THE MILITARY ADVISOR
The Nku Khu Campaign (1998)
I am embarking on a 54mm non-historical Colonial Campaign of which more details will appear later. It was conceived of as a primarily a solo venture to fill in the gaps when no opponents are available, but I am not above co-opting willing gamers or waylaying any appropriate battle to add to my journals. The first action is a 25mm fictional Zulu vs British action transcribed to Nku Khuland.
93rd Highlanders in their Indian Mutiny uniforms (Pinehill's Tin Soldier Factory) clear a village defended by Lonestar plastic Afghans (Thanks to the Major-General for tips on the house and ruins. these are made from foam core board painted with acrylics - the texture is only paint, & Thanks to my sister for the background, Oh by the way Glenna I borrowed your painting.....)
The forces for my campaign are growing. The British will partly be dressed for the Indian Mutiny and partly for the Fenian Raids. The Arab/Turk defenders of Wadi Foulyam will be a combination of recast Britain's Arabs and converted Hat figures borrowed from a project to wargame the unsuccessful 1808 British expedition to Egypt. The Nku Khu are of course Call-To-Arms Zulus with rebels in Europeanized dress being conversions from various figures including BMC Texicans, CTS Mohawks and Hat Zouaves .
I. Relief of Post 32, 2 January 1879
1. This battle was fought using 25mm figures on a 8ft x 6 ft table using the With MacDuff To The Frontier wargame rules. It was based on scenario 32 in CS Grant's Scenarios for Wargames. (Click here for narrative account) The British forces were as follows:
2. The Imperial Forces
Relief Column. Column Commander
(Bold
Brigade Commander) Colonel MacDuff (Ross Macfarlane)
with aide de camp, scout and 17th Lancer with Queen's colour
ala Zulu dawn.
Squadron 17th Lancers. Squadron commander with trumpeter, nco and 5 troopers
Naval Brigade: Imperial Battalion with 1 battalion commander and 2 companies each with an officer, nco and 6 privates with breech loading rifles.
Artillery: Nco and 3 gunners with 7pdr RML and limber with 2 crew.
Garrison. Garrison commander. Colonel Barrington-Blood
(non player commander rolled up as "Indecisive" with 2
companies of Imperial infantry each with 1 officer, 1 nco and 6
infantry with breechloading rifles (Queen's Own Rifles and Royal
Grenadiers). the Colonel rolled a string of '2's for command control,
refusing to send out the sortie. When he finally
rolled a 3 and allowed the lancers out, they immediately rolled a 6
on their next check and launched into a charge on the nearest enemy!
Squadron 16th Lancers. Officer, NCO and 5 troopers
The garrison may not attempt to move until a messenger reaches the
fort or until they can see the convoy. They are
beyond MacDuff's command control so must take a control check before moving.
3. The Native Forces
The native Nku Khu forces were represented by 25mm Zulu figures
commanded by one Induna, Ron Porter. They had 6 impis each with a
commander and 2 sub commanders. Each impi was allowed to operate as 2
subunits if required. Two
of the impis ended up operating beyond command control for most of
the game. One rolled an indecisive leader who only dithered for a
turn after his initial charge into the cavalry before bringing
his warriors over the central hill in time to capture the last
wagons. The other leader was cautious but after hanging back
initially, it was this leader whose led his men through the rifle
fire to capture the first wagon.
The natives rolled to see when and where they would arrive on the
table with their commander having to do his best to capitalize on the
arrangements luck gives him. In this game 4 of the units came on 2
adjacent entry points near the British entry point (1 unit behind
them) with one unit coming on the table edge on the opposite
flank allowing a pincer movement. The last unit came in on that far side but towards the fort's end of the table. As it turned out
this led to a fairly traditional Zulu attack with the chest
moving forward to pin the main body of the convoy escort reinforced
late in the game by a reserve (the loins) while the horns swept
around the British flank to seize the vulnerable wagons.
This is a series of 3 solo games played to test out 3 rules sets: The Sword & The Flame by Larry Brom, Big Wars by Stuart Asquith and my own With MacDuff To The Frontier. All the games were played over the same terrain with roughly the same forces (adjusted to suit the various rules) and the

The first column sets out.93rd Highlanders (Brown Indian Mutiny
tunics) converted from castings supplied by Pinehill's Tin Soldier
Factor with a mounted officer from Langley, 42nd Black Watch from
Soldierpac, cavalry are Britain's Crimean War Light Brigade.
