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Soviets and China tips - 1/24/2019 3:23:24 AM   
ThunderLizard11

 

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Playing Allies on Veteran and Soviets and China are getting crushed.

By summer '42, Soviets have lost Moscow, Leningrad and Stalingrad. Used engineers to build forts and upgraded infantry to level 1 with ant-air level 1. German tanks, and there's lots of them, slice through infantry like butter.

Similar result in China. Japan taken Chungking and on the way to interior.

Ideas and strategies appreciated.
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RE: Soviets and China tips - 1/24/2019 12:10:33 PM   
amandkm

 

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I've been having similar problems. I am currently in a game where I pushed Russian infantry to level 2, just in time for Barbarossa, and the Chinese to level 1. It slowed the advance, but I'm still getting my units picked off faster than I can replace them. I think I'm not yielding enough ground in Russia.

In China, I think I was too aggressive, trying to punch holes and pick off Japanese air units. There was a time when I thought I was going to get rolled up, but was able to stabilize things with a substantial flow of Indian units to relieve Chungking.

(in reply to ThunderLizard11)
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RE: Soviets and China tips - 1/24/2019 1:33:37 PM   
timolang63

 

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I've only played two WAW games; in the first I conquered Russia (taking Perm) in September 1943. In 2d game as Allies v AI (normal settings), I was too slow on infantry research and got slaughtered by the AI, losing Perm in March 1944. I tried running away from the AI early, and taking a stand over winter (which worked) but Russian units could not stand against the AI in 1942 or 1943 and was eventually ground down.

Would be good if someone could post Russian strategy for survival against an aggressive AI or human.

(in reply to amandkm)
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RE: Soviets and China tips - 1/24/2019 1:51:06 PM   
ThunderLizard11

 

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So I guess I'm not alone in this. The German troops seem OP compared to WiE.

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RE: Soviets and China tips - 1/24/2019 4:26:13 PM   
timolang63

 

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I've had more luck with the Chinese. They need to dig in, with HQs nearby, and get infantry research done ASAP. With that they can hold off the Japanese. I also built an arty and AA or two. If you're cautious and don't attack, you can rebuild faster than your losses.

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RE: Soviets and China tips - 1/25/2019 4:45:01 AM   
Kornstalx

 

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Infantry Tech needs some tweaks or balancing -- it's almost a must have no-brainer in every game you play, regardless of strategy. About the only Major that can forgo not rushing it is perhaps the US. Double-pumping that tech from the start is so routine it's like moving a pawn.

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RE: Soviets and China tips - 1/25/2019 6:05:24 PM   
Yogol

 

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What I do as Russians...

Turn 1.
Stop the research in Anti-Tank weapons, Production Technology and Industrial Technology.
Buy one chit of Infantry weapons.

Turn 2.
Buy another chit of Infantry weapons.

Turn 7 (if I recall correctly).
Buy a chit of Advanced tanks.

Turn when you get Infantry level 1.
Buy another chit of infantry weapons.

Turn when you get Advanced tanks level 1.
Buy another chit of infantry weapons.

Turn when you get Infantry level 2.
Sell your remaining chit of infantry weapons.


This way, you will have slightly less Russian troops in June 1941, but they will be much, much harder to kill.

With this strategy, even the front-cities (with the well entrenched level 2 armies and the all-important supporting HQs) will be a difficult target for the Germans.


Same for the UK, China and the US: make sure you got two chits in infantry weapons on turn 1
And for UK and China, make sure you buy a new chit when you get level 1 (this is not needed for the US, they'll get level 2 in time when you started with 2 chits).


< Message edited by Yogol -- 1/25/2019 6:06:14 PM >

(in reply to Kornstalx)
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RE: Soviets and China tips - 1/26/2019 6:30:12 PM   
ThunderLizard11

 

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quote:

What I do as Russians...

Turn 1.
Stop the research in Anti-Tank weapons, Production Technology and Industrial Technology.
Buy one chit of Infantry weapons.

Turn 2.
Buy another chit of Infantry weapons.

Turn 7 (if I recall correctly).
Buy a chit of Advanced tanks.

Turn when you get Infantry level 1.
Buy another chit of infantry weapons.

Turn when you get Advanced tanks level 1.
Buy another chit of infantry weapons.

Turn when you get Infantry level 2.
Sell your remaining chit of infantry weapons.

This way, you will have slightly less Russian troops in June 1941, but they will be much, much harder to kill.

With this strategy, even the front-cities (with the well entrenched level 2 armies and the all-important supporting HQs) will be a difficult target for the Germans.

