In very general terms, there are three fundamental plans employed. You need to be agile enough to hop between techniques instantly as the action of the game unfolds.
The Blockade
This consists of building a 6-deep wall of pieces, or at a minimum as thick as you can achieve, to block in your competitor’s checkers that are located on your 1-point. This is deemed to be the most adequate course of action at the begining of the game. You can assemble the wall anywhere inbetween your 11-point and your 2-point and then move it into your home board as the match continues.
The Blitz
This consists of locking your home board as quickly as as you can while keeping your competitor on the bar. e.g., if your challenger tosses an early two and moves one checker from your one-point to your three-point and you then roll a five-five, you are able to play six/one 6/1 eight/three eight/three. Your competitor is then in big-time dire straits because they have 2 checkers on the bar and you have closed half your home board!
The Backgame
This plan is where you have two or higher checkers in your opponent’s inner board. (An anchor is a point consisting of at least 2 of your checkers.) It needs to be used when you are decidedly behind as it much improves your circumstances. The strongest locations for anchors are close to your competitor’s lower points and either on adjoining points or with a single point in between. Timing is integral for a competent backgame: besides, there is no reason having 2 nice anchors and a solid wall in your own home board if you are then forced to break apart this right away, while your challenger is shifting their checkers home, considering that you do not have any other extra checkers to move! In this situation, it’s better to have checkers on the bar so that you are able to maintain your position up till your opponent gives you a chance to hit, so it can be an excellent idea to try and get your challenger to get them in this case!