The first game (Click
here for narrative account) was played with Sword
& the Flame 3rd edition using the original firing charts
included. My first impression was that although the rules read well,
they played better than they read and the game had a very
pleasing feel to it which suited the 54mm figures well. My
second impression is that there is much joy and much peril in playing
a set of rules after only 1 or 2 cursory readings! A couple of
things caught me by surprise in the middle of the game and naturally
there were "How do I" questions that I couldn't find
answers to at short notice, luckily nothing that a quick
umpire's decision couldn't resolve to both side's satisfaction
(this was a solo game after all!)
The British entered the Tehste valley from the south. To
either flank are rocky, wooded slopes while in the centre is a
low bushy rise. about 3 feet from the British start line, the
Paynted RIver runs east to west with 2 drifts, 1 either side of
the low rise. Beyond the river, to the north east and
north west the land rises again to steep rocky knolls, each with
a native kraal containing several cows and 1/2 a deck of
playing cards. In the centre a patch of brush and swamp
runs from the river to a low rise. The whole field measuring
8Ft wide by 6 deep.
The British forces led by Major Campbell of the 93rd Highlanders was composed of 2 units: a platoon of 20 Highlanders and a troop of 12 lancers & Hussars. Given the mission, terrain, enemy force makeup and rules, the British could easily have used another unit of infantry but the other unlucky commanders will have to make do with the same paltry force when their turn comes!
The Nku Khu forces led by King Goddiddal in person were 3 20 man units of native warriors 2 with 5 rifles, 1 with 6 and 1 unit of 12 rifle armed rebel miners/police deserters led by the infamous rebel "Tophat" (A BMC Texican from the Alamo). All were treated as Zulus under the rules but no throwing spears were used. One native unit was placed in each kraal. I then took 6 playing cards, assigned one to each of the remaining units (leaving 4 dummies) shuffled them and then placed 1 card facedown in each of 6 possible hiding places. The Nku Khu could move the cards as actual units once firing began but if spotted the cards were turned over and either removed or replaced by a unit.
The British mission was to seize the villages with their associated 1/2 deck of cards. Aces represented caches of arms etc needed for the Nku Khu war effort. Each turn the Nku Khu remove 2 cards from each pile to safety thus eventually there will be nothing for the British to capture. Winner is the side which holds the most aces at the end of the day.
The British decided to concentrate on the Western town and advanced cavalry 1st, infantry following in close order with scouts out. After stumbling into a war party in the rocky hills to the West and receiving a shockingly effective volley from the 5 riflemen there, everyone slipped into open order and proceeded to bypass the Nku Khu. Then came the second shock, upon reaching the ford which I had envisaged as a minor obstacle, I flipped open the rules and found that it was going to take my cavalry 4 turns to cross, (1st turn 1st rank reaches the edge and stops, 2nd turn 1st rank goes in, 2nd rank halts at edge, 3rd turn 1st rank is free to go, 2nd rank enters water, 4th turn, everyone is good to go) under fire the whole time from the 2nd and shortly after the 3rd -war party of Nku Khu, 11 riflemen in all! An attempt by the 1st rank to charge out at their tormentors led to a roll of 6 stragglers, stopping the charge dead! By the time the cavalry cleared the stream, there were so many wounded, the unit was unable to advance. Luckily for them, the Nku Khu got cocky and surged down to finish them off.
Mean while, the Highlanders, unable to reply effectively to the
natives in the brush (18 British rifles in open order
throwing 1's just can't match 5 Zulu rifles in cover throwing
6's!) had bypassed the Nku Khu and reached the ford which was blocked
by the cavalry. The rifle armed rebels had moved out of hiding
and were closing in from the east for the kill but the western
warband, afraid the Highlanders would bypass them charged out of
their cover. Campbell, whose Highlanders hadn't moved
yet, calmly reached in his saddle bag, hauled out his copy of
the rules and looked for what reactions were allowed him, and
looked and looked, eventually he decided that apart from the
optional phased cavalry move, it wasn't really mentioned and
since there was mention of what happened if your opponent
wasn't still within an
inch at the start of the close combat phase, he decided his men
weren't pinned and could react if their card hadn't come up
yet, so, the Highlanders formed square! dragging their wounded
with them. (teach them n------ to not wait for last card to
charge!) The rebels loved this and blew 1 side of the
class 1 tgt to hell but the charging warriors went pinned
anyway. The remnants of the square quickly shook back out into open
order and deftly drawing the ace of hearts, blew Tophat into
smithereens on the next turn. The warband reformed and
but the Brits drew another ace and laid their leader
low. They stood for a turn but then reduced below 50% and leaderless, routed.
