Lesson 156: The Advanced Haengma 2
You may feel somewhat nervous about learning haengmas if you think you have to memorize them. However, you don't need to memorize all of them one by one. Like when learning joseki, learning about haengma will help you develop the sense to recognize the correct position of stones. In addition, perhaps you've already experienced many haengmas when you went through the difficult process of memorizing josekis. Let's see how many you can recall.
The sequence from 1 to 6 is taken from a two-space high pincer joseki. When Black covers the white stone in the corner with a knight's move at 3, White pushes up with 4 and cuts with 6. The question is Black's next move.
Because the two △-marked stones are bigger than the x-marked one, it's reasonable to do something on the lower side. However, to give an atari with 1 and push with 3 is an immature play. It doesn't become a threat to the o-marked white stone, but just helps White to develop the left side. To play A instead of pushing with 3, letting White to extend with B, isn't any good after Black makes the naive atari with 1.
The haengma in this situation is the attachment of Black 1. The sequence up to 5, White getting the left side including the △-marked black stone, while Black has an influence on the lower side, is a joseki.
If White extends on the lower side with 2 instead of on the left side as in Diag.3, Black 3, giving atari from the farther side, is another haengma. After forcing White to answer up to 8, Black can build a better influence on the lower side up to 11.
This is another situation taken from a two-space high pincer joseki. Instead of jumping out from the lower side, Black chooses to squeeze the white stone in the corner with 1. Well, after White 6, what should Black do? Please remind yourself of what you just learned.
If you guessed the attachment of Black 1 here, you are my best student! Obviously to give an atari with A is out of the question for the same reason why Black's atari in Diag.2 is bad. After Black 1, White extends with 2, and Black can go out toward the center and separate White into two groups as well.
If White doesn't allow Black to advance to the center but blocks with 2 and 4, Black will make a base with 5, forcing White to protect a cutting point with 6 and then go to the left side with 7.
This is a situation taken from a three-space pincer joseki. White 4 and 6 make two weaknesses at A and B, and Black's job is to defend both of them at the same time. To play either of the two cutting points is unsatisfactory for Black, as it leaves the other one vulnerable.
As you've learned, to attach with 1 is the answer again. If White cuts at 2, Black will develop the lower sides with 3 and 5, letting White do the same thing with 4.
If White extends with 2 in order not to give the lower side to Black, Black can connect at 3, since the cutting point at A is protected by the 1-2 exchange.
The writer is a baduk professor at Myongji University and a professional player of the game.