In very simple terms, there are three main game plans used. You must be able to switch techniques almost instantly as the course of the game unfolds.
The Blockade
This consists of creating a 6-thick wall of checkers, or at a minimum as thick as you can achieve, to lock in the opponent’s pieces that are on your 1-point. This is considered to be the most adequate strategy at the begining of the game. You can create the wall anywhere between your 11-point and your 2-point and then shift it into your home board as the game advances.
The Blitz
This consists of closing your home board as fast as possible while keeping your challenger on the bar. For example, if your opponent rolls an early 2 and shifts one checker from your 1-point to your three-point and you then roll a five-five, you are able to play six/one 6/1 8/3 8/3. Your challenger is now in big-time calamity considering that they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This course of action is where you have two or more pieces in your opponent’s inner board. (An anchor is a position consisting of at a minimum 2 of your pieces.) It needs to be played when you are significantly behind as this plan much improves your circumstances. The best areas for anchor spots are near your opponent’s smaller points and either on adjacent points or with one point in between. Timing is essential for a powerful backgame: at the end of the day, there is no reason having 2 nice anchors and a complete wall in your own inner board if you are then required to dismantle this right away, while your opposer is moving their checkers home, taking into account that you do not have other extra pieces to shift! In this case, it’s better to have checkers on the bar so that you can preserve your position up till your opponent provides you an opportunity to hit, so it can be a good idea to try and get your challenger to hit them in this situation!