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New player - couple of questions - 3/8/2011 8:37:04 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
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Couple of questions as I'm making my way through my first grand campaign and learning game mechanics that I'm hoping somebody can help me with.

From another thread, I found the <tab> key for cycling through units with unused AP. That's handy. To make it more useful, is there a sleep key? I find that I like to leave an infantry division sitting behind in cities and such like when I move on, but I'd rather they be asleep and not bother me when I tab through stuff. More asleep than the active stuff, but less frozen than the frozen units :)

Second question - Norway. The whole invading land over the sea thing has got me flummoxed. I've finally figured out how to move my units via sea transport to another port and then offload them. I've even figured out how (using the Overlord scenario) to throw overwhelming force at a situation to get troops moved over the sea via amphibious assault.

However I haven't figured out a reasonable way of tackling Norway. At this point, I've concluded that I'll just wait for Sweden to join in the party, and then start shipping stuff into Swedish ports!


So for Norway - if anybody can suggest sort of a package deal approach regarding how to assault. I would even land in Oslo and walk all the way north if I had to - anything to establish a reliable foothold!

I've figured out the use of bombers to crush the Allied fleets in the North Sea, Baltic, and other sea zones they can reach. That will help with troop transports being safe to move across.

Any help is appreciated!
Post #: 1
RE: New player - couple of questions - 3/9/2011 2:16:48 PM   
JagdFlanker


Posts: 689
Joined: 7/26/2003
From: Halifax, Canada
Status: offline
the sleep key would be great - don't think this game has it, but i would gladly accept being wrong if there is

norway is tricky at 1st - the way to own it is to NOT invade dennmark or norway and in april 1940 or so you'l have an option to prepare for the invasion (by paying with PPs) and both will then be given to you for free. if you invade dennmark before then you will not get norway - they are connected in that way

(in reply to bahzeel)
Post #: 2
RE: New player - couple of questions - 3/9/2011 10:52:22 PM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
Frankly, as Axis I'd leave Norway strictly alone. The effort and planning required are not worth the PPs or VPs you can gain.

Don't attack the Soviets, either. Concentrate on clearing up Western Europe, wait till the Italians come to help hold the Med against the French and THEN invade Britain.

After that, maybe think about going East.

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to JagdFlanker)
Post #: 3
RE: New player - couple of questions - 3/10/2011 6:09:48 PM   
JagdFlanker


Posts: 689
Joined: 7/26/2003
From: Halifax, Canada
Status: offline
actually you get a decent haul from the swedish ore by owning norway - i forget how much but it pays itself off shortly

< Message edited by Flanker Leader -- 3/10/2011 6:10:35 PM >

(in reply to Tomokatu)
Post #: 4
RE: New player - couple of questions - 3/12/2011 10:03:51 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
Status: offline
I guess one key learning out of this is that blitzkrieg works great when you can drive there - not so great when you gotta swim!

I'm about done with my 'learning game', designed to learn game mechanics.  The one remaining area I feel weak in are the amphibious assaults.  So I'll start accumulating APs and when Russia falls, I'll go collect London.

That leads to a question - how much of Russia do you actually have to take to get it to turn?  I've got Leningrad / Moscow / Stalingrad.  I figured that wouldn't be enough, but am I going to have to drive all the way to the Urals for those 3 big resource spots?  (ugh)

Thanks

(in reply to JagdFlanker)
Post #: 5
RE: New player - couple of questions - 3/13/2011 2:51:34 PM   
JagdFlanker


Posts: 689
Joined: 7/26/2003
From: Halifax, Canada
Status: offline
yeah, the last sov victory city is on the east map edge

amphib operations are near impossible as axis because you need 100% naval superiority - but try it out for yourself and see. paratroops can do some of that work for you even though they'r kind of weak

(in reply to bahzeel)
Post #: 6
RE: New player - couple of questions - 3/14/2011 9:22:29 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
Status: offline
For anybody new who ends up reading down this thread, here's what I learned about game mechanics after my first pass through the game on easy mode - hopefully these learnings will be helpful to others. (Some is definitely my opinion based on all of 1 game's experience :D)


1) conquering Russia. Besides all of the obvious spots, the short version is you really DO have to get ALL of the victory point locations. The spots that caused me grief were the need to drive all the way to the Urals (but there's good resources to grab over there, so its not all bad), and Murmansk (ALL the way on the northern edge of the map). The key to Murmansk is to get Finland to join the cause, capture Leningrad, and then strategic move some troops up north in Finland. I spent literally half a year hiking through the forest to Murmansk because I'd wasted some early diplomacy elsewhere and the Finns hadn't yet joined up.