Across the river, the 2 warbands closed in on the remnants of the British cavalry, who, leaving their wounded by the bank of the river, made a desperate charge, Was their a man dismayed? yes 1 Hussar who ducked behind the river bank, however, the rest smashed into the smaller, western unit of Nku Khu (5 rifles had been left on the rocky hill, while 4 other warriors had been left leaderless in the kraal so only 11 were left to face the charge, 20 more from the 2nd unit however charged in support. I then looked on the chart to find the bonus for charging lancers (+0) oops no point in using key cards to pick off lancers! However, the first round saw 2 cavalry downed to about 5 natives, after a quick drink and rubdown the 2 sides mixed it up again, oh oh, for every 2 natives down, 1 cavalryman is going down, then Capt Scarlet is down, dead and soon only Sergeant Roch is left mounted, carbine in one hand, sabre in the other, reins between his teeth and 10 Nku Khu including a chieftain lined up before him, charge bonuses in hand, slash, club, parry, thrust and when the dust settles, three warriors flee leaving 4 dead and 3 wounded writhing in the dust. A quick count revealed that both warbands are below 50% and leaderless, 2 quick morale checks and both are routing full speed for the hills leaving Sgt Roch to gather up the straggler, wounded and corpses and head back to the safety of the Highland ranks: The Major commanding , The Captain, the sergeant, the Piper, 3 privates and 12 wounded! I decided that the riderless horses could be used to carry the extra wounded, but the British were not going to make it to the village today!
I had been caught out on a couple of things, such as whether or not a charge pinned the target - how do others play this? Also can a unit which is charged, countercharge if it hasn't moved yet?
A second thing was the cavalry charge, I had not even considered sending my cavalry into the bush to flush out the 1st unit of Nku Khu but after checking the factors, I can't find any real disadvantage to riding the cavalry into cover after natives. Have I missed anything here? As it turns out, I think more aggressive use of the cavalry would have given the Brits a chance to at least reach one of their objectives.
The 3rd thing was that I underestimated the effect of the native firepower even with only 5-6 rifles per turn causing an average of 1 hit per turn per unit. Given the need to carry the wounded, this soon robbed the British of all offensive power, especially the cavalry. On the plus side this means that next time I can field more Brits!
Overall I enjoyed the game and the feel (and I don't normally
play solo). I found it slightly annoying to have to refer to so
many different charts but this is a personal bugbear and as
each one is simple, I suspect that a couple of games with
the same opponents and I would soon have the major ones down pat.
Would I play again or recommend these rules? Yes!
.
The 2nd column marches on. (Click
here for narrative account) Major Stuart (RA) is in the
foreground with glasses. Soldierpac recast body with kepi head and
yes the arms move so the Major may raise his glasses or lower them as
required. To the right, his orderly is bringing his horse forward. Behind him are Soldierpac Ft. Henry Guard, beyond them are the
Rossshire Highlanders from Pinehill's Tin Soldier Factory. The
cavalry are more Britain's Crimean figures.
The 2nd battle in my series of comparison games was fought, under the auspices of a set of rules named 'Big Wars' by Stuart Asquith and Jack Alexander. These rules are not as widely known as TSATF so I'll pause to give a brief description of them. They are designed for games, not necessarily colonial, set in the late 19th, early 20th centuries using individually mounted 54mm Toy Soldiers but as far as I can tell after playing them, would serve equally well with 25's and even 15's. They are amazingly simple, the only thing more amazing is that they actually worked well in spite of or perhaps because of this. If you are looking for complex weapon or national characteristic charts or devious command & control or morale systems, look elsewhere, there is no where to hide in these rules, nothing to blame your failures on (except possibly really abysmal combat dice!). The rules have fixed movement distances and use simultaneous movement with movement, fire then melee, I decided to go with brief written notation of each units intention each turn. I expected things to be too predictable but even writing the orders for both sides I misjudged occasionally and ended up with troops out on a limb. Only the basics are covered although the gamer is welcomed to customize things and add whatever is felt to be missing. For example there are no specific rules laid out for spotting of hidden units, keeping things simple, I decided that the hidden units would be spotted if they fired, moved into the open, or an enemy attempted to enter the cover they were hiding in. Combat is very simple, 1 die per figure firing, 6 to hit at 12", 5,6 at 6". Boers get bonuses but there is no penalty for the natives, this worried me a bit, unnecessarily as it turned out, the small number of rifles that the Nku Khu had were not a major factor this time around. Melee is similar to TSATF with a series of 1to1 combats. the loser has to retreat and the winner has to pursue. More on that later. Finally morale: when below 1/2 strength a unit must retreat off table, when a side is below 1/2 strength it concedes the battle.
