Response vs. Opening   for Money

+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X '4X1X ' '5O|
|   |
|      |  22  |
|2X ' ' ' '5O|   | '3O ' ' '3X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 158, Red: 167

• Red to play     Luck Rate: + 0.204


            • Money Game Equities

24/22(2) 6/4(2) +0.257
    55.9%   15.8%  0.7%    44.1%   10.1%   0.4%   CL: +0.178    CF: +0.257
13/11(2) 6/4(2) +0.203 ( -0.054)
    55.1%   16.5%  0.8%    44.9%   13.5%   0.6%   CL: +0.134    CF: +0.203
13/9 6/4(2)                     (936 games) +0.183 ( -0.074)
    53.8%   16.5%  0.9%    46.2%   13.5%   0.6%   CL: +0.110    CF: +0.183
24/16*                            (936 games) +0.128 ( -0.129)
    54.3%   13.4%  0.7%    45.7%   12.6%   0.6%   CL: +0.096    CF: +0.128
24/20(2)                         (936 games) +0.116 ( -0.137)
    52.2%   11.9%  0.3%    47.8%     7.6%   0.2%   CL: +0.088    CF: +0.116


            Full cubeful rollout, 1296 games, Play: 0-ply/expert, Cube: 2-ply/33%


            • Volatility after each play
24/22(2) 6/4(2) 0.111
13/11(2) 6/4(2) 0.132
13/9 6/4(2) 0.136
24/16* 0.090
24/20(2) 0.066




The argument for 24/16* for money and at DMP is that this play can win most games and has a good gammon balance as well.
The choice between 13/11(2) 6/4(2) and 24/16* might be close at DMP.
24/20(2) reduces gammon losses a lot at the cost of winning a bit less, so this play has to be a good contender at GS.

Still, it really is substantially better to use two of these 2's to make the 22-point, since White now has 10 checkers in the zone,
so some defense is called for.  Also, this play puts some pressure on the blot on the 9-point and makes it less attractive for White to make many of his good point making moves as White may have to leave the blot six away from the 22-point.

24/22(2) 6/4(2) is my slight preference over 24/20(2) at GS because 24/20(2) looks a bit too weenie to me, and for money, 24/22(2) 6/4(2) is my strong preference over 13/11 6/4(2).
Locking up the 22-point looks still very strong at DMP, while hitting with 24/16* seems to waste this good roll by failing to make the 4-point.

















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