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		<title><![CDATA[Latest posts for the thread "Feeder Tendrils"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Feeder Tendrils"]]></description>
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				<title>Feeder Tendrils</title>
				<description><![CDATA[ Feeder Tendrils (which give Preferred Enemy <span class="glossaryitem" onmouseover='gp(136);'>USR</span> to units close by) were not that effective in 4th, as most 'Nids already hit on a 3+ anyway.<br /> <br /> Now that Preferred Enemy allows you to re-roll 'To Hit' dice in assault, do people find them more effective?]]></description>
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				<pubDate><![CDATA[Tue, 13 Jan 2009 15:21:25]]> GMT</pubDate>
				<author><![CDATA[ Flashman]]></author>
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				<title>Re:Feeder Tendrils</title>
				<description><![CDATA[ I do believe they are very effective in 5th (dont play nids, just play against them).<br /> <br /> Outflanking stealers with feder tendrils = death to anything near them when they pop out.  However, most people will shoot stealers first if they can't get locked into combat (or at least I do).<br /> <br /> Rerolling to hit (which is easier then wounding <span class="glossaryitem" onmouseover='gp(72);'>imo</span>), gives you more chances to wound ergo more potentail rending wounds (not sure are they ap1 or ap2 for stealers?).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/227043/515928.page</guid>
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				<pubDate><![CDATA[Tue, 13 Jan 2009 15:28:55]]> GMT</pubDate>
				<author><![CDATA[ Casper]]></author>
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				<title>Feeder Tendrils</title>
				<description><![CDATA[ They are Power weapon attacks.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jan 2009 16:09:35]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Feeder Tendrils</title>
				<description><![CDATA[ No,no,no,no. Rending is an AP1 attack with no armor saves on a roll of 6. As for the Feeder Tendrils-- I Have a Broodlord with a full retinue of 11 genestealers all with sycthing talons and feeder tendrils. Now if they ever get the chance to get in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (hardly ever considering that everyone usually freaks at the first sight of them and unleashes hell) they almost always kill the entire squad. The reasoning behind the retinue is because with the +1 to the attack the feeder tendrils have a better chance of being any use: re-rolling unrended rolls. Personally i love the whole idea of rending and when you jump into a squad of 12 guys with (Feeder tendrils, rending, and +1 to attack) it is the definition of the term rape.]]></description>
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				<pubDate><![CDATA[Fri, 16 Jan 2009 04:05:09]]> GMT</pubDate>
				<author><![CDATA[ Sinister_Hive]]></author>
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				<title>Feeder Tendrils</title>
				<description><![CDATA[ I would definitely take the feeder tendrils. Outflanking Stealers, especially in Spearhead missions, are amazing. The disappointed look on your opponents face when you pick up those dice and reroll a small handful.<br /> <br />  *Almost* doesn't seem fair (except Phil Kelly gave it the thumbs up in one of the recent <span class="glossaryitem" onmouseover='gp(143);'>WD</span>'s)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Jan 2009 05:54:29]]> GMT</pubDate>
				<author><![CDATA[ kid_happy]]></author>
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				<title>Feeder Tendrils</title>
				<description><![CDATA[ Remember more is better. 1 brood of stealers w/ feeder tendrils may end up killing something, but will inevitably be wiped out when it finishes the mopping up the combat. Several broods working together are a much harder proposition to deal with. And in that case you dont all have to have feeder tendrils...flesh hooks can also be used so you can engage models in cover with the appropriate brood while still keeping the bonus re-roll if deployed correctly.]]></description>
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				<pubDate><![CDATA[Fri, 16 Jan 2009 12:06:37]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Re:Feeder Tendrils</title>
				<description><![CDATA[ Right guys - youve been getting rending wrong.<br /> <br /> The <b><span class="glossaryitem" onmouseover='gp(12);'>BGB</span></b> <i>P.31</i> <br /> <br /> Roughly speaking : Any roll to wound of a 6 automatically causes a wound reguardless of the targets toughness and counts as <b>AP2</b><br /> <br /> Against a vehicle with an armor value, on an armor penetration roll of a 6 allows a further D3 to rolled and the total added to the final amount. (As a note, for <span class="glossaryitem" onmouseover='gp(93);'>MC</span> you roll the extra D3 on either/both <span class="glossaryitem" onmouseover='gp(24);'>D6</span> rolls. So a tyrant with rending rolls two 6's @ <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5, you'd get 5+6+6+D3+D3. Obviously the minimum is 19 which is more than enough but the point is - either <span class="glossaryitem" onmouseover='gp(24);'>D6</span> can roll that 6 for the extra D3. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Jan 2009 13:37:58]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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