Greetings, all you power-armoured ladies and gentlemen! I hope you’re ready to dig in, fortify, and prep your siege weapons. We’re about to take a deep dive into the Anvil Siege Force Detachment in the new Codex Space Marines.
The first thing you need to know is that, while the concept of this Detachment lends itself naturally to Imperial Fists and their descendent Chapters, you can play this Detachment regardless of how your army is painted, just like the rest of the seven total Detachments in this book. So if you want to run your Dark Angels, Blood Angels, Deathwatch, Cacharodons or Minotaurs as an Anvil Siege Force, you are welcome to do so! Every Space Marine Chapter has their preferred form of war, but even Raven Guard occasionally need to dig trenchlines and launch waves of rockets from entire batteries of Whirlwinds to soften up an entrenched target.
So, with that little caveat in mind, let’s dig in! (see what I did there?)
NOTE: I’ll be using an A, B, C, D-Tier ranking system, but only for purposes of internal comparison. As a general rule, I don’t like ranking systems and ladders because people read them and assume that that ranking is correct or approximately correct across the board, when the reality is that what I might think is a C-tier unit, could be taken by someone else and used as the S-tier cornerstone unit of their list. So, take my rankings with a grain of salt and decide for yourself if you agree or not.)
Detachment Rule
The Anvil Siege Force Detachment Rule is named “Shield of the Imperium” – very appropriate for the kind of defense that most of us have read about in the Siege of Terra books and similar. The rule text reads: “Ranged weapons equipped by Adeptus Astartes models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.”
Now, color me biased with my love of the sons of Dorn and the idea of siege combat in general, but that is a very strong opening. At first blush, this rule does seem to work against the idea of fluid, mobile firepower and instead leans into an entirely static, gunline list, but on the contrary, my friends. This detachment rule is ideal for covering fire, baited killzones, and alternating shoot-and-move tactics. While your lighter, faster units are seizing objectives and scoring Secondaries, the rest of your army is lining up their shots waiting for the counter-charge. Imagine if you will, dividing your force into two or three large groups (in your mind of course) at the start of the game as you deploy. Group A moves forward quickly onto midboard objectives. Group B (and possibly C, as well) remains static and shoots at what they can see. Then, next turn, Group A sets its feet for shooting at key targets while Group B moves up behind them. Then, alternating as you go, the two or three groups can take over and hold two or three key locations/ruins/objectives on the board, shooting to death anything that rears its ugly head to challenge you.
As with any Detachment or Faction, it’s an idea that takes practice and repetitions, but it’s very strong, in my humble opinion.
Score: A-/B+
Enhancements
I’ll be honest, the Enhancements are the weakest part of this Detachment. There is one good choice, one mediocre one, and two that you might throw out as part of a casual game at home when you’re teaching a friend the rules, but won’t have much use in competitive play. None of these are auto-takes for me.
First up is Indomitable Fury: “GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.” At first blush, the idea of turning a Gravis-armoured character into Saint Celestine is appealing, but the reality is that there is only one Gravis armoured character, at present. We do not yet have a Gravis Lieutenant (somehow), a Gravis Chaplain or Gravis Librarian. Thus, you’re only putting this on a Gravis Captain or an Apothecary Biologis, who will likely be in a full-size squad of Aggressors at the outset of the game.
He won’t likely start taking damage until at least the 3rd round or later, so this is an enhancement that sounds nice, but won’t take effect until Turn 3 (at which point, keeping your character alive is probably the least of your worries) or later (at which point, the game is close to decided and keeping your character alive may hold an objective for you, or will be entirely academic). Factor in that the Gravis Captain already has a Toughness of 6, 6 Wounds, a 4++ invulnerable save, and access to free uses of the Armour of Contempt Stratagem, and the idea of spending 20 points on this Enhancement sounds, to me, like maybe your list needs some adjustment, because there’s better ways to spend that last 20 points.
Score: B
Next up is the Fleet Commander: Captain model only. Once per battle, at the start of your Shooting Phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting Phase, place another marker on the battlefield within 12” of the centre (or center, if you’re in the U.S.) of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.” (I added the italics to help everyone key in on some important timing details on this one.)
