What unit counters what in AOe2?

Alright, let’s talk AoE2 counters. That chart’s a decent start, but it’s simplistic. Real-world countering is far more nuanced.

Understanding the Basics: The chart highlights core matchups, but success hinges on factors like map, civ bonuses, and your overall strategy. Don’t just blindly counter; adapt.

  • Monks: Powerful against many units, especially melee, but vulnerable to archers and ranged units. Redemption significantly improves their survivability against siege.
  • Knights: Strong against almost everything except archers and camels (if massed). Their effectiveness drops against strong ranged units. Consider upgrades!
  • Eagle Warriors: Excellent anti-archer and anti-skirmisher units, but weak against knights and siege. Their micro is key – focus fire!
  • Camels: Hard counters to knights and other heavily armored melee units. However, archers, siege, and even massing of other units can overwhelm them.
  • Archers: Effective against most melee units, but weak against strong cavalry and siege weaponry (like onagers).
  • Skirmishers: Excellent against archers, but vulnerable to cavalry and siege. Their range allows kiting, which is crucial to their survival.
  • Siege Weapons: Devastating against buildings and massed units, but slow and vulnerable to flanking maneuvers and fast units.

Beyond the Basics: Think Strategically

  • Composition Matters: Don’t rely on a single unit type. Create a balanced army that covers your weaknesses. A mix of archers and skirms, for example, can handle most situations.
  • Technology is Crucial: Upgrades significantly alter unit stats. Ignoring tech is a recipe for disaster. Always research relevant upgrades before engaging.
  • Map Awareness: Terrain drastically impacts unit effectiveness. Use choke points to your advantage, and consider the line of sight when positioning units.
  • Micro and Macro: Mastering micro (individual unit control) and macro (resource management and army production) is essential for victory. Good micro can turn the tide of battle even against superior numbers.
  • Situational Awareness: Continuously assess your opponent’s army composition and adapt your strategy accordingly. Don’t stick to a plan if it’s not working.

Example: While the chart says Camels counter Knights, a well-timed Onager bombardment can easily wipe out a Camel army before they reach the Knights. Always consider the bigger picture.

Which unit does Archer counter and counters Archer respectively?

Alright folks, so you’re asking about archer counters, huh? Classic question. The go-to answer is always skirmishers. They’re dirt cheap, ridiculously easy to mass produce, and their bonus damage against archers is brutal. They practically laugh in the face of arrow fire thanks to their high pierce armor. Think of them as the ultimate budget-friendly archer killer.

Now, don’t get me wrong, cavalry’s also a strong contender. Their high pierce armor and ability to quickly close the distance makes them a serious threat. The key here is speed and aggression; you need to get in before the archers can rain down too many arrows. However, if your micro isn’t on point, or you’re facing a skilled player with good archer positioning and support units, you could find yourself in trouble. Cavalry can be expensive, too. A poorly timed cavalry charge against a well-defended archer line is a recipe for disaster.

So, in short, skirmishers are your reliable, go-to counter. Cavalry’s a powerful option, but requires more skill and resources to use effectively. Remember to consider the overall composition of your army and your opponent’s strengths when making your decisions. Don’t just blindly mass one unit type – adapt your strategy!

What counters what in CK3?

Forget the basic counters; that’s for newbies. Huscarls and Hobelars? Sure, they’ll *somewhat* handle archers and pikemen, but only if you micro-manage like a madman and exploit terrain. Schiltron? Decent against cavalry *if* they’re not already flanked and your levies aren’t routing. Don’t even get me started on Order Knights – their effectiveness hinges entirely on your retinue upkeep and the enemy’s tech. They’re expensive glass cannons against anything with ranged attacks.

Real counter-strategies involve leveraging synergies and exploiting weaknesses. Heavy infantry like Varangian Guard or even good quality levies can hold the line against cavalry, *especially* if supported by ranged units softening them up beforehand. The key is overwhelming numbers and concentrated fire. Think layered defense; archers in the back, heavy infantry in the front, and fast shock troops to exploit breakthroughs.

Bowmen aren’t just for suppressing infantry and cavalry; they’re crucial for picking off enemy artillery and commanders. Prioritize eliminating enemy leaders early – a disorganized army is much easier to slaughter. Don’t forget about terrain; forcing enemies into chokepoints or unfavorable terrain renders even the best units vulnerable. Mastering battlefield positioning is more important than any single unit type.

