Difference between revisions of "Ladder handling"
(→Defending: Added a remark about additional options for 4th and higher row ladders.) |
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− | In a [[ladder]] situation, the players have two different roles: The player who tries to connect to the edge is called the attacker, and the player who tries to prevent the other from connecting is called the defender. Here is an example where Red is the attacker and Blue is the defender, with Blue to move. | + | In a [[ladder]] situation, the players have two different roles: The player who tries to connect to the edge is called the '''attacker''', and the player who tries to prevent the other from connecting is called the '''defender'''. Here is an example where Red is the attacker and Blue is the defender, with Blue to move. |
− | < | + | <hexboard size="4x8" |
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b2 c2 d2 e2 B a3 b3 c3 d3" | ||
+ | /> | ||
− | Generally the attacker has the [[ | + | Generally the attacker has the [[initiative]]. The defender's moves are usually forced; he has to defend or else the attacker will connect. |
== Defending == | == Defending == | ||
− | The defender usually has two options: he can push or he can yield | + | The defender usually has two options: he can push (a) or he can yield (b). The possibilities are shown in the following diagram: |
− | < | + | <hexboard size="4x8" |
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b2 c2 d2 e2 B a3 b3 c3 d3 E a:e3 b:e4" | ||
+ | /> | ||
− | + | * '''Pushing''' means to play a move on the same row as the earlier moves. | |
+ | * '''Yielding''' means to allow the attacker to get one row closer to the edge. | ||
− | + | It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's [[outpost]]s, as in the following situation: | |
− | + | <hexboard size="4x9" | |
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b2 c2 d2 e2 B a3 b3 c3 d3 f1 R g1 E a:e3 b:e4" | ||
+ | /> | ||
− | Note that in case of a 2nd row ladder, Blue's only option is to push. For 3rd row ladders, Blue's options are to push or yield. For 4rd and higher row ladders, Blue has additional options; see [[ | + | If Blue pushes in this diagram, Red will be able to connect to the bottom using [[edge template IV2b]]. If Blue yields instead, Red won't be able to connect. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have been able to connect to the bottom. |
+ | |||
+ | Note that in case of a 2nd row ladder, Blue's only option is to push. For 3rd row ladders, Blue's options are to push or yield. For 4rd and higher row ladders, Blue has additional options; see [[Theory of ladder escapes]] for a more detailed analysis. | ||
== Attacking == | == Attacking == | ||
− | Red usually has three options: | + | Red usually has three options: she can push (a), jump (b), or pivot (c). The possibilities are shown in the following diagram: |
− | < | + | <hexboard size="5x10" |
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b3 c3 d3 B a4 b4 c4 d4 E a:e3 b:f2 c:f3" | ||
+ | /> | ||
* '''Pushing''' means to continue with adjacent moves on the same row. | * '''Pushing''' means to continue with adjacent moves on the same row. | ||
− | |||
* '''Jumping''' means to go one row further away from the edge. Note that jumping is a move similar (symmetric) to the defender´s yielding; however jumping is usually an offensive move, while yielding is very defensive, hence they have different words. | * '''Jumping''' means to go one row further away from the edge. Note that jumping is a move similar (symmetric) to the defender´s yielding; however jumping is usually an offensive move, while yielding is very defensive, hence they have different words. | ||
+ | * '''Pivoting''' or '''breaking''' means to play on the same row, but skipping one hex. | ||
Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example: | Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example: | ||
− | < | + | <hexboard size="5x10" |
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b4 c4 d4 B a5 b5 c5 d5 R g1 h1 E *:f3 +:h3" | ||
+ | /> | ||
+ | |||
+ | Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a [[connection]] to the bottom via a [[trapezoid]] and a [[ziggurat]]. | ||
+ | |||
+ | == Other options == | ||
+ | |||
+ | * '''Jumping''' is also an option for the defender, where he allows the attacker to connect in exchange for important [[territory]]. This usually happens when the attacker already has a ladder escape and is sure to connect, but the defender wants to get the most compensation out of his position. The most common way to jump is on the same row as the attacker's ladder and skipping a hex: | ||
+ | |||
+ | <hexboard size="4x9" | ||
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | contents="R b2--d2 h3 B a3--c3 B 1:f2 R 2:d3" | ||
+ | /> | ||
− | + | * [[Cornering|'''Cornering''']] is an option for the attacker when she doesn't have a ladder escape. | |
== Examples == | == Examples == | ||
Line 49: | Line 84: | ||
<hex>R10 C10 Q1 Vc2 Hf5 Ve6 He5 Vg5 Hg4 Vd6 Hd5 Vi3 Hh6 Vi4 Hf7 Vf6 Hd8 Vc8 Hb10 Vc9 Hc10 Vd9 Hd10 Ve9 He10 Hg7 N:on Vg8 Hg9 Vi8 Sj8 Sh9 Si9 Sj9 Sg10 Sh10 Si10 Sj10 Ph8 Pj5</hex> | <hex>R10 C10 Q1 Vc2 Hf5 Ve6 He5 Vg5 Hg4 Vd6 Hd5 Vi3 Hh6 Vi4 Hf7 Vf6 Hd8 Vc8 Hb10 Vc9 Hc10 Vd9 Hd10 Ve9 He10 Hg7 N:on Vg8 Hg9 Vi8 Sj8 Sh9 Si9 Sj9 Sg10 Sh10 Si10 Sj10 Ph8 Pj5</hex> | ||
− | [[category: | + | [[category: Ladder]] |
+ | [[category: Basic Strategy]] |
Revision as of 01:43, 7 May 2023
In a ladder situation, the players have two different roles: The player who tries to connect to the edge is called the attacker, and the player who tries to prevent the other from connecting is called the defender. Here is an example where Red is the attacker and Blue is the defender, with Blue to move.
Generally the attacker has the initiative. The defender's moves are usually forced; he has to defend or else the attacker will connect.
Contents
Defending
The defender usually has two options: he can push (a) or he can yield (b). The possibilities are shown in the following diagram:
- Pushing means to play a move on the same row as the earlier moves.
- Yielding means to allow the attacker to get one row closer to the edge.
It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's outposts, as in the following situation:
If Blue pushes in this diagram, Red will be able to connect to the bottom using edge template IV2b. If Blue yields instead, Red won't be able to connect. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have been able to connect to the bottom.
Note that in case of a 2nd row ladder, Blue's only option is to push. For 3rd row ladders, Blue's options are to push or yield. For 4rd and higher row ladders, Blue has additional options; see Theory of ladder escapes for a more detailed analysis.
Attacking
Red usually has three options: she can push (a), jump (b), or pivot (c). The possibilities are shown in the following diagram:
- Pushing means to continue with adjacent moves on the same row.
- Jumping means to go one row further away from the edge. Note that jumping is a move similar (symmetric) to the defender´s yielding; however jumping is usually an offensive move, while yielding is very defensive, hence they have different words.
- Pivoting or breaking means to play on the same row, but skipping one hex.
Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example:
Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a connection to the bottom via a trapezoid and a ziggurat.
Other options
- Jumping is also an option for the defender, where he allows the attacker to connect in exchange for important territory. This usually happens when the attacker already has a ladder escape and is sure to connect, but the defender wants to get the most compensation out of his position. The most common way to jump is on the same row as the attacker's ladder and skipping a hex:
- Cornering is an option for the attacker when she doesn't have a ladder escape.
Examples
In the following game, Red needs a ladder escape to the bottom ladder:
Red can get this by jumping to the 3rd row:
Because now i8 is a working ladder escape fork: