Response vs. Opening

+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X '4X ' ' '5O|
|   |
|      |  22  |
|1X '1X ' '5O|   | '3O ' ' '4X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: GNU_0.14 (Top): 160, Hisako (Bottom): 167

• Hisako to play     Luck Rate: +0.137


            • Money Game Equities

13/11(2) 6/4(2) +0.187
    54.7%   15.0%  0.6%    45.3%   12.3%   0.7%   CL: +0.121    CF: +0.187
24/22 13/11 6/4(2) +0.152 ( -0.035)
    53.3%   13.8%  0.5%    46.7%   11.4%   0.4%   CL: +0.092    CF: +0.152
24/22(2) 6/4(2) +0.150 ( -0.037)
    53.3%   12.8%  0.5%    46.7%     9.3%   0.4%   CL: +0.101    CF: +0.150
24/20(2) +0.098 ( -0.089)
    51.6%     9.5%  0.5%    48.4%     6.7%   0.2%   CL: +0.063    CF: +0.098


            Full cubeful rollout, 468 games, Play: 0-ply/expert, Cube: 2-ply/33%


            • Volatility after each play
13/11(2) 6/4(2) 0.125
24/22 13/11 6/4(2) 0.163
24/22(2) 6/4(2) 0.111
24/20(2) 0.059




Just making both 4 and 11-points looks best for money and at most scores because White has no new builders.
The problem with 24/22(2) is that Red does not really want this anchor.
After making the 4-point the next logical point is the 5-point and making the 11-point increases its value.

24/22(2) 6/4(2) or 24/20(2) gives best chances to save the gammon and enter a simple race, and would sometimes be best at a GS score.
At a GG score, 13/11(2) 6/4(2) gives Red best gammon chances as well as best winning chances.













   GG   
   GS   
   DMP   


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