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Williamite Warfare

A Proto-linear system

Williamite Warfare
A Proto-linear system

A period specific extension of Warhammer English Civil War wargaming system for use in the wars of William of Orange: the Franco Dutch War 1672-78 (La Guerre de Hollande), the Wars of the Glorious Revolution 1688-90 and the Nine Years War 1689-98.

Warning: This is not a stand alone wargaming rules system but relies upon the core
rules of Warhammer English Civil War. Acknowledgement This is an extension of the Warhammer English Civil War wargaming system (WECW) originally designed and developed by John Stallard , produced by Warhammer Historical Wargames Ltd. 2002. I would also like to recognise the significant contribution of Dave Watson whose The Art of War adapted WECW for application in wargames for the late 1680s to 1730 period, as published in Wargames Illustrated 2006. Without either of these designs and adaptations, Williamite Warfare would not have been possible. Scope This adaptation seeks to represent the transitory and experimental styles of late seventeenth century warfare as it evolved into the Western linear model. Developing from Maurice of Nassau, Gustavus Adolfus and innovators of the previous generation, this Proto-Linear period saw the introduction and increasing adoption of the flintlock musket over the matchlock; the plug and socket bayonet over the pike; an uptake of prepared cartridges for small arms and artillery; new infantry firing doctrines and the reintroduction of cavalry shock tactics. I have attempted to allow for national peculiarities and a balanced impact of new technologies through rule mechanisms and corresponding army lists as they applied over the last three decades of the seventeenth century. This extension includes additions or amendments only where specific differences occur from WECW and either adopts or provides alternatives to the abovementioned The Art of War adaptation. It aims to be as simple as possible within the confines of representing specific peculiarities of the period and aims to keep within the mechanisms of the original WECW. Whilst appearing extensive, many of the features laid out in the following extension are options which will apply to specific armies over specific campaign periods. 1

Williamite Warfare
A Proto-linear system

SHOOTING Universal doctrine in our theatres for this period was to engage in close range fire and shoot the opposition to pieces rather than engage in melee. In deference to the much discussed over-effective WECW fire effects, longer range shooting is penalised (-2) and fire at normal range more generally moderated (-1). Casualties are removed evenly from the battalion, proportionate to the ratio of pikemen to musketeers. Battalion Gunners may not be targeted (see Artillery: Battalion Guns) and casualties are removed from the battalion as a whole. If pikemen have armour, then a proportion of wounds may require saving rolls rounding up.

Infantry firing systems were experimented with, evolved rapidly and varied significantly between and within national armies. Whilst often differing between wars and campaigns, armies will generally only have one or two adopted fire systems in use at any one time. Only Artillery is affected by supply of powder and shot (see Artillery: Ammunition Wagons). WEAPONS The uptake of the flintlock over the matchlock occurred over time within most armies, are applied to whole units at a time (Fusiliers for example) or introduced gradually within the battalion. The effect of shifting ratios of firearm will be covered in the Army Lists. WEAPON Matchlock Carbine Matchlock Musket Pistol Flintlock Carbine Flintlock Musket Grenade MAXIMUM RANGE 16 24 8 20 30 4

Williamite Warfare
A Proto-linear system

Matchlock Musket Still the mainstay throughout our period but becoming replaced in Dutch, German and English armies, the matchlock remains the most common infantry firearm. Accused of being inaccurate and unreliable, some reckon misfires and other mishaps reducing fire effect of the matchlock buy up to fifty percent. It nevertheless improved over time drove the transition from pike reliant to firepower infantry formations. Cumbersome by contrast to its successor, it was a relatively accurate and reliable firearm. The essential characteristic is that the matchlock takes a turn to load. Weapon Matchlock Musket Range 24 Save Modifier -2 Strength 4

1. Misfire rates were significant for matchlocks. This is represented by only 1 in 2 matchlock armed figures able to fire being rolled for per turn. The number able to give fire will depend upon the fire system in use. 2. Complicated reloading was a feature of the matchlock. Matchlock armed musketeers suffer a -1 penalty when moving and shooting. 3. First firing ignores -1 to hit if moving and shooting, all musketeers being assumed to have started the battle fully loaded. Flintlock Musket The flintlock (descendent of the snaphaunce and miquelet) is attributed a longer effective range, rate of fire and reliability to the matchlock. Troops so armed are also more expensive in terms of point costs. Introduced in significant numbers from the 1670s, the flintlock was issued to individual companies or whole battalions depending upon nationality. Sixty percent quicker to reload and generally newer in design, it had advantaged over the more cumbersome matchlock. Weapon Flintlock Musket Range 30 Save Modifier -2 Strength 4

