Tactics for Command:A guide for operations throughout the galaxy.

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SolarMacharius
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Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 08 Mar 2018, 22:18

After a couple months of low activity, I am back playing XO regularly again. As there have been many updates since I last played, I have rewritten most of my general strategies for most maps and would like to share them with fellow command players for comment and critique. Feel free to chip in with your own ideas.

General Tactics:

1.Do not retreat unless absolutely forced. I have recently been playing round where the marines have been able to turn entire matches around thanks to clever last minute flanks or well position fire support. The full retreat should always be the last tactic you resort too as command, as it is almost impossible to retake the planet once forced off.
2.Ask the RO for a mortar and metal primarily. I know people think the mortar is too expensive, but the extra fire support is an absolute godsend, especially on prison where you can fire pretty much anywhere. the metal is a no brainier and should always be sent down to the marines as fast as possible.
3.Extra engineers should always be sent to help fortify. In my experience as an engineer and as an SL, you rarely need more than one engineer to open doors or fix power. That extra engi should either be at the FOB helping build it, or establishing forward defensive positions with a squad tasked for that. If you have a Mounted Smartgun you can organize engineers into a machine gun team instead, working in tandem to carry the ammunition and parts across the battlefield to the front.
4.Extra SO's should be sent planetside to help coordinate. Their ability to talk to every squad makes it much easier to organize multi squad pushes.
5.Pair squads together. If you send individual squads out to scout areas, do not be surprised if they instantly get surrounded and killed. Having an extra squad secure the rear/flanks is a lifesaver.
6.Be ready to adapt. Remember to use tactical withdrawals to lure aliens in or send a squad to flank around. This guide is a framework to get the operation started smoothly, not to account for every solution.
7.Be aggressive. Marines are strongest when they are pushing. Exploit flanks, chase the queen after she screeches. A timid marine is a dead marine with a full clip of ammo
8.Be unconventional. Aliens fall into the same trap as marines, which is constantly expecting one tactic. if you can do successful tactical withdrawals follow by an encirclement, I guarantee you the aliens wont be able to respond. Always think outside of the box and if you think you have a good strategy, test it! No way to find out if it works if you don't try.

LV-624:
Introduction: LV is an ancient map that has been in rotation forever. One of the main issues of commanding here is getting marines to think outside the box and not resort immediately to bad habits such as leaving the medical dome empty or failing to secure flanks. With the new changes to drop timers the fog does not last as long as it once did, so it is vital to squeeze every second of prep and fortification possible while T-3's are not an issue. Pay special attention to the caves as this is where the map is won or lost.

*One squad deploys to the FOB and sets up at the Nexus.Have a triage center built. Begin fortifying the north road. Make triply sure there are no flanking routes into the building. Have half of FOB squad form a fireteam that will serve as Quick Response force, as an entire squad at the FOB is wasteful. Have wounded marines in the fireteam rotate out with healthy marines at the FOB.

*Have a squad deploy to Hydro, creates a firebase. Have them work on fortifying the road back to Nexus. Have them expand the firebase to the river banks when the fog drops, in order to create a gun line facing the far shore. Once the FOg drops this squad will cross over and create a defensive position at T-fort. This will serve as a resupply area for squads pushing the caves.

*A third squad will deploy to the storage dome attached to the nexus in order to seal it up. Note the defenses don't have to be too thick. Just enough to prevent wandering xenos from turning it into a lair they ambush marines from. Once the fog drops this squad will push east of the river and then sweep across from the shores towards the easternmost caves. This has the effect of flushing out xenos lurking out of line of sight of the marines at T-fort. This squad will then pivot north to the containers, supported by the squad at T-fort.

*The last squad deploys to the medical dome and fortifies it in order to prevent a flank into Hydro. This is a crucial defensive position that marines ignore all the time and wind up getting routed easily due to neglecting it. After the fog drops, this squad must immediately sprint to the entrance of the Western caves and begin to push in. I cannot understate how important this is. If the aliens shift forces to the western entrances, they can hold the entrance for forever and can easily do hit and run attacks on T-fort. It is vital that the marines secure the entrance before any boilers and ravagers shift position.

Big Red:
Introduction:Big Red is a newer map and has less of a set meta then LV does. It also lacks delaying mechanics such as the Fog on LV or the doors on prison, which means you will have to contend with T-3;s immediately. Another thing to note is aliens shift hive positions on this map way more then on every map other than Ice. Which means you cannot rely on the aliens being in one location for sure. The aliens seem to split their hives evenly between Lambda and the southern research labs, with some ballsy aliens even choosing viro. Make sure to thoroughly recon each of these areas. If all else fails, note which direction aliens run away towards.

