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		<title><![CDATA[Latest posts for the thread "Tyranid Formations"]]></title>
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				<title>Tyranid Formations</title>
				<description><![CDATA[ <br /> <br /> Had a question about nid formations and who gets to benefit from the rules. For example the Wrecker node formation says models in this formation that are within 12 inches of the warrior unit in this formation, which would be the 3 carnifex broods. get to re roll 1s in close combat. Does this include the warrior unit itself? Because them re-rolling ones would be a huge benefit compared to the fexes with strength 10]]></description>
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				<pubDate><![CDATA[Sat, 25 Jun 2016 11:03:21]]> GMT</pubDate>
				<author><![CDATA[ ravenerioli]]></author>
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				<title>Tyranid Formations</title>
				<description><![CDATA[ Sure does!]]></description>
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				<pubDate><![CDATA[Sat, 25 Jun 2016 18:28:37]]> GMT</pubDate>
				<author><![CDATA[ SBG]]></author>
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				<title>Tyranid Formations</title>
				<description><![CDATA[ It does, but that particular formation is just not strong as it could be. Similar rule in the Living Artillery node is nice and nasty.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jun 2016 20:18:38]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Tyranid Formations</title>
				<description><![CDATA[ Unless specifically noted, a unit is considered to be within 12" of itself - i.e. it'll benefit from its own area effect bonuses unless the wording of the rule tells you it doesn't (generally by saying that "other units within 12 inches" or something similar).<br /> <br /> The Wrecker Node is okay. Its main problem is that it's a pure melee formation - therefore you need to get to melee. Loading the bugs up in Tyrannocytes is probably the best plan because if you try to footslog melee warriors up the board they will be a grease stain on the floor by turn 3.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Jun 2016 09:25:47]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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