1. Reduced misfire was a feature of the flintlock. All musket armed figures able to give fire are rolled for depending upon the fire system in use. 2. Flintlock armed musketeers suffer the same -1 penalty to shoot if moving that turn. 3. First firing ignores -1 to hit if moving and shooting.

Williamite Warfare
A Proto-linear system

Grenades Weapon Range Grenade 4 Save -2 Strength 4

Pistol Weapon Range Pistols 8 Save -1 Strength 3

Still very much in use and represented by appropriate models within a unit and are used in this rule system to provide an enhanced capability to the unit when present. All aspects of grenades in this period are as per the WECW rules. Carbine (Flintlock & Matchlock)

The rules surrounding pistols within WECW are taken to include flintlock varieties which were taken to have been in general use for earlier periods and included wheel lock varieties operating on similar principles.

All rules pertaining to mounted use of carbines whether flintlock or matchlock, apply from the WECW rules. In all other respects, rules guiding the use of matchlocks and flintlocks apply to corresponding types of carbine.

Weapon Matchlock Carbine Flintlock Carbine

Range 20 30

Save Modifier -1 -1

Strength 3 3

Infantry Fire Systems Different Infantry Fire Systems translate to different fire effects. When combined with developments in firearms, this makes for significantly varied armies and contests in an age where standardisation was still a dream. Often bizarre or grossly inefficient, Infantry Fire Systems will be dictated to the wargamer through the Army Lists. In translation, fire effectiveness is taken across a firing cycle and strictly comparative, accounting for loading and reforming. Caracole Retained in part by the French amongst others in the early period, this was the system of ranks advancing to the front in turn, and giving fire. Whilst naturally lending itself to forward or rearward momentum, the caracole was already an outdated doctrine but died hard with many army thinkers. 1. Only the front rank and one in every two musketeers from supporting ranks may give fire per turn. 2. The matchlock limitation applies reducing dice rolled by half, rounding up. 3. The battalion may move forward or backwards (no drifting) 1 without penalty. To avoid doubt, the -1 for moving and shooting does not apply.

Williamite Warfare
A Proto-linear system

Fire by Ranks Adopted later by the French and emulated by the English, this innovation superseded the Caracole. The front three or four ranks of a battalion (usually arrayed six to eight ranks deep) give fire in a volley at the same time. The front rank would kneel and the rearward ranks would crouch and array themselves to pour massed fire one half of the battalion with each firing. 1. Only the front half of a battalion may fire each turn. In other words, half the musket armed figures of the unit are eligible to shoot. 2. The limitation of the matchlock still applies reducing the dice roll for one quarter of the musketeers, rounding up. Fire by Files/Divisions Used by the French, this was an experimental fire system whereby in either two files (by files) or 8 files (division) of musketeers would advance and array themselves before the battalion, giving fire and withdrawal back into line. Largely used in defending an obstacle or from dead ground, in those circumstances a battalion using this fire system cannot have more casualties removed from it in one turn than the files/division in use. 1. In firing by files, only one file of models to the depth of the battalion may fire per turn. 2. In firing by division, three files of models to the depth of the battalion may fire per turn. 3. All firing counts as affected my movement at -1 to hit. 4. The matchlock limitation applies reducing dice rolled by half, rounding up. Rolling Rank Fire Adopted by the Dutch after the Peace of Munster in 1648 and the English in the middle period, this involved the kneeling of several ranks or the entire battalion from which position each rank from the rear to the front would stand in turn and give fire. This would provide a series of sub-volleys over the firing cycle and the doctrine held that kneeling troops were harder to hit. Disadvantages included the delays in reloading and reforming the battalion for the next firing cycle. 1. All musketeers may give fire per turn but fire at -1 to hit to account for motion in firing and the delays between firing cycles. 2. The matchlock limitation applies reducing the dice rolled by half, rounding up. 3. All shooting at the battalion is at -1 to hit due to kneeling. 4. A battalion may not move and shoot using this fire system. 5