Ultimately, there’s no single “counters” chart; it’s about understanding unit stats, synergies, and exploiting enemy weaknesses. Experience and a ruthless approach are your best weapons.

What is counter units?

In Age of Empires, and many other RTS games, “counter units” refer to units or buildings exceptionally effective against specific targets. This isn’t simply about dealing higher damage; it encompasses a broader strategic advantage.

Understanding the Counter System: Effective countering relies on exploiting unit weaknesses. This isn’t a static system; it evolves throughout the game as you research upgrades and your opponent expands their army composition.

Key Aspects of Counter Units:

  • Unit Type Advantages: Certain unit types inherently excel against others. For example, cavalry often counters archers, while siege weapons can decimate infantry formations. Understanding these core advantages is crucial.
  • Technological Upgrades: Researching specific upgrades significantly alters unit effectiveness. A seemingly weak unit can become a formidable counter with the right technological advancements.
  • Terrain and Positioning: The battlefield itself plays a crucial role. Using terrain to your advantage can amplify the effectiveness of your counter units, negating enemy strengths.
  • Combined Arms: Rarely is a single unit type the perfect counter. Success often lies in utilizing combined arms – combining different unit types to exploit multiple weaknesses simultaneously.

Examples of Counters (Illustrative, not exhaustive):

  • Archer vs. Cavalry: Archers, with their ranged attacks, can efficiently take down charging cavalry before they reach melee range. However, heavy cavalry or units with anti-archer bonuses can easily turn the tables.
  • Siege Weapons vs. Buildings: Siege weapons are designed for demolishing buildings, making them the ultimate counter to fortified positions.
  • Heavy Infantry vs. Light Infantry: Heavily armored infantry usually have the upper hand against lighter, less protected infantry.

Mastering Counters: Learning to identify and effectively deploy counter units is fundamental to strategic success in Age of Empires. It’s not just about memorizing unit stats; it’s about understanding the underlying dynamics of combat and adapting your strategy accordingly. Continuous practice and observation are key to mastering this crucial aspect of the game.

What counters Teutonic Knights?

Teutonic Knights? Hah. Paper tigers, those guys. Sure, their high HP and armor make them brutal in a straight-up brawl against most unarmored or lightly armored units. One-on-one, they’re practically unbeatable unless you’re facing something truly absurd. But let’s be real, this isn’t a fair fight.

The real counter isn’t just *a* unit; it’s strategy. War Elephants? Obvious choice, their high armor piercing crushes the Knights’ defense. Cataphracts, yeah, they’re good too, especially if you can get a flanking maneuver. But forget the fancy units for a moment. Remember that bonus against armored units? Cheap spearmen? Pike phalanxes? Mass them. They’re significantly more cost-effective and can absolutely swarm the Knights into oblivion, especially if you micro-manage well and exploit their relatively low movement speed. The key is overwhelming numbers and focusing fire.

Think about terrain. Funnel them into choke points. Use archers or crossbowmen to soften them up before your melee engages. Don’t let them get to your vulnerable ranged units. Their high melee attack is deadly, but range is their absolute weakness. A well-timed artillery barrage before the engagement can significantly reduce their numbers before the real fight even begins.

So, the “counter” isn’t a single unit but a strategy. Exploit their weaknesses: low mobility, vulnerability to ranged, and susceptibility to sheer numbers. Use the terrain, combine unit types, and don’t be afraid to think outside the box. With enough cunning, even a seemingly invincible Teutonic Knight army will fall.

Do skirmishers count as archers?

No, Skirmishers don’t directly count as Archers in Age of Empires II, despite being trained at the Archery Range.

Key Differences:

  • Unit Type: Skirmishers are a distinct unit type, classified as ranged anti-archer units. Archers are a separate ranged unit type with different strengths and weaknesses.
  • Strengths and Weaknesses: Skirmishers excel at defeating archers due to their higher pierce armor, making them effective counters. Archers, however, generally possess better range and can be more effective against other unit types if not countered properly.
  • Technology: While both are trained at the Archery Range, their upgrades differ. Skirmishers benefit from technologies like Bracer and Bodkin Arrow, focusing on anti-archer capabilities, whereas Archers utilize different upgrades to enhance their overall effectiveness.