This is an interesting take on the old Orbital Bombardment and similar stratagems and abilities, and I think it’s a slight improvement. Once upon a time, you designed a point or two, and then your opponent had a whole turn in which to move out of the way to avoid incoming mortal wounds. It was best used to clear smaller enemy units off of an objective for a turn. This version is slightly improved, in that you only have to pick one spot, and then your opponent can try to run from it, but on your next turn you get to choose the direction of the orbital laser and have a better chance of catching at least one unit in the line stitched across the filed by your low-orbiting Battle Barge’s cannon.
Improved from older versions? Yes. Still worth taking? No. Even at 15 points, this is not a worthwhile way to spend your points. It’s only once per battle, and, without having tested it yet, either your opponent stands still, takes it on the chin and laughs at your D3 mortal wounds, or they scatter like rats, and maybe you tag a single unit of infantry and do… D3 mortal wounds. That is not what I call a valuable use of points.
Score: C-
Next up is Stoic Defender: “Adeptus Astartes model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle Shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.”
Excuse me while I remain painfully underwhelmed. So, just to be clear, I have to keep the character who has this Enhancement and his unit stationary on an objective for the privilege of having a 6+ FNP? And if it so happens that I’m Battle Shocked, that unit’s OC only goes down by half instead of reducing it to zero. Wow. Bestill my heart.
First of all, a 6+ FNP save is statistically likely to work only 16% of the time. That’s worse odds than most tables in Vegas (and I don’t mean the ones at LVO). Even if you put this on a 10-strong Terminator squad, that’s 30 wounds that will be statistically increased (if the dice are kind to you) by a whole 5 wounds. Realistically, that isn’t even mathematically accurate, since dice don’t actually work that way. You’re more likely to get between one and three extra wounds out of this at best.
As for the other half of this enhancement, Space Marines aren’t likely to be Battle Shocked, and if they are, I don’t see much advantage to reducing your OC stat down by half instead of zero. Again, taking that Terminator squad as our example, if you lose enough models to force a Battle Shock test, that means you’re below half strength, which means the unit only has an OC of 5 (or less), so whether your total OC score is down to 2 or 3 instead of 0 is unlikely to really help you hold an objective unless your opponent has no models on it. This also still doesn’t save your unit from not being able to play stratagems on it, either, if Battle Shocked. Yes, there is the niche situation where you will be taking fully healthy Battle Shock tests against factions like Tyranids and Chaos Knights, but I still don’t think that it will be very useful.
Now, consider that this Enhancement is 15 points and, considering that I wouldn’t even pay 10 points for it, it’s not even worth me reading it a second time.
Score: D-
Lastly, we have Architect of War: “Adeptus Astartes model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.”
It’s short. It’s sweet. It’s consistent with the theme of the Detachment, flushing units out of cover as you obliterate them with big guns. I like it. Put this on a character leading a unit of Hellblasters, a unit of Eradicators, or a unit of Aggressors, and we have something interesting.
Downside? It costs you 25 points, and that stings. On paper, it looks good, but you’ll have to decide if that price tag is worth it. Personally, I’m leaving it on the shelf.
I was giving it a B+ until I saw the points cost. So, until it comes down to 15 points, I’m giving this a C.
Score: C
Stratagems
Okay, the Enhancements were rough to get through. I think that we students of the ancient art of siege warfare deserved better, but all hope is not lost. We’ve got some support coming in, in the form of Stratagems:
Armour of Contempt (1CP) – I won’t insult anyone’s intelligence by re-typing what this does. You know it. You love it. Better yet, in a faction that wants to pick key terrain pieces and dig in, it’s especially nice. It’s also worth noting that this is a Battle Tactic Stratagem, so even after the recent adjustment in the September 2023 Balance Dataslate, your Captain can still use his Rites of Battle to use this a second time in the phase for free.
Score: A
Rigid Discipline (1CP) – Use at the end of the Fight Phase on one Adeptus Astartes unit from your army that is within Engagement Range of one or more enemy units. Your chosen unit can immediately Fall Back 6”. The only caveat is that it has to end its move wholly within your deployment zone or within range of an objective marker. (Also, note that this is a Strategic Ploy strat, so no free uses on this one.)