Williamite Warfare
A Proto-linear system

Platoon Firing Credited to the Dutch and taken to England by William of Orange, platoon firing made its entrance in the middle period. It drastically increased the fire effectiveness of an entire battalion through obliquely directed and cycled firings through four divisions. It enabled a sustained rate of fire without the delays of other systems and brought all muskets to bear. It also enabled relative ease of forward and rearward movement of the battalion whilst engaged. 1. All musketeers of the battalion may fire per turn. 2. The battalion may move and shoot at -1 to hit. 3. The matchlock limitation applies reducing the dice rolled by half, rounding up. MELEE As already stated, the infantry of this period did not often close as was the practice in the preceding generation: the doctrine of resolution through push-of-pike had been effectively dismissed with the diminishment of pikemen in the ranks. Cavalry was the arm of assault, either committed to break enemy cavalry or infantry formations or run down battalions once broken through musketry. Consequently, ratios of horse to foot in this period were far greater than subsequent periods. Disordered Unit cohesion was important in this period. Units which become disordered suffer a -1 penalty on all to hit rolls for the first round of melee. After the first round, it is assumed that a degree of cohesion is always lost in units involved in sustained handto-hand combat. No penalty is therefore carried into the second or subsequent rounds of melee. The exception to this is when a fresh unit joins an on-going melee in which any already engaged units fight against the newly joined unit or units at the -1 penalty to hit for being disordered. The following are causes for disorder: Galloping cavalry failing their disorder test (see CAVALRY: Galloping Charge) Mounted carbine fire (see CAVALRY: Receiving Fire and Dragoons) Fleeing units Moving over obstacles (hedges, walls etc) Moving over disordering terrain (broken ground, marsh etc) A unit disordered ceases to be disordered once the conditions have ceased. Infantry All infantry units must be within the command radius of a Brigadier figure or Army General in order to attempt the necessary Leadership test to attempt a charge. Infantry may only charge other infantry or artillery. The Leadership test is taken at a -2 penalty but may use the Leadership of the Brigadier or General if attached. 6

Williamite Warfare
A Proto-linear system

Pursuit Similar to infantry reluctance to engage hand-to-hand, a Leadership test is taken (unmodified) in order to pursue a fleeing enemy. Otherwise the unit will take the following turn to rally and may reform into any formation but may not shoot. Cavalry Take Leadership tests to initiate a charge, as per WECW. Cavalry may fire pistols when charging into melee even at the gallop, but suffer a -1 penalty to hit for firing when doing so. Artillery As per WECW. HAND WEAPONS Bayonet Two types of bayonet are covered within this adaptation, the Plug and the Socket Bayonet. The brief and failed experiment with the ring bayonet is not provided for. Any protective bonuses afforded to musketeers by bayonets are not cumulative with the pike. To avoid doubt, -1 penalty for cavalry attack is either provided for by pike or bayonet not both. Plug Bayonet The dagger of Plug-bayonet was the first effective development of what was to become the mainstay of the musketeer in defence of cavalry. Similar in how the socket bayonet was to be used, in this period it is deployed by both matchlock and flintlock musketeers as a purely defensive weapon to fend off cavalry. 1. It takes a full turn to fix the plug bayonet into either a matchlock or flintlock musket. When choosing to fix bayonets, the whole of the battalions musket armed foot must do so. Bayonets are fixed in the movement phase. When fixing bayonets, infantry nay neither move nor shoot. 2. Due to the nature of the plug bayonet and its position in the muzzle of the musket, musketeers with fixed plug bayonets may not fire. 3. In melee, bayonet armed musketeers impose -1 to hit for cavalry but count as normal improvised weaponry in melee with foot or artillery crew. Infantry were armed with swords in this period and preferred to use them in melee. They do not gain the strength bonus of pikes against Gallopers with impetus. 4. Plug bayonets were awkward to remove as well as deploy and require a full move without movement to remove the bayonet. Furthermore, when removing the plug bayonet, the battalion must make a Weapon Skill roll or less on 1d6. If the test is failed, half the battalions musketeers take an extra turn to extract the bayonet, reducing the units fire options by half for the following turn. 7