*One Squad deploys to LZ1, fortifies the area and repairs tcomms. Have them expand Fob into courtyard, at least three rings of defenses with sentries and mg nest, as well as defenses in the hangar. Have them loot medical and set up triage center in space port. Once battle begins, have a small group station at Tcomms to prevent flanking. Have them patrol security. Once defenses are set, have a fireteam push with the main body of the marines. If the aliens have set up in the south this fire team will flank from the eastern caves at viro and push down to seal the aliens inside the lab.

*The second squad scouts Security and Medbay after landing at lz1, then fortifies security and establishes a small outpost in dorms and sec. The next part of their role depends on where the aliens are attacking from. If they are in lambda this squad will reroute south to the tunnel entrance located at filtration and flank the labs from that position, effectively trapping the aliens inside and forcing them to split their attention. If the aliens are in the south labs, have them serve as a reserve force for the other two squads who will be doing the majority of the pushing into the labs. Have them set up defensive position behind the front line so the marines have something to fall back too.

*The third Squad deploys via ds2 and head to engineering to fix power immediately. This is usually where the first aliens are encountered in the round and you can generally gauge which direction they are coming from after around five minutes of combat. If they are coming from Lambda, this squad will push to the entrance and set up fortifications at the entrance, as well as setting up a fallback position at the bar. If the aliens are located in the south, have them push to the road leading south and set up fortifications there. Once the blast doors are breached they should move the fortifications to the courtyard there.

*The fourth squad deploys via ds2 and sticks next to charlie at all times. Moves to the mess hall/bar/Library and creates an outpost there. Sticks with Charlie at all times and helps secure the flanks and rear. Pressures main entrance with charlie. If the Aliens are in the southern labs, this squad will reroute to filtration where they will set up a firebase and prepare to use the tunnels there to flank the labs from the east. This, combined with the fire team pushing in from the west tunnels will pin the aliens in on all sides and ensures that they perish to the last.

Ice Colony
: Oh boy Ice. This is the hardest map to win on, bar none. Notorious for long rounds and marine defeats, Ice is considered one of the most atmospheric maps, and also one of the hardest to win on. Still major changes have to Ice that makes it less difficult to play on for marines. Marines are no longer slowed for simply being on the map, meaning its not as much of a slog to walk across/fight on. Tcomms was also moved from the warehouse to an area super close to Lz1, meaning you no longer have to split your forces to get comms up. All in all Ice is much more manageable then it once was, but is still a hard fight due to its size and its multiple z-levels.

*All forces will be deployed via the Alamo to Lz1. Lz2 will be ignored unless a flank is required underground later in the round.

*Alpha will secure LZ1 and the valleys north of the lz. A fireteam from Alpha will then be sent north to scout up to medical, as well as secure Deltas flank.

*Bravo will head south to tcomms and fortify the area. Afterwards they will head north to the bar and establish a firebase there. They will also help extend fortifications out from the aerodrome onto the road. One fireteam will stay behind to secure the southern flank and patrol the road

*Charlie will fortify and secure the aerodrome. They will then send a fireteam north with delta, while the others will be stationed in the hangar. If aliens are discovered to be nesting below ground, they will use the elevator at the aerodrome to head below ground.

*Delta will head north and get power running. Afterwards they will head south and link up with the fire teams from alpha, bravo, and charlie at the medbay. Afterwards they will push east to the warehouse to scout. If they encounter resistance, have them establish a base at dorms.

*If the aliens have been ejected from the surface, a push underground will be ordered. Half the squads will deploy via the aerodrome elevator, while the other half will use the warehouse elevator and research elevator. If a squad encounters the aliens. All other squads will immediately reroute to the area via the elevators or ladders.

The hardest part of this map is the below ground push. Its basically a dice role which elevators and ladders the aliens are camping so make sure to through flares down the ladders and set up barricades near the elevators. Pretty much ignore lz2 if you can, its way too cramped to deploy more than one squad in and is very easy for the aliens to surround and annihilate.

Prison Station
Introduction:Prison is the newest map and is the best one to deploy fire support on. Whereas fire support on LZ-624 and Big Red is limited by caves, and is almost useless on Ice since the aliens are almost always underground, there is no limit to targeting for mortars, OB's, and CAS. It also has doors that operate similarly to the fog of Lv, giving you time to properly prepare pushes. Combined with the fact that the aliens starting hive is in arae that naturally dead ends, prison is one of the easier maps to win on in my opinion.

*All squads will deploy via the Alamo to LZ1. Lz2 is so close to Lz1 that its kind of redundant, so there is no point in splitting your troops.