Same for the UK, China and the US: make sure you got two chits in infantry weapons on turn 1
And for UK and China, make sure you buy a new chit when you get level 1 (this is not needed for the US, they'll get level 2 in time when you started with 2 chits).

< Message edited by Yogol -- 1/25/2019 6:06:14 PM >


Thanks for the specific and useful advice. Somehow I missed these "opening" moves.

Do you suggests bring Russian units forward to the German border or having them hang back? In WiE, I usually brought forward to protect the HQs and planes that spawn right next to the German lines when war breaks out. Not sure what's best for WaW.

< Message edited by ThunderLizard2 -- 1/28/2019 1:23:46 AM >

(in reply to Yogol)
Post #: 8
RE: Soviets and China tips - 1/26/2019 11:35:35 PM   
Kornstalx

 

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quote:

Turn 1.
Stop the research in Anti-Tank weapons, Production Technology and Industrial Technology.
Buy one chit of Infantry weapons.

Turn 2.
Buy another chit of Infantry weapons.


After a dozen or so campaigns, this is definitely my single biggest gripe with the game. You should not feel pigeonholed into making the same exact opening decisions every game just because they are so optimal. There's currently a big balance issue around refunding starting techs and rushing Infantry Weapons for pretty much all Majors. Not doing this in multiplayer is almost guaranteed suicide. Something needs to be adjusted there. I've played a few personal games with tweaked rules like limiting the max chit investment on any tech to 1 (instead of 2), but I don't feel that's a proper solution.

Regardless, this game needs some serious balancing that concerns this optimal opening meta. It's totally discouraging me from wanting to start new games, it's so blatant.

< Message edited by Kornstalx -- 1/26/2019 11:36:27 PM >

(in reply to ThunderLizard11)
Post #: 9
RE: Soviets and China tips - 1/27/2019 2:55:43 PM   
Pocus


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Somehow same here, there is no choice as there is only a single optimal choice, to pour everything you can for infantry 2, including selling others chits. I believe would be much better with infantry techs on 5 levels with each raising the stats by half the current value. Plus a bit of improvements in anti armor (for infantry) so they don't get mauled more than they are.

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Post #: 10
RE: Soviets and China tips - 1/27/2019 2:58:15 PM   
Pocus


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As for defending Russia, in PBEM I have felt that USSR needed max convoy % from UK at all time to stand a chance.

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Post #: 11
RE: Soviets and China tips - 1/27/2019 6:47:56 PM   
codem

 

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I am not encountering the same issue. The Russian and Chinese seem to replace units just as fast as I kill them. Russia also declared war on my early (didn't know about the 18 units event thing ).

I'm able to hold the Russians back for the moment, because I did a large scale invasion of Africa with German troops to help Italy. Currently pushing to South Africa... but now USA invaded North Africa, even though I had U-Boats screening the area, the AI seemed to know where they where and got around them.

And although I'm able to killed 2 to 3 Russian units a turn... there seems to be no end in their numbers. My German troops need rest as their readiness is being worn down but the constant fighting.. (either defending or attacking).

USA seems OP. Encountered at least 4 carriers in the Pacific with various ships for support. In the Atlantic, they had a large armanda of DD, BC, BBs escorting 7 transports (a mix of long and short range) If it wasn't for the few U-boats I had patrolling off of France... they would have landed a a massive force which would have been devastating . I got lucky in that detection.

(in reply to ThunderLizard11)
Post #: 12
RE: Soviets and China tips - 1/28/2019 1:25:57 AM   
ThunderLizard11

 

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quote:

ORIGINAL: codem

I am not encountering the same issue. The Russian and Chinese seem to replace units just as fast as I kill them. Russia also declared war on my early (didn't know about the 18 units event thing ).

I'm able to hold the Russians back for the moment, because I did a large scale invasion of Africa with German troops to help Italy. Currently pushing to South Africa... but now USA invaded North Africa, even though I had U-Boats screening the area, the AI seemed to know where they where and got around them.

And although I'm able to killed 2 to 3 Russian units a turn... there seems to be no end in their numbers. My German troops need rest as their readiness is being worn down but the constant fighting.. (either defending or attacking).

USA seems OP. Encountered at least 4 carriers in the Pacific with various ships for support. In the Atlantic, they had a large armanda of DD, BC, BBs escorting 7 transports (a mix of long and short range) If it wasn't for the few U-boats I had patrolling off of France... they would have landed a a massive force which would have been devastating . I got lucky in that detection.


