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Imperial Crust Defence or Defence in Depth

Sorry if I'm coming in on this late...

One of the points overlooked with "defense in depth" is the problem the Roman Empire faced. Before the crisis of the third century the Romans had a "crust defense" strategy with the bulk of its forces spread out along the frontier. This worked well for quite some time, but eventually the strain of maintaining overwhelming force along the entire border became too great and the Empire went over to a defense in depth strategy. This worked well, at least for some time, but had one problem. Due to delays in communications, it would take some time for the mobile field armies to deploy to face an attack. This allowed the invader to penetrate the Empire and meant that the fighting took place on Imperial territory.

This exposed the frontier provinces to repeated warfare and even if the attack was thrown back, those provinces still suffered from being fought over. The Limitanei could deal with small scale raids, but faced with a major attack they fell back to fortified strong points, sent for the Comitatenses and waited. The result of this was that over time, the frontier provinces got devastated by having repeated wars fount over them.

I know this is a huge over simplification but it does illustrate the most significant problem with defense in depth. Namely that the fighting takes place relatively deep in your own territory.

And it was because of that that they created the Limitaneii, crust forces used to delay the enemy while forces were mustered for a counterattack.

You also point another thing to be discussed: Frontier wars are always fought in Imperial space. Imeprium never takes the offensive, not even for a preemptive strike, while it's a known fact that is always better to fight in enemy territory, so civilian and infrastructure losses that always come with military operations are for the enemy to endure, not to you.

This, (IMO) points either to a political inability for the Imperium to begin a war with the Zhodani, or to a clear inelligence superiority for the Zhodani, wich is easy to understand for their psionic mastery (a good weapon in intelligence operations). What few psionic resources Imperium may have (IRIS if you play with it or some secret naval projects, AFAIK) are no match for the Zhodani.
 
In Rebelion Book (MT) is stated that the Frontier Wars had no expasionist goals, but they were preventive wars to keep the Imperium from further expansion in the Zhodani (Core/Spinward) direction. I don't think they would really permanently occupy Imperial HiPop worlds.

And they have had complete strategic victory. Every single Fronteer war was a victory for the Zhos. It stopped the Imperium dead in it's tracks, and it hasn't moved since.

Best regards,

Ewan
 
And they have had complete strategic victory. Every single Fronteer war was a victory for the Zhos. It stopped the Imperium dead in it's tracks, and it hasn't moved since.

Best regards,

Ewan

True, in this sense, thugh fourth FW is seen as a draw and fifth as an Imperial victory. That shows us how relative is victory...
 
And it was because of that that they created the Limitaneii, crust forces used to delay the enemy while forces were mustered for a counterattack.

The much maligned Limitanei (who where actually rather tougher than the Regular D they're usually portrayed as) dealt with raiding rather than full on invasions. They would handle the barbarian raiding bands (Vargr corsairs bent on plunder), but faced with a full on invasion (a Zhodani attack) they'd fall back to fortified strong points (a hi pop world like Rhylanor), wait for the Comitatenses (the Corridor Fleet) to come up and try to harry and weaken the attackers in the meantime (odd how Rome fits the Imperium). But in the meantime, the surrounding countryside would get ravaged.

You also point another thing to be discussed: Frontier wars are always fought in Imperial space. Imeprium never takes the offensive, not even for a preemptive strike, while it's a known fact that is always better to fight in enemy territory, so civilian and infrastructure losses that always come with military operations are for the enemy to endure, not to you.

This, (IMO) points either to a political inability for the Imperium to begin a war with the Zhodani, or to a clear inelligence superiority for the Zhodani, wich is easy to understand for their psionic mastery (a good weapon in intelligence operations). What few psionic resources Imperium may have (IRIS if you play with it or some secret naval projects, AFAIK) are no match for the Zhodani.

The Imperium has pretty much reached the practical limit of its expansion. It takes about two years for a Duke on the frontier to get a message to Capital and receive a reply. That's about the limit for a feudal society. So it no longer has any real capacity or desire to expand into either the Vargr or Zhodani. But why it's never launched any preemptive strikes into either is a good question. You can argue that the Zhodani's use of Psionics might give them an intelligence edge, but not enough to explain why the Imperium just sits and waits. And certainly the Vargr don't have any such advantage.
 
