24/21 8/7*, 13/10 8/7*, 8/5 6/5
Almost all 3-1 dice at the beginnig of the game are used to make the 5-point. There are some exceptions as shown. It is good to know why these exceptions occur. Here the score being DMP makes gammons not as worthy as in other situations. This is one important thing to consider when elaborating moves. The other thing is making the 5-point is almost as equal to other hitting moves. If you are the weaker player this should be the way to go because it will not be a big error and for the weaker player it will be hard to understand the intricacies of the game.
To be able to explain why the hitting moves are at top is another important thing. The major theme is that 9, 8, and 6 points (shown here as 16, 17, and 19) make a very good offensive structure if nothing is hit this turn. Even if productive dice combinations making good use of 9, 8, and 6 points do not happen there are other combinations where the opponent is going to make a very good defensive anchor giving very good racing possibilities. 6-4 is 10 pips and also the party rolling that has the advantage of rolling first. 3-1 in return with its 4 pips is not an enough reply. Therefore hitting is suggested here.