This thread is about playing as Allied as Russia not against them as Axis. It is true that the AI seems to have tons of units when you play as Axis but when you play as Allied not so much.

(in reply to codem)
Post #: 13
RE: Soviets and China tips - 1/28/2019 1:27:55 AM   
ThunderLizard11

 

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quote:

ORIGINAL: Kornstalx

quote:

Turn 1.
Stop the research in Anti-Tank weapons, Production Technology and Industrial Technology.
Buy one chit of Infantry weapons.

Turn 2.
Buy another chit of Infantry weapons.


After a dozen or so campaigns, this is definitely my single biggest gripe with the game. You should not feel pigeonholed into making the same exact opening decisions every game just because they are so optimal. There's currently a big balance issue around refunding starting techs and rushing Infantry Weapons for pretty much all Majors. Not doing this in multiplayer is almost guaranteed suicide. Something needs to be adjusted there. I've played a few personal games with tweaked rules like limiting the max chit investment on any tech to 1 (instead of 2), but I don't feel that's a proper solution.

Regardless, this game needs some serious balancing that concerns this optimal opening meta. It's totally discouraging me from wanting to start new games, it's so blatant.


Still not getting past October '43 before Russia is no more. What are people doing as Russia past the opening moves?

(in reply to Kornstalx)
Post #: 14
RE: Soviets and China tips - 1/30/2019 8:39:17 PM   
elxaime

 

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quote:

ORIGINAL: Kornstalx

quote:

Turn 1.
Stop the research in Anti-Tank weapons, Production Technology and Industrial Technology.
Buy one chit of Infantry weapons.

Turn 2.
Buy another chit of Infantry weapons.



After about a dozen campaigns, I have to agree on feeling pigeonholed to do the exact same thing research wise in PBEM. Regardless of which country you play, you need to get maximum research in infantry. Then hope the Gods of luck are on your side for research breakthroughs.

(in reply to Kornstalx)
Post #: 15
RE: Soviets and China tips - 1/31/2019 2:29:08 AM   
ThunderLizard11

 

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quote:

ORIGINAL: elxaime


After about a dozen campaigns, I have to agree on feeling pigeonholed to do the exact same thing research wise in PBEM. Regardless of which country you play, you need to get maximum research in infantry. Then hope the Gods of luck are on your side for research breakthroughs.


I'm in SP and tried a bunch of stuff but Germany still seems way to OP compared to WiE. Even with a '43 Overlord - Russian are still toast. I'm missing something. Last game I pulled back all units and of course all the units that spawn on the border are instantly gone. Is there a way to have them deploy further back so they're not annihilated in one turn.

(in reply to elxaime)
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RE: Soviets and China tips - 1/31/2019 7:10:24 PM   
Uxbridge


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Blimey, this was new. I thought the only effect of placing two chits on the same development, was that the second took up after the first was triggered – not much use, that is. What you're saying is that they work in tandem, with the results of the two accumulated?

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Post #: 17
RE: Soviets and China tips - 2/1/2019 6:12:21 AM   
Kornstalx

 

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Joined: 12/14/2018
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quote:

ORIGINAL: Uxbridge

Blimey, this was new. I thought the only effect of placing two chits on the same development, was that the second took up after the first was triggered – not much use, that is. What you're saying is that they work in tandem, with the results of the two accumulated?


Yes they work together. More chits == faster development. Note this is also why you can put 2 chits in a max-level 1 tech like armored warefare. It's twice the gain and when you finish you can refund the extra chit.

Basically get it twice as fast for 50MPP. This whole system needs some balancing.

(in reply to Uxbridge)
Post #: 18
RE: Soviets and China tips - 2/4/2019 11:59:48 PM   
ThunderLizard11

 

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Joined: 2/28/2018
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quote:

ORIGINAL: Kornstalx


quote:

ORIGINAL: Uxbridge

Blimey, this was new. I thought the only effect of placing two chits on the same development, was that the second took up after the first was triggered – not much use, that is. What you're saying is that they work in tandem, with the results of the two accumulated?


Yes they work together. More chits == faster development. Note this is also why you can put 2 chits in a max-level 1 tech like armored warefare. It's twice the gain and when you finish you can refund the extra chit.

Basically get it twice as fast for 50MPP. This whole system needs some balancing.


Yeah I did this and it helped for China v. Japan but Soviets v. Germany not so much. Still getting knocked out by fall '43 and game over.

