GW-KW, Point Count Chess Raw Discussion, File #3:
Part of the Advanced Beginner's Chess Guide (Section 2)

GW-KW, Point Count Chess,
Raw Discussion, May 24th 2011,
What I Needed Ken To Clarify,
[+] Mobile Pawn Wing


May 24th 2011, additions to that discussion about the Mobile Pawn Wing (MPW) ...

Referring to Ken's May 19th comments ...

(GW, May 24th) That's explained things more. I wonder, Ken, using the following position (and deliberately avoiding what you'd actually do in this situation - for the sake of a demonstration), would you be able to extend the sequence to show White with a Mobile Pawn Wing (Queenside) and take it all the way until it no longer exists? ...

PGN: Q-side Mobile Pawn Wing Demo (Start to No Longer Exists)

[Event "Re: The White Mobile Pawn Wing (Q-side)"]
[Site "?"]
[Date "2011.05.23"]
[Round "?"]
[White "?"]
[Black "?"]
[Result "*"]
[PlyCount "12"]

1. Nf3 Nf6 2. g3 d5 3. Bg2 c6 4. O-O Bg4 5. d3 Nbd7 6. Re1 e5 {GW: Ken, can you develop the MPW from here?} *

Ken's Comments ...

OK, to begin, Black has temporary control of the center, so White must wrestle it away. White's King is safe. Black currently has a Hanging Pawn formation, and is a target of attack. White can challenge that in two ways: e4 or c4.

Both attack d5. White does not want to move the d3 pawn again, as he will lose a tempo in the opening. So if he chooses to initiate the Mobile Pawn Wing (MPW), first he must either cause the center to be closed, or gain control of the center, if open or semi open.

White also needs to have superior development in order for the MPW to count and be able to advance.

This is a little early in the game to be thinking MPW (generally a middle game concept), but if he wants to attempt it now, he must deal with development and the center first. White is already thinking e4 (by his Rook being on e1), and if he does that immediately, Black would not want to take immediately dxe4, because on White's retake (dxe4), the Knight on d7 would be pinned, and the pawn on e5 could be taken.

I would (as White) want to enhance my development, probably with Bg5, pinning Black's other Knight which is protecting d5, so indirectly helping the attack in the center. Then if Black does not move his Queen (e.g., Be7), then play e4.

Once the center has been resolved, White could advance a couple of ways: a3 then b4 then c4 would be one way. Another would be a4 (attempting to get to a5 or even a6), forcing at least one of Black's pawns into a backward situation. Then advancing the other Queenside pawns.

That's about as far as I want to go at this early stage. But it could give you a couple of ideas. When we examine complete games, we will probably see more examples.


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