Williamite Warfare
A Proto-linear system

Socket Bayonet A later development and superseding the plug bayonet, the principle advantage to the flintlock and matchlock armed musketeer was the ability to fire once deployed. 1. It takes a full turn to fix the socket bayonet into either a matchlock or flintlock musket. When choosing to fix bayonets, the whole of the battalion musketeers must do so. Bayonets are fixed in the movement phase. When fixing bayonets, infantry may neither move nor shoot. Note: Unlike some rules, fixing bayonets is not a reaction to charge in this game! 2. French socket bayonets inflict a -1 penalty to hit on the firers as the positioning of the blade obscured the line of sight. 3. In melee, bayonet armed musketeers impose -1 to hit for cavalry but count as normal improvised weaponry in melee with foot or artillery crew. They do not gain the strength bonus of pikes against Gallopers with impetus. 4. It takes a full turn to remove the socket bayonet but units so doing may move half their normal rate. Pike Unlike in the WECW rules, this period witnessed much reduced reliance on pike and the increase in fire power. The semi-independent units of musketeers operating 2 from the pike core has been dispensed with. Pikemen by this period have become fully integrated members of the emerging, united fighting unit of linear warfare the battalion. Battalions relied on firepower to resolve combat, the remnant pike having been relegated to an essentially defensive role. Reduced numbers discounts the need to account for peculiarities of the weapon other than its defensive capability against cavalry. Pikes now count as improvised weapons along with the sword and the bayonet when in melee with foot or artillery. 1. In melee, pike armed foot impose -1 to hit for cavalry but count as normal improvised weaponry in melee with foot or artillery crew. 2. In defence against cavalry, all ranks of pike from pike files in contact count in melee if the unit did not move the previous turn, enabling it to fully receive the charge. 3. Two ranks otherwise of pike count in melee if the unit moved in the previous turn or in any case against foot. 4. When charged by gallopers with impetus bonus, wounds from pikes are at strength 4, -1 on saves. 5. When charged by cavalry, pikemen not in direct combat (contact and rank support) may count as protecting an equivalent number of musketeers. They transfer their -1 on the cavalry chance to hit at the discretion of the 8

Williamite Warfare
A Proto-linear system

defender. Pike armed foot are assumed to have reformed to receive to best advantage. For example: A squadron of six horse charges into the front of a fully stationary battalion of foot arrayed 3 ranks deep, with a core of 12 pikemen in the centre. The cavalry hits the centre right flank making contact across the frontage of 4 musketeers and 2 pikemen. In the ensuing melee, the infantry may fight with the 2 pikemen in contact and the 2 ranks of pike behind (4 figures) = 6 pikemen, and the 4 musketeers in contact. Furthermore, 4 of the remaining 6 pikemen not already committed to direct combat may protect the charged musketeers and attribute their -1 penalty on the cavalrys changes to hit. Therefore, the defending battalion in melee fights with 10 figures enjoying the benefits of pike against the cavalry squadron of 6, all of whom now fight at -1 to hit. SPECIAL ABILITIES Some armies have units with special abilities in certain periods depending upon technological innovations and shifts in doctrine. See the army lists for options (if any) to the following. Bayonet Drilled Certain units not only were issued with the emerging plug or socket bayonet but were specifically drilled in its use against cavalry attack. 1. Bayonet drilled troops may form square once they have fixed bayonets during their movement phase. All figures in a unit in formed square inflict a -1 penalty on cavalry to hit rolls when in melee. 2. Units in square cause fear in all charging enemy cavalry who must pass a fear test to close to contact. 3. If charged by gallopers, a unit in square having at least as many pikemen as the chargers (including the chargers supporting ranks) may cause any hits in melee at strength 4, -1 to the save. 4. Socket bayonet armed foot in square may not fire with the outer ranks of musket. To avoid doubt, even when being charged, only inner ranks of foot may give fire. Note: This is to simulate the doctrine of the front rank of foot, kneeling to receive the charge whist rear ranks took options.

