In very general terms, there are three basic game plans employed. You need to be agile enough to switch strategies almost instantly as the course of the game unfolds.
The Blockade
This involves building a 6-deep wall of pieces, or at a minimum as thick as you are able to manage, to lock in your competitor’s checkers that are on your 1-point. This is deemed to be the most adequate course of action at the start of the match. You can assemble the wall anywhere between your 11-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This involves closing your home board as fast as as you can while keeping your opposer on the bar. e.g., if your competitor tosses an early 2 and shifts one checker from your 1-point to your 3-point and you then toss a five-five, you are able to play six/one 6/1 eight/three 8/3. Your challenger is now in serious dire straits considering that they have 2 checkers on the bar and you have locked half your inside board!
The Backgame
This course of action is where you have two or more pieces in your competitor’s inner board. (An anchor is a point filled by at least two of your checkers.) It would be used when you are decidedly behind as it greatly improves your chances. The better locations for anchor spots are towards your competitor’s smaller points and also on adjoining points or with one point separating them. Timing is critical for a competent backgame: at the end of the day, there is no point having two nice anchor spots and a solid wall in your own inner board if you are then required to break down this straight away, while your competitor is moving their pieces home, taking into account that you don’t have any other spare checkers to move! In this case, it’s more favorable to have checkers on the bar so that you might maintain your position up until your opponent provides you a chance to hit, so it will be a good idea to try and get your challenger to get them in this case!