1. e4 e5
2. f4 d5
Falkbeer's Countergambit. Black is going to sac a pawn to get the initiative.
3. exd5 e4
The black pawn puts alot of pressure on white's position here. It's hard to remove and keeps white from developing like Nf3.
4. Nc3 Nf6
5. d3?!
Attacks the pawn on e4 for a second time, but this allows black to pin the knight on c3.
[b]I don't play this opening but I wanted to use it for my game analysis and i'm wondering what white can play instead of 5.d3 which would give me a better game?
I have looked at Bb5+, Bc4 and Qe2 but they don't seem that much better then 5.d3.
What is the right move for white on move 5.?
Originally posted by RahimKYou do not have to play 3. eXd, 3. Nf3 is a perfectly solid alternative.
1. e4 e5
2. f4 d5
Falkbeer's Countergambit. Black is going to sac a pawn to get the initiative.
3. exd5 e4
The black pawn puts alot of pressure on white's position here. It's hard to remove and keeps white from developing like Nf3.
4. Nc3 Nf6
5. d3?!
Attacks the pawn on e4 for a second time, but this allows black to pin the knight on c3.
hey don't seem that much better then 5.d3.
What is the right move for white on move 5.?
But if you do play 3. eXd .. e4 3. .. c6 and 3. .. eXf are both playable alternatives
Then you have the following main options 4. Bb5+, 4. c4, 4. d4, 4. Nc3 and 4. d3. You should consider Nc3 and d3 as the only 2 moves likely to gain white an advantage as the other 3 concede equality too early.
You remark on 4. Nc3 which is a solid white move with 4. .. Nf6 being the only logical black reply. White then needs to consider 5. Bc4, 5. d3 or Qe2 all of which are playable and should leave white with a slighly better position from the opening.
If 5. d3 .. Bb4; 6Bd2 .. e6; 7. BXP .. O-O; 8. Bd2 .. BXN; 9. bXB .. Re8+; 10. Be2 .. Bg4 11. Kf2 .. BXB; 12. NXB .. QXP with equal chances. [b]I prefer 5. Qe2 which gives a more dangerous sharp game in which white is likely to castle Q-side.
P.S. Hope I typed this right as I haven't checked it on the board
Originally posted by RahimKYeah, DF's got a fairly solid answer, I think. Everything I've heard suggests that 4.d3 is THE move for white though.
1. e4 e5
2. f4 d5
Falkbeer's Countergambit. Black is going to sac a pawn to get the initiative.
3. exd5 e4
The black pawn puts alot of pressure on white's position here. It's hard to remove and keeps white from developing like Nf3.
4. Nc3 Nf6
5. d3?!
Attacks the pawn on e4 for a second time, but this allows black to pin the knight on c3.
...[text shortened]... hey don't seem that much better then 5.d3.
What is the right move for white on move 5.?
Originally posted by cmsMasterThe game I am going over now, Schakur posted it, one of the question is:
Yeah, DF's got a fairly solid answer, I think. Everything I've heard suggests that 4.d3 is THE move for white though.
instead of the troublesome 5.d3?! what is the correct move for white?
I have no idea what the answer is and he hasn't moved in awhile.
What answer did he have in mind? ie. What is the solution!!?
I think 5.d3 is decent and 5.Bb5+ and Bc4 are pretty much all the same as far as white's advantage is concerned.
Originally posted by RahimKTry Qe2 for a much sharper source of fun, probably castling Q-side!
The game I am going over now, Schakur posted it, one of the question is:
instead of the troublesome 5.d3?! what is the correct move for white?
I have no idea what the answer is and he hasn't moved in awhile.
What answer did he have in mind? ie. What is the solution!!?
I think 5.d3 is decent and 5.Bb5+ and Bc4 are pretty much all the same as far as white's advantage is concerned.
... although its sharp it is also sound
Originally posted by Dragon FireI didn't think it was busted, simply unpopular at this point. However, my understanding was that 4. d3 wins for white with proper teqnique.
At GM level isn't the KG supposed to be busted?
At our level (unless you are up against an engine) they are both a source of fun.