Williamite Warfare
A Proto-linear system

Cartridge Armed The advent and supply of pre-prepared cartridges for both infantry and artillery significantly increased the rates of fire and lessened misfires. For artillery, cartridge uptake includes the innovation of the priming tube. It should be noted that units purporting to be cartridge supplied should be depicted as such, musketeers carrying the cartridge pouch in lieu of the bandolier. 1. When supplied with cartridges, musketeers gain 1 in 3 extra firing dice rounded up. For example: 11 musketeers armed with cartridges may roll an additional 4 dice to fire 3 for the first 9 figures and another for the other two. This rule applies to dragoons. Artillery misfires are ignored for all types armed with cartridge for the firing roll and re-roll their dice. Note that whilst in widespread use for some time, the benefits applied to cartridge uptake for these rules takes into account a common preference of artillerists to ladle their powder, believing that powder was the determinant of range.

2. 3.

ARTILLERY Two general types of field artillery are represented: Battalion Guns and Cannon. Larger siege guns, mortars and howitzers are not covered refer WECW. Cannons Cannons take a full turn to limber or unlimber. To be clear, they cannot move and shoot. They may be manhandled to pivot at a -1 penalty to hit. Due to the weight of artillery in this period and carriage design, limbered cannons move 1 per draft animal pulling the limber to a maximum movement of 8. Only one limber model is required to represent a battery. The following table gives a broad representation of generic artillery types for Williamite Warfare. For more specific types, see the Army Lists. Artillery Class Gun Type Battalion Guns Galloper Gun
1 -3 pdr

Max range Min Crew Str Toughness Wnds 30 2 4 4 1 30 36 40 48 72 2 3 3 4 4 4 5 6 6 7 4 4 5 5 6 1 1 2 2 3

Falconet
3-4 pdr

Cannon

Falcons
6 pdr

Demi-culverin
8-10 pdr

Culverin
12 pdr

Demi-cannon
24 pdr

Cannons use the WECW firing system and Battalion Gus use the following:

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Williamite Warfare
A Proto-linear system

Battalion Guns Light field artillery pieces attached to specified battalions on an ad-hoc basis. Unlike later periods, these Battalion Guns are not crewed by battalion infantry but by civilian crews. They range from 1 -4 pound guns and are either towed on two wheeled limbers drawn by 2 to 4 horses or mounted on galloper split carriages, towed by a singe horse. Sometimes attached in pairs or supporting forward in two-gun batteries, they may also be fielded singly but must be attached to a battalion and in contact if so fielded. Battalion Guns may not move and shoot but may limber or unlimber and move at no penalty. They may pivot to fire at -1. They must be limbered to move at march-speed but if attached singly or in pairs they may be manhandled at the speed of the battalion. 1. Attached Battalion Guns cannot be targeted. Casualties are taken in melee or musketry from the whole battalion and only 1in6 from the gun(s) with a further 1d6 roll determining whether the gun or crew are hit: 1-2 the gun, 3-6 the crew. 2. When receiving casualties from artillery; however, if the battalion gun lies within the arc of fire, an additional 1d6 for every hit on the battalion is rolled prior to wounding. Regardless of the type of shot, a roll of 6 hits the Gun. 3. When using round shot, the Battalion Gun makes a BS roll. If it hits, roll to wound for the first rank using the Battalion Gun strength. If successful, roll for the next rank at strength -1, then at strength -2 for the third rank and so on until either failing to wound or passing through the target. 4. When using grape or canister shot, a battalion gun rolls its BS to hit. To wound, roll BS x d6 at the weapon strength to determine casualties. 5. Battalion Guns suffer a misfire on a roll of 1 to hit. 6. When in rout, the Battalion Guns are abandoned. Ammunition Wagons Whilst this period saw greatly improved logistics, artillery remained inefficient and consumed significant quantities of gunpowder, presenting problems of supply in the field. To represent this, each artillery piece is guaranteed only four shots per game. 1. After firing four times per game, successive artillery fire requires a roll of 1d6 per gun model the powder runs dry on a 1 or a 6. A gun running dry may not fire again. 2. Ammunition or supply wagons may be attached to a single Cannon, battery or Battalion Gun (at cost). Ammunition Wagons allow indefinite fire. 3. Ammunition wagons may not be transferred through the game.

