Chuck Bower: 15/11, 6/5*.13/8 is worth consideration. However, if you look at White's next roll after this unprovocative play, only the 6-1 toss fails to make progress by either hitting or anchoring. It appears to be worth fighting for the 5-point: 6/5*.The 4 should be played to give Blue the best chance of either covering the 5-point, or return hitting if White enters and hits there. 6/2* takes away one of Blue's cover numbers by stripping the 6-point, so I reject that. 13/9 brings down another builder but gives White 2's and 3's to hit outside, creating a new blot. 15/11 gives White some new hitting numbers (1-4 and3-4) but creates no new blots, and makes the sometimesawkward (for example, when entering from the bar) 6 into a valuable rehitor cover number.
Malcolm Davis: 24/20, 6/5*.
A difficult play with many possibilities. It seemsnatural to swing the 4 around to the 11-point, but I am reluctant to give my opponent a good 4. Bringing the 4 down may leave too many shots and blots. If I only get one checker hit, I have very good chances to maintain a healthy advantage. If my opponent happens to fan, I am in great shape.
Hal Heinrich: 24/20, 6/5*.
Blue looks to have been optimistic by doubling before reaching thisposition! However, that doesn't affect this checker play. Blue cannotsafety the man on the fifteen point and has a stronger board. That makes 6/5* mandatory. 6/2* would be fine if it didn't strip the midpoint. 15/11 is natural as it provides ammo for the five point and advances out of White's outer board. However 24/20 takes advantage ofduplication by denying White good fours. In addition, it connects Blue's back men and starts a high anchor in case White hits.
George Klitsas: 24/20, 6/5*.
I like 24/20 6/5*. Three's are triplicated and the position in neither overextended nor vulnerable with many blots (as in 6/5* 6/2* or 8/7* 6/2* respectively).
Laila Leonhardt: 8/7*, 6/2*.
The cube has been turned, Blue needs to be aggressive and try to cash in on his blitz chances first while White has not yet anchored or built any board or prime.Splitting the 8 points to hit with the aces gives Blue more builders for his attack then stripping the 6-point and hitting on the 5. If White rolls a 5 it will under all circumstances put Blue back in the game, no matter if this is hitting a checker or anchoring up.So maximum builders for an aggressive attack.
Rob Maier: 6/5*, 6/2*.
I didn't think about this one very long either, but then, I'm a sucker for big plays. Seriously though, I don't see any reason to make it easy for White to get to a holding game. The checker on the bar point is extra incentive, as even when White hits with one and fans with one, we have an excellent chance of either making the third point or hitting on the bar, once again putting two on the roof. All we risk here is our moderate racing advantage, and let's not wax too nostalgic about that.
Kevin McGrath: 24/20, 6/5*.
A lot of reasonable moves. Either double hit could pay off with a gammon, but leave Blue with very little backup and the blitz could easily backfire. If I were to chose one, it would be 6/2*, 6/5*. Instead I opted for the hit and split.
Martin Short: 15/11, 6/5*.
I like the double hit 8/7 6/2 to get the partystarted, but an anchor on the 5pt and it's all fornaught.I think the priority here is to get the 5pt andthen work on the blitz from there so 6/5 is a must. Sowhat to do with the 4. The duplication of 3's that24/20 gives me is nice but it doesn't help me makethat 5pt. I think 15/11 6/5* is the way to go heresince it gives me another cover number.
Snowie: 8/7*, 6/2*.
Attack! I want two of White's checkers on the roof. Even if he makes theanchor on my five point, I will still have plenty of potential to makeanother inner board point and go from there. And if he doesn't roll a fiveor a two, I can carry out a blitz.
Marty Storer: 6/5*, 6/2*.
This play may gammon White before hehas time to catch his breath. White has three blots,a weaker board, and no anchor, so attacking is veryattractive. Woe to White if he misses the return; evenif he hits on Blue's 2 point he may be in big trouble.An interesting "peaceful" alternative, which would beplayed to minimize shots, keep alive some attackingchances, and try hard to keep the racing lead, is 6/2*15/14, duplicating hitting and anchoring 2's. Itseems quite weenie, but I would have expected it toshow up as a choice!
Bob Stringer: 8/7*, 6/2*.
Both sides have rather nothing structures right now, but while Whitehas more blots lying around, I have the stronger board. That meanshitting is in order, and 13/8 is not the play. Of the hitting plays,hitting twice looks best, since otherwise White my have too manychoices while my position is a little loose. That leaves two plays,and for me the choice is simple. Hitting both times in the inner boardis the sort of thing that better players do to me and it works, andwhen I do it it's always at the wrong time. It's certainly a plausibleplay and not to be sneered at, but having the stronger board right nowI don't see the need to play something that looks so urgent. Also,stripping the 6 point doesn't seem to be the way to blitz. Thus, I gowith the more conservative double hit.
Casper van der Tak: 8/7*, 6/2*.
Hits two, leaves little returns. Play tactically with the better board. 6/5* 6/2* would be worth looking into if there were an additional spare on the 6. Finally, check how the different number play after 8/7* 6/2*: every number can be used to hit or cover.
Kit Woolsey: 8/7*, 6/2*,
We must attack. Simply hitting one blot isn't good enough here. 6/5*, 6/2*keeps the eight point, but it strips our six point and gives White twos andfives with which to hit back. 8/7*, 6/2* cuts down on White's counterplay,and gives us better distribution to make a third inner board point andcarry out a blitz if the dice go our way.
Chris Yep: 15/11, 6/5*.
Blue has the stronger board but has to leave a direct shot, so he might as well hit on his 5 point. 8/7* 6/2* is also possible, but it destroys Blue's structure. If White can simply anchor on Blue's 5 point, the game can quickly turn around. With only 8 men in attacking position, I don't think Blue is ready to launch a full-scale blitz.
Assuming that Blue is going to hit on his 5 point, 13/9 and 6/2* (stripping the 6 point) seem too loose. 15/11 provides more ammo and starts to safety another checker. 24/20, which duplicates 3s everywhere, looks cute , but I believe that 15/11 provides a more balanced and playable position.
Summary: It was a close vote between the slashing double-hit and themore positional plays which only hit on the five point. Maybe the positionalplays have merit, but I know wild horses couldn't stop me from putting twoenemy checkers on the bar in this position.