Asal's Guide

Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
edited June 2005 in Kharaa Strategy
<div class="IPBDescription">To the Perma-Gorge</div> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> The Life Of A Gorge v2.2 <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Original post by b0ted
Updated by Asal the Unforgiving

A guide to the one creature that can be both the most powerful and the weakest unit in NS. I hope it helps.

Lets start off with the basics before we go into more complex stuff.

Gorge - A slow, chubby, rodent sized builder class.
Gorge Attacks - Spit; Health Spray; Bilebomb; Web

Gorge, though slow and chubby, has more life than the skulk, and also more armor. However, the slow movement and low damage lead marines to believe them as 'free kills'. Often, this is correct. A lone gorge has little chance of taking on well-armed marines. HOWEVER, a smart gorge can engage and defeat a single marine, even later game. Though even two will probably destroy the poor fatty before it has much of a chance.

Teamplay, use it
Voicecomm is your friend. So is your map. Use your map to see where the 'battle lines' are in a game (Most often, you'll figure it out quickly. They tend to be fairly obvious) If you are going to build an RT/Chamber/Hive near the lines, then call for a skulk to 'sweep' (search and destroy, basically) it first, to look for any rambos or enterprising marines. If you hear any marines nearby, call for support, and RUN. You may not always be able to safely run to your own hive. Don't. There's no need. Run to the nearest friend. Even if you can't be sure that your ally will defeat the marine(s), the marines may be unwilling to attack you and your allies. If all else fails, some skulks are willing to attack the enemy, for the sole purpose of drawing fire while you run (preferably bhop) past the marines, in a mad dash for the hive.

Bad team? ok
If your team cannot seem to kill marines, stay clear of the line, and suggest pack-hunting by your friendly skulks. They're more likely to do this if you actively talk to them, and act as a guide for the battle. Yes, gorges can act in a manner similar to a comm if needed. They have more time to watch maps, and keep track of what is going on.

Stay Alive!!
This one is different now, because of different versions. Only a perma-gorge needs to truly worry about this. Though, as this is what I intend to write this guide for, I'll give you a few tips. Run, don't fight fair and in a marine's face. Use turns to your advantage, get a feel for how a marine is following you, and run around corners to shoot before disappearing around another turn. Marine weapons are hitscan, while gorges shoot a slow projectile. If you fire and turn the corner, marines are unable to even return fire. Learn to bunny hop, this makes you much faster, and better able to avoid a dangerous fight. (Note I do not promote scripts. I do not use any myself) If you EVER are in a fight and have web, USE IT. And if you so much as THINK you hear a marine, call for assistance. Gorges should never be alone. They need all the kharaa love they can get.

Now that you have some simple tips...its time to give you the meat and potatoes, yes thats right, how to build properly..

Bob the builder
Ok, first off, you should know how to build chambers correctly, heres the breakdown:
[O]Offensive
[D]Deffensive

Offensive chambers are nowhere NEAR as dangerous as they once were, and walls of lame (though a powerful deterrent if used well) are not the great unbreachable bastions they once were.

Instead, use OCs to discourage rambos. Spread them out where they will have mid-length halls to cover, or at junctions where they can watch many directions, and increase the amount of time that any single OC may fire upon a lone marine. Use them as sentries, as when they are attacked, they show up on hive-sight, giving away any marine's presence in the area. Stack these effects, with multiple OCs, and you end up with a lot of medspam, or battles where the marines must crawl slowly and obviously toward your hives, giving you plenty of time to prepare.

Webs....
Webs are now the gorge's most powerful weapon. They allow teammates to slaughter countless enemies, or allow you to flee and save your cushy butt. Web along lighter-colored areas, and low to the ground (or near the ceiling, if you expect JP rushes). But keep it from plain sight. Even if you don't expect something to be there if the marines get webbed, it is better had than not. However, there are only a small number allowed in any single area, so use it sparingly. Try to place it where marines must go, and use long webs if possible, to cover as much area as possible. If you -know- marines will pass, perhaps in large numbers(blockading marine start), web multiple times in the same area, back and forth once, to slow the front few marines, to allow your allies to slaughter them when they are defenseless.

On The Attack?
Use bilebomb and web liberally, or if you have only one hive (though you should only attack with a one-hive gorge in the most desperate of circumstances) stay close to your allies, and use healspray. Bilebomb clusters or important structures, and web IPs or phase gates. Heavies are also a juicy target, especcially when supported by only skulks, or lerks.

