In exceptionally general terms, there are 3 main game plans employed. You want to be able to hop between tactics instantly as the course of the game unfolds.
The Blockade
This is composed of building a 6-deep wall of pieces, or at a minimum as thick as you might achieve, to lock in your opponent’s pieces that are located on your 1-point. This is considered to be the most acceptable tactic at the start of the match. You can create the wall anywhere within your eleven-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This is composed of closing your home board as quick as as you can while keeping your opposer on the bar. For example, if your challenger tosses an early 2 and moves one piece from your one-point to your three-point and you then toss a five-five, you can play six/one 6/1 8/3 8/3. Your opponent is then in big-time trouble since they have 2 checkers on the bar and you have locked half your inner board!
The Backgame
This plan is where you have 2 or more checkers in your opponent’s home board. (An anchor spot is a point filled by at a minimum two of your checkers.) It needs to be employed when you are significantly behind as it much improves your circumstances. The best areas for anchors are near your opponent’s lower points and either on adjoining points or with one point in between. Timing is critical for a powerful backgame: besides, there’s no point having two nice anchors and a complete wall in your own inner board if you are then forced to dismantle this straight away, while your opponent is shifting their checkers home, because you don’t have other spare pieces to move! In this situation, it’s more tolerable to have pieces on the bar so that you are able to preserve your position up till your competitor provides you an opportunity to hit, so it will be a wonderful idea to try and get your opponent to get them in this case!