I like the theory of it. Fall Back at the end of your opponent’s Fight Phase and you can still move and shoot normally in your next turn. Fall Back at the end of your own Fight Phase, and you’ll still be free to Overwatch or perhaps Heroically Intervene on your opponent’s turn. Maybe Fall Back and grab an objective to score some Primary points or deny them to your opponent.
BUT… that Restriction can potentially be a strict one. I’m grateful that you don’t have to Fall Back and be wholly within range of an objective marker, so it could be worse. This is definitely not a stratagem that you will use in every situation where you want to use it, because of the Terms of Use on it. Overall, with practice, though, I think it’ll be a valuable addition to a practiced use of this Detachment.
Score: B
No Backwards Step (1CP) – also a Strategic Ploy Stratagem, so you’re not using this for free, but in your Command Phase, you can use this on one Adeptus Astartes Infantry unit that is within range of an objective marker. Until the end of the turn, double your Objective Control characteristic on that unit, but it must Remain Stationary this turn.
Remember how I said that this Detachment does not need to be played as a static gunline? Well, except when you use this Stratagem. Don’t get me wrong, if you are in desperate need of flipping a contested objective to score some Primary points, this is the way to do it. Will you do it very often? Probably not. Will you use this Stratagem at least once every game? Probably not. When you do, you’ll love it. The rest of the time… well, just don’t forget that you have it.
Score: C+
(technically I think it’s a B, but I downgraded it only because it’s taking up the space of what could have been another, more useful and exciting Stratagem)
No Threat Too Great (2CP) – in your Shooting Phase, use this stratagem on one Adeptus Astartes unit from your army that has not been selected to shoot this phase. Until the end of the phase, each time a model in your unit makes a ranged attack that targets a Monster of Vehicle unit, you can re-roll the Wound roll.
Okay, NOW we’re talking! Re-rolling my Wounds against Monsters and Vehicles AND it’s a Battle Tactic Stratagem, so my Captain can use it for free?! Yes, please! Yes, I will happily allow my Eradicators or my Centurion Devastators to re-roll their (already buffed from the Detachment rule) wound rolls against your Knight Abominant. Angron bearing down on you? How about a face full of plasma with a side of re-rolls to Wound, oh Mighty Red One? Maybe you want to get spicy and bless your Ballistus Dreadnought or Gladiator Lancer with the chance to re-roll their wound rolls against T11 Tyranid monstrosity? Here you go.
As with all things, there is a downside, and here it’s obviously that 2CP price tag, so you’re not using it every turn for sure. When you need it, though, it’ll be clutch, and this is one reason that you’ll be thinking very carefully about what unit your Captain will be leading.
Score: A-
Battle Drill Recall (1CP) – Another Battle Tactic Stratagem for use in your Shooting Phase. Target one Adeptus Astartes unit from your army that has not been selected yet to shoot this phase, and until the end of that phase, ranged weapons equipped by models in that unit gain the [SUSTAINED HITS 1] ability. Better yet, if that unit Remained Stationary this turn, then Critical Hits will trigger on 5+.
Spoiler Alert! I’ve giving this one a Score of A (bordering on A+). Those who know me, know that I love my exploding 6s to hit. Exploding 5s? “It’s Christmas. We goin’ to Applebees after this.”* Stack this on anything with a reasonably (or, preferably, RIDICULOUSLY) high volume of shots, and you will murder almost anything. Bolter Aggressors, Centurion Devastators with heavy bolters and Centurion bolters, or perhaps a Gladiator Reaper will all benefit happily from this Stratagem in obscene fashion, but even a humble Heavy Intercessor squad will reap benefits from this (moreso if that squad is led by an Apothecary Biologis, so you get your lethal hits also triggering on 5+ and suddenly that squad is racking up a body count like Jason Voorhees in the mid-80s).
And did I mention that it’s a Battle Tactic, so your Captain can let you double up on this one for free? Pure win.
