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Made in us
Longtime Dakkanaut






There is a nice little group here that has been playing 'friendly' games of WotR, just trying to figure out the new rules system. Here follow some of my observations, and I hope you will add any insights you might have, or inform us of any errors you percieve.

Turn sequence:
A variation of I go/You go.
1) Roll for priority. At the start of the game, winner of the roll has priority (or follow scenario rules); in following turns, the winner of the roll decides who gets priority.
2) Movement- player with priority moves all his formations, then player w/o priority makes all his moves.
2a) Magic is cast at any point during the move phase.
3) Shoot phase. Player with priority shoots first.
4) Charge phase. Player with priority charges first. Declare which company in a formation is the spearhead. Declare target of charge. Roll a d6 and add charge movement (inf = 2 in., monsters = 4 in., cav = 6 in; a roll of 1 is a stalled charge) to see if spearhead makes contact. If so, move the rest of the formation into contact with the spearhead, ending in a legal formation which has maximized companies in contact with the enemy. Note that if the spearhead is mostly in the enemy's front arc, the charge will be frontal, but if the spearhead is mostly within the enemy's flank arc, the charge will hit the enemy formation's side.
5) Fight phase. Player with priority decides order fights are resolved. Resolve combats. The side which takes more casualties takes a panic test. All formations are moved out of contact.
Repeat for 8 turns, or until one side wins.

As you can see, just because you moved first during the first turn of the game, doesn't mean you will be moving first throughout the entire game. There are in fact many times you might want to move second. But moving first means you will also get to shoot first, and charge first.

Might points can be spent to interrupt a phase. If your opponent has priority, you can have a hero spend a might point and call a heroic move, which will allow his formation to move before any enemy formations. Calling a heroic charge can mean that you get to stop-thrust an enemy charge.
To call special actions like this, you must declare you are doing it at the start of the phase. This gives your opponent the opportunity to call heroic actions of his own. When you have a situation like this, both of you declare how many heroes are calling actions. Then you mark the order your heroes are going in, and you both mark off the might points. (Kind of a bidding war.) Then you roll a d6. On a low roll, evil wins, and on a high roll, good wins. Then you take turns having your heroes do their actions. So if the roll was a 2, the first Evil hero would make his special action, followed by the first Good hero, then the second Evil, and so on. It is possible for one hero's action to prevent another's, and the might points spent are wasted.

Movement: It's really, really fluid. There are no penalties or restrictions on things like changing facing. If you want to face backwards, you just pick your companies up and spin them around. [Edit: this has been made explicit in the FAQ.] If a winged Nazgul lands behind you, just turn around- then call a heroic charge and hit the sucker first!

Charging: attack order is important, but bonus dice from charging are usually more important. My winged Nazgul got charged by a formation of Arnor Royal Guard; the Nazgul (monster) got to swing first (5 dice- 4 for attacks, plus one for a higher fight value), but the Royal Guard got in with 2 companies (for 16 dice) plus the charge bonus (2 more) plus one supporting company (1 more). Even had I killed 5 guard, I'd have still been looking at 14 dice coming back at me. Strength 3 to defense 8, he needed 6's then 4's. He got the two hits he needed, and proceeded to make his single roll on the Hard to Kill Chart... 6... bye-bye, Ringwraith. [Update: we did this wrong. P. 44 says that only 1 company can be placed in contact with a monster.]

Wounding monsters: It took us forever to figure out how this is supposed to work. In general, a model has a Resilience stat, and it when it suffers a number of hits equal to its Resilience, it is removed. So, a single hit will remove most infantry. Two hits are required to remove a cavalry model; if you only do one hit during a combat, the hit is ignored (or as we say, 'soaked'). Most monsters- even the Mumak- have a Resilience of 2. Why then does the Mumak have a 'ridiculously hard to kill' table, on which you can roll numbers of 15+? When the critter gets two wound counters, it's dead!
Except that ain't the way it works.

On anything with a table, wound counters do not equal wounds. Wound counters are persistent & cumulative pluses to your next roll on the table, but the critter doesn't actually die until you can get to a 6 on the Hard to Kill table (or indeed, a 15 on the Ridiculously Hard to Kill table).