1a) You can grab every victory point in France, or there are a subset that will enable the Vichy France event (that's how it seems to work). Good news with Vichy France - you're done with Western Europe a month or 2 sooner. Bad news - you don't actually control all of France, as Vichy France becomes an axis leaning nation. You can get the details on other posts here in the forums for this (or don't go looking for that info if you like the mystery).

2) It might not be the best use of diplomacy points, but the 2 key nations in my estimation are Romania and Finland. Romania so that when you prep your own Barbarossa, you can stage troops close to Odessa (Army Group South). I don't know if Romania comes into the fold on their own soon enough if you're ahead of Germany's historical Barbarossa schedule or not (I was able to launch on May 1 '40, and the extra 6 or 8 weeks of summertime were huge in the drive for Moscow). Finland second, so that once you capture Leningrad, you'll be able to shift some troops up north to get Murmansk and not waste a half year or more the way I did picking up a random single victory point

3) Amphibious operations - Sea Transport (move troops from port to port). There are times when you can move your sea transports directly from the port of embarkation to the port of debarkation. I don't know if that's a bug or not, but (for instance) I was able to move from Le Havre to Portsmouth, and save a week with transports out at sea. This might also work in the Med, going from Yugoslavia or Greece to North Africa (you'll just have to look for it).

4) For assaults, the first key is that you pretty much have to capture a port (that you can tie a Convoy to) to get supplies for your landed troops. If they don't get it right away, they will fade fast (no supply). You load amphibious troops the same as you would a sea transport - the difference is which button you click. Unlike Sea Transport which you unload on the Fleet screen, you unload Amphibious Units on the regular map. Click on coastline hexes and look for the button to light up (in the typically black box that has icons for various actions to perform on enemy hexes, roughly top right corner of the visible map for me). Amphibious units move out to sea and have to finish there (i.e. - not be in a (M) state) in order to then be eligible for landing along touching / associated coastline. This literally took me hours of game play to figure out.

4a) Know that Sea Transport points 'regenerate': i.e. - once you unload a unit, the ST used to move the unit is available to move another unit. However, Amphibious points are a one shot deal. Pretty spendy to move the good stuff, but if you're invading something that is well defended, pay it anyway. Nothing like landing 2 or 3 Panzer Korps to take and hold a beachead / port.

5) From what I've been able to figure out, the German army built Panzer armies out of 2 Panzer corp and 1 Panzer division. The Operation Barbarossa OOB at least bears that rough relationship out (11 corp, 6 divisions at the start). I'd say my own invasion of Russia on easy mode supports that split - I went in with about the opposite setup (12 corp and 25 or so divisions - easy mode like I say :P), and after the opening weeks with Russians surrendering when you drive by, I would have been happier with more like 18 corp / 9 divisions.

6) I made the mistake of upgrading infantry divisions to infantry corp in reasonably robust numbers. The infantry is needed in Russia for sentry duty and sealing off deep panzer strikes; and they need the extra action point for movement (especially in the winter) much more than they need the extra assault strength (In winter, infantry with 4 AP move 2 hexes, those with 3 AP move 1 hex). Or at least - the Germans start with plenty of Infantry Corp units; wholesale upgrades the way I did it left me with masses of infantry that really never engaged anywhere, they were left so far behind. So I'll use max level Infantry Divisions as rear guards and fill to plug holes. Probably also use a fair bit of strategic movement during the invasion this time that I didn't use before.

7) Elsewhere in this thread, I'm told that the key to Denmark and most importantly Norway in the '39 Grand Campaign, is don't invade Denmark (I did - oops). There will be an event early in '40 that brings both Denmark and Norway into the fold. And as a bonus, you don't have to flub a Norway amphbious invasion as I did, and leave yourself at war with them the rest of the way.