It takes about two years for a Duke on the frontier to get a message to Capital and receive a reply.
Not quite that long. From Regina to Capital is 32 jumps (Using jump-6 couriers, but jumping short in some cases to account for astrography -- you could shave one or two jumps by using deep space refuelling stations). Assuming navy couriers are a little slower per jump than X-boats, say average of 8 days per jump[*], that's 256 days each way. Ignoring whatever time it takes for the report to be processed and an answer generated, we're talking 1.4 years to get a reply. Still much longer time than any historical empire.

[*] Note that there is equivocal evidence that the Navy couriers may actually have an even faster turnaround than X-boats, averaging LESS than 7 days per week. But that was just two specific instances of despatches reaching Regina from Terra in lees than a year...​

Hans
 
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The much maligned Limitanei (who where actually rather tougher than the Regular D they're usually portrayed as) dealt with raiding rather than full on invasions. They would handle the barbarian raiding bands (Vargr corsairs bent on plunder), but faced with a full on invasion (a Zhodani attack) they'd fall back to fortified strong points (a hi pop world like Rhylanor), wait for the Comitatenses (the Corridor Fleet) to come up and try to harry and weaken the attackers in the meantime (odd how Rome fits the Imperium). But in the meantime, the surrounding countryside would get ravaged.

I guess the fortifications they fall back to where more like Efate than Rhylanor, as they were as close to the frontier as possible. Even so, they covered this role of Crust Defence (even if in a limited form) while waiting the deep reserves to resort to Defense in Deep (as much as posible with the tecnhology of the time).

You're right it feets the Imperium to a great extent...


The Imperium has pretty much reached the practical limit of its expansion. It takes about two years for a Duke on the frontier to get a message to Capital and receive a reply. That's about the limit for a feudal society. So it no longer has any real capacity or desire to expand into either the Vargr or Zhodani. But why it's never launched any preemptive strikes into either is a good question. You can argue that the Zhodani's use of Psionics might give them an intelligence edge, but not enough to explain why the Imperium just sits and waits. And certainly the Vargr don't have any such advantage.

It was those preemptive strikes I talked about. Keeping with the Roman anlogy, when the practical limit for the empire was reached, they kept launching a preemptive strike now and then to keep possible enemies or raides off balance.

This seems more the Zhodani policy with the Frontier Wars than Imperium's...

Not quite that long. From Regina to Capital is 32 jumps (Using jump-6 couriers, but jumping short in some cases to account for astrography -- you could shave one or two jumps by using deep space refuelling stations). Assuming navy couriers are a little slower per jump than X-boats, say average of 8 days per jump[*], that's 256 days each way. Ignoring whatever time it takes for the report to be processed and an answer generated, we're talking 1.4 years to get a reply. Still much longer time than any historical empire.

Hans

Aside from the deep space refuelling stations you talk abot, the same could be achieved with drop tanks. But That was discussed to boredom on another thread...
 
So it no longer has any real capacity or desire to expand into either the Vargr or Zhodani. But why it's never launched any preemptive strikes into either is a good question. You can argue that the Zhodani's use of Psionics might give them an intelligence edge, but not enough to explain why the Imperium just sits and waits. And certainly the Vargr don't have any such advantage.

In both cases you need intelligence to order pre-emptive strikes. Its likely Zhodani psionic security would be too tight and there is no known Imperial means to penetrate it. While the Vargr normally operate spontaneous raids making most intelligence redundant by the time it is received.

Zhodani infiltration of the leadership of the Spinward Marches is also hinted at quite strongly in (I think) GURPS as a possible reason for the lack of official Imperial aggression toward Zhodane. And that Zhodani goals in the Marches aren't conquest but stopping Imperial expansion in the Marches.

For the Vargr, one consideration against pre-emptive strikes, is the Imperium does not want to become the enemy that unifies the Vargr extents. It can be argued of course that the Vargr wouldn't stand a chance, but thats not really the point, the Vargr wouldn't care and the Imperium will take decades to defeat them. Victory is inevitable, but at what price and is the goal worth it.

I guess the fortifications they fall back to where more like Efate than Rhylanor, as they were as close to the frontier as possible. Even so, they covered this role of Crust Defence (even if in a limited form) while waiting the deep reserves to resort to Defense in Deep (as much as posible with the tecnhology of the time).