Say you do 4 hits to a troll (Resilience 2). That becomes two consecutive rolls on the Hard to Kill table. Your first roll is a 2: one wound counter is placed on the troll's base. Your second roll is a 3, +1 for the wound counter, giving you the result of a 4: two wound counters are placed on the troll's base, for a total of 3 wound counters. Then you do three more hits to the troll; one is soaked, and the other two become a roll on the table. You roll a 1, +3 for the wound counters for the result of a 4: two more wound counters! The troll now has 5 wound counters on its base. Hopefully you will soon do two more hits, because any roll plus 5 wound counters will be a result of a 6: slain. Since a result of 1 on the table is no effect, a series of bad rolls on the Hard to Kill table can keep the beastie in the fight for a long time.

Magic: The first spell a wizard casts is cast automatically. If you have a Mastery level that will let you cast another spell, in order to do so, you must roll equal to or over the focus value of the last spell you cast. So Gandalf could cast Blessing of the Valar (focus 6) automatically, as his first spell; but if he then wanted to cast Instill Valor (focus 3), he would have to roll a 6. If he rolls less than a 6, he is through casting for the turn.

Just because a spell is cast automatically, doesn't mean it is automatically cast successfully. Gandalf casts Blessing of the Valar as his first spell; Blessing says that on a d6 roll of 2-5, something good happens, and on the roll of a 6 something awesome happens. On a 1, nothing happens. So Gandalf has to roll better than a 1 for this spell to be cast successfully.

Might: you can never have enough might points. Keeping two characters with Counselor near each other, so they can replenish each others' might points, is looking to be a nifty idea. Also, adding captains to every unit is looking to be worth it just for the 2 might points they have, never mind the additional point of fight & courage they bring. Spell resistance alone (Will of Iron) is worth the 50 points. When you're just that little inch out of charge range, the ability to have a captain spend a might point to make the charge successful, so the Epic Hero in the same formation can use his might points in the following combat... totally worth it.

Terror: If you want to charge something that causes terror, you must pass a courage test to do so; and if you are successfully charged by a terror-causer, you must pass a courage test or your fight value is reduced to zero. Terror does not cancel out, the way it does in WHFB. If a troll wants to charge an Ent, the troll must pass a courage test, and then, if it makes it into contact, the ent must also pass a courage test.

Combat: Another thing we fantasy veterans were doing wrong. We could not, for the life of us, figure out how cavalry could get an Earth-shaking Charge, or when a disordered formation was ever going to get the chance to fall back. Per p. 50, when a fight is finished, all the formations are backed up so that they are out of contact.

This is huge. It means that each turn, you get to charge again, and get those bonus dice for charging, again. (And have a chance to suffer a stalled charge- again. ) Even really large units will crumble fast under that kind of punishment. It means if you lose priority, you might find yourself charged by the formation you were punking on last turn. It means that Epic Heroes can leave a formation before the final fight, or join a disordered formation before it makes its courage test to restore order. It means that a formation that was in combat with one formation last turn doesn't have to attack the same formation again- your cavalry can punch into the flank of a big orc formation, then pull out and move away, ready to charge the reinforcements coming up to help those orcs.

Earth-shaking Charge is brutal! If a cavalry formation is on the winning side of a fight, it rolls a d6, and on a 6, it can immediately charge and fight again in the same fight phase... which means it gets all the bonus dice for charging, and more than likely will be hitting a disordered enemy (since the enemy can't take a courage test to restore order until the start of its movement, and ESC happens in the fight phase). Heroic Fight works much the same way, only the second charge is automatic, not d6'd, but it costs a Might point to call an Heroic Fight. BUT! If you call an Heroic Fight and win, not only your formation, but every other friendly formation in that fight gets to go again.

Attack Order: In any combat, monsters strike before cavalry, cavalry strike before infantry, and like units strike simultaneously. This has led some people to ask, if an infantry company in a deep formation takes three hits from a troll, does it lose those attacks back (a la WHFB, where the charge is so important)- or does it hit back with its full complement of attacks until models are actually removed from the base? In other words, do the infantry hit back with 5 attacks + support, or 8 attacks + support? The rules are actually vague enough that either interpretation seems valid, and no concrete example is given in the book. The WHFB mindset naturally assumes that the infantry would lose those attacks, but Fantasy specifically talks about striking first & base-to-base. Nowhere in the WotR rules does it say that the company in contact with the enemy will lose its return attacks, if the casualties are not removed from the base in contact.
A poster on The Warhammer Forum claims to have called Mr. Ward and gotten the following answer: a company fights with its full attacks until it actually loses models from the base. So in our example with the troll, if the monster was fighting a fresh formation of four infantry stands, and did three hits, the casualties would be removed from a rear, non-combatant company, and the company in contact with the troll would hit back with its full complement of attacks. (Probably 8 + 3 for support.)

