In exceptionally simple terms, there are three general plans used. You must be able to hop between techniques quickly as the course of the game unfolds.
The Blockade
This is comprised of building a 6-thick wall of pieces, or at least as thick as you can achieve, to block in the competitor’s checkers that are located on your 1-point. This is considered to be the most acceptable tactic at the begining of the game. You can create the wall anywhere within your eleven-point and your two-point and then shift it into your home board as the game progresses.
The Blitz
This is comprised of closing your home board as quickly as possible while keeping your opponent on the bar. e.g., if your competitor rolls an early two and shifts one checker from your 1-point to your 3-point and you then toss a 5-5, you can play six/one six/one 8/3 8/3. Your opponent is then in serious trouble seeing that they have 2 pieces on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or more checkers in your opponent’s inner board. (An anchor spot is a point consisting of at a minimum 2 of your checkers.) It must be used when you are decidedly behind as it much improves your circumstances. The strongest areas for anchors are near your opponent’s smaller points and also on adjacent points or with a single point in between. Timing is important for a competent backgame: besides, there is no point having 2 nice anchor spots and a solid wall in your own inner board if you are then required to dismantle this right away, while your challenger is getting their checkers home, seeing that you do not have any other extra pieces to move! In this case, it’s better to have pieces on the bar so that you might maintain your position until your opposer provides you an opportunity to hit, so it will be a good idea to try and get your competitor to get them in this case!