Joaz Banbeck wrote:
Overall, I find the idea of any pincer dubious here. I'd just play strong with F4, let him start a framework, then later use that strength to invade. ( I may be wrong here. Maybe a stronger player will advise? ) See Herman Hideema's post at
http://www.lifein19x19.com/forum/viewto ... 837#p40837Thanks for referring me to Herman Hiddema's post on pincers. Now I actually have a reference for judging whether pincer is good or bad. Upon looking at the position again, I would indeed just respond calmly at F4, let white extend along the left side and take Q10 instead.
Joaz Banbeck wrote:
Move 34: The peep is aji keshi. Maybe it makes him heavy, but there is too much room to run for this to be a profitable venture for you. Hold off on the attack and grab big points like Q10.
You're right, I waited too long to play Q10.
Joaz Banbeck wrote:
Move 48: If you must attack, push him toward the wall with L7. Or strengthen the wall with G11 or F10. But your move really does neither well.
I think this is what magicwand once described as "this move has no purpose. it is not attacking or making any points. really big mistake. if you dont make such mistake you will be alot stronger. it is like losing your turn." I didn't notice it during my review either, but it's pretty obvious now that this is an empty move.
Joaz Banbeck wrote:
Move 68: You MUST hane.
I wanted to make sure that I got to play the other point, but indeed there's no way that white will ignore the hane, and than the extra black stone helps my cause even more. That and tenuki when the stones touch is just bad technique.
mitsun wrote:
The hane at move 16 is certainly good, but I would not criticize a block at C7, letting W take the corner, getting massive thickness and sente in return.
I hadn't thought of playing C7 directly, but indeed, there's not that many points for white in the lower left, and Black gets more than enough in return. An instance of stronger player being more open to switching direction suddenly, it just never occured to me to play from the other side.
mitsun wrote:
Move 18 should just connect at D3, so as not to give W the important point B2 in sente. B could also play either of the marked moves you suggested in the game notes. The double hane at A would be a nice sacrifice tesuji to confine W to the corner and earn the block at C7 in sente.
Ah, D3! this was the move I was looking for in game and couldn't find afterwards in the review.
mitsun wrote:
Finally, the atari at move 26 is bad style. Since you plan to go back and connect after the atari, just skip the atari and extend to F7 directly. B then threatens to capture the W cutting stone in a ladder, so W will probably have to defend at E9 anyway, giving B sente to play around K4.
Thank you for this! If I can think like this and apply this principle in my games I think it would be an improvement of one stone.
Thank you both for your detailled analysis.
Cheers
Hushfield