Support: current concensus is that all companies in a formation that are not in contact with the enemy can provide support in the fight phase, and any company that is in range can provide support during the shoot phase.

This makes throwing monsters and cavalry into the front of big, deep infantry formations a bad idea.
[Edit:] We have learned that cavalry charging Monsters usually ends badly for the cavalry.

This message was edited 11 times. Last update was at 2011/01/24 02:39:40


He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Nice write up. I am pretty new myself and am observing a few snafus but luckily those are minor...so far.

I agree that captains are totally worth the points, being able to tip the tide of combat with well times use of might. I could be wrong, but it seems almost silly not to spend the extra points on a captain.

Thanks for the explanation on wounding monsters. We were having a bit of reading comprehension issues surrounding that and while we came to the same conclusion, the way you explained it is for more succinct than how we came to our conclusion.

I know I have poo-pooed this game in the past, but WotR seems to prove GW has been pulling the wool over our eyes for the past decade and tricking us into believing that they cannot make good rules for LotR until now. This is indeed a very fun game and I am actually excited by it.
(I actually like the LotR engine, but it works better for games such as LotHS and LotOW it seems. At least IMO)

I haven't fully read the rules yet. Only reading in between breaks from painting my army of the dead figs. But when you have a person sitting around the hobby table reading random bits from the book as everyone else is hobbying it really works great to help absorb info until its your turn to read and comment of various rules.

Imagine that. I know I never thought GW's LotR license would ever get me excited again but it seems they really are creating a good third core game finally. Its about damn time too.



This message was edited 1 time. Last update was at 2009/04/06 05:53:03


   
Made in us
Longtime Dakkanaut






I never cared much for the game mechanics GW came up with for LotR. But when they ported the system to their historical rules for Pirates, I loved it. This was mostly because I wanted a large-scale game, and LotR was all about skirmish-level cinematic play. For some reason, it just feels better with pirates than it ever did with the Fellowship.


One reason I wanted to post this is because we have played the magic rules (for example) about three different ways in as many games, simply because with each new game, someone spotted a rule the rest of us had missed, or misinterpreted based on our experience with Fantasy or Warmaster. Yesterday was the first time we used the Hard to Kill rules in (what we now think is) the proper fashion, and it made the monsters much more viable.

The thing we are really having the most difficulty adjusting to is the movement.

This message was edited 1 time. Last update was at 2009/04/06 14:14:53


He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Agreed about LotHS. I think its success using the LotR engine has to do with combining the campaign rules for mordheim/necromunda.

I hear that GW released a PDF rule set to do basically the same with LotR SBG, but I havent looked at them.

I think they realized that if LotR was going to be skirmish that it needed something a bit more to attract players, and that was a system to show the progress of your band over time as they did in the past with mordheim.

This will make a great thread to refer to when trying to figure out the vagueries of a new ruleset and compare them with other people notes. its always good to see a fresh view on rules and suddenly somethings come better to light.

I imagine movement is hard to adjust to. You see those square trays and you start thinking about how you will wheel them into place when it is absolutely unnecessary.

   
Made in ca
Infiltrating Moblot







The ruleset was called Battle Companies (and it was awesome!)

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

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Check out my Blog at Guerrilla Miniature Games 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Ahh thanks for that.
Now I know a new ruleset to use for my minis if I ever want to revert back to a skirmish mindset.

   
Made in us
Longtime Dakkanaut






Added some updates. Our WHFB mindset has really been a problem. The base rules for WotR work more like Warmaster than Fantasy Battle.

This message was edited 1 time. Last update was at 2009/04/12 17:24:50


He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in au
Pauper with Promise





This is a very tactical game, in army building you need to consider carefully how big you make your formations. If your last company in a formation is reduced to half it is immediately removed from the board unless it has the rule that lets them fight to the last man (very few formations have that). large formations have staying power but are combersome to move around, small formations can be removed quickly especially agains elves but have better tactical flexibility.

The game is won or lost in the movement/Charge phases. Because of the unique nature of the game turns compared to warhammer it is a lot harder to set charges up and there is a strong bluff element to the game. Baiting and misdirection are your key skills to try and get your opponent to expose flanks and even not commit to a charge with their strongest units at risk of springing a carefully planned trap. Having a few very small formations means you can sneak those flank charges and also force enemies not to charge at the risk of being exposed with the angle of your formations being vital to success.

Note unlike LOTRSBG if you win the priority roll you don't necessary have to go first, you have the choice to go first or second and going second can mean you can better set up your guys in the move phase and use Warhammer esk redirection to cause the unwary enemy chargers to expose their flanks to counter charges. Priority also changes from round to round.

