In astonishingly general terms, there are 3 chief plans used. You must be able to switch game plans instantly as the action of the match unfolds.
The Blockade
This is comprised of building a 6-deep wall of checkers, or at a minimum as thick as you are able to achieve, to lock in the competitor’s pieces that are located on your 1-point. This is judged to be the most adequate strategy at the begining of the game. You can assemble the wall anywhere inbetween your 11-point and your two-point and then shift 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. For example, if your competitor tosses an early 2 and moves one checker from your one-point to your 3-point and you then roll a five-five, you are able to play 6/1 six/one 8/3 eight/three. Your opponent is now in big-time dire straits taking into account that they have 2 checkers on the bar and you have closed half your inner board!
The Backgame
This course of action is where you have two or more anchors in your competitor’s home board. (An anchor spot is a position occupied by at a minimum two of your pieces.) It must be played when you are decidedly behind as this strategy greatly improves your circumstances. The best places for anchor spots are close to your opponent’s lower points and either on adjoining points or with one point separating them. Timing is important for a competent backgame: after all, there’s no reason having two nice anchors and a complete wall in your own home board if you are then forced to dismantle this right away, while your challenger is moving their pieces home, taking into account that you don’t have any other additional checkers to shift! In this situation, it is more tolerable to have pieces on the bar so that you can preserve your position until your challenger provides you an opportunity to hit, so it may be an excellent idea to try and get your opposer to get them in this case!