The same terrain, setup and objectives were used. The troops were rearranged to suit the rules which call for 4 man cavalry units and 10 soldiers/warriors plus a leader for infantry units. I split each of the Nku Khu regiments to form 2 10-man units and left the 12 man rebels as 1 unit. The British cavalry was fielded as 3, 4-man units (4th & 13th Light Dragoons and 17th lancers) and the infantry as 2 units each with 10 rifles, an officer and a drummer (Ft Henry Guard) or piper (Rosshire Buffs) all under the command for the day of Major Stuart. RA. I had originally intended to use the same setup but allow for a different deployment of the hidden units and for a different British plan, but, after the disaster of the 1st British expedition, I decided to follow exactly the same set up and plan and see what difference the rules would make.
On the 1st turn the cavalry advanced to check the woods and received a volley of fire as before, 6 rifles cracked at close range including a 6 and 2 5's amongst the dice, even with 1/2 casualties for cavalry that meant one of the 4th Light Dragoons went down! Here we go again I thought, but that was the last cavalryman to die from rifle fire that day. The Ft Henry Guard deployed to face the woods while the cavalry splashed down to the ford......and across it (1/2 turn penalty) It quickly became apparent that the relative speeds would make a big difference, The natives moved quickly enough, 9" compared to 6" for the infantry or 15" for the light cavalry but everyone was slowed by the terrain and as it turns out, the rebels and the defenders of the 2nd village were unable to intervene in time especially as the ford was only a minor obstacle. In the previous game, they had been in place before the British cavalry finished crossing the stream.
The 13th Light Dragoons charged up into the rocks by the village and in a fierce combat (2 cavalry lost vs 5 warriors) routed the right wing of the White shields, on the next turn they pursued and wiped them out to the last man while the lancers rode into the kraal trading 1 lancer for 6 Nku Khu warriors (lance bonus made a big difference!) and chasing them off - 2 units down. The remaining 4th Light Dragoons now rode into the village confronted by King Goddiddal alone. He went down in a flurry of sabres and the dragoons collected the remaining cards, 6 turns had gone by removing 12 cards from the 1/2 deck but leaving 3 aces behind.
Back across the river, both infantry units traded fire with the Black Shields to their flank as they continued to edge for the river. Honours were roughly equal thanks to the terrain sheltering the Nku Khu with 2 dead on either side. As the Highlanders formed column and crossed over the ford, the left wing of the Black Shields charged out and were repulsed, indeed routed by the Fort Henry Guard (4 Guards down to 5 natives dropping them below 1/2 taking previous casualties into consideration). Here was where the problem lay, desperately checking the rules, Major Stuart could find no way to restrain his men from pursuing even though they had received the charge at the halt and had no hope of catching the retreating warriors. Anticipating this wild rush, the left wing (who had not moved up enough previously and were too far back to support the original charge) charged into contact without risk of defensive fire and inspired by their enemy's disorder, threw prodigious melee dice killing all but the drummer boy who turned and fled. This victory came too late though as the left wing of the Brown Shields charged out of the bush into the Rosshire Buffs who had had the foresight to form square. In exchange for 2 casualties they slaughtered 6 of the enemy, routing them and bringing the game to a close (more than 1/2 units destroyed or routed). Even unopposed, the British did not have enough time left to reach the 2nd village before all the goods were moved to safety but, despite the heavy casualties amongst the Fort Henry Guard, the battle was a definite British victory with 3 aces in hand and the enemy routed. Mind you they only captured 14 of the 52 cards and were lucky to have won. I don't think they could have gotten there any quicker and suspect that given the distance they have to travel, the victory conditions may be a bit tough. 3rd time will tell as MacDuff visits the valley to disperse the rallied natives. (Turns out King Goddiddal was only wounded and escaped to lead his people again!)