*Alpha sets up the FOB at the landing sight and repairs Tcomms. They will extend defenses as far as the hallway outside of Visitation and Parole and make sure a secure route to the Yard exists. One fire team will deployed to the frontlines at all times.

*Bravo pushes to the Yard alongside Charlie and Delta. They will set up a defensive positions at the yard, at the entrance to VIP Cells, and to the Visitation and parole in order to link defenses with Alpha. Once battle is joined at VIP cell blocks, they will push north through the High Security Cellblock and flank the VIP cellblock through the Civilian Residences

*Charlie helps set up the defenses at the entrance to the VIP cells and serves as the main force holding that area, supported by fireteams from Bravo and Alpha. They will slowly advanced up the middle of the cellblock while holding the aliens in place.

*Delta flanks through the southern High Security Cellblock and hits the civilian residence from the south. They will then link up with bravo and cut the aliens off from the hive. If Charlie is struggling they will form a fireteam that will redploy to the center of the VIP cellblocks.

I have yet to see any one attempt to flank through either the north or south blocks so doing so should catch the aliens flatfooted. Remember to support Charlie and the middle flank the most, as it will be the area with the most pressure on it.

Tips for RP

Note this is not a guide on how to mold your characters personality. That is up to you. I want to highlight some things you can do to spice up the RP in a round as a commanding officer.

1.Be open to the CL. If they come to see you, do not instantly turn them away. CL's are a major source of shipboard RP and can greatly influence how a round goes if faxes get answered. Report the status of the ongoing operation, mull over documents they give you, and occasionally approve of them going station side.

2.Talk to the researcher. Most people I have seen completely ignore him, but the researcher can provide great amounts of RP. Have him study the aliens and give you reports on their biology, have him conduct clinical trials of hyperzine on monkeys before approving it(this serves to dissuade powergaming as it is not available from the start and provides RP opportunities for command, medical, and security. It also can take the aliens by surprise).

3.Interact with your command staff as much as possible and be in constant communication. Nothing is worse then silent command, make sure you are in constant communication with your forces, even if its just asking for status reports.

That is my guide to being an XO or CO on Colonial Marines. I hope the information contained in this guide was of some use to the community and will lead to Marine victories that were one due to smart play, and not due to dumb luck or bad alien players.
Last edited by SolarMacharius on 09 Mar 2018, 03:09, edited 1 time in total.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by Renomaki » 08 Mar 2018, 23:36

But remember, most of all:

Marines won't always obey.

Even the most dumbed down orders and tactics could be completely ignored by marines, mostly in the heat of the moment. Order a tactical retreat? They'll not realize a retreat is happening until they get killed due to being alone on the front. An order to stand firm, not a step back? Fuck dat shit, they gonna run away like a little bitch because they have no confidence after a recent failed push. Need to secure a flank from enemy attack? Piff, that's complicated, better to bunch up everyone in a single place and then complain about not being able to shoot.

A lot of this can be contributed to meta, and how marines tend to follow what they are familiar with rather than do things outside the box, no matter how minor. A simple request to do something as simple as setting up defenses will often go wonky because, without blueprints, they'll just stick with what they know and repeat the same designs over and over, no matter how much metal is supplied (which in fact often goes to waste because they can't think of anything more to build after the metabuilds are designed.)

It is the bitter reality of being a commanding officer... Still, though, it is nice to dabble in it every now and then, with the hope that your tactics win the day, or at least keep the xenos busy for more than 2 hours.
Sometimes, bravery comes from the most unlikely sources.

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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 08 Mar 2018, 23:46

That is why I tried to make the orders basic. In general I find if you tell a squad "Go to X location and then move to Y location" They can follow that. Something like a fake retreat with an encirclement is almost impossible, but flanking through corridors is not as hard. As for designing stuff as an engineer, that by far is the hardest part. I find engineers just stop building entirely after a while. Like entirely, even if they have access to metal sometimes.

Marines are way to timid unless an alien dies in front of them. Then they go into a bloodlust infused charge after the xenos, overextending and then being picked off.

