Chuck Bower: 6/2*, 2/1*.
With one White checker already riding the pine, Blue shouldn't be thinkingdefensively here. At the moment Blue has serious blitzing equity. IfWhite rolls well from the rail, then Blue can think about shoring up.
Steve Clark: 6/2*, 2/1*.
I have a rule which I have not mentioned to anyone but everyone should know.The rule is: It is bad luck to have 3 men on the bar. If we hit White 2 moretimes he might have a long wait before he gets all of his men in play. Wemight have the opportunity to do many constructive things in the meantime,like, for instance, doubling his ass (or her ass). Lets give him (or her)some bad luck.
Ray Fogerlund: 6/2*, 2/1*.
I find this play distasteful but I do it anyway. I canmake tremendous gains if White rolls something like 26 from the bar, or any6. Getting hit is okay with me because there are two bad things that canhappen to ace point blots... They can get hit, or they can get MISSED, thenyou have to cover em. I would not be surprised if this is not thetechnically best play, but when it works it will lead the the fastest and/ormost decisive wins.
George Klitsas: 24/20, 8/7.
The simple 24/20 8/7 is probably best. I would give a second thought to 13/9 only if Blue had another spare on the mid.
Hannu Lyyjynen: 6/2*, 2/1*.
Putting 3 White men on the roof should give a few tempos to develop some structure. If White hits back there should be a good chance of obtaining an anchor and some sort of a holding game.
Snowie: 6/2*, 2/1*.
Attack away! There is no rush to make my bar point. With three of White'scheckers on the bar, I will almost certainly have another chance to makethe bar point if I need it. Right now the plan is to prevent Whitefrom consolidating and making an anchor. A blitz is still possible, andwith any reasonable luck I should wind up with an inner board point or twowhile White is struggling to enter.
Marty Storer: 24/20, 8/7.
The best non-weenie alternative is 6/2*/1*. Putting three onthe bar looks attractive, but I think leaving the direct returnis too risky. Blue doesn't have a board yet, and he has buildersskewed up on only three points in the zone. With equal checkersback, and a lead in the race, being hit is a big setback for Blue.With an inner-board blot, Blue may be hit later as he continuesthe attack, as he must. I'd rather make the 7 point, keeping theracing lead and consolidating an edge in development. 24/20 is abetter 4 than 13/9 because it leaves no forward shots to lose theracing advantage, and it doesn't strip the midpoint.
Bob Stringer: 24/20, 8/7.
I can't see messing around with 6/2*, 2/1* when making the 7 point isimmediately constructive. Sure, three on the bar is awe-inspiring, butI still have three of my own men back, which makes a blitz toospeculative. Since there's still a lot of play in this positionstripping the midpoint is premature. That gives the nod to 24/20over 13/9. The fact that White has a man on the bar makes it lessrisky to move up, and I'm moving up while I have the chance.
Casper van der Tak: 6/2*, 2/1*.
And after 66, I double! Putting three on the bar is pretty strong here; there are many scenarios in which White has some trouble with entering and faces a strong double 2 or 3 rolls from now. Putting three on the bar also maintains the initiative after White enters with 2 next roll, and gives Blue time to move his checkers around to good positions. Gains in the race as well.
Kit Woolsey: 8/7, 6/2*.
Two checkers on the bar should suffice for now, particularly since I don'thave enough ammunition to carry out a blitz. I need to lock up my barpoint and go from there. However, the loose hit on my two point isnecessary. I can't afford to give White a chance to make an advancedanchor next turn, and I need to unstack the heavy six point.
Chris Yep: 6/2*, 2/1*.
Blue has questionable ammunition (only 9 checkers in the attack zone and 3 back men of his own). 8/7 makes the bar point. Blue enjoys a solid race lead. Still, there's an irresistible charm to putting 3 up! Blue is a favorite to make the bar point next turn anyway and many of the rolls which don't make the bar point at least make another inner board point while still retaining the 8 point. On the other side of the board Blue is a favorite to eventually make an advanced anchor so there's no rush to slot a second advanced anchor with 24/20. A blitz probably won't succeed, but with 3 in the air anything can happen!
Summary: I thought assets were everything. Is it etched in stonethat Blue will get his bar point if he doesn't grab it now? Is Bluereally going to run a blitz from here? Could be, but that approachlooks a little optimistic to me.