Quote:
Originally Posted by A-Rod's Cousin
A loss.
Move 16 e4 is bad. I had my eye on Qxd2 down the road but totally blanked that his other Knight was protecting. Jesus.
Move 23 is bad. And I realized it right after. I wanted to try to line up my Rooks but was a move too late. Nd5 is probably better here - might work out where I end up forking his Rooks or something.
Move 50 is fatal. Just pure derp. I left my Knight over there to defend and thought I had time to move my King over one but then realized it was too late. lol.
Overall I think it was a pretty solid game though for both of us. I don't think he was a true 1200 though b/c it looks like this was his first game so that was default rating. He skyrocketed to 1313 after this lol.
Move 16. e4 is the computers first choice so it's actually an excellent move. In fact 16-19 are all the top choices from Houdini, so really, this was excellent. I was checking this because I didn't personally like 18. Ne5, but I couldn't figure out what else I would do in that position, and sure enough it's the right move as it frees your bishop.
Because I have it up, at move 20 you have a crushing victory, according to the computer. Instead of 20. ... Qxd1 you can play Qxc3 and Houdini thinks whites best response is 21. e5 Rxe5 (knight is pinned) 22. Qe2 (removing the pin) Rg5 (attacking g2 with bishop and rook) 23. Nf4 and then, and I wouldn't have seen this in the game, but it's really nice, Bxg2! 24. Nxg2 Rd2!
And, move 22 and 23 are both big mistakes. Basically 22 is a wasted move giving white an attacking possibility without any positional gains for you. Really it looks like almost any other move for you is better than the one you made.
The computer likes Rd6, Bg6, Re6, Rd7, Kf8 in order from best to worst, and I think these are mostly pretty intuitive (except Kf8 I wouldn't consider). From my limited understanding I think these can be explained as you have the initiative and a strong position without any immediately exploitable weaknesses. White has no counterplay, and that gives you the opportunity to reposition (consolidate) your pieces into a more advantageous position. Additionally, white's knight is pinned so you can load up on him. Part of the idea behind Bg6 is to free up e4 for your knight.
Just for ****s and giggles I played through a tempting continuation (fyi, 23. Red1 from white is a mistake, but it's the most logical move that most people would play but c4 is better for white, although still horrible):
22. ... Rd6 23. Red1 Red8 24. Bb1 (he already has nothing to do because he is tied down defending the knight) Bg6 (freeing the d4 square) 25. Rb2 (it gets tricky) Kf8 (you can't take the knight immediately because of back rank problems... but you are in no rush) 26. Rb7 Bxd3 (and you are winning).