In very general terms, there are three main game plans used. You need to be agile enough to hop between techniques almost instantly as the action of the game unfolds.
The Blockade
This comprises of creating a 6-deep wall of pieces, or at least as deep as you might achieve, to lock in the competitor’s checkers that are on your 1-point. This is deemed to be the most adequate procedure at the begining of the game. You can assemble the wall anywhere within your eleven-point and your two-point and then shift it into your home board as the game advances.
The Blitz
This is composed of locking your home board as quickly as as you can while keeping your challenger on the bar. e.g., if your opposer tosses an early two and moves one piece from your one-point to your 3-point and you then toss a five-five, you can play 6/1 6/1 8/3 8/3. Your challenger is then in serious difficulty taking into account that they have 2 pieces on the bar and you have closed half your inner board!
The Backgame
This plan is where you have 2 or more checkers in your competitor’s home board. (An anchor spot is a position filled by at a minimum two of your pieces.) It should be used when you are decidedly behind as it much improves your opportunities. The strongest places for anchor spots are towards your competitor’s lower points and also on abutting points or with one point separating them. Timing is essential for a competent backgame: at the end of the day, there is no point having 2 nice anchor spots and a complete wall in your own home board if you are then forced to dismantle this straight away, while your opposer is getting their pieces home, because you don’t have other extra checkers to move! In this situation, it’s more favorable to have pieces on the bar so that you are able to preserve your position until your challenger provides you an opportunity to hit, so it may be a great idea to attempt and get your challenger to hit them in this situation!