The rules worked very well and gave a fun game which allowed full concentration on the action, it has been a while since I played a game with neither random movement or some form of command control limitation but surprisingly didn't really miss either. The use of simultaneous movement and not allowing myself to pre measure were sufficient to bring a degree of unpredictability into the game. The pursuit rules had some ramifications that I had not foreseen, due to the fixed moves, the cavalry will always catch infantry without supports, natives will catch Imperial infantry but can only be caught by cavalry, making the cavalry very important for turning a momentary advantage into victory. The cavalry were also deadly against the natives in melee, their number definitely need to be kept low. The pursuit can be a big disadvantage for infantry winning in particular, esp. since the native will know they are coming. I would be tempted to give regular infantry that stood for a charge, esp. in square some chance to avoid pursuing. I would also consider a reduced firing capability for the natives, the units with 2 or 3 rifles were no problem, but, if the rebels had made it into place a turn earlier, their fire would have been as deadly as their British opponents. All in all the rules were fun and I would cheerfully play them again and recommend them especially for someone wishing to fight some bigger actions (counting each unit as a battalion you could easily do El Teb or similar) or wishing to introduce someone to the hobby.
The third and final action (Click here for narrative account) was fought with MacDuff to the Frontier, they are available online for those who are unfamiliar with them and want to have a look.
The Nku Khu forces were as for the 1st game, King Goddiddal, 3 units of 20 warriors, each with a leader, 5 or 6 musket men, and the remainder spearmen and the 12 rifle armed rebels. The British force, led by MacDuff himself with his faithful wolfhound at his side, consisted of a composite light cavalry squadron with an officer, Captain Nolan, a sergeant and 10 troopers, and a battalion of the 78th Rosshire Buffs (only regiment to survive the previous battles reasonably intact!) composed of: Colonel Ross, Piper McNabb, and 2 companies each with officer, sergeant and 6 bayonets.
The game started with scouts tripping the ambush while the main body of cavalry clattered through the gap to the ford. The initial burst of fire brought down 1 rider and then the cavalry was out of range. Splashing across the stream, the cavalry stormed up the rocky hill on turn 3, the earliest assault yet. Despite losing their charge bonus, the cavalry forced the White Shields to retreat, then pursuing them into the open, cut them down and routed them on the next turn (losing Captain Nolan to a fearless Nku Khu warrior's assegai. By turn 5 they had the village and grabbed 18 of the original 26 cards, not an ace among them!
Back at the ford ,the highlanders deployed 1 company in skirmish order to screen the Black Shields then pressed forward to the ford. King Goddiddal watched expectantly for his units to advance to support each other....but in vain. With only 1 chance in 6 to roll an indecisive leader, that's what all 3 out of command Nku Khu units rolled. To add insult to injury, with a 1/3 rd chance of advancing anyway, and a 2/3rds chance to continue once started, all the units stalled. Belatedly Goddiddal got off his rocky perch and trotted over at about the slowest speed possible to bring up the closest unit. It eventually lurched into command range and trotted off to attack the 2nd company of the 78th as it deployed into line. Disdaining to fire, the Brown shields rushed forward 20 men vs 8 to be met by a blast of rifle fire and a steady line of bayonets, and fell back into the brush. Bringing up the 2nd company Colonel Ross pushed forward slowly blasting into the brush with the Brown shields trying to pull back out of range.
Across the river, the rebels finally caught site of King Goddiddal waving his assegai madly, and crossed over the , so far, unused 2nd ford to take up firing positions in the cattle kraal of the second village. The cavalry, swinging down from the 1st village, swept around the rough terrain and headed towards the 2nd village only to meet the Brown Shield head on. In a fierce fight a 3rd cavalry man went down but the Brown shields, having already suffering from rifle fire, went below 50% and routed off table. While the cavalry rallied, the Highlanders, stormed up the hill driving the rebels back and capturing the remaining 6 cards, no aces! So, although the British (finally) took both villages and only suffered 3 casualties, the final battle was an Nku Khu victory as they managed to hold the British long enough to complete the evacuation. Incidentally, a quick study showed that even unopposed, and using a simultaneous 2-pronged attack, the British could not have captured more than 36 of the cards and thus might have lost even if unopposed, its a cruel world! I might remove just 1 card per turn next time and make the natives really work, but that's another game!