Support your teamates!
Healspray is a blessing to allies, and the bane of your foes. It can heal multiple allies at once (it heals over a small area before you) so if there are a number of injured skulks biting a phase, scurry up beside them and heal as many as possible as quickly as possible.

Bilebomb from the protection of your friend's teeth and claws! Bilebomb uses a lot of adrenaline, so you are hard-pressed to defend yourself when attacking structures in this way!

Web is the endgame. Heavies fall to skulks, JPs crash to the floor, nothing can stand against it's might except the glorious GL. Use it to smash enemy armies and turn the tide drastically in your favor. Do not let up, and do not show mercy. Remember, they wish to only kill you and your allies. Show them the might of the gorge.

Evolve!!
Two choices that I find best for gorges, because we don't all act the same. I will, however, place a * at my prefered upgrades, for reference.

Movement : *Celerity (To better move in combat, or to avoid engagements)
Movement: Adrenaline (To fight more effectively, spitting/BBing/Webbing more and longer)

Defense : Carapace (Less damage, extended life)
Defense : *Regen (Best if you do not expect to be spending much time at a hive, or if you expect a longer seige)

Sensory : *Focus (Damage increase, even medspam doesn't help much against a determined focus gorge)
Sensory : Scent Of Fear (knowing where your enemy is is the first to avoiding it...or defeating it. Choose your course of action, prepare, and then do what you must with the knowledge that your enemy is at best only as well informed as you are.)

You will notice my preferred setup allows me to withstand light combat without being forced back to the hive, as well as packing enough punch to deter any foolish enough to think me an easy kill.

<b>Res Nodes and placement</b>
Now, because of the apparently trivial nature of res nodes and their placement, this topic is easy to forget/skim over/ignore entirely (it was not in the first version of this guide.) However, it is just as important as anything else. More to the point, it is -more- important.

There are a number of things for a perma-gorge to worry about, as with any gorge:
Survival
Res Nodes
Chambers
Hives

These are put in the order of precedence, in my mind. As a perma-gorge, dying is NOT good, not at all. That's ten res down the drain. Mathematically, 2/3 of a res tower, or a whole chamber. Who wants a gorge who routinely destroys its own chambers? Nobody.

But also EXTREMELY important to the team is res nodes. Let me reiterate how important it is. <b><i><u>RES NODES ARE THE PERMA-GORGE'S MAIN CONCERN.</u></i></b> As above, you may begin to see the 'battle lines' and understand what area your side 'controls'. Now, everyone understands that this changes quickly. <b>VERY</b> quickly. So when you're building, just like a marine with motion tracking, keep an eye on where your people are, and know where a marine may be able to sneak through and get to you. It is often the most unlikely place that a marine will show up, and at the worst time. So a few pointers, and a few preferred nodes, that I myself use a lot. Think of yourself, when you play as marines. Where do you never see anyone go, on the initial rush? Go there, for the first chamber. A good example would be Acidic Processing on ns_tanith. And later game, where do marines always have an uphill battle to so much as get near, due to terrain being in favor of larger life-forms? How about Triad Generators, on ns_eclipse? Such things must be on your mind, and always you must know where a friendly is. So that you know where to flee to. Leave the node, it takes time to kill. For that matter, much more time than is required to kill -you-.

Chambers, another person will almost always handle. But if there's an extreme need, drop ONE. That whets the team's appetite, and most often they'll finish the job.

Hives, don't touch them EVER. Understand, you NEVER have the res....until every node is capped, the map is filled with chambers, the enemy is mostly destroyed....you have much more to worry about.

Tricky Stuff
Web phase gates and IPs, then bilebomb the obs in base to prevent a beacon.

Bilebomb from vents, to make yourself a much harder target.

Spit before you see your enemy come around the corner, then flee around your own corner. Let them walk without warning into your attacks without even the chance to return the damage they take.

Guts and glory: Healspray your allies despite the odds, and if something is near, don't regret fighting to the last. One bilebomb can be the difference between a phase gate and an alien hive, so if you NEED to destroy something, do not hesitate to give a little for the team.

Baiting-The ultimate tricky bit:

All marines want a fat gorgy pelt to hang on the wall. Let's face it, it's the first thing on your mind when you hear that slow, careful plodding. "A gorge. I want this one."