8) If you can push fast enough / farn enough in North Africa, you can drive all the way across into the Middle East, through Saudia Arabia, up through Iraq. As you approach Turkey, those wise Turkish folks think joining the alliance is a good idea. Although this resulted in the Turks getting capture credit for the juicy southeast corner Russian resource nodes, it also allowed me to have a 4th front when I launched Barbarossa. I don't know if I'd really need that in practice, but it sure helped getting to the Urals.

9) I don't know how historical this is, but game mechanics with tactical bombers aren't friendly towards the purpose I've always associated them with (namely dive bombing of land units). What I learned is that they take too much damage that way to be of practical use, but they are just brutal on ships at sea. So I used my bombers first to clear out the British fleet in the North Sea, then the Russian fleet in the Black sea, and THEN the US fleet in the Central Eastern Atlantic. Same 12 original tactical bombers in the '39 Grand Campaign OOB - upgraded to level 3 (could have gone higher, they were brutalizing the ships without that though). In effect, the tac bombers created naval superiority for me, and that let my fleet survive the onslaught from much bigger navies. Oh yeah - the Italians seemed to do a bang up job taking and holding the Med.

10) related to the tac bombers - I DID build fighters and used them ruthlessly to hunt down and kill anything air (fighters first) that I could find in Britain after France fell. I used roughly 10 or 12 on the western european sea coast, and another 10 to 12 on the Russian front to establish and maintain air superiority. The fighters were kept upgraded to the highest tech level.


I sure am enjoying this game. I think next game will be another Grand Campaign, though now that I feel like I understand game mechanics. The question is what settings to use - I'm thinking I'll play Germany again at normal difficulty; I'm thinking Britain will get +50% resources. Any others suggestions for a setup that provides a good challenge to Germany?

Thanks - and hope somebody else finds this of value,

(in reply to JagdFlanker)
Post #: 7
RE: New player - couple of questions - 3/16/2011 8:08:45 PM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
1a) While, I'm not completely certain of this, not having the skill or chutzpah to get into editing the "events" file, I think the speed with which you conquer France has some effect on triggering the Vichy event.

4) You don't mention the placement of a Mulberry to support your invasion force. Did you discover this? You need a lazy 300 PPs at the time you send in the invasion troops, another option lights up on the Amphibious Assault box and you just place the Mulberry on a non-port coastal hex as you did with the assault troops. Mulberries expire after a certain time - not certain offhand but it's definitely in the manual.
I found one useful when using Axis air to bomb the defenders of Crete from the coast of Greece. CAUTION: Mulberries only supply troops of their own nationality, either German or Italian, not both.

Hint: Try this - even if an option on any of the command box menus is not lit up, hover your pointer over it and check out the text at the top of the screen, which tells you WHY it's not available. Invaluable for checking which ocean area to invade from.

Economies: From your reading of other threads, I will assume that you've discovered the use of the F12 key. This is/was a developer's tool but it's wonderful for PP transfers between allied nations with land rail connections. In general, and for PBEM play, I use a House Rule that simulates losses in transit. A 5% losss and wastage rate is assumed. Germany can transfer 100 PPs to Romania but only 95 are added to the Romanian exchequer. If you use the national AI difficulty options (minor nations set to "Very Easy") their economies are quite robust and they can afford to send PPs back to the Fatherland at the same wastage rate.

I mention this specifically because it's worth spending some PPs to buy a few SR points in the minor Axis nations because their infantry divisions are quite useful in garrisoning German and Polish cities against Partisan activities and marching there is just a waste of time.

6) You're right about the need to keep infantry divisions as garrisons in your East Front areas. This is especially important once your opponent (human or AI) starts activating Partisans against you. You HAVE to be mobile enough or close enough to crush them as soon as they appear while they are still out of supply. They will take any city left ungarrisoned and get supply unless you're careful. Be aware also that isolated Soviet units will move WEST to take cities in your rear areas if you don't contain them and eliminate them.

