Posted 2005-April-13, 14:28
My weak NT experience:
Pd and I were known to be stable team players. I.e. we almost never came back with a "we lose, no matter what you did" card. Of course, we rarely came back with a "we win, no matter what you did" card...We got very good partners for team games because of this - they knew that if they felt they won the match, we weren't going to number them out; and if they felt they lost it, we wouldn't bring back a 0-30, and we might just save them.
When we did bring back "we win" cards was when our weak NT got overcalled, and we were +500 or more into nothing. I can't remember more than once that we got nailed for a big number when they had no game - my favourite was 2C-4 for a push (teammates: 3NT=); they couldn't double because we were max. 200 in hearts and we would find it.
I will admit we were playing an unusual for the region method, so the opps probably weren't as experienced against it than say the Brits...but I stay by my statement: when we brought back "we win" cards, it was because they walked into an axe overcalling our 11+-14 NT. And we *were* experienced about when to lower that axe.
At MPs, we got nailed by the "anti-field" syndrome: 1NT= vs 2M= after 1m-1M; 2M. At IMPs that was a wash.
I also say "I'll play anything you like against NT, but I get to double a weak NT for penalty". Yes, we didn't get run over often - and we didn't get nailed opposite no game nearly at all - but frequently the best result you are going to get after 1NT weak by opps is whatever they run to doubled; okay, you have a game on, and defending is going to net either just under or just over your game score, but you have to *find* the game starting at the 2 level, when the rest of the field get to show a good hand with a cuebid advance *at the two level* (1D-1S-p-2D vs 1NT-2S-p-?) And if you play double not for penalty, well I've been known to pass (to play) with nothing and hope it doesn't get converted (it rarely does), where I would have run against a penalty double (or a no-comment pass, even).
(I like "pass is to play" runouts for several reasons, but mostly because I'll trade some safety in finding a place to land (more sequences with pass forces XX) for punching the preempt - so, LHO, you'd better guess right, because if you pass, your next choice is what to play to the opening lead. If you bid, of course, you've let us off the hook, and you don't get to know what kind of hand I have. Have fun! Of course, 1NT-X-XX- puts a *lot* of pressure on fourth hand when it's natural - a lot more, I believe, than 1NT-X-p-p; XX-p-p-.)
I gravitate toward limited opening, weak NT systems with aggressive preempts, because of the number and frequency of "pd, don't worry about what I have, pass this" bids I get to play. End-the-partscore-fight bids work best when there's enough ambiguity that it really is unsafe not to end the partscore fight; weak 1NT - and "to play" responses to it - do that well. Yes, we lose on the roundabouts; but if you make 'em guess, and guess early, they *will* guess wrong sometimes.
Michael.
"Which is harder to find - a paranormal field agent, or someone competent who likes talking on the phone?"
"...You may return to your desk." "Thank you." -- Serena vs. Mr. Arthur,
"Paranormal Helpline", EGS:NP