Score: A
Hail of Vengeance (2CP) – Use this in your opponent’s Shooting Phase just after an enemy unit has resolved its attacks. Target one Adeptus Astartes unit from your army that lost one or more models to that unit’s shooting. That unit can immediately shoot back at the offending enemy unit (if that unit is an eligible target).
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*Credit to anyone who recognized this as a quote from “John Wick: Chapter 2,” one of the greatest movies of all time.
On the one hand, I love anything that lets me shoot more at the enemy, especially if I’m shooting back at someone that just shot at me. However, the 2CP cost combined with the fact that I had to take casualties to even meet the requirements to use this Stratagem, and suddenly I’m thinking I might use this once per game… and even then, probably not. This is another Strategic Ploy Stratagem, so no freebie uses, and why would I spend 2CP to shoot back with a squad that is below starting strength (possibly dramatically below). Do I even think that my Terminator Squad will damage that Riptide that just caused me to lose a guy? Is that worth 2CP? Probably not. When I can save my points for additional uses of Battle Drill Recall, No Threat Too Great, Grenade, Tank Shock, and Armour of Contempt? Nope. I’m good.
To be clear, I’m not saying this Stratagem is useless or bad. It’s just something that I’ll only reach for in niche situations where I think I can clip off the last couple models in a squad, or nail some decent wounds into a Crisis team before it jumps back into cover, etc.
Score: B-
Key Units for an ANVIL SIEGE FORCE
Like I said in the intro above, pretty much any of the 96 units in the Codex will benefit from the Shield of the Imperium rule and the better Stratagems in this Detachment. That said, obviously, there are a few stand-out units that you might want to give some real thought to before you start building your list. These are my personal picks, and individual opinions may vary:
Whirlwinds. There, I said it. I know you’re all shocked. Make your indirect rockets hit on 3s (after the indirect fire penalty balances out with the [HEAVY] keyword blessed upon it by Shield of the Imperium), and you’ll start picking apart enemy indirect and infantry units trying to hide in cover. Add in [SUSTAINED HITS 1] for 1CP, and your artillery battery will be removing key threats for you. Get crazy and add a Techmarine for even more accuracy, so you’re hitting on 2+ with your indirect fire.
Centurion Devastators. A staple of my 9th Edition Imperial Fists lists (because I love the model, even if GW still punishes this unit for what they were allowed to do in previous editions), this is a unit that you may well deploy on a second story of a ruin and then not move it for the rest of the game. For this unit, go for it. Then watch and enjoy as their lascannons and missile launchers hit on 2+ (re-rolling 1s with Decimator Protocols), and this unit will be making large things die quickly. Need some extra insurance to make sure that you annihilate that Great Unclean One? Use No Threat Too Great to get that spicy +1 to Wound and commence your campaign of Monster and Vehicular homicide.
Aggressors. This unit is the poster-child for “I’m going to stand here and start firing my guns. If you’re still standing there, I can’t ensure your safety.” Park a 6-strong squad of Aggressors with bolters and grenade launchers, preferably led by an Apothecary Biologis, on a midboard objective, and then wait for all the extras to show up for your filming of The Expendables 4(0,000).
Gladiators. Any of them. Pick your flavor. Personally, I would tend away from the Gladiator Valiant, since it’s guns are much shorter ranged, which means you’ll be moving this thing more to get it into range of what you want to shoot with it. The Lancer and Reaper are better suited to this Detachment.
Desolation Squad. {sigh} Yes, I said it. Yes, I kinda hate myself for saying it. Reality is what it is, though. Desolation Marines, being one step away from war criminals for the last 6 or 7 months, have now been greatly reduced in efficacy, both with the recent points hike and their restriction to unit size being capped at 5 instead of 10. They got NERF’d and they deserved it.
In this Detachment, however, with Shield of the Imperium and Battle Drill Recall, they can still take out key infantry targets, particularly if you also mix in Oath of Moment (even with Oath being downgraded a bit from its Index incarnation). Their long range and ability to Remain Stationary and still shoot almost anything they want, makes them a choice option for the Anvil Siege Force.
Hammerfall Bunker. Just kidding. Sorry. I just wanted to type that and then imagine all y’all’s faces all screwed up in confusion. Thank you. Okay, moving back to reality….