10) Once you have air superiority over Britain, build another Strategic Bomber unit or two and pound those resource-point-producing cities FLAT I have four German and one Italian heavy bomber fleets dedicated to the Englandblitz and the GB PP levels are barely enough to keep a field army in supply (I am playing PBEM against a skilled and wily human and I need all the advantages I can generate.)

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to bahzeel)
Post #: 8
RE: New player - couple of questions - 3/17/2011 4:24:38 PM   
Lrfss


Posts: 349
Joined: 5/20/2002
From: Spring, TX
Status: offline

quote:

ORIGINAL: bahzeel

For anybody new who ends up reading down this thread, here's what I learned about game mechanics after my first pass through the game on easy mode - hopefully these learnings will be helpful to others. (Some is definitely my opinion based on all of 1 game's experience :D)


1) conquering Russia. Besides all of the obvious spots, the short version is you really DO have to get ALL of the victory point locations. The spots that caused me grief were the need to drive all the way to the Urals (but there's good resources to grab over there, so its not all bad), and Murmansk (ALL the way on the northern edge of the map). The key to Murmansk is to get Finland to join the cause, capture Leningrad, and then strategic move some troops up north in Finland. I spent literally half a year hiking through the forest to Murmansk because I'd wasted some early diplomacy elsewhere and the Finns hadn't yet joined up.

1a) You can grab every victory point in France, or there are a subset that will enable the Vichy France event (that's how it seems to work). Good news with Vichy France - you're done with Western Europe a month or 2 sooner. Bad news - you don't actually control all of France, as Vichy France becomes an axis leaning nation. You can get the details on other posts here in the forums for this (or don't go looking for that info if you like the mystery).

2) It might not be the best use of diplomacy points, but the 2 key nations in my estimation are Romania and Finland. Romania so that when you prep your own Barbarossa, you can stage troops close to Odessa (Army Group South). I don't know if Romania comes into the fold on their own soon enough if you're ahead of Germany's historical Barbarossa schedule or not (I was able to launch on May 1 '40, and the extra 6 or 8 weeks of summertime were huge in the drive for Moscow). Finland second, so that once you capture Leningrad, you'll be able to shift some troops up north to get Murmansk and not waste a half year or more the way I did picking up a random single victory point

3) Amphibious operations - Sea Transport (move troops from port to port). There are times when you can move your sea transports directly from the port of embarkation to the port of debarkation. I don't know if that's a bug or not, but (for instance) I was able to move from Le Havre to Portsmouth, and save a week with transports out at sea. This might also work in the Med, going from Yugoslavia or Greece to North Africa (you'll just have to look for it).

4) For assaults, the first key is that you pretty much have to capture a port (that you can tie a Convoy to) to get supplies for your landed troops. If they don't get it right away, they will fade fast (no supply). You load amphibious troops the same as you would a sea transport - the difference is which button you click. Unlike Sea Transport which you unload on the Fleet screen, you unload Amphibious Units on the regular map. Click on coastline hexes and look for the button to light up (in the typically black box that has icons for various actions to perform on enemy hexes, roughly top right corner of the visible map for me). Amphibious units move out to sea and have to finish there (i.e. - not be in a (M) state) in order to then be eligible for landing along touching / associated coastline.

4a) Know that Sea Transport points 'regenerate': i.e. - once you unload a unit, the ST used to move the unit is available to move another unit. However, Amphibious points are a one shot deal. Pretty spendy to move the good stuff, but if you're invading something that is well defended, pay it anyway. Nothing like landing 2 or 3 Panzer Korps to take and hold a beachead / port.

5) From what I've been able to figure out, the German army built Panzer armies out of 2 Panzer corp and 1 Panzer division. The Operation Barbarossa OOB at least bears that rough relationship out (11 corp, 6 divisions at the start). I'd say my own invasion of Russia on easy mode supports that split - I went in with about the opposite setup (12 corp and 25 or so divisions - easy mode like I say :P), and after the opening weeks with Russians surrendering when you drive by, I would have been happier with more like 18 corp / 9 divisions.