There is a sliding scale between Defence in Depth and Crust Defence, with the extremes fairly obvious.

Boarder troops/guards do not constitute a Crust Defence if their role is to merely delay enemy invasion while the reserves in depth move forward. If the role is to hold the enemy invasion, then that would indicate a Crust Defence strategy. The role of rear area troops in the initial phase is one of support for the threatened border, not a strike force intended to restore it. And of course the area of operations is different, a Crust Defence fights on the boarder, a Defence in Depth fights on your land while a Pre-emptive Strike fights on their land.

Hadrians Wall for example could be considered a crust defence, involving boarder fortifications and garrison troops. The Atlantic wall in France WW2 was intended to be built up to a crust defence, but in the end was under-developed and poorly manned.

The flaw with a Crust defence is that it must be strong everywhere because the attacker has the time to figure out the weak spots, plan alpha strikes on war equipment & key infrastructure and operate deception plans intended to cause redeployments. Usually the reliance on a Crust Defence leaves the rear areas relatively lightly defended.

The flaw with Defence in Depth is that the boarder is relatively lightly defended and (as already observed in this thread) you fight on your own land which is costly in terms of losing population, infrastructure and industry.

The flaw with Pre-emptive Strikes is that they are usually based on intelligence you cannot share, leading to internal & external psych operations pumping the message "Trust us, we know what we are doing." Potentially you lose the moral high ground making yourself look 'rogue' and the other side looking like the victim.

The Julian Defence League used a successful varient on the Crust Defence that is worth reading. I can't remember which book though, almost certainly GURPS.
 
Maximum Jump for war fleets is better considered to be 3 or 4 imo, but given say two weeks to a month initiative for the attacker, depth of the battlefield will still be 12-16 parsecs deep. It really makes sense then to have a ton of scouts floating around everywhere as well as to spy on enemy deployment. If the enemy begins to mobilize, they the Imperium begins counter mobilization to effectively neutralize the threat. In the end, I would think the Zhodani would goo for main fleet engagements, as attritionary warfare would favor the Imperium due to it's size and societal structure being less rigid than the Zhodani. A Zho Prole would remain a Prole, no matter how hard they fought, how good of ships the designed or how productive they were on the factory floor, sort of like Czarist Russia. So the Zhodani lack stamina in warfare, too hard and the proles revolt. The Imperium on the other hand, can trade space for time to get fleets into the marches or whatever hot spot, and in many ways, depend on solid resistance of Zho occupied worlds as well as being welcomed as liberator when they return.


The way to handle this is similar to the Maginot Line concept France used. The line was set up as a crust defense but in depth or layers. The outer layer, here say J4 to 6 from the border, consists of scouts in each system along with some minor defenses. Critical systems in this belt are fortified to hold out on their own for some period of time making it difficult for the attacker to gain a wide penertration of the frontier.

The next line consists of heavily fortified systems at regular intervals along the line at 6 to 10 hexes or so from the border. Not every system gets heavily fortified only ones about J 4 to 6 apart do. The systems in between have some defenses but are mainly set up to slow the attack and cause casualties.

Behind this front there are large depot-like bases where the bulk of the fleet is held. These would be 10 to 14 hexes from the border, maybe a bit deeper. The outposts on getting attacked have a few small J6 ships that send warning to the main belt. Those systems then use similar ships to contact the depots.

Thus, by the time the main enemy fleet makes contact with the defense line there are already large numbers of ships present and the defense has a pretty good idea what they are facing.

The other thing I would surmise is that for defense the use of orbital stations with no propulsion would be widely used. These would be cheaper than actual ships, could carry far more firepower and armor and, would allow crews a more comfortable life reducing conditions leading to them quitting service.
 
I guess the fortifications they fall back to where more like Efate than Rhylanor, as they were as close to the frontier as possible. Even so, they covered this role of Crust Defence (even if in a limited form) while waiting the deep reserves to resort to Defense in Deep (as much as posible with the tecnhology of the time).

You're right it feets the Imperium to a great extent...

Actually possibly a better fit than I'd originally thought. The Roman Limitanei while they were full time professional soldiers, were of the "military colonist" variety. This gave them the added advantages of local knowledge and the moral of defending their homes.

