No Bumping Challenge

CueAndMe

AzB Silver Member
Silver Member
For those interested, look at the following layout and place the cueball anywhere you'd like to start.
The challenge is to run a sequence that allows you to get to a break ball without bumping any balls. Simple combinations are allowed. Try not to create a sequence that forces you to control the cueball with pinpoint precision. Maybe with a layout like this pinpoint precision is necessary, I don't know, but the goal is to avoid it.

You will either have to show multiple shots per page or have to create 2 cuetables for your sequence, since there are 15 balls on the table and only 8 pages will show up on each cuetable.

Challenges like this may make us aware of the circumstances where bumping is the higher percentage route, even when no balls are touching one another. For all shots, if it's questionable whether a ball passes another ball, it doesn't.

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You need good speed control to get good on the 3, but if you don't, you have the 11 to help you get back on the 3. You also have to know how to come off the bottom rail to bump the 7. The important thing is to leave yourself a shot on the 10 even if you don't hit the 7. Just don't get hidden behind it. Everything else is pretty straightforward.

Just a thought...

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CueTable Help

 
Dan, nice. But what's with bumping the 7? I know it's asking a lot to do it without bumping anything. Seriously, I'm glad you decided to participate.

Here's what I came up with. I may be cheating a bit off of the 9-ball, needing somewhat more precision than I should need.

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CueTable Help

 
bluepepper said:
Dan, nice. But what's with bumping the 7? I know it's asking a lot to do it without bumping anything.

I'd have to think about a different layout if I don't bump the 7. However, I don't see it as a bad thing in this case. Bumping the 7 gives me a little more leeway on speed and helps me get shape on the 10. I could possibly bump the 7 and tie up the 5, but I think odds are against that, and most likely would end up in a better spot than it is in now. If I screw up the shot, there are enough safety balls to let me try another way. So I guess I'm saying that bumping balls isn't always something to avoid.

HOWEVER..... :)
There are two things in your run that I would consider a LAST option only! I would never start out a run with a completely open table of balls with a relatively long combination that you show. I'm even hesitant to start with my rail combo, but I think it is within the safety margin given that those balls are so tied up. I really think you are looking for trouble on an open table combo over a diamond in length between balls (again, especially since you have an open table and ball in hand). You could accomplish the same thing by shooting the 3 first, then the 4, bounce off the side rail and out for the 10, and then drift down for your 9... same result, no combos.

Second, I know Blackjack seems to incorporate this shot a lot, but I think shooting the 13 alllllll the way uptable isn't necessary, and shouldn't be included in any runout strategy... only a last option.

The good thing about these layouts is that we can disagree and kick around ideas, and sometimes something really informative comes out. I wish the big ball runners come back to town and give us some of their insight. Maybe I'm all wet, but I'm pretty sure in my opinion about these points.

Thanks.
 
bluepepper said:
For those interested, look at the following layout and place the cueball anywhere you'd like to start.
The challenge is to run a sequence that allows you to get to a break ball without bumping any balls. Simple combinations are allowed. ...
I think no comboing is required. The order is sufficient to specify the run with some flexibility. To start, I play the 15 to the lower left with draw to get on the 14, but you could play it in the upper left with follow as well.

15 14 4 3 -- getting a good angle on the three is the only challenge here, and you could continue with the 1 if you fail. Then:

7 in either head pocket, 1, 2 and 12.

That leaves 13, 8, 5, 9, 10. 11 and 6. I think there are lots of ways to get through those with the middle of the rack cleared. Almost no shot is blocked.

This pattern requires one hard shot -- the 7 -- but you should be able to play very good position from the 3. If you get a little too high on the 3, you can still play it and use the 9 to recover position on the 7.
 
Dan White said:
You could accomplish the same thing by shooting the 3 first, then the 4, bounce off the side rail and out for the 10, and then drift down for your 9... same result, no combos.
Second, I know Blackjack seems to incorporate this shot a lot, but I think shooting the 13 alllllll the way uptable isn't necessary, and shouldn't be included in any runout strategy... only a last option.

I agree. Your way is better without the combo to start. I didn't consider that. As for the 13 up table, when I was creating the sequence I weighed the positives and negatives of the leave on the 13, and I felt the 13 was a pretty easy shot up table being so close to the rail and not on it. But I guess it's just one I happen to be comfortable with.

The good thing about these layouts is that we can disagree and kick around ideas, and sometimes something really informative comes out.

Absolutely. I don't mind being wrong as long as I learn something. I'm glad you feel the same.
 
Bob Jewett said:
15 14 4 3 -- getting a good angle on the three is the only challenge here, and you could continue with the 1 if you fail.
You could even use the 10 after the 1 to get back on the 3 off of the foot rail. Or even the 10,9,3.
 
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