I like running Rohan with as many str 4 formations as possible (Erkenbrand etc) and offset with single companies of royal guard and outriders for flanking. Note you must have at least equal number of rare/legendary companies as common companies not just at least equal numbers of rare common formations.


   
Made in us
Fresh-Faced New User





Fellblade,

Regarding falling back out of combat. I don't see where on pg 50 it states that a disordered unit MUST fall back. That's the only action a disordered formation can make until it passes a courage test, but it says under "Falling Back" (don't have the page handy) that it's a choice.

Am I misunderstanding or overlooking something?

BTW, great post to share your learnings.

AotE
   
Made in us
Longtime Dakkanaut






Thank you!

We may be confusing each other about the falling back. The book clearly states that the only move a disordered company can make is a "fall back" move, true. And it is a voluntary move. (It's on p. 35.) The question is, if formations get locked in combat- an idea carried over from WHFB- when would a disordered formation ever get to make such a move?

The bit on p.50 says that in a particular fight, after all the blows have been struck, the formations should be separated slightly to show that the fight has been resolved. I used the phrase "backed up" in place of "separated", but the point is that formations never end a turn in base contact.

And that is how a disordered formation can fall back, a cavalry formation can get an earth-shaking charge, and a hero can call a heroic fight to hit the same enemy twice in one fight phase.

(This is almost the identical close combat mechanism used in Warmaster.)

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Fresh-Faced New User





Just played again tonight at my LGS and I get it now, but I understood from the guy on point for WotR that all combats end in separation. Is that y'alls understanding?
   
Made in us
Spawn of Chaos




Tucson, AZ

Correct. At the end of the turn no formation should be in contact with another (this is a carry over from the SBG).

 
   
Made in us
Longtime Dakkanaut






Added a bit about Attack order.

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Longtime Dakkanaut





Also, currently Boromir/Lurtz's ability to make their unit inflict a casualty with each hit, regardless of the target units resilience, means that they'd slay Sauron/A Mumak/whoever in one charge. It should be that they would get a roll on the table for each hit, but the current wording has them simply inflicting "casualties".

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in ie
Fresh-Faced New User



Dublin, Ireland.

40kenthusiast wrote:Also, currently Boromir/Lurtz's ability to make their unit inflict a casualty with each hit, regardless of the target units resilience, means that they'd slay Sauron/A Mumak/whoever in one charge. It should be that they would get a roll on the table for each hit, but the current wording has them simply inflicting "casualties".


There has been some confusion over this rule on other LOTR sites, mainly TheLastAlliance.com. The problem comes fom the wording of the special rules, which is called Epic Strike? (Correct me if I'm wrong!)
Although both Lurtz and Boromir both have the same special rule, the wording is slightly different for each in the rule book. IIRC, Lurtz's entry says "All hits by his company result in a casualty, regrdless of resiliance" while Boromir's reads something like "any hits HE makes result in a casualty etc, etc." Forgive me if that's not 100% verbatim, but I don't have the rulebook in front of me.

This had led some Rule-Lawyers to assume that Boromir's special rule only applies when he is fighting a duel.

Personally, I think it's a typo! The rule should be the same for both!

This message was edited 1 time. Last update was at 2009/04/23 16:17:24


 
   
Made in us
Spawn of Chaos




Tucson, AZ

It's called Mighty Blow.

And you're right, the rule should be the same for both. But the problem is, it seems, that you're assuming Lurtz's is the correct one.



 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

There are an unfortunate number of typos and unclear rules in WOTR, when you look at it carefully.

   
Made in us
Longtime Dakkanaut






Well, it is a rules set by Games Workshop.

This message was edited 1 time. Last update was at 2009/04/23 22:52:04


He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Longtime Dakkanaut





It turns out a Balrog isn't a unique choice, but rather a rare choice. That's something to chew on...

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Indeed. I like the idea of multiple balrogs. Though you're looking at a 4000 point game to ally them with a massive horde of Orcs for that proper First Age feel.

   
Made in us
Regular Dakkanaut




South Shore, MA

Great thread. Been looking at painting up the ridiculous amount of models I collected for LotR back when the movies were coming out, and it seems I've got a reason to keep/paint them all now. Now I need to see if I can find a group nearby that is interested in playing...
   