I just wanted to put a loose framework out there for people who might feel lost if they XO without a CO present, or who might want to get a bit more in depth with planning operations.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by thatguyfromlife » 09 Mar 2018, 00:08

Something I've seen done is send Marines down in waves. With only one or two squads planet side early on, Marines tend to listen more and play much more like a unit, since they can't run off to join another squad the second they leave the DS. The main downside is Marines stuck on the Ship tend to complain and whine, or just go down without orders.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 09 Mar 2018, 00:40

thatguyfromlife wrote:
09 Mar 2018, 00:08
Something I've seen done is send Marines down in waves. With only one or two squads planet side early on, Marines tend to listen more and play much more like a unit, since they can't run off to join another squad the second they leave the DS. The main downside is Marines stuck on the Ship tend to complain and whine, or just go down without orders.
Marine waves tactics work on basically any map and are good for if you want FOB's and forward outposts designed without the hassle of two other squads pushing through. It focuses the squads more on their objective rather than running off and fighting. Definitely something worth trying more often.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by Renomaki » 09 Mar 2018, 01:17

SolarMacharius wrote:
09 Mar 2018, 00:40
Marine waves tactics work on basically any map and are good for if you want FOB's and forward outposts designed without the hassle of two other squads pushing through. It focuses the squads more on their objective rather than running off and fighting. Definitely something worth trying more often.
Oh indeed this.

I may or may not have been the one that invented wave-style deployment. Either way, it is a great system that helps keep things more orderly, rather than the chaos of having all 4 squads deployed at once, either via both dropships or on a single dropship (which is an AWFUL idea, whoever thought of cramming 4 squads in one ship can go suck one).

Of course, back then, it was mainly done to help deal with the lack of Comms on Ice until it was stable, it being easier to juggle 2 squads with direct objectives (having one squad set up an FoB while the other does Comms) rather than having all 4 on the planet at once and having no idea what is going on. Recon squads are infamous for getting into trouble earlier than planned, and having no link to them makes it so much nastier.

Of course, now that it is common for Tcomms to be positioned right next to the main LZ in one way or another, a lack of communications isn't as big of a deal as it used to be back then (back when it was pretty much across the dang map from the LZ). However, If you happen to be commanding a large number of marines, doing a two wave deployment is a good way to get the boys down without too much chaos taking place.

Not only does it give the boarding marines more room to work and focus, it also slows the pacing of the mission a tad, keeping it from going from 0 to shithitsthefan too early. Again, it is the recon teams that tend to stir the hive the most, so a slightly delayed patrol is nice from keeping the marines from discovering the xenos before your defensive positions and plans are ready.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 09 Mar 2018, 01:38

The slower deployment of recon teams seems to be one of the main benefits for sure. Oftentimes recon teams are sent to cover the opposite sides of the maps by themselves. The second they contact the hive the aliens begin trying to encircle them and all too often succeed. You then lose an entire squad, which is a disaster during any round. Delaying recon by a bit and having the recon squad paired with another squad that covers the flanks and rear ensures that the marines can disengage if they run into trouble.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by HKO20006 » 09 Mar 2018, 01:54

"reroute north to the tunnel entrance located behind sec and flank the labs from that position"
FYI The Dorm -> EVA -> Lamba route is blocked off now.The only ways are Lamba gate or the cave SE of Office then head north.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 09 Mar 2018, 02:00

HKO2006 wrote:
09 Mar 2018, 01:54
"reroute north to the tunnel entrance located behind sec and flank the labs from that position"
FYI The Dorm -> EVA -> Lamba route is blocked off now.The only ways are Lamba gate or the cave SE of Office then head north.
Good to know! Now marines don't need to be wasted being stationed in security. I will make sure to update that portion of the guide.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by HKO20006 » 09 Mar 2018, 03:30

*Bravo pushes to the Yard alongside Charlie and Delta. They will set up a defensive positions at the yard, at the entrance to VIP Cells, and to the Visitation and parole in order to link defenses with Alpha. Once battle is joined at VIP cell blocks, they will push north through the High Security Cellblock and flank the VIP cellblock through the Civilian Residences
The time lock is 50 min, I suppose you launch Alamo at 1230, Bravo will have 20 min unable to do their objectives. I suppose the time can be used to barricade Canteen and Kitchen.
*Charlie helps set up the defenses at the entrance to the VIP cells and serves as the main force holding that area, supported by fireteams from Bravo and Alpha. They will slowly advanced up the middle of the cellblock while holding the aliens in place.
Charlie also has this problem.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 09 Mar 2018, 04:25

HKO2006 wrote:
09 Mar 2018, 03:30
The time lock is 50 min, I suppose you launch Alamo at 1230, Bravo will have 20 min unable to do their objectives. I suppose the time can be used to barricade Canteen and Kitchen.



Charlie also has this problem.
Charlie will only approach the cell block when the blast doors go down. If bravo is fortifying the canteen and kitchen, where should Charlie be re routed in the meantime? Would Research be a decent place for them to be stationed in the meantime?
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by Kesserline » 09 Mar 2018, 05:34

Mortar is shit, most of the time.

200 points, I can make 10 APRs.