So who can use this to the advantage of the aliens? The Perma-gorge. Spit is your friend in this. Aim to hit, but don't get so far ahead. Keep enough away to survive if a shotgun appears, and don't get overzealous. Marines are as likely to ambush you as you are to have them ambushed. Don't assume your enemy is stupid.

But to bait them, you can't do this alone. Even OCs are unpredictable, and have no problem letting you down in an instant. Also, a good marine can gut a gorge before the OCs can protect him/her/it/thing.

So, you need skulks! Don't bait for fades, if something goes wrong, you lose too much. Lerks can't go straight through the combat as well, and onos don't need to bait people. And there's also the fact that they're a BIT too large to hide. So to the wall-climber the ambushing lies.

My rule of thumb is this. For every marine, you need an alien. This includes you. So for two marines, you only need one skulk. But for five, you'll need four skulks. For every weapon, add a skulk. For three marines, two with shotguns, you still need four skulks. Now, I will admit, I'm not the best at this. And you can push it either way. If you need to, baiting into too few skulks can still win the day, but it is often hard-fought and dangerous.

Now, baiting for other creatures IS possible, especcially later-game....but not recommended. The idea is the same. Pull them in, lead them back, stay just out of reach of those deadly guns, make them come to you...and then allow your more battle-hardened brethren tear into them.

Get a feel for it, it's not something that a guide can teach you. You need to know exactly how fat to look, as well as how fast you need to really be. And when to turn tail and run.

Good luck, and good hunting!
Hopefully, this helps a little more than the 1.04 era guide that this is based off of.

Comments

  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Yay we all thank you again for this ^^ (sticky?)
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Gorges are the frontline against early rambos. Get in a pair, healspray and go on the rampage. Gorges job is to sit there and take the bullets, spit a bit and let the skulk backup take out the rambo. All the while you can cap those rts and lame up.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    One thing you forgot to mention. Don't follow an onos into a fight to heal them. Most likely you will just block them in, leaving them dead. Otherwise it looks good.
  • meepmeep Join Date: 2004-02-04 Member: 26034Members
    Nice guide. I'd add a bit about how to interact with the other lifeforms.

    For example:

    Skulks and lerks - Skulks and lerks have less life than you. Do them a favor - make their job easier by being bait and taking as much marine attention as you can afford without dying. If you get shot at all, that's less bullets that they're getting hit with, and more chance that they can kill the guy shooting you.

    Fades - fades will always appreciate a healing gorge. But don't make the mistake of venturing too far out with them. A good fade understands that his job is staying alive, and if that means leaving the gorge to die, she will. You can help best by following a safe distance behind a fade and reinforcing the push into marine territory. <b>Do not block a fade</b> unless you want to get yelled at. Stay to the sides of hallways and if you see a fade running, you should probably be on the move as well.

    Onos - Compare breaking the do not block a fade rule to a parking ticket. It's a violation of the law, but it happens. Blocking an onos is manslaughter. And you'll be the one getting slaughtered if you do it. Onos are big, and they need a lot of room to move around. Stay out of the way. Do not follow an onos into battle, because he's probably going to have to leave the same way. Onos are great meatshields, and while they're attacking you can spend your time bilebombing marine structures, building an oc in the middle of the marine base, or doing something equally annoying to help your team. But let's repeat the cardinal rule: <b>Don't block and onos!!1i!</b>
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    edited June 2005
    <!--QuoteBegin-meep+Jun 1 2005, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (meep @ Jun 1 2005, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice guide.  I'd add a bit about how to interact with the other lifeforms.

    For example:

    Skulks and lerks - Skulks and lerks have less life than you.  Do them a favor - make their job easier by being bait and taking as much marine attention as you can afford without dying.  If you get shot at all, that's less bullets that they're getting hit with, and more chance that they can kill the guy shooting you.

    Fades - fades will always appreciate a healing gorge.  But don't make the mistake of venturing too far out with them.  A good fade understands that his job is staying alive, and if that means leaving the gorge to die, she will.  You can help best by following a safe distance behind a fade and reinforcing the push into marine territory.  <b>Do not block a fade</b> unless you want to get yelled at.  Stay to the sides of hallways and if you see a fade running, you should probably be on the move as well.