Eliminators. Yes, really. Give them bolt sniper rifles, that are already Heavy, and your S5, AP-2, D3 [PRECISION] rifles are now hitting on 2s and getting a +1 to wound. Put a Phobos Librarian in the squad so that they can’t be targeted outside of 12”, and you can park your trio of snipers out in the open, near the back, and they can shoot any character that comes into line of sight hitting on 2s and likely wounding on 2s as well. Not bad.
Heavy Intercessors. Yes, the humble Heavy Intercessors, the oft-forgotten third Battleline option for Space Marines, are an ideal choice for anchoring your Anvil Siege Force list. At a mere 105 points for 5 or 210 for the full size squad, you are not wrong to think that two squads of these as objective holding, support-by-fire units is a good choice. Give the 10-strong squad its two heavy bolters for a total of 22 shots at S5 hitting on 2s, and you’re putting out some decent fire, all of which will get the +1 to Wound from Shield of the Imperium if they Remain Stationary, since all of their weapons already have [HEAVY]. They’re also another good candidate for Battle Drill Recall mixed with Oath of Moment. They have the potential to drop anything short of a large Knight at that point.
Hellblaster Squad. This is seriously one of the best choices for this Detachment. The plasma incinerators come natively with [ASSAULT] and [HEAVY]. So you can Advance them forward into an ideal firing position and enjoy the benefits of their guns. Then, if you stand them still, they get the +1 to hit from [HEAVY] and the +1 to Wound from Shield of the Imperium. You don’t even need to overcharge them to wound most things on 2+, and against vehicles, you’ll be wounding on 4s. Twenty (20) shots that wound on 4+ at AP-3 and Damage 2 will wreck or cripple most larger targets in the game. For insurance, put an Apothecary in the squad to insure yourself against casualties from failed Hazardous tests.
Eradicator Squads. So you thought we had left them behind in 9th Edition? Wrong! Both the melta rifle and multi-melta already have the [HEAVY] keyword, so that means that you get +1 to Wound on every shot. Combine that with their Total Obliteration special ability, and you are now wounding lots of Monsters and Vehicles on a 4+ with re-rolls. Put a squad of 3 of these (for the low, low price of 95 points!) into Strategic Reserve, then come out blasting on Turn 2! (It’s just too bad that you can’t put Gravis units into a Drop Pod.)
Suppressor Squads. No, this isn’t me being funny again. Admittedly, this is more of an Honorable Mention situation, but I still think they’re worth a look here. Know why? Their autocannons are 48” range and already have the [HEAVY] keyword. Plus, in 10th edition, those autocannons got the small, almost imperceptible yet very important glow-up to S8. So, turn 1 keep them in cover. Turn 2, jump them up into a higher level of a ruin for line of sight. Turn 3 and thereafter, they stay back, unleashing 9 shots at S8, AP-1, and D2, hitting on 3s and getting +1 to Wound all for the ridiculously low cost of 85 points. So splurge on two of these squads to double up your number of shots, and start hosing down Tyranid Warriors and the like Wounding them on 2+. I wouldn’t waste CP on strat support for them, since only 3 guys get the benefit, but it’s still a cheap unit that can do some decent, early to mid-game damage for you, and then start jumping forward quickly for late game objective stealing or mission play.
Infiltrator Squad. Last, but definitely not least, everyone knows that Infiltrators are great for screening out your backfield. What they aren’t known for is killing anything. That can potentially change now. The Infiltrator Squad’s Marksman Bolt Carbines are all [HEAVY] to start with, so if the unit Remains Stationary, then they can get that sweet +1 to Wound. Are they going to drop a Helbrute charging at them? No, of course not. Are they going to whittle down some Atalan Jackals? Probably! So in this instance, the Shield of the Imperium rule doesn’t so much make the Infiltrators a powerhouse as make them reasonably multi-functional. Previously you probably wouldn’t waste time on your clock to shoot with them, and now it might be a worthwhile investment to wear down something that go into your backfield that doesn’t belong there.
