In very simple terms, there are 3 basic plans employed. You need to be agile enough to hop between game plans almost instantly as the action of the match unfolds.
The Blockade
This is composed of building a 6-deep wall of checkers, or at a minimum as thick as you might achieve, to lock in the competitor’s checkers that are located on your 1-point. This is deemed to be the most acceptable tactic at the begining of the match. You can assemble the wall anywhere within your eleven-point and your 2-point and then shift it into your home board as the match advances.
The Blitz
This is comprised of closing your home board as quickly as as you can while keeping your challenger on the bar. For example, if your competitor rolls an early 2 and shifts one piece from your one-point to your 3-point and you then roll a 5-5, you are able to play six/one six/one eight/three 8/3. Your competitor is then in big-time trouble due to the fact that they have two pieces on the bar and you have locked half your inner board!
The Backgame
This plan is where you have 2 or higher pieces in your competitor’s inner board. (An anchor is a point occupied by at least 2 of your checkers.) It would be played when you are decidedly behind as this plan greatly improves your opportunities. The best places for anchor spots are towards your competitor’s lower points and also on adjacent points or with a single point separating them. Timing is important for an effectual backgame: besides, there’s no point having 2 nice anchors and a complete wall in your own inner board if you are then forced to dismantle this straight away, while your opposer is moving their pieces home, taking into account that you do not have other spare checkers to move! In this situation, it’s more favorable to have pieces on the bar so that you can preserve your position up until your challenger gives you an opportunity to hit, so it will be a good idea to try and get your challenger to hit them in this situation!