Strategic Considerations:

  • Counter Strategy: Use Skirmishers to effectively counter enemy archer formations. Their higher pierce armor negates much of the archer’s damage output.
  • Composition: Combining Skirmishers with other unit types, such as melee units, creates a balanced army capable of handling various threats.
  • Terrain: Consider the terrain when deploying Skirmishers. Their lower range compared to some archers might require careful positioning to avoid being out-ranged.
  • Upgrades: Don’t underestimate the importance of researching relevant upgrades for Skirmishers to maximize their effectiveness against archers.

In short: Think of Skirmishers as a specialized counter unit to archers, not a direct replacement. Their strengths lie in their anti-archer capabilities, making them a crucial part of a well-rounded army composition.

Do Knights matter in ck3?

Knights are a crucial element in Crusader Kings 3, significantly impacting your military strength and campaign success. Their effectiveness hinges heavily on individual Prowess, a critical stat representing their combat skill. Higher Prowess translates directly to battlefield survivability, reducing the risk of death or capture.

Strategic Deployment is Key: Don’t carelessly throw your knights into every battle. Consider their Prowess and the potential consequences. Losing high-prowess knights, especially those holding important councilor positions, can severely cripple your realm. A skilled marshal can help optimize knight deployment and minimize losses.

Types of Knights: Remember that knights aren’t a monolithic unit. Their effectiveness varies based on factors beyond Prowess. Consider:

  • Culture and Religion: Certain cultures produce superior knights, possessing higher base stats or unique traits. Religious tenets also impact their combat capabilities.
  • Individual Traits: Look beyond Prowess. Traits such as “Strong,” “Brave,” or specific combat skills can further augment their effectiveness on the battlefield. Conversely, negative traits can hinder their performance.
  • Equipment: Arming your knights with superior weapons and armor boosts their combat potential significantly. Upgrading their equipment should be a priority.

Optimizing Knight Usage:

  • Invest in Training: Regularly invest in knight training to improve their prowess and other critical stats.
  • Strategic Reserves: Don’t commit all your knights to a single battle. Keep a reserve force for critical situations or to exploit enemy weaknesses.
  • Careful Council Selection: Prioritize strong knights for council positions, but only when their military role isn’t more crucial. Balance the need for strong councilors with the need for strong battlefield leaders.

In short: Knights are powerful assets, but their value depends on smart management. Prioritize their training, equip them well, deploy them strategically, and carefully consider the risks before sending them into battle. Ignoring these factors can lead to crippling losses and undermine your campaign.

Can Christians raid CK3?

So, you’re asking if Christians can raid in Crusader Kings 3? Short answer: Nope, not directly. The raiding mechanic is strictly limited to unreformed pagan faiths. Think Norse, Aztecs, various tribal religions – basically anything that isn’t Abrahamic (Christianity, Judaism, Islam) or Eastern (Buddhism, Taoism, etc.). Once a pagan religion reforms, poof! No more raiding. They’ll usually get some other powerful mechanics instead, often focused on expansion through holy wars or other means.

Now, there are workarounds. If you’re really itching to raid as a Christian, you could always try playing a character who *converts* to an unreformed pagan faith. Just be aware, that’s a pretty significant gameplay shift. You’ll lose any religious bonuses you had as a Christian, and you’ll likely face significant penalties from your former religious peers. Plus, if you plan on reforming your pagan faith later on, you’ll lose your access to raiding. So, it’s a high-risk, high-reward strategy. It’s fun for a short campaign but can get difficult. Consider the consequences carefully before taking that plunge.

Alternatively, you can focus on other expansion mechanics available to your religion. Christians often have access to powerful holy wars, allowing for large-scale territorial gains. While not exactly “raiding,” they can be just as effective at expanding your realm. Mastering those mechanics might be a more sustainable long-term strategy.

What is the best culture for raiding ck3?

Yo, what’s up, raiders! Let’s talk best raiding cultures in CK3. There are some serious pitfalls to watch out for – switching cultures or religions, or ditching tribal for feudal, can *completely* kill your raiding game. Trust me, I’ve lost countless glorious raids because of this.