(in reply to Kornstalx)
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RE: Soviets and China tips - 2/5/2019 11:41:47 PM   
Mithrilotter

 

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There used to be a single Research Chit limit to certain critical Techs like Infantry Weapons. I preferred that restriction. But that was changed in beta testing for reasons that I didn't understand.

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Post #: 20
RE: Soviets and China tips - 2/6/2019 1:41:23 AM   
Kornstalx

 

Posts: 72
Joined: 12/14/2018
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quote:

ORIGINAL: Mithrilotter

There used to be a single Research Chit limit to certain critical Techs like Infantry Weapons. I preferred that restriction. But that was changed in beta testing for reasons that I didn't understand.


Maybe after that change some costs got reduced and this wasn't revisited? I don't know, but it does seem a little off balance:

Investing 100MPP in Armored Warfare
*vs*
Investing 200MPP with a 50MPP refund for 2x speed

Basically for the cost of a single Garrison unit you can get a crucial tech twice as fast. Moves like that are almost so paramount it just forces you to do them. I hate when things are so optimal you actually handicap yourself by nature of just not doing them. Meta kills games :(

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RE: Soviets and China tips - 2/6/2019 1:48:54 AM   
mineral

 

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I've played a couple of PBEM games as Axis, and yup, rolled up China and Russia. So I tried as Axis against AI. I was able to defeat the axis by 1944. How?
as suggested above, double chit inf. But don't forget Command and Control. level one at least.

Your HQ's build up experience, which makes the units under them better. while not as important as inf level, it becomes so later. When German inf at level 2 fights Russian at level 2, being led by a leader with 3 experience stars, they will wipe you out...

For the russians, don't bother with any upgrades to aircraft, etc, save that for once your inf front stalemates (in 1943 for me). once you have inf research, and command and control, arty is your next priority. The US and Brits holding and pushing into north africa and then italy is what turns it around for the russias, as german strength bleeds out.

So how to survive till 1943? Dig.

I pull back and make a line around Smolensk and Leningrad. Make sure you have both engineer units making fortresses. And make sure you have Arty (I like rockets) and a general at the heart of it. replace and reinforce, holding on. If your fortress gets close to finishing, then start in front of Moscow (though I never needed to).
In the south, you CAN counter attack the allied Romanian, Italian and Hungarian units. they are typically pretty weak and a Russian Army at level 2, or in winter will do lots of damage.
They are also more expensive for the AI to replace, so if you can, knock them down.

In China, do similar, keep your units in fortresses, behind rivers, with a leader, and dig around chungking. If you can get some arty do so. later, when india is in, I found I had enough str to move into china, and take back burma/thailand.




< Message edited by mineral -- 2/9/2019 12:45:50 AM >

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RE: Soviets and China tips - 2/6/2019 12:12:14 PM   
Bylandt11


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I agree with Mineral that C&C shouldn't be underestimated.

Suppose you have 5 HQ's as Russia or China (China gets 5 for free, Russia 4). You could buy another at 400 MPP to put another 5 units under control. Or you could pay 150 for another level of C&C, which puts 5 extra units under the control of the existing HQ's. The extra level will also improve the HQ's range, command rating and speed.

(in reply to mineral)
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RE: Soviets and China tips - 2/8/2019 8:46:28 PM   
rogara

 

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The Strategic Command World War II is an ambitious game. It is a good game. It could be much better. The designers did about 2000 things right, however, unfortunately they did about 100 things wrong. I will try to list a few mistakes.

1. Axis supply advances too quickly. It should take months to advance not weeks.
2. The Russian first winter should cripple the German army. Their efficiency should fall by about 50%. The German army should lose about 10% of army units north of the Kiev.
3. Morale should have no effect on combat.
4. Armor should not as effective against infantry.
5. Air units should not be able to reduce land units by more than 10% a turn, their main effect was to slow movement. A heavy air attack should prevent a unit from moving.
6. Allied Supply should advance very quickly. The allies should be able to designate some secondary supply locations to primary supply.
7. Units should be able to reinforce and upgrade in the same turn.
8. Allied heavy bombers should have their range doubled.
9. Carriers should not be able to attack land units.
10. The cost of research for the Russians should be reduced.

I am sure there are things I have missed, but this is a good start.

(in reply to ThunderLizard11)
Post #: 24
RE: Soviets and China tips - 2/8/2019 11:37:07 PM   
ThunderLizard11

 

Posts: 573
Joined: 2/28/2018
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quote:

ORIGINAL: rogara

The Strategic Command World War II is an ambitious game. It is a good game. It could be much better. The designers did about 2000 things right, however, unfortunately they did about 100 things wrong. I will try to list a few mistakes.