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Williamite Warfare
A Proto-linear system

CAVALRY Whilst cavalry formations or units of this time were permanently administered under a regimental system, the tactical cavalry unit was troop, organised into squadrons. Players may deploy squadrons when and however they please at the beginning of the game which must then remains fixed for the duration. There is nothing new specific to cavalry types and WECW is relied upon and those available can be found in the army lists. What follows are the Special Abilities of cavalry, translated by evolving doctrines of the period. Guidons Whilst more numerous in reality, guidons (cavalry standards) may only be purchased at one per regiment represented and it is up to the owning player to decide how best to distribute them. To avoid doubt, whilst players may have an entire regiment of (say) four squadrons in an army on the field, they may distribute the squadrons in any adhod formations they wish but only one of those squadrons may have the regimental standard. SPECIAL ABILITIES Galloping Charge Adopted by the French from the Swedish example, this was an all out charge into the enemy ranks at the gallop. This was a generally rare practice for this period as control had been favoured for both firing from the saddle as well as to maintain cohesion in contact. 1. Galloping chargers move a charge distance to contact and gain impetus of +1 for all to-hit rolls in combat. 2. Galloping chargers must pass a test, rolling equal or lower than their movement rate on 2d6. If failed, they become disordered. Note: Only Gallopers may charge at the gallop. 3. Veteran cavalry test at -1 and Elite gallopers at -2 to the roll. 4. Galloping chargers cannot fire into the charge. Note: Gallopers may elect to charge not at the Gallop and fire into the charge. Charging Cavalry, as all units, must pass a leadership test to charge. As the assault arm of the army; however, they do not suffer the modifier of foot when making a Leadership test to charge the enemy. Dragoons do test at a -1 penalty on Leadership. 12

French Cavalry Crossing into Holland 1672

Williamite Warfare
A Proto-linear system

Reaction to Charge All cavalry (including dragoons) may attempt a counter-charge as a reaction to being charged by enemy horse by rolling against their own Leadership. If the Leadership roll is failed, the cavalry must flee (no firing) but at -1d6. Otherwise, cavalry may elect to Stand, Flee or Stand & Shoot. If cavalry are suitably armed, it may also elect to disorder itself for Receiving Fire. Receiving Fire Cavalry (including dragoons) armed with musketoon or carbines may disorder itself as a reaction to charge in order to maximise its firepower. The practice was a calculated risk and applies as follows: 1. Through disordering, all ranks of horse being charged may give fire at the usual -1 to hit through being charged. 2. Receiving Fire is undertaken irrespective of whether the unit fired the previous turn. 3. Receiving Fire is a charge reaction and can only be undertaken after a successful Leadership roll. Note: a unit may not disorder itself to maximise firepower ordinarily and must adopt a wider frontage to increase eligible shooters. 4. Receiving Fire must apply and be able to be applied to a whole unit being charged. To avoid doubt, if a demi-squadron has only one squadron so armed, it may not apply Receiving Fire. Dragoons As dual mounted infantry and medium cavalry, dragoons may fight dismounted or mounted. On foot, dragoons act as light infantry, fighting in either formed or skirmish formations losing 1in4 figures as horse holders. When mounted, dragoons (unlike other cavalry) may load and fire their musketoons or carbines whilst mounted. They may do so and move up to a half move distance at a -1 penalty to hit, otherwise they shoot without a movement penalty.

General Notes on the Lists The point costs for pikemen and musketeers are averaged from the WECW system to provide a generic Foot soldier for infantry calculations. This is because the pikemen are now integral to the battalion fighting formation, keeping formation with the musketeers. Technology point costs alter over time. You will notice within the Early FrancoDutch Wars period the additional cost of a flintlock musket (for example) is +4 points, whereas this reduces to +3 in the Glorious Revolution campaigns and finally 13

Williamite Warfare
A Proto-linear system

+2 points by the Nine Years War. This is to reflect increases and economies of production and increased availability. Adjustment to troop quality is generally reflected in Initiative, Weapon Skill, Ballistic Skill and Toughness ratings. Over time, troop attributes will reduce, costs will rise and troop qualities may be unavailable in the lists. This can be seen in the reduced quality of horse for the Dutch in the Early Franco-Dutch War, for example, or the reduced quality in French foot by the end of that war as the army expanded exponentially from its original, highly trained nucleus. Some troop types and Special Abilities, whilst reflected in the lists, may not yet be available from all figure manufacturers in a preferred scale regrettable but such is life.

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