The meta right now? Norman culture with unreformed Asatru. This is the undisputed king of raiding builds. Why? Because it’s the ultimate hybrid. Norsemen get that sweet, sweet raiding bonus, and Asatru’s religious tenets often align with the lifestyle of a successful raider. You get the best of both worlds – strong raiding capabilities with a religion that doesn’t cripple your raiding potential.

Here’s the breakdown: Normen give you a solid base raiding bonus. Unreformed Asatru gives you religious buffs that enhance your warrior lifestyle without restrictions like those found in some reformed faiths. This means you can maintain your brutal efficiency and keep those gold coins flowing into your coffers. Other cultures might offer small bonuses, but none come close to this synergistic powerhouse. Remember to keep an eye on your retinues – they’re crucial for those devastating raids.

Pro-tip: Don’t underestimate the importance of your starting location. A strong coastal position is vital for quick, efficient raids, and minimizes travel time. Choosing a character with strong martial stats and high stewardship is also essential for managing your growing wealth and army effectively. Maximize that income!

What is counter and example?

Alright gamers, so you’re asking about counterexamples, huh? Think of it like this: it’s a boss fight where the game’s logic is totally busted. You’ve got a claim – that’s your main quest objective – that seems true based on all the clues (the premises). But a counterexample is that hidden, glitched-out area where, even though you followed all the instructions perfectly, the game throws a curveball and the conclusion is completely wrong. It’s like the game developers messed up the scripting.

Example: Let’s say the game’s rule is “All dragons breathe fire.” That’s your premise. You’ve seen tons of fire-breathing dragons. But then BAM! You find a dragon that breathes ice. That ice-breathing dragon? That’s your counterexample. The premise (“All dragons breathe fire”) was believed to be true, but the conclusion (“This dragon breathes fire”) is false. It shows the initial “rule” is wrong.

Why this matters: Finding these counterexamples in logic or in arguments is HUGE. It’s like finding an exploit – you can use it to completely shut down someone’s flawed strategy, or even expose a major flaw in the game’s design itself. So always be on the lookout for those hidden glitches – those counterexamples – they can change everything.

What are trade counter units?

Trade counters are essentially wholesale outlets offering discounted goods to registered tradespeople and businesses. Think of them as a business-to-business (B2B) sales point, often integrated into larger facilities like workshops or warehouses.

Key benefits for businesses utilizing trade counters:

  • Increased revenue streams: Diversifies your existing space and generates additional income beyond your core operations.
  • Improved inventory management: Allows for efficient stock movement and reduces warehousing costs by selling directly to customers.
  • Enhanced customer relationships: Builds stronger ties with local tradespeople, fostering loyalty and repeat business.
  • Cost-effective operation: Typically lower overhead costs compared to traditional retail spaces due to less emphasis on customer-facing aesthetics.

Common types of goods sold at trade counters:

  • Building materials
  • Plumbing supplies
  • Electrical components
  • Fasteners and fixings
  • Tools and equipment

Important considerations: Successful trade counter operation hinges on effective stock management, competitive pricing, a streamlined purchasing process for registered tradespeople, and potentially a loyalty program to incentivize repeat business. Registering your trade customers is crucial to maintain the exclusive discount structure. You need robust systems to manage the unique aspects of B2B sales such as credit accounts and bulk orders.

What counters turma?

Turma counters are primarily focused on units excelling in anti-infantry capabilities. Cavalry, with their superior mobility and charge damage, easily rout Turma formations. Peltasts, armed with javelins and shields, can harass and weaken Turma from a distance before engaging in close combat, exploiting the Turma’s relatively low armor. Similarly, Slingers can effectively chip away at Turma health from a safe range, utilizing their projectile advantage. Huskarls, while expensive, offer significant anti-infantry prowess and high survivability, making them a potent counter due to their superior stats and abilities. Consider the map and your resources when choosing a counter; while Cavalry offer a fast, decisive option, Slingers and Peltasts provide cost-effective harassment, and Huskarls offer a powerful, albeit more expensive, solution for prolonged engagements.

Understanding Turma weaknesses lies in recognizing its fragility against ranged and highly mobile units. Their strength comes from their early-game cost-effectiveness and decent melee capabilities, but this is easily negated by units specifically designed to counter their lack of armor and range. Strategic positioning and combined arms approaches are crucial when engaging Turma. For example, combining Slingers for initial damage with a Cavalry charge for a swift rout can prove highly effective. Experimentation with various counter strategies, factoring in unit upgrades and terrain advantages, is key to mastering this aspect of the game.