Now when you look at the Imperium's holding forces, most of them are either from Reserve Fleets or Colonial (ie planetary) forces. These are either military colonists (discharged veterans) or locally recruited forces. There's a smattering of regular forces to stiffen them, but the core are local forces fighting near their homes.

This might also go someway to explaining the lack of offensive action. These type of forces are good on the defensive (the whole local knowledge and defending the hearth thing), but tend to be reluctant and a lot less effective when fighting elsewhere. Planetary governments are reluctant to see their defenses sent off to invade, and likewise Reserves less keen to leave their families to hack their way through Zhodani territory.

Certainly not the whole reason (doesn't explain why the Imperium isn't launching punitive raids into Vargr territory to discourage corsairs) and why when you see an obvious build up to invasion they don't do something (psionic or not, the Imperium will see a Zhodani invasion fleet being gathered and know something is up).
 
There are mentions of imperial raids to smash vargr corsairs over the border. Both the 3I and the Zhos do it. 3I uses marines and the navy to destroy ships in space and then destroy just the pirate base.

Zho do the same + re-eduction of captured corsair leader.

Think they are mentioned in Vilani & Vargr and possible in the mega traveller journal.

There is no mention of major imperial expeditions to smah entire vargr planets / pocket empires since the corridor campaigns.
 
If we stick to the CT descrition of Vargr corsairs the explanation is simple. Vargr corsairs simply aren't numerous and powerful enough to be a serious annoyance. The very detailed description of the Kforuzeng in JTAS21 shows this band -- the most powerful corsair band in the region -- to be too small to assault any world with a decent system defense force. So the political influence of the worlds that are weak enough to suffer from corsair depredations is negligible.

Even so, you'd expect the IN to clean out corsair bases close to the border occasionally. I can only surmise that such bases are set up in a way that allows the corsairs to escape raids and simply go elsewhere.


Hans
 
Actually possibly a better fit than I'd originally thought. The Roman Limitanei while they were full time professional soldiers, were of the "military colonist" variety. This gave them the added advantages of local knowledge and the moral of defending their homes.

Now when you look at the Imperium's holding forces, most of them are either from Reserve Fleets or Colonial (ie planetary) forces. These are either military colonists (discharged veterans) or locally recruited forces. There's a smattering of regular forces to stiffen them, but the core are local forces fighting near their homes.

This might also go someway to explaining the lack of offensive action. These type of forces are good on the defensive (the whole local knowledge and defending the hearth thing), but tend to be reluctant and a lot less effective when fighting elsewhere. Planetary governments are reluctant to see their defenses sent off to invade, and likewise Reserves less keen to leave their families to hack their way through Zhodani territory.

True, but those raids may be done with Impreial forces. There are some in the border holding forces, and more can be called if you plan such a raid...

Certainly not the whole reason (doesn't explain why the Imperium isn't launching punitive raids into Vargr territory to discourage corsairs) and why when you see an obvious build up to invasion they don't do something (psionic or not, the Imperium will see a Zhodani invasion fleet being gathered and know something is up).

If the Zhodai play well their cards (and I have no reason to think otherwise), the build up of forces for invasion should be the last step before launching it, as is the easier to be detected.

If so, Imperium has barely time to respond, as the news of the build up will be followed by the invasion properly too quickly for it to have taken any preventive step.

If we stick to the CT descrition of Vargr corsairs the explanation is simple. Vargr corsairs simply aren't numerous and powerful enough to be a serious annoyance. The very detailed description of the Kforuzeng in JTAS21 shows this band -- the most powerful corsair band in the region -- to be too small to assault any world with a decent system defense force. So the political influence of the worlds that are weak enough to suffer from corsair depredations is negligible.

And that's why many of us are difficult to convince of the Vargr advance to the Imperium in the Rebelion...

Even if you accept 10-30 kdton range cruisers are built by the vargr (as Rebelion book shows), those don't stand a chance against a CruRon of decently built TL 15 ships, nor even against some TL 15 built SDBs, due to the computer difference and lack or armor (and spinal weapon in the case of 10 kdton cruisers...)

Even inf the fleet elements were somehow avoided/defeated, the deep meson guns in most HiTL planets would have a funny time with those cruisers, their fire being mostly turkey shoots.

