Steve Clark: 8/4*, 4/1*.
At the table this is an easy problem. In general it is right to hit blotspushed up to your 4 point unless there is a constructive play available.Here there is no attractive alternative so 8-4 is almost certainly right.Once that play is made none of the building plays looks particularlyattractive. They all involve leaving too many blots, all of which will soonappear on the bar. 16-13 is safe but has the opposite disadvantage of notgiving enough diversification. 4-1 avoids both of these problems. It tiesup White for a roll in exchange or misplacing my checker to my ace point.This play might not win a rollout but it must be very close. I will play8-4-1.
George Klitsas: 13/10, 8/4*.
Blue can play conservatively or aggressively and, at the same time, positionally or an all out attacking game. The most conservative move is 24/20 16/13, which is passive but not necessarily bad for that reason. Another candidate, 24/21 8/4* demonstrates a kind of confusion on Blue's mind. By moving to the 21 point one could say that Blue rather prepares pessimistically to make a defensive anchor if hit back by White, than going forwards. 16/9 is constructive, leaving only one blot , but White hits with all 5's and 8's and, if that happens, the checker will be much more of a strangler than a builder. Between 16/13 8/4* and 13/10 8/4* , I much prefer the latter, which is more aggressive, exploiting the duplication of 4's. Blue needs structure and with this play, he is giving himself the best chance of making eventually his four or ten point. If Blue had been doubled earlier, such a wide open play would have been risky, but with the cube in the middle, Blue will be overkilled in a number of games, butwill obtain a quite playable position in a fair amount of games. I left the double hit (8/4*/1*) last. This play is very weak in this position (although in general, it's often best in the early going). Even if White enters with only one checker, the blot on Blue's ace point and the stripped eight point, will be severe liabilities and will hamper Blue's efforts to stand on his feet. All said, I am between the passive 24/20 16/13 which leaves a cramped position (consider a sequence like White hits loose on his 4 point, Blue enters with a 41 or 16 or 26 - not to mention other sequences after White points on Blue making his 4 point) but only one blot to start with, and the aggressive 13/10 8/4* , which I analyzed earlier. For reasons of style, I slightly prefer the aggressive play 13/10 8/4*.
Rob Maier: 8/4*, 4/1*.
The real choice is between hitting two and hitting none. Not hitting gives White choice of plans depending on which way the dice fall, so better to put two up and not give any options.
Snowie: 8/4*, 4/1*.
White has enough threats that the double-hit to keep him busy is worth-while.Since I can't do very much with this roll, I should make sure that he can'tdo much on his next roll either.
Marty Storer: 8/4*, 4/1*.
8/4* 13/10 is tempting, duplicating 4's and slotting thevaluable 10 point. But I think it's too loose, giving 6double-hitting jokers, 15 more hitting non-jokers to sendback a second checker, and many blots to worry about. Theunlisted 13/6 is also tempting, leaving relatively few shotsand forcing White to strip the midpoint to hit. But 13/6 addsto the 6-point stack, putting little pressure on White andleaving him relatively free to improve his position. 16/9leaves 19 shots, and gives White few problems even on missingnumbers, which mostly anchor or run. 16/9 is bad if Whitehits, and looks like catch-up if White misses, so I rejectthat play too. Because alternatives are significantly risky,the purely defensive 8/4*/1* seems indicated. That gains afew racing pips, stalls White's big threats, and may giveBlue a chance to consolidate something.
Bob Stringer: 13/10, 8/4*.
Of the three hitting plays, I like 13/10 the best, since it aims tograb a good inner board point and I don't mind the blot on the 16point as much as I might, since 4's are duplicated. The double hit issomething I do only when there's really nothing arguably better, or ifthere's a clear upside such as being able to make hay somewhere on theboard while the opponent has two on the bar. Here, I don't see it.16/13 just looks too safe, and 24/21 definitely is out, since it putsmen in danger all over the place. That leaves the 2 non-hitting plays.I don't like 16/9 because if it doesn't work (i.e., if I'm hit) I'veaccomplished nothing except to end up with 2 men back and no structurewhatever. That leaves 24/20, 16/13, which is kinda ok, except that itraces when I'm very slightly behind in the race, and racing with nostructure at all doesn't look like great odds -- White certainly willpounce on the blot without hesitation. That makes hitting plus 13/10 apretty clear choice for me.
Casper van der Tak: 24/20, 16/13.
Blue leads in terms of escape, but is behind in terms of building his position (and slightly behind in the race as well). Blue should build on his advantage, escape, safety his checker on the 16, and start extricating his last back checker. Other plays risk losing the lead in escape, for little gain it the plays work.
Kit Woolsey: 8/4*, 4/1*.
It seems necessary to hit on the four point, particularly since there aren'tany great fours available anyway. Stripping the eight point is not good,but what else is there? Normally I don't like the idea of moving off a goodpoint to hit the second checker on the ace point, but somehow it feels righthere. Blue needs to keep White as busy as possible so Blue has a chanceto consolidate his loose position. Other plays give White too manyhitting numbers, and if White gets the initiative Blue will be in bigtrouble.
Chris Yep: 24/20, 16/13.
Hitting loose with the 4 is awkward since it strips the 8 point. Still, hitting loose with the 4 is a strong candidate since the non-hitting plays have their own weaknesses. Of the hitting plays I like 8/4*/1*, which at least puts two in the air and knocks White off balance. Still, I find stripping the 8 point a little too awkward here. I prefer 24/20 16/13 to play with only one back checker.
Summary: Half of the panel went along with the ugly double-hit. Theimportance of this type of tempo play has become emphasized more and moreby computer rollouts. You never know what will happen when you put youropponent on the bar.