TurmaAge’s “Classical” designation further clarifies its historical context and inherent limitations. It emphasizes that it’s a unit effective in early game situations but struggles against later, more advanced units with superior technology and stats. Keep in mind that while “Counter-Barracks” indicates its creation location, it doesn’t negate the importance of strategic deployment and tactical awareness when utilizing counters. Effective counter-play is about more than just unit selection; it’s about understanding the overall battlefield dynamics.

What counters camel archers?

Camel Archers? Easy. Elite Skirmishers are your go-to; their high pierce armor and superior range absolutely shred them. Against massed CA, Mangonels and Scorpions are your artillery solution. Micro is key here – focus fire is crucial to quickly eliminate the threat before they can get off too many volleys. Don’t forget about the indirect fire arc; you can often catch them before they even see you coming.

Cavalry is another viable option, but it’s higher risk/higher reward. Camel Riders are a solid choice due to their speed and relative tankiness, but Light Cavalry and Shrivamsha Riders can work if you can effectively kite and micro. The key with cavalry is to prevent the Camel Archers from getting into formation and focusing your units. Remember their low armor means they’ll crumble under focused fire.

Consider terrain. Using forests or hills to your advantage can significantly reduce the effectiveness of Camel Archer attacks and provide cover for your counter units. Knowing your opponent’s composition is essential too – if they’re heavy on CA, prioritize counter units in your build order.

Lastly, don’t underestimate the power of a well-timed all-in. If you can overwhelm them with a superior force before they establish a significant advantage, you can effectively neutralize the CA threat before it even becomes a problem.

Is prowess important in CK3?

Prowess in Crusader Kings 3 is a crucial stat, significantly impacting battlefield performance, particularly for your personal retinues and knights. It directly translates to combat effectiveness: each point grants a knight 100 damage and 10 toughness – a substantial advantage compared to levy troops with their meager 10 damage and 10 toughness. This means high-prowess knights are exceptionally durable and deal devastating blows, making them vital for winning battles, especially against superior numbers.

Strategic Implications: Prioritizing prowess in character development and retinue recruitment is paramount for military success. Characters with high prowess can personally lead charges and significantly influence battle outcomes through their individual combat prowess. Investing in prowess-enhancing lifestyle perks and traits is therefore highly recommended. Furthermore, consider the synergies between prowess and other stats; high martial skill enhances a character’s ability to utilize their prowess effectively on the field, for instance. A strategic approach to character development, including careful selection of education and lifestyle perks, should prioritize prowess to ensure a strong military advantage.

Beyond Knights: While the impact on knights is most pronounced, prowess influences the effectiveness of other units as well, though to a lesser extent. High-prowess commanders can improve the morale and effectiveness of their entire army, contributing to overall battlefield success, even if their personal contribution in direct combat is limited. The impact on individual unit performance, however, is most visible in your personal retinues, making them the focus of prowess optimization.

Consider the Cost: While undeniably important, maximizing prowess shouldn’t come at the cost of neglecting other vital stats. A balance between prowess, martial, stewardship, intrigue, learning, etc. is crucial for a well-rounded ruler capable of handling all aspects of their kingdom.

What is the weakness of the Teutonic Knights?

Teutonic Knights? Their weakness is multifaceted, depending heavily on the composition of their army. A pure Knight rush? Slow, vulnerable to flanking and easily overwhelmed by mass ranged units like hand cannoneers or bombard cannons. Their supposed Paladin-killing capabilities are highly situational; a well-timed volley from archers, even before the Knights engage, can significantly reduce their effectiveness.

The “slow” aspect is critical. Their lack of mobility makes them prime targets for hit-and-run tactics. A skillful opponent will kite them, utilizing faster units to whittle down their numbers before engaging in a decisive battle. Think fast cavalry harassment, constantly forcing re-positioning and disrupting their formation. Even a seemingly insignificant number of skirmishes can inflict heavy losses before the Knights can even close the distance.

Furthermore, while their conversion resistance is high, monks still pose a significant threat through attrition. A few well-placed monks, especially if supported by a distracting force, can slowly but surely chip away at a Knight force, rendering their high cost and low mobility even more detrimental.