Meaning that 10 marines can work in pairs or in trios, armed to the teeth, with enough firepower to rekt T3s.

They have also the ability to refill AP mags of nearby troops.


Last round I did that shit, APRs killed more than 20+ aliens, including several T3s (we still have lost, because the Hive was reaaaaaally good to play, it was a pleasure to watch them playing so well, but that's another story).

Mortar is too situational. Having a shitty fucking mortar ruining 80% of your points, for nothing, it's a waste of resources.

Just a thing :
- On LV and BR, if the fights are going well, they'll be in the caves. So, no mortar.
- On Ice, it's either underground, either on the LZ1, so in either case, you're fucked.
- On left Prison Station where the mortar can shine. But, if marines are going well, they push. But if they fail, most of the time their SL die too, so no tactical binocs, so you're fucked again.

200 points = roughly 8 to 10 APRs, 3 to 5 AP boxes, 30+ AP mags.


Please, don't advise Command to order mortar for the pleasure of ordering it, or like a gift to a baboon-engineer who is crying for it. Order mortar when it's part of a true strategy, with constant order of firing ordonance. Mortar is a tool, not a toy. And if it doesn't suit your strategy, then don't shoot yourself in the foot by ordering it.

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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by HKO20006 » 09 Mar 2018, 05:49

About Prison battle plan
► Show Spoiler
This is the attacking phase,
Thin red line: Main supply route
Thick short red lines: Timed blast doors
Orange lines: Hold them and you have contain xeno's in VIP and block their access to north/south
X: Common contested areas (plus whole VIP)
O: Common outposts
Three Ts: Hold the three Ts and you hold Tcoms. Though most Engie ignore the south T, and half of them ignore the west T.

There are two phases, before and after blast doors open.
before open
1SQ FOB 1FT & 1 Engie , Tcoms 1FT & 1 Engie
1SQ Kitchen, Canteen outpost
1SQ Power then outpost at Yard ring south corridor
1SQ Max sec courtyard outpost (or Infirmary if it was contested)

After open
Maybe 2SQ in middle, 2SQ north or south, according to contact?
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by SolarMacharius » 09 Mar 2018, 05:53

Kesserline wrote:
09 Mar 2018, 05:34
Mortar is shit, most of the time.

200 points, I can make 10 APRs.

Meaning that 10 marines can work in pairs or in trios, armed to the teeth, with enough firepower to rekt T3s.

They have also the ability to refill AP mags of nearby troops.


Last round I did that shit, APRs killed more than 20+ aliens, including several T3s (we still have lost, because the Hive was reaaaaaally good to play, it was a pleasure to watch them playing so well, but that's another story).

Mortar is too situational. Having a shitty fucking mortar ruining 80% of your points, for nothing, it's a waste of resources.

Just a thing :
- On LV and BR, if the fights are going well, they'll be in the caves. So, no mortar.
- On Ice, it's either underground, either on the LZ1, so in either case, you're fucked.
- On left Prison Station where the mortar can shine. But, if marines are going well, they push. But if they fail, most of the time their SL die too, so no tactical binocs, so you're fucked again.

200 points = roughly 8 to 10 APRs, 3 to 5 AP boxes, 30+ AP mags.


Please, don't advise Command to order mortar for the pleasure of ordering it, or like a gift to a baboon-engineer who is crying for it. Order mortar when it's part of a true strategy, with constant order of firing ordonance. Mortar is a tool, not a toy. And if it doesn't suit your strategy, then don't shoot yourself in the foot by ordering it.
When I order a mortar I always make sure it is used to maximum effectiveness. I have seen entire rounds swung due to the extra volume of fire it provides. Its really not that difficult to learn how to aim it either, so after a few shots the mortar crew will be landing consistent hits on the xenos. I agree that its best on prison and limited on the other maps. Its terrible on Ice so I never order one there, and in general marines don't ask for it on that map cause they know it will be useless for ninety percent of the round, like CAS is on that map.

As far as APR's that is the RO's prerogative. If he tells me he wants to make them, then I will most likely grant his request. I'm not specifically going to ask for them and tell the RO what specific configuration of attachments they should use, as I see that as nitpicky.

Basically I like integrating the mortar into strategies and most of what the marines REALLY need (Ammo, Metal, Meds) is either cheap or in abundant enough supply round start where the mortar and its ammo can be purchased. Also if your on high pop you start with more then enough attachments to make several APR's.
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Re: Tactics for Command:A guide for operations throughout the galaxy.

Post by DriedMilk » 09 Mar 2018, 08:36

Just Ungaball the hive. Use your Mateba to shoot anyone that disagrees.
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