6) I made the mistake of upgrading infantry divisions to infantry corp in reasonably robust numbers. The infantry is needed in Russia for sentry duty and sealing off deep panzer strikes; and they need the extra action point for movement (especially in the winter) much more than they need the extra assault strength (In winter, infantry with 4 AP move 2 hexes, those with 3 AP move 1 hex). Or at least - the Germans start with plenty of Infantry Corp units; wholesale upgrades the way I did it left me with masses of infantry that really never engaged anywhere, they were left so far behind. So I'll use max level Infantry Divisions as rear guards and fill to plug holes. Probably also use a fair bit of strategic movement during the invasion this time that I didn't use before.

7) Elsewhere in this thread, I'm told that the key to Denmark and most importantly Norway in the '39 Grand Campaign, is don't invade Denmark (I did - oops). There will be an event early in '40 that brings both Denmark and Norway into the fold. And as a bonus, you don't have to flub a Norway amphbious invasion as I did, and leave yourself at war with them the rest of the way.

8) If you can push fast enough / farn enough in North Africa, you can drive all the way across into the Middle East, through Saudia Arabia, up through Iraq. As you approach Turkey, those wise Turkish folks think joining the alliance is a good idea. Although this resulted in the Turks getting capture credit for the juicy southeast corner Russian resource nodes, it also allowed me to have a 4th front when I launched Barbarossa. I don't know if I'd really need that in practice, but it sure helped getting to the Urals.

9) I don't know how historical this is, but game mechanics with tactical bombers aren't friendly towards the purpose I've always associated them with (namely dive bombing of land units). What I learned is that they take too much damage that way to be of practical use, but they are just brutal on ships at sea. So I used my bombers first to clear out the British fleet in the North Sea, then the Russian fleet in the Black sea, and THEN the US fleet in the Central Eastern Atlantic. Same 12 original tactical bombers in the '39 Grand Campaign OOB - upgraded to level 3 (could have gone higher, they were brutalizing the ships without that though). In effect, the tac bombers created naval superiority for me, and that let my fleet survive the onslaught from much bigger navies. Oh yeah - the Italians seemed to do a bang up job taking and holding the Med.

10) related to the tac bombers - I DID build fighters and used them ruthlessly to hunt down and kill anything air (fighters first) that I could find in Britain after France fell. I used roughly 10 or 12 on the western european sea coast, and another 10 to 12 on the Russian front to establish and maintain air superiority. The fighters were kept upgraded to the highest tech level.


I sure am enjoying this game. I think next game will be another Grand Campaign, though now that I feel like I understand game mechanics. The question is what settings to use - I'm thinking I'll play Germany again at normal difficulty; I'm thinking Britain will get +50% resources. Any others suggestions for a setup that provides a good challenge to Germany?

Thanks - and hope somebody else finds this of value,


+1 Found this all to be true! And this reminded me of a few thinks I forgot as well, thanks!


(in reply to bahzeel)
Post #: 9
RE: New player - couple of questions - 3/17/2011 4:26:42 PM   
Lrfss


Posts: 349
Joined: 5/20/2002
From: Spring, TX
Status: offline

quote:

ORIGINAL: Tomokatu

1a) While, I'm not completely certain of this, not having the skill or chutzpah to get into editing the "events" file, I think the speed with which you conquer France has some effect on triggering the Vichy event.

4) You don't mention the placement of a Mulberry to support your invasion force. Did you discover this? You need a lazy 300 PPs at the time you send in the invasion troops, another option lights up on the Amphibious Assault box and you just place the Mulberry on a non-port coastal hex as you did with the assault troops. Mulberries expire after a certain time - not certain offhand but it's definitely in the manual.I found one useful when using Axis air to bomb the defenders of Crete from the coast of Greece. CAUTION: Mulberries only supply troops of their own nationality, either German or Italian, not both.


Economies: From your reading of other threads, I will assume that you've discovered the use of the F12 key. This is/was a developer's tool but it's wonderful for PP transfers between allied nations with land rail connections. In general, and for PBEM play, I use a House Rule that simulates losses in transit. A 5% losss and wastage rate is assumed. Germany can transfer 100 PPs to Romania but only 95 are added to the Romanian exchequer. If you use the national AI difficulty options (minor nations set to "Very Easy") their economies are quite robust and they can afford to send PPs back to the Fatherland at the same wastage rate.

