I played my wife with the Orange Crush and LOST!!! lmfao. shes no slouch on the table either...but FFS thats a lot of weight. lol.
**For those that don't know "Orange Crush" means she gets the 5 out to win. BUT, they didn't count on the break except the 9. I couldn't make the nine on the break in the back two corners. Any of her balls on the break that I made spotted. And I couldn't foul and make any of her money balls. (she got smart lol).
Carl
Not sure I get this. I thought the Orange Crush was the 5 ball AND the Breaks - the breaks being the "crush" part of the orange crush.
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As for the general topic of the thread, obviously you need to have some idea of the your opponent's abilities as well as your own.
In rotation games like 9 Ball, giving games on the wire is really conditional on the length of the race.
Giving the breaks may not be a big deal but can seem like a big spot to your opponent. If he is not likely to run out then it really is not a big spot, especially if you are not a run out player either. Let him make the first 5 or 6 balls and after he's done all the heavy lifting you get to the table with only a few balls left to finish off. If you are a run out player then giving up the breaks means more because you will forfeit the chance to win games by B&R. Along these lines, if you are not a run out player but usually make a ball on the break, you may often leave him the with a lay out involving only a few balls left unless you are fairly conservative and know when to duck. Keep in mind that even if your opponent is not a run out player but is skilled in safety play, then giving the breaks is a bigger deal because you are giving control of the table beginning every game to a player who knows how to retain control. This is something to make a note of when analyzing your opponent's speed. Do his runs usually end with a missed shot or does he play a lot of safeties? Does he almost always try to get out even when faced with difficult shots or does he often successfully choose to seek cover? In short, the ideal scenario for giving up the breaks is if neither of you are run out players, but he thinks he is.
Similarly (with or without giving the break), if your opponent rarely runs past the 6 ball, then giving the 7 or 8 will look enticing to him but probably not mean much. If he is fairly adept at short rack winning via caroms or combos, then substitute the last 2 or 3 instead specific ball spots, thus forcing him to run balls to get out. Note: the last 2 or 3 includes the 9 ball.
On specific ball spots, always stipulate that the spot ball must be racked in the row behind the 1 ball or stipulate it does not count on the break. And even if you stipulate it must be called it is important to keep this ball from being racked on the wing.
This one you probably know but since I don't think it was actually mentioned, I'll say it. As a general rule for ball spots, giving the 7 is more weight than giving 8; giving the 6 is more than the 7; etc. This is simply because for any given skill level of your opponent he is less likely to run the number of balls required to get to the money ball.
Given some knowledge of your opponents speed, the idea is to make it look good but keep the weight just out of the reach of his abilities and within the reach of your abilities to overcome it.
Hope some of this helps.:grin:
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