CONCLUSIONS
All of these rules have some things in common, all use individually based figures, use some form of man to man dice off to resolve close combat etc, in addition, MacDuff uses a card system which had its origins in TSATF, however, they all have a very different flavour. It was the first time I had played TSATF and Big Wars and only my 2nd MacDuff game in the last year and having noticed the similarities when reading them, I was surprised at what a different feel each set had. Breaking the rules into 5 arbitrary aspects, Command & control, Movement, Shooting, Melee and Morale, here's how they each struck me:
Command & Control. This is one area where the feel is very different.
TSATF covers this through the card based movement sequence (giving
the commander the choice of what to move when and allowing some
reaction to the enemy) and the "To Stand" test for
leaderless units. This seems to emphasis the importance of
junior leaders and benefits disciplined units with 2 leaders who are
less likely to be left leaderless.
MacDuff also uses card based sequencing (indirectly derived from TSATF I'm sure even though I hadn't played them before) and the use of a command radius for commanders with a control chart for units who are beyond command radius. Regular companies can act independently or be grouped together if a Colonel is present.
Big Wars uses simultaneous movement forcing the commander to commit himself before knowing what the enemy will do but otherwise assumes troops will carry out the general's wishes until casualties drive them from the field (or until subject to a compulsory move such as rally, retreat or pursue).
Movement. TSATF uses dice based variable movement, Big Wars a fixed
move distance and MacDuff uses a combination, a fixed portion + a
variable. All worked well. I thought the fixed moves would be less
exciting somehow but didn't seem to make much difference, I still
ended up with a charge not being able to make it!
I did notice that the cavalry in TSATF didn't seem as quick relative
to the infantry as in the other rules, while the terrain in Big Wars
hampered the natives more than in the other sets.
Shooting. There was very little to choose between the rules here. Ranges in Big Wars were much shorter giving it the feel of a larger scale game, battalions maybe instead of companies or platoons.
Melee. Here, surprisingly was one of the major differences despite the common mechanism. Big Wars forces everyone to fight and the loser by even 1 pip normally dies. This gets very bloody quickly. TSATF also forces everyone to fight but the loser is more likely to run away than die or be wounded (unless they meet Sgt Roch and start rolling 1's and 2's by the bucketful!). In Macduff, only the figures in contact fight meaning that melees might be decided by only 1 or 2 figures fighting, add to that, that a score 2 higher is required to win a combat and most melees result in one side retiring, ready to try again, unless cavalry can catch infantry unformed in the open. Both Big Wars and MacDuff count casualties caused by defensive rifle fire which tends to help the Brits. TSATF instead uses a morale test.
Morale. Superficially this looked different as TSATF has several morale charts but in practice made little difference apart from helping the narrative (i.e. in the 1st game a native unit charged, took fire, then went fallback pinned, in MacDuff a charge went in, took fire, a few hand to hands were fought and the natives repulsed primarily by the fire, fell back and had to rally, end result was the same. In all 3 games units broke at or soon after receiving 50% casualties.
In summary, TSATF somehow had more of a skirmish feel to it, more emphasis on the individual perhaps as well as more 'national' flavour, as well as giving the Nku Khu the best shot at outright trashing the opposing Brits. ,
Big Wars had , well, a bigger feel to it as mentioned above. It flowed quickly and well and the use of simultaneous moves keeps some of the unpredictability that the other rules achieve through the cards , random moves and command rules. It was the bloodiest of the lot and would probably do the best job of handling really large battles.
MacDuff was the least bloody and allowed the smallest number of Brits
to inflict the greatest relative damage
although they lost anyway due to the victory conditions. In a
straight knock 'em down fight, you would need
a lot of natives! I remember one game while the rules were being
developed where 20 Sikhs and a mountain gun held a ridge against
nearly 200 attacking Mahdists for most of an evening until relieved.
(of course the relief, the Black Watch under Len the Highland
Widowmaker, promptly got into severe trouble, but that's another story)
Which one was best? Well they all had strengths and weaknesses so its
"You pays your money and takes your choice" time.
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