I mention this specifically because it's worth spending some PPs to buy a few SR points in the minor Axis nations because their infantry divisions are quite useful in garrisoning German and Polish cities against Partisan activities and marching there is just a waste of time.

6) You're right about the need to keep infantry divisions as garrisons in your East Front areas. This is especially important once your opponent (human or AI) starts activating Partisans against you. You HAVE to be mobile enough or close enough to crush them as soon as they appear while they are still out of supply. They will take any city left ungarrisoned and get supply unless you're careful. Be aware also that isolated Soviet units will move WEST to take cities in your rear areas if you don't contain them and eliminate them.

10) Once you have air superiority over Britain, build another Strategic Bomber unit or two and pound those resource-point-producing cities FLAT I have four German and one Italian heavy bomber fleets dedicated to the Englandblitz and the GB PP levels are barely enough to keep a field army in supply (I am playing PBEM against a skilled and wily human and I need all the advantages I can generate.)


(in reply to Tomokatu)
Post #: 10
RE: New player - couple of questions - 3/17/2011 4:27:22 PM   
Lrfss


Posts: 349
Joined: 5/20/2002
From: Spring, TX
Status: offline
I was wondering about those Mulberry's! Thanks!

(in reply to Lrfss)
Post #: 11
RE: New player - couple of questions - 3/17/2011 9:43:57 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
Status: offline
re: sea transport and amphibious units. I think I figured out the deal with the port to port move being useful for sear transport. Seaborne units get to move 2 sea spaces at a time. So as long as you have a port - sea - port sequence, you'll be able to move your troops direct from port to port via sea transport.

You can actually do the same with your amphibious units, but the utility isn't nearly as high, because those amphib units have to end their turn at sea, to be eligible for the amphibious landing on their next turn.


Toma - I hadn't figured out the Mulberry, though I did manage to place one at some point in an accidentally useful place (used it to support an attack from the East side of London).

Lrfss - glad you found some of this stuff useful :)


(in reply to Lrfss)
Post #: 12
RE: New player - couple of questions - 3/18/2011 12:21:02 AM   
sheridangreen

 

Posts: 3
Joined: 1/21/2011
Status: offline
I am not certain about your idea of bringing Finland into the Axis (at least cheaply). They start the game as a 'firm democracy', which means you have to 'coup' them at least two times to get them to be axis-leaning, which costs a lot of DPs. After that, you can start to apply DPs to get them to join the axis. Unless there is some event I am not aware of that did not come up in my game...

(in reply to bahzeel)
Post #: 13
RE: New player - couple of questions - 3/18/2011 7:56:34 AM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
The event may have to do with the Russian DoW on Finland for the Winter War. One of my current games is the first time I've played Comintern and i have just DoW Finland, so I don't know what happens yet.

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to sheridangreen)
Post #: 14
RE: New player - couple of questions - 3/18/2011 9:13:01 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
Status: offline
From what I can tell, Finland will join the Axis after being leaned on 3 times (starts at 10, and gains around 35 each time). With early DP gains from successes over France and others, I've been able to lean on them once, save up enough to do so a second time, and about 50 DP to go for a 3d. Leading to a decision, since I'm about a year away from being ready for my Barbarossa, that I'll wait for #2 and #3 until I actually start Barbarossa and possibly even until I get up close to Leningrad (not sure how I'll play that one just yet- I wouldn't want the Finns to get washed under by the Russians before I can get up there :D)

(in reply to Tomokatu)
Post #: 15
RE: New player - couple of questions - 3/21/2011 9:03:49 PM   
bahzeel

 

Posts: 10
Joined: 3/8/2011
Status: offline
Heh - unless the Finns are already at war with the Russians. Then they don't want to talk to me (instead of 70 DP, something more like 105 to shift them). AND I've lost access to the north through Finland due to the Russians wandering all over the landscape up North. Sigh - it's gonna be a long slow slog up to Murmansk, whether by sea or by land.

First the Urals though!


(in reply to bahzeel)
Post #: 16
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