24/18 13/11 is the most common play. 13/5 is a genuine alternative and rollouts are close.
24/18 13/11Rollouts are close
The position after 24/18 13/11. The 18-point and 11-point are highlighted.
Why this play
24/18 gets a back checker out to the edge of your opponent's outer board. It is exposed there, but only to indirect shots from most of their checkers.
13/11 adds a builder aimed at the 5-point and the bar point, so if your blot on the 18-point survives you are well placed.
13/5 instead moves one checker deep into your home board, safe but slow, and does nothing about the back checkers. Rollouts rate it close, which surprises people, but it commits a checker to a point you do not yet own.
The mistake to avoid
24/16 runs one checker to the 16-point, where it sits in direct range of everything. Avoid it.
How settled is this? Rollouts are close. Either main option is defensible, and the match score should push you one way or the other.
Knowing the play and making it under pressure are different skills
Play a rated game and the computer reviews every decision you made afterwards, including this one. The dice are sealed before you move and verifiable after, so what the review measures is you.