As shown in OTU, many bands smaller than the Kforuzeng are able to take HiPop TL 15 worlds (and some TL 16 too, as is the case of Gemid). As you point in your entry, the only way to beileve it is by an act of true faith.
 
The way to handle this is similar to the Maginot Line concept France used. The line was set up as a crust defense but in depth or layers. The outer layer, here say J4 to 6 from the border, consists of scouts in each system along with some minor defenses. Critical systems in this belt are fortified to hold out on their own for some period of time making it difficult for the attacker to gain a wide penertration of the frontier.

The next line consists of heavily fortified systems at regular intervals along the line at 6 to 10 hexes or so from the border. Not every system gets heavily fortified only ones about J 4 to 6 apart do. The systems in between have some defenses but are mainly set up to slow the attack and cause casualties.

Behind this front there are large depot-like bases where the bulk of the fleet is held. These would be 10 to 14 hexes from the border, maybe a bit deeper. The outposts on getting attacked have a few small J6 ships that send warning to the main belt. Those systems then use similar ships to contact the depots.

Thus, by the time the main enemy fleet makes contact with the defense line there are already large numbers of ships present and the defense has a pretty good idea what they are facing.

The other thing I would surmise is that for defense the use of orbital stations with no propulsion would be widely used. These would be cheaper than actual ships, could carry far more firepower and armor and, would allow crews a more comfortable life reducing conditions leading to them quitting service.

I can see fleets using 80-90% of their tonnage in support ships to combat, which means that fleets can often jump into empty hexes and jump over built up defenses. Worlds would be heavily defended, because that is where one would station troops, though I think a lot could just be carried with and stage with the fleet itself or empty hexes. Gas Giants are important because in time they are the resource to refuel and keep moving, but I don't see large fleets "living off the land" per se, forage won't repair expensive systems or replace crew and munitons, you could bring automated factory ships for some things, but essentially you will need to establish supply trains. A lot of the fighting will take place around these bases, most likely worlds, and these worlds will be heavily fortified. Here large fleet actions would come into play as one side worked to break the others fleets and take their supply bases, which does sound like what the Solomani Rim War was like, the Zhos aren't as capable as the Solomani were, at least in tactical and strategic planning.

The whole crust defense thing, to me seems it was because of lower jump numbers, the Imperial tech level could keep defenses more towards the border. Though that often makes the idea of having the capitol at Regina right on the border rather dubious. Your assessment sounds good though, the depth of the line and everything, however when I think of the Maginot line I think of a contiguous fortification. Honestly, the best defense in this situation would to just go on the offensive to draw out and destroy the enemy's capability and without any need for trade and such, it seems there could almost be a semi-permanent state of war. Only psychological fatigue would stop it.
 
Though that often makes the idea of having the capitol at Regina right on the border rather dubious.
Regina is the capital of the Duchy of Regina. If it wasn't near the border, it wouldn't be inside the duchy. The capital of the Marches is Mora, a reasonable distance from the border.

(Yes, there is one canonical reference to Regina being the capital of the Marches; but far more references to Mora being the capital; both directly and by referring to the Duchess of Mora as the sector duchess).


Hans
 
Regina is the capital of the Duchy of Regina. If it wasn't near the border, it wouldn't be inside the duchy. The capital of the Marches is Mora, a reasonable distance from the border.

(Yes, there is one canonical reference to Regina being the capital of the Marches; but far more references to Mora being the capital; both directly and by referring to the Duchess of Mora as the sector duchess).


Hans

OK, I have always assumed Norris to be the Sector Duke, it seems he is mentioned more. However, I would annex Ruie at least as a defensive measure, if not expand my border much farther, even if the idea of a March (eg the Spinward Marches) are as a military defense zone. I know the Imperium does patrol outside it's border, but iirc, the FFW did begin with a Zhodani fleet appearing at Ruie.
 
I can see fleets using 80-90% of their tonnage in support ships to combat, which means that fleets can often jump into empty hexes and jump over built up defenses. Worlds would be heavily defended, because that is where one would station troops, though I think a lot could just be carried with and stage with the fleet itself or empty hexes. Gas Giants are important because in time they are the resource to refuel and keep moving, but I don't see large fleets "living off the land" per se, forage won't repair expensive systems or replace crew and munitons, you could bring automated factory ships for some things, but essentially you will need to establish supply trains. A lot of the fighting will take place around these bases, most likely worlds, and these worlds will be heavily fortified. Here large fleet actions would come into play as one side worked to break the others fleets and take their supply bases, which does sound like what the Solomani Rim War was like, the Zhos aren't as capable as the Solomani were, at least in tactical and strategic planning.