Sample List (Remember that this is just what I would take in an initial test list for this Detachment based on my playstyle. It’s something to help your creative energy start flowing, and then modify to your own preferences):
Anvil Siege Force
Characters
Gravis Captain with Boltstorm Gauntlet, Power Fist and Relic Blade – 80 pts
Apothecary Biologis – 55 pts
Librarian in Phobos Armour – 75 pts
Apothecary – 55 pts
Battleline
10x Heavy Intercessors with 2 Heavy Bolters – 210 pts
5x Heavy Intercessors with 2 Heavy Bolters – 105 pts
Other Datasheets
6x Aggressors with Boltstorm Gauntlets and Fragstorm Grenade Launchers – 200 pts
3x Centurion Devastators w/ Lascannons and Centurion Missile Launchers – 175 pts
3x Eliminators with Bolt Sniper Rifles – 75 pts
3x Eliminators with Bolt Sniper Rifles – 75 pts
3x Eradicators with melta rifles and 1 multi-melta – 95 pts
10x Hellblasters – 250
Invader ATV with Onslaught Gatling Cannon – 70pts
Invader ATV with Onslaught Gatling Cannon – 70pts
5x Infiltrators – 100 pts
Whirlwind – 150 pts
Whirlwind – 150 pts
Total: 2000 pts
How does this list play? The Gravis Captain and the Apothecary Biologis join the Aggressor Squad. The other Apothecary joins the Hellblasters, and the Phobos Librarian leads one of the Eliminator Squads.
The two Whirlwinds and the Centurions form a powerful firebase in your deployment zone to engage key targets and the biggest threats to the rest of your army. The Infiltrators help them by screening out any would-be party crashers to the Whirlwind Party of the Century(on).
Meanwhile, the Eliminators can set up in optimal locations, particularly with the Phobos Libby’s lone-op-lite ability, and then you just target any Character that sticks its head out in line of sight.
The Aggressors either advance on the midboard or go into Strategic Reserves, depending on your mission layout and what faction you’re facing. Alternatively, you put the Eradicators into Strategic Reserve to come in from a flank and pick off enemy indirect like Plagueburst Crawlers, enemy Whirlwinds, Basilisks, and the like.
The rest of the force advances through cover up the field, cleansing and doing other secondaries along the way.
The Invader ATVs are the scoring spice in this list, since they will come in from a flank, perhaps Rapidly Ingressing, and generally staying ready to score missions like Behind Enemy Lines or Capture Enemy Outpost when those cards come up. At 70 points each, they are very inexpensive and still fairly resilient. They won’t likely ever benefit from the Detachment rule, but that’s not why you have them in this list.
This is not a Detachment for generalist play. You have to have a plan to effectively use the Detachment rule and even some of the Stratagems. This might seem uncomfortable until you realize that that’s how most factions and subfactions play in this and previous editions of 40K. If you adopt a strategy of holding your home objective, reinforcing one midboard objective, using a second midboard objective as a baited target for shooting anything that your opponent puts on it, while harassing your opponent’s more important units, you can effectively lay siege to his/her half of the board while securing your own triangle of victory on your half.
Final Thoughts
The Anvil Siege Force Detachment is both characterful and has some strong efficiencies that can make it highly competitive in the right hands. Even for a novice to the game, I think this Detachment has some good, basic tools to allow a newer player to enjoy playing a static line defense while familiarizing him/herself with the rules and not stressing about overextending and getting tabled too easily.
The other benefit to this Detachment, much like the Vanguard Spearhead, is that it encourages play with units that otherwise might stay on the shelf. The trick with the Anvil Siege Force, as with many factions and detachments, is to build a list that plays into the strengths of the detachment while not sacrificing too much in the way of scoring potential and ability to play the game. The sample list above, for example, can also use Inceptor Squads or Jump Pack Assault Intercessors for mission scoring, but they are a greater points investment. That is a “season to taste” situation, for sure.
Overall, I love the concept of the Anvil Siege Force and while it’s not perfect (looking at you, Enhancements), it’s got all of the style and substance to make a fun list that is also competitive and, most importantly, able to give you as the player and your opponent an enjoyable, challenging play experience.
FINAL SCORE: B+
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