1. Axis supply advances too quickly. It should take months to advance not weeks.
2. The Russian first winter should cripple the German army. Their efficiency should fall by about 50%. The German army should lose about 10% of army units north of the Kiev.
3. Morale should have no effect on combat.
4. Armor should not as effective against infantry.
5. Air units should not be able to reduce land units by more than 10% a turn, their main effect was to slow movement. A heavy air attack should prevent a unit from moving.
6. Allied Supply should advance very quickly. The allies should be able to designate some secondary supply locations to primary supply.
7. Units should be able to reinforce and upgrade in the same turn.
8. Allied heavy bombers should have their range doubled.
9. Carriers should not be able to attack land units.
10. The cost of research for the Russians should be reduced.

I am sure there are things I have missed, but this is a good start.


Those would all make playing Allied a little more reasonable

(in reply to rogara)
Post #: 25
RE: Soviets and China tips - 2/8/2019 11:39:29 PM   
ThunderLizard11

 

Posts: 573
Joined: 2/28/2018
Status: offline

quote:

ORIGINAL: mineral

I've played a couple of PBEM games as Axis, and yup, rolled up China and Russia. So I tried as Axis against AI. I was able to defeat the axis by 1944. How?
as suggested above, double chit inf. But don't forget Command and Control. level one at least.

Your HQ's build up experience, which makes the units under them better. while not as important as inf level, it becomes so later. When German inf at level 2 fights Russian at level 2, being led by a leader with 3 experience stars, they will wipe you out...

For the russians, don't bother with any upgrades to aircraft, etc, save that for once your inf front stalemates (in 1943 for me). once you have inf research, and command and control, arty is your next priority. The US and Brits holding and pushing into north africa and then italy is what turns it around for the russias, as german strength bleeds out.

So how to survive till 1943? Dig.

I pull back and make a line around Sevastopol and Leningrad. Make sure you have both engineer units making fortresses. And make sure you have Arty (I like rockets) and a general at the heart of it. replace and reinforce, holding on. If your fortress gets close to finishing, then start in front of Moscow (though I never needed to).
In the south, you CAN counter attack the allied Romanian, Italian and Hungarian units. they are typically pretty weak and a Russian Army at level 2, or in winter will do lots of damage.
They are also more expensive for the AI to replace, so if you can, knock them down.

In China, do similar, keep your units in fortresses, behind rivers, with a leader, and dig around chungking. If you can get some arty do so. later, when india is in, I found I had enough str to move into china, and take back burma/thailand.





So you leave Moscow and Stalingrad to their fates? Also, how do you deal with spawned units at start of Barbarossa?

(in reply to mineral)
Post #: 26
RE: Soviets and China tips - 2/9/2019 12:05:31 AM   
johanssb

 

Posts: 78
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You can expect to lose them all, but you can survive without them.

Give ground and then counter-attack with mobile forces.

Buy shock armies. They are quick to build and replace.


(in reply to ThunderLizard11)
Post #: 27
RE: Soviets and China tips - 2/9/2019 12:47:49 AM   
mineral

 

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Joined: 12/3/2016
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oops! I put meant Smolensk, not sevastapol. With Smolensk units dug in and behind rivers, you don't need to defend at Moscow (against AI).
In the south, the AI never makes it to Stalingrad. Chipping away at hungarians, italians, romanians, etc, and holding near rostov seems to do it.


(in reply to johanssb)
Post #: 28
RE: Soviets and China tips - 2/12/2019 1:58:09 AM   
ThunderLizard11

 

Posts: 573
Joined: 2/28/2018
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quote:

ORIGINAL: mineral

oops! I put meant Smolensk, not sevastapol. With Smolensk units dug in and behind rivers, you don't need to defend at Moscow (against AI).
In the south, the AI never makes it to Stalingrad. Chipping away at hungarians, italians, romanians, etc, and holding near rostov seems to do it.




Still not holding the line. I'm thinking an early invasion of Italy might draw off some German and Italian units.

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Post #: 29
German buffs too high? - 2/17/2019 9:02:34 PM   
ThunderLizard11

 

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Trying a veteran run as Allies and Germany has a crazy number of units. I unfogged in July '42 to see why I keep losing. Germany already maxed out HQs (9), Tanks (7), Tacs (6) and Corps (20+?). There's 20 units at the gates of Moscow already.

Seems like a balance problem to me.

(in reply to ThunderLizard11)
Post #: 30
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