    Onos - Compare breaking the do not block a fade rule to a parking ticket.  It's a violation of the law, but it happens.  Blocking an onos is manslaughter.  And you'll be the one getting slaughtered if you do it.  Onos are big, and they need a lot of room to move around.  Stay out of the way.  Do not follow an onos into battle, because he's probably going to have to leave the same way.  Onos are great meatshields, and while they're attacking you can spend your time bilebombing marine structures, building an oc in the middle of the marine base, or doing something equally annoying to help your team.  But let's repeat the cardinal rule: <b>Don't block and onos!!1i!</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I disagree with this at points.

    Skulks are ambushers, and should be baited for. That's dealt with above.

    For lerks, the only thing you'll tend to deal with for them is healing, they are far more mobile, and even trying to help them in combat tends to be suicidal, you can't heal them, and they can't take hits for you, they're too weak.

    Fades are different, they're good for a fair-sized scrap, and can dish it out. However, if you're fighting on the line, and see a fade, blocking isn't something you can very well avoid. A lot of the time, Where you are when the fade turns around is about a quarter inch from where you are when the fade reaches you. You have little choice. However, if you see a fade running, and marines chasing, PUT YOURSELF BETWEEN THE FADE AND THE MARINES. Think of it this way: 10 res vs 50 res. Math isn't hard in this case.

    Onos. Well...not much you can do for onos. When these juggernauts are around, your spit is the least of marine concerns, your healing isn't particularly helpful against such a large life total. So again, you're mostly left on your own. Unless they help you out. As for blocking an onos, if you're within 20 feet (6 meters, for those non-americans) and an onos dies, you'll be blamed for it. Don't let it bother you. You couldn't do crap about it really anyway. Again, an onos is more costly than you. Your gorgie hide is forfeit in a pinch. Remember this. (But don't make it easy. Go down spitting and webbing)

    You'll see that I don't care much about blocking. For fades, you don't have time to move. For onos, all you can do is sit still and hope they jump over your head well enough.

    And that, as they say, is that.
  • M1GM1G Join Date: 2005-05-29 Member: 52694Members
    That guide rocks, I've just started learning how to gorge too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • TheNwBTheNwB Join Date: 2005-04-22 Member: 49110Members
    dont gorge and drop rt near marine base at the start of the game
    thats something really stupid to do.
    if you trying to drop an rt, search a secure place (like nearby vent) to egg.
    dont just egg in the open area if you dont have any support around

    i love to gorge <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • Real_PUAReal_PUA Join Date: 2005-03-23 Member: 46255Members
    I dont think you put enough emphasis on what really counts: Res Towers.

    A perma gorge should usually start off dropping the firt two chambers or a res node. Save oc lame for when you already control many nodes (3-4+) and have max upgrade chambers up.

    When I perm gorge I almost always solely drop RTs with my res. Typically I go to the closest RT to the hive and egg there (in a vent) then drop the node. I build and then get back to a safe area.

    Sometimes in late game, if aliens are losing, you will have to get risky and drop rts further from your hive. Having 3-4 nodes up at all times for aliens pretty much is an automatic win. Even if they kill the 2nd hive before it goes up, having miltiple nodes means you have plenty of fades and probably a few onos coming soon

    If your team is doing well and holding your nodes then usually some people will drop chambers and the hive, when the second hive is close to being up start saving res for the next upgrade.

    Bottom line RTs = win. If your team cant hold nodes, dropping lame, chambers and even a second hive is unlikely to help (but definately keep trying, you may have a leet fade coming).

    Also, if its convenient, stick with the other gorges. You can help eachother build nodes/chambers and heal eachother. Generally speaking, a pack of gorges is tough to kill with LMGs.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited June 2005
    <!--QuoteBegin-Asal The Unforgiving+Jun 1 2005, 01:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Jun 1 2005, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Defense : Carapace (Less damage, extended life)
    Defense : *Regen (Best if you do not expect to be spending much time at a hive, or if you expect a longer seige) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Great post, but I'm a bit surprised you didn't mention redemption upgrade instead of carapace for gorge. If a gorge is to stay alive, redemption would be better than regeneration since you will more likely to survive all marine encounters. It also allows you to attack turret farms more effectively with bilebomb since you will likely survive any marines that phase in.
    The main benefit of regeneration is that you can stay in the offensive line healing your teammates - a very important task. In a team where aliens will protect gorges, regeneration would usually be the superior upgrade.