Made in us
Nasty Nob






Joplin, Missouri

Playing some WotR this weekend. Looking forward to dining on some humans and elves.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Courageous Skink Brave




Re: removing casualties in combats, you're correct in saying that in a deep formation they come off the back companies and don't affect the number of strikes back. (Much like melee casualties in 40k.)
   
Made in us
Fresh-Faced New User




Madison, WI

fellblade wrote:Companies must remain touching but may be turned round or arranged into a different legal formation as you wish." Italics mine. If this isn't the way it's supposed to work, I want to know about it, since I landed a Winged Nazgul behind a formation- and during their move they just about faced. See below.)


I didn't see any comments about this, but I wanted to chime in that I believe you are correct. The rules basically say to pick up the base and put it where you want, in the orientation you want, as long as the farthest corner is within the movement range.

So, this allows the formations to easily wheel and turn without pages of wheeling and turning rules. It also allows your troop formation to change and reform without a lot of extra rules. The simple fact that everything has to remain within the same relative movement range window essentially builds in the rank and file movement modifier rules and exceptions from WFB.

Plus, it lets you worry more about just getting your troops into place and less about pushing the Pi button on your calculator (yes, I've seen that happen). Heck, the rules practically scream "don't worry about exact movement and just have fun already!"

I like it.

When I was your age, plastic figs were more expensive than metal ones, and an AC of 1 was awesome. Get off my lawn! 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

I agree with crenshaw's observations about that.

There is however a consenting vote among a few people who have trouble ignoring WHFB rules and insist that an 'about face' movement cost is equal to the length of the hypotenuse from diametrically opposed corners.

Or simply put, it costs 5" of movement for a normal GW infantry formation tray to make an about face turn, per tray.

I think the idea has merit as there is nothing saying that the stance is incorrect, but I beleive that just adds more niggling rules to a system which is devoid of such details.

I much prefer simply making an about face for free. If I can do it, you can do it so all things are considered equal.

In order to get that rear charge off and keep the charging units facing to the charged units rear, you must involve more units in the charge to make the choice of which way the target formation faces a difficult one for the opponent.

   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

Well, most military units when they have to about face simply turn around, kind of like you would if you had common sense... So I see no problem with it, the only unit that has to really move is the command unit, which would and does move places when the others merely turn.

DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ 
   
Made in au
Been Around the Block




Good write up about Monsters Fellblade; you got the rules exactly correct.

As for monsters themselves, I'd say as long as you keep them away from massed archery (MASSED because S2 bows require about 24 shots at once to cause the 2 simultaneous hits needed for a roll on the chart vs D7 target) monsters are well priced for flank-holders with 360 degree vision.


Lets have a look at the basic monster; the Mordor troll and fight him against heavily armoured basic infantry (one of the popular counters for Monsters) rather than cavalry (which Monsters are excellent against)

Troll vs 100pts of Warriors of Minas Tirith Warriors
100pts F7/4+ D7 S7 3attacks
100pts F3 D7 S3 8attacks 8wounds (4 companies)

The troll's cost includes larger movement so we'll assume he gets the charge off, but that the WOMT player is smart enough to not allow a flank or rear charge (which is where Monsters REALLY excel, btw).
The WOMT have a slightly better than even chance of passing the terror check (fail and they are in real trouble).

The Monster hits first with 3 attacks + 4 (bonus for F difference) plus 1 for charging = 8. Against D7, that will kill 4 warriors
The Warriors of Minas Tirith with 8 attacks (1 company) + 3 (support companies) = 11. Against Defence 7 thats 1.33 wounds; ie not enough for a roll on the table in the average round. The WOMT lose and roll on the panic table.

Over the course of a few rounds, the WOMT will eventually get lucky and gain a roll or two on the Hard to Kill chart, but as you can see the monster will be wearing them down half a company per turn - and if they fail their courage check the monster will kill them even faster.

Sounds worth 100pts to me.
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

I was initially skeptical about how well monsters were priced until I saw (and played) them correctly.

Great eagles in my dwarf army are a godsend, making my dwarves not only competitive, but downright nasty against certain opponents.

I do however think that pricing on a few could be tweaked, but thats true for many entries in the WotR book. For the most part though, I think they got it right.

   
Made in us
Longtime Dakkanaut






bump.
Mods, maybe we can sticky this? Or not.

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Deadly Tomb Guard




South Carolina

Some of the rules are giving my group some issues as well, espcially terror. GW needs to get this worked out before ard boyz in febuary. I still dont see why a balrog or dragon would have to test when charging elves, oopsys happen with dice and at 500 points for the balrog id hate for him to be scared.

 
   
 
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