The whole crust defense thing, to me seems it was because of lower jump numbers, the Imperial tech level could keep defenses more towards the border. Though that often makes the idea of having the capitol at Regina right on the border rather dubious. Your assessment sounds good though, the depth of the line and everything, however when I think of the Maginot line I think of a contiguous fortification. Honestly, the best defense in this situation would to just go on the offensive to draw out and destroy the enemy's capability and without any need for trade and such, it seems there could almost be a semi-permanent state of war. Only psychological fatigue would stop it.

The Maginot Line was not continious in terms of fortifications. It worked alot like I described above. The outer defense line was a series of fortified villages (the French built the homes and businesses in these with foot thick concrete walls, reinforced basements with firing slots (windows), etc., and small fortified posts that could warn of an attack. They were also supposed to slow it down and disrupt its forward motion.
The main line of defense consisted of a few gros overages (large forts) equipped heavily with artillery etc. These were not designed to fire forward but instead along the line to cover one and other with fire. Between the gros overage were petite overages that were more like infantry shelters for about a company with machineguns and small mortars etc.
Backing these up were regular field divisions that could support the line and would stop any penetrations that made it through between the forts.
The main line proved untakable.

Of course, you are right the best defense is often a good offense.

As to an enemy jumping into empty space and refueling the easiest means to counter that is simply have remote automated sensor platforms there that will launch a small jump ship with information on what arrived in that area. The sensor platform could be mostly passive making it hard to detect.
 
OK, I have always assumed Norris to be the Sector Duke, it seems he is mentioned more. However, I would annex Ruie at least as a defensive measure, if not expand my border much farther, even if the idea of a March (eg the Spinward Marches) are as a military defense zone. I know the Imperium does patrol outside it's border, but iirc, the FFW did begin with a Zhodani fleet appearing at Ruie.

No Norris is just the second son of a Duke who believes in Honour, Duty, Loyalty and Personal Responsibility enough to "win" the FFW for the Imperials. The Dutchy he never expected to inherit is the front line, but it's not that important to the Imperium, or even the Spinward Marches.

And then promotes himself to Archduke over three other sector Dukes, (Mora, Deneb, and Trojan). You can see why they wouldn't like it, or him, much.

Best regards,

Ewan
 
Unmaned jump of any description is contracondicted, and talk about a punishemt duty for scouts, geeze.:oo:

"Okay, your crew has screwed up one to many times. Your next assignment is a rotating 4 year tour of monitoring remote scanner platforms in deep interstellar space. You'll also be providing repairs and replenishments as needed, now get out of my office before I think of something worse".:devil:
 
No Norris is just the second son of a Duke who believes in Honour, Duty, Loyalty and Personal Responsibility enough to "win" the FFW for the Imperials. The Dutchy he never expected to inherit is the front line, but it's not that important to the Imperium, or even the Spinward Marches.

And then promotes himself to Archduke over three other sector Dukes, (Mora, Deneb, and Trojan). You can see why they wouldn't like it, or him, much.

Best regards,

Ewan

I see in the Spinward Marches Campaign, Regina is mentioned as the Capitol, but Mora is not in the world descriptions.

Norris' ascendancy is logical at least, as often was the case, more able nobles were promted above their peers.
 
.

As to an enemy jumping into empty space and refueling the easiest means to counter that is simply have remote automated sensor platforms there that will launch a small jump ship with information on what arrived in that area. The sensor platform could be mostly passive making it hard to detect.



This is where the ubiquitous type s comes in, put on a rotating month shift:

1 week on watch
1 week returning on jump
1 week refuel/refit/debrief
1 week outbound jump

With ships changing watch shift every week.

Though even if it gets caught and destroyed, you get a two week interval before realizing "rot-roh, something is up" and by which time the enemy fleet has made two jumps and can be 8 parsecs on it's way to it's objective. Add to this time your own communication time and mobilization time.
 
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