    I am not convinced that a gorge can win against a marine of equal skill in a one on one fight. Usually gorge's best bet is run backwards away from marines toward nearby skulks or chambers while spitting at the marine. You are probably a much better player than many other gorges, because usually people are surprised when a gorge get a spit kill. Please write how to be a dangerous spitting gorge.

    Again, nice post! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    I did write how to be dangerous, but you have to have aim, timing, and probably a good backwards bunnyhop (which is the reason I go down most of the time, to run away effectively, I have to turn around)

    However, redemption (in my eyes) is an upgrade that should not be used. You're there for a reason, if you want to stay alive, play smart. Use regen, stay nearby, engage a single turret at a time. If you're engaging marines, you're lucky if it works anyway.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    very nice guide.

    I would recommend celerity as a priority upgrade for gorges. If you can bunny hop, you'll get away form marines very, very quickly.

    Redemption should ALWAYS be your dc upgrade as gorge. Although there's a chance that you won't be redeemed when you're low on health, it'll save you from having to spend 10 res to re-gorge in most marine-gorge confrontations.
  • GDVLGDVL Join Date: 2004-02-23 Member: 26817Members
    Very good guide <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    For my part, even if in NS it's very rare, i recommend to put only 3 webs in small strategic areas :

    Most locations got only 3/5 way to enter them, put webs there so that you'll heard them when rines get in, then play dynamic webbing :

    Shoot the floor in front of you, or in front of the rine group that assault your location, then shoot behind them : the web made will immediatly block them.

    With Adrenaline, this strategy rocks ! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Sparki_the_DarkiSparki_the_Darki Join Date: 2005-05-11 Member: 51453Members
    Stuff you should to do as Gorge too:

    <b>Defensive</b>

    If you know the map, then also try to stick to certain areas.

    There will aways be times where res is scarce and rines will always try to shred your teams RTs (resource towers), especially when they are far out. So in this case, it is sometimes better to stick to an RT and put your OCs up - and stay there.

    Always tell your team where you will be camping - best when using mic communication.

    <b>Intelligent OC planting</b>

    As many of you may have notice, a batch of OCs can really stop mr Rambo or a group of rines, but not for long - and since each cost 10res, you gotta put them in a way that they are not seen easily.

    (this does not work in long corridors though)

    When defending areas such as rooms, plant your OCs left and right of the door or where you think rines would come through. They must be placed out of their view as soon as they walk in - so that when they walk in, they would be suprised by the sound of three spikes being shot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->


    ++
    Next tip, have your instant-map key handy and always check where defensive measures are needed! (I mean, where OCs should be planted)

    Often, hives and other RTs will have at least two or more ways of access and you know that there is nothing more annoying than having several ways to bypass.

    Plant just one OC in juctions such as three-ways or crossways everywhere.

    This is perhaps an expensive tip, but using your mic you should call Skulkbuddies over to those red spots.

    ++
    OC sacrificing

    If you're on a run, then sometimes it is smarter to drop two OCs and escape. Stupid private-rines usually stop and shoot or knife them rather than trying to follow you (because they think they're doing something good for their team)

    Also, if rines spot you from far away and are hailing bullets upon you then plant an OC in front of you and healspray - a way to bring up a shield between the bullets and you.

    ++
    Aggressive Gorge

    Though not always a good idea - but a fun one. Best used when moving along with other players.

    If hive defensive is ok, then it might be time for you to leave the hive crib and try to kill. OC and spit kills will also deliver you res!

    If you can, try moving ahead with at least 20res or 30res.
    Support skulks and others as a type of battlemedic.

    If skulks manage to bust rine-RTs or a tight accessable area like a corridor and you hear Skulkbuddies fighting, then immediatly build three OCs in a row and build them up.
    Or if ya like living risky, go along with the skulks and healspray-spam or get in OC-range and build up OCs (and continue healspray spamming if you got adrenaline).
    Rines will usually try to first take out Skulks - then you, so you better hurry ^^


    ++

    If a round starts and you go for gorge, then immediately ask which chamber your team wants. Usually, if its MC - then plant two and demand another person to build nr. 3.

    You as a gorge must do the res-coordination somehow to make sure who is saving for hive, who is gonna go for early-lerk etc.

    Very good idea I think if you know teh leadership <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->


    Hope these ideas help


    $parki <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Yep, if you can bunnyhop, you shouldn't worry about being run down by marines as your gorge can outrun them.

    Healing RTs, dropping new RTs, healing a hive under siege or after a hive rush, and biling a siege are important too, as stated.
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