In extraordinarily general terms, there are 3 fundamental game plans employed. You must be agile enough to switch tactics almost instantly as the action of the match unfolds.
The Blockade
This is comprised of building a 6-thick wall of checkers, or at a minimum as deep as you might manage, to lock in the opponent’s pieces that are on your 1-point. This is deemed to be the most acceptable course of action at the start of the match. You can assemble the wall anywhere between your 11-point and your 2-point and then shuffle it into your home board as the game continues.
The Blitz
This is comprised of closing your home board as quick as possible while keeping your opposer on the bar. e.g., if your opposer tosses an early two 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 six/one 8/3 eight/three. Your competitor is now in big-time calamity because they have 2 pieces on the bar and you have closed half your inner board!
The Backgame
This course of action is where you have 2 or more pieces in your competitor’s inner board. (An anchor is a point consisting of at least 2 of your checkers.) It needs to be used when you are extremely behind as this plan much improves your opportunities. The best places for anchors are towards your competitor’s lower points and also on adjacent points or with a single point separating them. Timing is critical for a powerful backgame: at the end of the day, there’s no point having 2 nice anchor spots and a complete wall in your own inner board if you are then forced to break down this right away, while your opposer is shifting their checkers home, because you do not have any other spare pieces to shift! In this case, it is better to have checkers on the bar so that you are able to maintain your position until your opposer gives you an opportunity to hit, so it can be a wonderful idea to attempt and get your challenger to get them in this case!