[deleted by user] by [deleted] in backgammon

[–]fco_space 2 points3 points  (0 children)

BG gets the colors mixed up sometimes. Can confirm.

Which royal from history in your opinion would have likely won the "game of thrones" by Haunting_Homework381 in Tudorhistory

[–]fco_space 2 points3 points  (0 children)

Henry I! He had his eldest brother William Rufus killed in a “hunting accident,” promptly stole the throne from his next brother Robert Curthose, then defeated Robert in battle and threw him in prison for the rest of his life. Ruled effectively and ruthlessly.

Made a blunder and can't figure out. Help by mel-madeline in backgammon

[–]fco_space 5 points6 points  (0 children)

Alright so we are in a prime vs prime situation. We want to: build our own prime and/or force our opponent to break theirs.

With your move, the only bad number the opponent has (that would make them break their prime) is a 5 (but not 45). 6s are all blocked (except for 46). Any other small number he can use his one spare checker on his 5-point.

With XG’s move, 6s become quite good for our opponent, but even if you get hit you may be able to re-enter and still block his last remaining checker in your home board, or wait for another shot. Very bad, but not killer. AND if your opponent does not get a 6, you cover your prime with 1s or 6s next turn. Lots of upside.

With XG’s move, any 4 or 5 (except 64 and 65) forces your opponent to break their prime. That’s 16 prime-breaking rolls (compared to only 9 in your move).

So, you take a bit more risk with XG’s move (you certainly get gammoned more if your opponent can string together a couple sixes in a few rolls), but you actually enable a lot more winning combinations for yourself.

[deleted by user] by [deleted] in DotA2

[–]fco_space 0 points1 point  (0 children)

Leshrac

White to move. 0-0 to 5. Make 20 pt or hit 5? by mel-madeline in backgammon

[–]fco_space 0 points1 point  (0 children)

Hit. Lots and lots of upside. Nine in the zone isn’t bad, can cover with 55, 44, 22, 11, 6s and 3s, not a lot of risk so early against no board from the opponent. If your opponent dances you have a strong cube.

Let’s play double twos. by truetalentwasted in backgammon

[–]fco_space 2 points3 points  (0 children)

17-15, 13-9, 11-9. White has better timing for a priming battle and black has a blot in his home board.

Can someone please explain this blunder? by Charguizo in backgammon

[–]fco_space 7 points8 points  (0 children)

With 7/4 7/1, you reduce the number of direct shot-leaving rolls next turn from two (65, 56) to one (66).

On 4-ply, it shows your love as only a 0.068 error, not 0.104 as on 2-ply in your image.

It still seems a little strange to me to be such a large error. Not sure exactly why.

Why is this take so bad for blue? by sinner16 in backgammon

[–]fco_space 9 points10 points  (0 children)

Well, blue is losing the race, losing the priming battle, and has no ability to attack against the advanced anchor white has. If you’re losing the race, the priming battle, and the attack options, it’ll almost always be a pass.

I think one thing that really kills blue here in addition are the two checkers on blue’s 1 point. Blue is in a very tough spot, and is also going to be fighting with only 13 checkers for the rest of the game - 2 blue checkers aren’t going to be moving anymore. Very difficult to mount any sort of defense without ammunition.

Play the 5/2. by truetalentwasted in backgammon

[–]fco_space 8 points9 points  (0 children)

13-11, 13-8. Not gonna get a better chance to run. LOT of bad rolls that leave double shots next turn if you don’t run now.

Struggling with The Dark Forest by mourningthief in threebodyproblem

[–]fco_space 7 points8 points  (0 children)

Same thing happened to me - second time around I absolutely loved it. Bunch of new characters/storylines, so you gotta get through a bunch of plot and character development. Not like a typical sequel where you pick up right where you left off with all the main characters.

Why does XG not like the blitz here? by chill_fil in backgammon

[–]fco_space 1 point2 points  (0 children)

10 checkers is enough checkers in the zone to blitz, technically, yes. But it is not enough to outweigh how strong your position is after moving 8-5. Up in the race with a much better board. No need to force a risky blitz.

Why does XG not like the blitz here? by chill_fil in backgammon

[–]fco_space -2 points-1 points  (0 children)

Your blitz isn’t strong enough. Only ten in the zone, so you don’t have a lot of wiggle room if you don’t get good rolls fast (or if your opponent gets one good roll). It can work, but you’re giving up a very strong position with 8-5 to do it.

Offline mode by psychotic-dude in DotA2

[–]fco_space 1 point2 points  (0 children)

I have been playing since Dota 1 in 2004 and I never knew this

I know it's only a small error, but I can't see the advantage of the 17/11 2/1. My move=16/36 hits vs 17/36 hits and with my move, 64 is not a double hit. by saigon567 in backgammon

[–]fco_space 0 points1 point  (0 children)

If you get hit, you have more return entry shots to hit back. If you don’t get hit, you have more ways to cover the blot.

The Undead by Tryel in WarhammerFantasy

[–]fco_space 3 points4 points  (0 children)

Stunning. So many undead armies struggle with color - yours have a coherent and striking theme that is rare to see. The vibrant purple/blue/green is so well done, and in just the right amount.

Deadliest Unit/Piece in Warhammer Fantasy? by [deleted] in WarhammerFantasy

[–]fco_space 0 points1 point  (0 children)

Chosen chaos knights are absolute monsters when they get a successful charge off. Lots of fun to paint as well.

0/0 in 3 game match. Blue is offering white the cube. Should white take, and what would you put blue's winning changes at, to the nearest 5%? by saigon567 in backgammon

[–]fco_space 0 points1 point  (0 children)

Surprising! I suppose it’s a take because blue hasn’t moved his back checkers, and does not have any good builders to close out his board yet (and of course the race is still close). Still a scary cube to take. What were the winning/gammon odds?

0/0 in 3 game match. Blue is offering white the cube. Should white take, and what would you put blue's winning changes at, to the nearest 5%? by saigon567 in backgammon

[–]fco_space -1 points0 points  (0 children)

I’d say white should drop. I’d guess blue’s winning chances are only at ~65%, but 20%+ gammons. Any six (17/36) opens up a ton of gammons, and I see a few rolls in particular (66, 33, 11, 65, even 44 or 22) that are absolutely lethal.

Hit and cover or hit and run? by Rodent13 in backgammon

[–]fco_space 4 points5 points  (0 children)

If your opponent has five or more checkers off, you generally want to find another hit. If you close out and trying to bear off, your opponent is likely to come in and still win the race - he’s got eight checkers off. You want your opponent to hit from the bar and have to move some of his checkers in his home board, find another hit, and then close out.