Don’t underestimate the importance of map control. The Teutonic Knights’ strength lies in a pitched battle on favorable terrain. Deny them that, and their weaknesses become far more pronounced. Force them into choke points, use terrain to your advantage, and watch their slow, ponderous advance turn into a costly mistake.

In short: Micro-management and tactical flexibility are key to exploiting the Teutonic Knights’ vulnerabilities. A static, predictable strategy against them is a recipe for disaster.

What are Skirmishers good against?

Skirmishers are the perfect counter to ranged units like Archers and Spearmen. Their superior range allows them to pick off enemies from a safe distance, minimizing losses. However, they’re vulnerable to close-quarters combat. Melee units and siege units will easily overwhelm them if they get too close.

Key Upgrades to Consider:

Upgrading your Skirmishers is crucial to maximizing their effectiveness. Consider these upgrades:

Fletching (+1 range): Increases their effective range, letting them harass enemies even further away.

Bodkin Arrow (+1 pierce armor): Allows them to deal more damage against heavily armored units.

Bracer (+1 attack speed): Significantly increases their rate of fire, making them even more deadly.

Chemistry (+1 range): Further enhances their range, pushing them even further beyond the reach of enemy melee units. (Note that this is a castle age upgrade).

Atlatl (+1 range, Aztecs only): Exclusive to the Aztecs, this provides a similar range bonus as Chemistry.

Hul’che Javelineers (Extra spear, Mayans only): This unique upgrade for Mayan Skirmishers boosts their survivability.

Understanding these strengths and weaknesses, and utilizing the available upgrades, will make your Skirmishers a formidable asset on the battlefield.

What is good against Teutons?

Teutons? Man, they’re a tough nut to crack early game. Their early aggression can be brutal. But the key is exploiting their weakness: mobility. Mounted Archers, especially with Husbandry, are your best friend. Think hit-and-run tactics. Their infantry, while strong, is slow and vulnerable to ranged attacks. You’ll be kiting them all day long with your archers – those poor Boyars and Spearmen will never catch you. The only units that really pose a threat pre-Paladin are their Scout Cavalry, which are weak and easily micro-managed. Basically, you’re constantly harassing them, preventing them from expanding and building up a significant army. Once they hit Paladins, that changes the game dramatically, of course. And getting siege onagers helps them deal with your archers. But before that, mounted archers are just straight-up superior, especially if you can get a decent defensive position.

Important note: This strategy works best if you can secure a good resource base and build up a sizable archer force before they get too aggressive. Don’t underestimate their early game pressure. A strong economy is vital to fueling this strategy.

Can you raid someone you have a truce with ck3?

No, you cannot raid a realm with which you have a truce in Crusader Kings 3. The truce mechanic explicitly prevents this form of aggression. Raiding itself is conducted through specialized armies called “Raiders,” raised in provinces you own. The amount of loot they can carry is directly proportional to their size. It’s important to remember that naval raiding, crucial for many coastal cultures, is contingent upon technological advancement. Specifically, your culture must have researched either the “Longships” or “West African Canoes” innovation, or possess the “Practiced Pirates” tradition to embark on naval raids. This mechanic adds a strategic layer, forcing players to carefully weigh the short-term gains of raiding against the long-term consequences of breaking truces and the technological prerequisites for certain raiding strategies. Failing to meet these requirements will leave your Raiders landlocked, unable to reach their targets via sea, severely limiting their effectiveness. This also means inland cultures have significantly fewer options for raiding, emphasizing the importance of border provinces and access to the sea in many strategies.

Are Crossbowmen considered archers?

Crossbowmen? Totally archers, but like, *advanced* archers. Think of them as the Archer’s beefier, more powerful cousin in AoE2. You upgrade them from Archers at the Archery Range once you hit Castle Age. They absolutely shred infantry and villagers – perfect for clearing out those pesky early-game rushes. But? They’re kinda squishy against cavalry, Skirmishers will absolutely tear them apart, and siege weapons? Forget about it. So, micro is key; keep them safe behind your lines and use them to pick off stragglers or soften up enemies before your heavier units charge in. Don’t forget the Bracer upgrade – huge damage boost! Also, consider the Bodkin Arrow upgrade for even more anti-infantry power. They’re a staple in almost any Castle Age and Imperial Age composition, particularly in team games.

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