor. With each of these plays is Black is hit more often than not. He can be blitzed when White rolls one of his joker doubles. We might be able to live with that, but what about Black’s weak forward position? Can he really hope to tip-toe home with three backmen through a field of five white checkers? We might try this with a single checker, but not with three. So, with these plays, Black must expect to get hit, and must resign himself to recirculating some of his checkers before this game ends. If that’s the game plan, we’re keeping the anchor.
Play A
Black’s move: 21/10
White Fans: 0/36
White hits once: 18/36 - 33, 11, 53, 65, 64, 63, 62, 61, 51, 43
White hits twice: 4/36 - 66, 44, 33, 22
Play B
Black’s move: 21/15, 21/16
White Fans: 0/36
White hits once: 22/36 - 33, 22, 65, 64, 63, 54, 53, 42, 41, 32, 31, 21
White hits twice: 4/36 - 66, 44, 43
Play C
Black’s move: 21/15, 13/8
White Fans: 0/36
White hits once: 14/36 - 44, 11, 65, 53, 43, 32, 31, 21
White hits twice: 5/36 - 66, 33, 22, 63
Play D
Black’s move: 21/15, 6/1*
White Fans: 4/36 - 66, 55, 65
White hits once: 18/36 - any 1 (except 11), 44, 43, 33, 32, 22
White hits twice: 2/36 - 33, 11
Black Plays Six from His 13 Point
These plays save Black’s anchor. In a complex game where Black expects to be hit and recirculate his checkers, holding the anchor will be important.
Play E is the safest of all the plays considered here. It’s weakness is that it throws away a checker that belongs on the bar point or four point. Still, it might be the best of a bad lot.
Play F is the boldest of all. It has the highest risk, and the highest reward. By slotting the bar point, Black gives himself a 20% plus chance of making it on the next roll. Fully 11 shots miss Black completely, and when he is missed, he can cover two-thirds of the time. Even if Black is hit on the one point with 21 or 11, he has a few chances to enter and cover the bar point.
A subtle advantage to this play is that Black places his checker from the midpoint on a point he want to make, the bar point, rather than throwing it away. The checker he throws away comes from his over-stacked six point. When Black is hit, he’s back to the game plan that evolves from all these plays: recirculate his checkers, and try again later.
Play E
Black’s move: 13/2*
White Fans: 4/36 - 66, 55, 65
White hits once: 16/36 - any 2, 11, 41, 31
White hits twice: 0/36
Play F
Black’s move: 13/7, 6/1*
White Fans: 4/36 - 66, 55, 65
White hits once: 17/36 - 44, 33, 11, 54, 53, 52, 43, 42, 32, 21
White hits twice: 8/36 - 61, 51, 41, 31
Black Plays Six from His 8 Point
This has to be a loser. Black throws away two checkers with no appreciable gain.
Play G
Black’s move: 8/2*, 6/1*
White Fans: 4/36 - 66, 55, 65
White hits once: 17/36 - 22, 62, 61, 52, 51, 42, 41, 32, 31
White hits twice: 3/36 - 11, 21
Conclusion
All these plays are bad; Black would rather not move at all! Play F attempts to improve Black's offense. Play E tries to minimize the damage. I would choose between the two, with a slight preference for Play F.