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		<title><![CDATA[Latest posts for the thread "Maleceptor"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Maleceptor"]]></description>
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				<title>Maleceptor</title>
				<description><![CDATA[ All I have seen is hate for this guy.  I totally see where its rules are pretty rough, which is a shame for such a cool model.  Accepting that I would be somewhat handicapping myself, I plan to try one out anyways, so I need to find some ways to make it work.  <br /> <br /> The Neural Node formation looks like it would be a good build around the Maleceptor.  The units involved would give you a large warp charge pool, and the re-rolling of ones would help to get more out of that pool.  The idea of a bunch of brain bugs wandering around exploding people's brains and blowing things up with mind bullets does sound pretty awesome.  But what is the Maleceptor's role?  I see him as a moderate counter charge unit that would mostly be generating the generic Tyranid powers that it rolls up, like Catalyst, Dominion, or even The Terror.  The absurdity of using its special Psychic Overload power the maximum 3 times in a turn is apparent (I need how many warp charge?  15ish?) so I really see that power used in opportune moments.  A handful of warp charge to explode the head of the Power Fist sergeant in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad before a Carnifex charges, or sniping out a Commissar in a big blob of infantry, for example, doesn't seem like a waste even if super situational.   <br /> <br /> Has anyone had any luck with the Maleceptor?  Is the internet doom and gloom warranted or does it have some hidden potential?   <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Nov 2016 22:05:30]]> GMT</pubDate>
				<author><![CDATA[ Doomface81]]></author>
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				<title>Maleceptor</title>
				<description><![CDATA[ It's not amazing. One possible use is in a tyranid version of jimsolo's freakshow lists - the malaceptor is unique in having a leadership attacking witchfire which can affect vehicles.<br /> <br /> take neural nodes - giving you spirit leech and extended range shadow in the warp, deathleaper's assassin brood for it's after me and paranoia and ill discipline, and manufactorum genestealers laden with broodlords for the horror.]]></description>
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				<pubDate><![CDATA[Sun, 6 Nov 2016 08:22:23]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>Re:Maleceptor</title>
				<description><![CDATA[ If I ever get back to playing my nids, I'll be using the neural node.  No longer having to roll to hit is somewhat of a game changer.  It's also just different, which I need with my nids.]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 17:24:24]]> GMT</pubDate>
				<author><![CDATA[ Voidwraith]]></author>
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				<title>Maleceptor</title>
				<description><![CDATA[ The Neural Node is fun, though you have to keep in mind that all of the bonuses provided by the formation are tied to the Malceptor, so you really don't want to expose it more than need be. <br /> <br /> Psychic Overload has the potential to be dangerous, but I would only suggest using it against things that buff the entire squad (banners, icons, relay drone, etc.) and special/heavy weaponry rather than squad leaders and characters due to look out sir.  Most of the warp charge dice should be reserved for Neurothropes and their broods though, as a good Spirit Leech attack can be devastating (not to mention provides some charges for powering a follow-up lance strike elsewhere). <br /> <br /> Also just because: <br /> <div style="margin-top:5px; margin-bottom:10px;">
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				<pubDate><![CDATA[Tue, 8 Nov 2016 13:29:06]]> GMT</pubDate>
				<author><![CDATA[ Strat_N8]]></author>
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				<title>Re:Maleceptor</title>
				<description><![CDATA[ The main issue with the maleceptor is the huge amount of warp charges you need to get an actually "focused"  focused witchfire with <span class="glossaryitem" onmouseover='gp(195);'>WC</span>:2.  At least when I have talked with my local Tyranid players the feeling I get is that there often are better ways to spend warp charges that trying to 3 successes on a psykic power that may or may not do any damage to a single model.]]></description>
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				<pubDate><![CDATA[Wed, 9 Nov 2016 16:32:54]]> GMT</pubDate>
				<author><![CDATA[ Captain Spitzenberg]]></author>
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