RE: How to Improve My Mid-game?
Some thoughts about your game VS Fairway:
- 4:00. You attacked a front row piece with your Marshall, with no possibility of killing/trapping any additional piece(s). You revealed it pretty cheaply. If you want to reach a top level, you must remember where pieces come from, especially with so few pieces moved and only 4 minutes of play.
- 6:40. At this point you are 2 captains up but 4 pieces down in global (1 lieu, 2 miners, 2 scouts and the spy). When you are down in pieces, depending on the info you have and how many (and which) pieces they are, you need to think if a trading game benefits you or not.
- 9:30. You are 5 pieces down now, but you are 2 captains up. Fairway knows your Marshall and your last Major (your highest pieces). His captains are "safe" from any other piece of your own. However, you used a Lieutenant to attack an unknown piece that he placed there when he realized you were coming down with a not Marshall/Major piece. At this time you should think more carefully about the consequences of your moves. For instance, your worst case scenario would be you hitting that protected piece in E4 with your captain, turning out it is just a scout and Fairway killing your capt with his Major. How would that affect to the game? How about turning it out to be a trade off? What are the odds that the spy is the piece on E3? You still have a scout left and that piece has been placed there unprotected since 7:10. These are the mid-game decisions that deserve a thought. Your decision left you down another piece and discovering a captain that you won't be able to kill because your major is pinned, and you don't know where his spy is.
- 11:10. You placed your last scout at E3. Fairway's pieces at E1, C3 y F3 can neutralize it. With no scouts left to worry about, Fairway's spy's life becomes easier. Why did you waste it that way?
- 12:57. Again, you used a sergeant to hit a protected unknown piece. You can't afford losing any single piece at that time, and Fairway still have 3 pieces (Major and 2 lieus) that can kill your sergeant. You need to kill some of his minor pieces (losing no one of your own) if you want to have a chance of winning this game.
- 14:27. You lost your fourth miner cheaply. Fairway still has 2 potential tripods and a potential corner sealed flag. He is up many pieces, he won't allow a potential miner accessing his last two rows. You must keep that minor alive.
- 14:50. Now you attack with your captain blindly. Too late. Why didn't you do that before? If you had done it, maybe you would have had an extra sergeant and lieutenant now.
- 15:05. You move a piece that Fairway can kill for free. Although he frees your Major by doing so, at that point he only has one piece moved (his scout in H3), and his setup minimizes the damage from you lottoing. The fact that the piece you give him for free is your last miner turns your mistake into a bigger one. Surely you wanted to make room for your last captain, which is blocked by your own setup. But you have a moved lieutenant in E8 doing nothing. Use it.
- 16:10. You left your captain unprotected next to an unknown piece. Huge mistake.
- 16:26. The game is a clear defeat for you right now, but when you are in a losing position, trading pieces off is not a good idea. Actually, Fairway accept the trading off immediately.
17:50. What is the point of moving that sergeant? It is your last unknown movable piece. It doesn't matter in this game, but in a more even one, keeping it unmoved will make your opponent doubt whether your sergeant is in A8, A9, or E9. Also, every movement must have a purpose and don't move pieces unnecessarily are two tips that you must keep in mind if you want to improve your level.
(This post was last modified: 01-22-2021 08:45 PM by Richelieu.)
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