Neil Kazaross: 7/1*, 6/1.
Big numbers are made for blitzing and with 9 men in the zone I feelthat making the ace point is clearly correct. Gammons pay double and this play is the only one in this problem set I feel is clear !
George Klitsas: 7/1*, 6/1.
Blue's ammunition is between sufficient and insufficient for a blitz, but with a little luck, after 7/1* 6/1, Blue could succeed in making a closeout. Second best variation for Blue is the one where White anchors somewhere (2, 3 or 4 point game), but in the meantime Blue hits White's third blot and buys the time he needs in order to bring his position home and start taking off his checkers. Bots have changed our minds about committal plays like this one, unthincable by most experts in the past (I am curious to see what Snowie will have to tell us about this position) and I think that if another play [my second choice would be 24/18 13/8] is better, it can't be by far. If my choice (7/1* 6/1) is best as I think, it can be best by far.
Snowie: 7/1*, 6/1.
Two on the bar, a three point board for me, nicely distributed builders,and another checker in White's outer board to pick up along the way.Everything screams for blitz.
Marty Storer: 7/1*, 6/1.
There's no reason not to blitz away. Making the 1 point not only putstwo on the roof and gains a three-point board, with swarming buildersto back it up, but it gains time to shoot at White's outside blot.With two on the bar, White will have a very hard time bringing thatchecker to safety. Plays that make the 8 point give White too muchbreathing room. With the cube in the middle (for some odd reason) ina money game, Blue could consider something like 24/18 13/8, tryingfor an efficient double. (24/18 13/8 is also a very good ploy to getyour opponent to steam.) With White owning the cube, Blue's gammonscount, and the blitzing play is the best gammon try.
Bob Stringer: 7/1*, 6/1.
Put two on the bar against a three point board and White is reeling.Since I'm blitzing, it's just as well that I'm make the ace point. Itmeans that White has to enter a bit higher and bring his checkers thatmuch closer to my checkers which are attacking. No other playinterests me.
Casper van der Tak: 7/1*, 6/1.
Two on the bar against a three-point board. Three builders to continue the attack. Back checkers already split. Another target on White's 10-point. Gammons count. What other arguments do we need to point??
Kit Woolsey: 13/8, 13/7.
The blitz is tempting, but if I make the ace point and White getsan anchor my position will be a mess. I'm a little short on attackmaterial. I think it is better to just bring down the ammunition andlet my dice determine whether I should be playing a blitzing game or apriming game. Four in a row with many opportunities to make the fifthpart of the prime isn't bad.
Chris Yep: 7/1*, 6/1.
I definitely like 7/1* 6/1, though just a few years ago I would have thought 24/18 23/18 (or maybe 24/18 13/8) was pretty clear. Blue has 9 checkers in the attack zone. After pointing on White's head, Blue's 3 remaining offensive checkers are each on different points. On the other side of the board White has no board (so Blue is in no hurry to make a defensive anchor), White has an outfield blot, and Blue's back men are split (so that he has more chances to hit White's outfield blot or even to later make a defensive anchor if his attack stalls). All of these factors point toward blitzing with 7/1* 6/1.
Summary: A near unanimous vote for the blitz, with yours truly beingthe only holdout. I think I may have been influenced by my days of learningto play purely many years agon. In retrospect, I agree that Blue has enoughgoing for him to make the blitz profitable. It would be interesting tosee what adjustments in the position would make playing purely superior.