Four
Gambits To Beat the French
by Tim Harding is the latest Chess Digest publication
and, like the Silman Sicilian book I discussed
in a previous review, it is physically of a much
higher standard than works from this publisher
were a few years ago. The typesetting and editing
are also well done. Of course, the author also
makes a big difference; Tim Harding has been writing
for many years (well before the Age of Databases),
and knows how to put together a coherent book.
He has always been willing to explore unusual
variations and ones which are difficult to write
about, and Four
Gambits is no exception.
Harding's particular strength has been to identify
areas of theory which other books have neglected
(I plead guilty), and that alone has made him
a valuable author over the years.
There seems to me, however, to
be a problem with the message of this book. At
the outset, I'll grant that the book's intended
audience is not a sophisticated one, as Harding
makes clear in his introduction. The lines of
the book are meant to be fun, as he says, even
to the extent of sacrificing results for pleasure,
or for playing in the "more relaxed"
settings of email and online blitz play. Okay,
that sets up a very modest goal for the book,
but still, I wonder if readers will be satisfied
with what they get. The title does suggest that
you can "beat the French" with the chosen
gambit lines, and two of them are rather positively
described: the "murderous" Milner-Barry
and the "IM-killer" Winkelmann-Reimer.
Incidentally, as far as I can make out, Harding
never describes why it kills IMs or which IMs
have died in the process of facing it. Perhaps
this is buried in a note somewhere, but all the
introduction to the line says is that "not
for nothing is it called the 'IM-killer.'"
Odd.
Anyway, to return to my point,
it is not always clear how ultimately effective
these four gambits seem to be, especially as they
are gambits for White, who at the very least doesn't
want to emerge from the opening with a disadvantage.
But that's exactly the problem; White can't even
seem to equalize against good play! And Harding,
a very experienced French player himself, is honest
enough about the theoretical value of the lines.
Regarding the Winkelmann-Reimer (probably the
best of these gambits), he says: "I think
the WRG is perhaps objectively unsound...,"
but that it's a "better practical chance
than most of White's sharp alternatives to 4.e5,"
which is not saying much. In the end, he doesn't
offer anything equal for White after 1.e4 e6 2.d4
d5 3.Nc3 Bb4 4.a3 Bxc3+ 5.bxc3 dxe4 6.f3 e5 (Huebner's
remedy), and in lines such as 6...Nd7 7.Nh3, he
doesn't consider 7...Ngf6 8.fxe4 Nxe4 (intending
9.Qg4 Ndf6), which I have played and believe favors
Black. As for the Milner-Barry (the second-best
of the gambits), Harding seems to concede that
Black has a good game after just about every possible
move order for White, once you look closely. And,
as with the other gambits, he has the odd habit
of giving apparently strong moves by Black without
suggesting how White should improve, e.g., in
the line 1.e4 e6 2.d4 d5 3.e5 c5 4.c3 Nc6 5.Nf3
Qb6 6.Bd3 cxd4 7.cxd4 Bd7 8.0-0 Nxd4 9.Nxd4 Qxd4,
he gives 10.Qe2 an "!" (to avoid certain
...Qxe5 lines, which he likes for Black), and
then gives a note with the standard remedy 10...f6!
leading to a large Black advantage, but without
any suggestions for White. He also fails to mention
the effective 13...Bc5 in this same line after
10...Ne7 11.Nc3 a6 12.Kh1 Nc6. Finally, he lists
but fails to appreciate the strength of some irregular
(he says "inferior") options for Black,
such as, in the above line, 10.Nc3 Ne7, which
leads to 11.Nb5 Qxe5 12.Re1Qb8 13.Nb5 Bxb5 14.Bxb5+
Nc6 15.Qxd5 Qd6 and Black's position is much better
than is indicated by the only game ever cited.
As I say, Harding deserves credit
for his honesty. In the French Wing Gambit, 1.e4
e6 2.Nf3 d5 3.e5 c5 4.b4 cxb4, he gives 5.d4 Bd7
6.a3 Qa5! 7.Bd3 Bb5 and simply says, "This
is a hard line for White to play"; whereas
after 5.a3 Nc6 6.axb4 Bxb4+ 7.c3 Be7 8.d4 f6 "!",
for example, he just says that "White badly
needs to come up with something new in this line."
There are several other examples throughout the
French Wing Gambit, which, incidentally, is just
not a very good opening. Finally, in the "Alapin-Diemer"
gambit, beginning with 1.e4 e6 2.d4 d5 3.Be3 dxe4,
Harding seems to concede that Black doing well
in the line 4.Nd2 Nf6, and he tries to defend
positions like 4...exf3 5.Nf3 Nf6 for White; but
even on the face of it, this is just a normal
Blackmar-Diemer Gambit with the undesirable and
passive move Be3 for White.
Okay, I don't want to go
on forever, but thought that the reader might
like to hear about a few remedies to some of these
gambits. Let me also mention some of the good
qualities of Four
Gambits. Harding includes
a number of his own games with both Black and
White to introduce various lines, with fun and
instructive notes. His annotated games (a lot
of them from correspondence play) include a lot
of new moves and new theory in these lines (confirming
that there's a lot of investigative space in such
lines). From Black's point of view, a 1...e6 player
will be interested in the refutations and effective
answers to a wide variety of main-- and side-lines,
and to alternative gambits. As I mentioned, Harding
plays the French and understands it very well.
So this book is a definite contribution to theory,
and will contain a lot of games and analysis you've
never seen before.
The bottom line is that Harding
thinks that the average player can have some fun
and fool some opponents with these lines. He also
thinks that there's room for innovations and creativity,
room which is lacking in most heavily-analyzed
theoretical lines. He's probably right on both
points, and I think that his recommendation of
such lines for Internet, correspondence, and email
players makes sense. Just be aware that you won't
find a lifelong anti-French system here, and that
if you use these systems, you'll be trading the
pleasure of some enjoyable attacking wins for
the pain of some depressing losses in which you
never had anything for the pawn.
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