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==Tyranids== ===Why Play Tyranids=== *'''Pros''' **Flexible army composition, with 8 unit types where other factions have only 2 choices. If you want to fill the table with a tide of unbreakable critters or 10 ft tall alien aberrations, you are in the right place. ***Genestealers can also be used for GSC, so you can have two factions without having to spend that much. **Your models have a lot of attacks. Once you get into a fight, you can often take out more than 1 enemy unit in the fight phase. **Despite having low armor saves, you have a lot of wounds. 3 wounds on warriors, Raveners, Guards & 4 wounds on lictors! **While not psykers themselves, Tyranids have psychic protection, so they debuff the very skill other elite factions pay a premium to get. **You can run four lictors and reenact the movie Alien while scaring the shit out of your friends. **You can run all Genestealers and play Space Hulk. **You move faster than almost any other team, and with some units, almost clear the entire board on turn 1. *'''Cons''' **Stronger units get really expensive really fast. **Heavy hitting Tyrant Guard are expensive and hard to cover, and can die easy to focused fire. **Small critters are hard to deal with but rather ineffective at actually hurting the enemy if he doesn't allow you to surround his models. **Genestealers, and Raveners, while fast as fuck and relatively hurty, are quite squishy and expensive. **Most of your units have a low armor save. **Most of your weapons have low AP. **If the enemy manages to put out your synapse, you are in for a brief but painful couple of minutes. **Your army is comprised of mostly big monsters, with lots of sticky outty parts. They are hard to keep in cover, and reliably get shot to pieces before they can fight. ===NID Special Rules=== *'''Instinctive Behavior:''' Gaunts, Guards, and Raveners are affected. Keeping a Warrior around to babysit is a must, unless you enjoy missing your attacks. *'''Shadow in the Warp:''' Unique to warriors, this rule does exactly the same thing as in main 40k: -1 to the Psychic tests of all non-Tyranid PSYKERS with 18". Good defence again the only two factions who have Psykers, both reducing the chance of the power going off AND the chance of it causing D3 mortal wounds instead of 1, something that will matter considering your 2 scary multi-wound model options. *'''Synapse:''' Although not really a special army rule you are pretty much almost always going to have it and in the remanent cases, it is not really going to matter that much since lictors and genestealers have Ld9. It makes guys affected by it immune to nerve tests, wich is rather amazing. *'''Adrenal Glands:''' +1" to advance and charge distance. All your models either use short ranged Assault guns or want to be in melee, so it's got value. *'''Toxin Sacs:''' Wounds rolls of 6+ in the fight phase cause +1 damage. Band aids your ''severe'' lack of multi-damage weapons. ===NID Faction Attributes=== *'''Behemoth - Hyper-Aggression:''' Re-roll charge rolls. *'''Jormungandr - Tunnel Networks:''' Models in your kill team, except models that can fly (even though there are no Tyranid units in Kill Team that can fly....yet?), are considered to be obscured to enemy models that target them. If the model advances or charges, however, it loses this benefit until the end of the battle round. *'''Kraken - Questing Tendrils:''' When a model in your killteam Advances, roll 3D6 instead of one and pick the highest. In addition, if a model in your kill team started the Movement phase within 1" of an enemy model,but when you pick it to move there are no enemy models within 1", that model can make a charge attempt instead of Falling Back or remaining stationary. **Stop reading here folks. This is the best subfaction for Nids and single handedly shifts them into S-Tier. White Scars might get something similar but while they can bully GEQs in melee, they aren't really a melee team. Nids are. And now you can't escape them. Shooting models can be disabled for the entire game by 1 hormie making the charge. Once you get into combat with a lictor or genestealer, you're there essentially until one of you dies and Nids do melee better than almost anyone else. This has a very good chance to just completely break the game in their favor. *'''Leviathan - Synaptic Imperative:''' All models gain a 6+FNP and ignore the hit penalty from 1 flesh wound when within 6" of a Synapse model *'''Gorgon - Adaptive Toxins:''' Reroll wound rolls of 1 in the fight phase *'''Hydra - Swarming Instincts:''' Reroll hit rolls in the Fight phase when the enemy is also within 1" of another of your models *'''Kronos - Bio-Barrage:''' Reroll unmodified hit rolls of 1 in the shooting phase if they have not moved this round. ===NID Ranged Weapons=== *'''Barbed Strangler:''' 36" Assault D6 S5 AP-1. Better range and slightly more shots than a Deathspitter, but you have to give up a Venom Cannon for this. *'''Deathspitter:''' 24" Assault 3 S5 AP-1. Pretty damn cost-effective. You can spam it on your Warriors, giving them a rather nice mid ranged weapon to use in addition to your flesh hooks before you get close and personal with the enemy. *'''Devourer:''' 18" Assault 3 bolter, free for Warriors. Quite good if you <s>don't feel like taking</s> can't afford a Deathspitter on them. Termagants can have it too but it almost costs as much as they do and makes them more appealing targets, even if they triple their dakka for less than double the points. *'''Flesh Hooks:''' 6" Assault 2 Str(User) that can shoot both within 1" of the enemy and target enemies within 1" of your units, which not even Pistols can do. It's free and replaces nothing, so it's not a choice - you're bringing it. Available to Warriors, Lictors and 1 Genestealer. While Warriors can shoot it alongside their other guns, its range means that's only happening if you advance up to 6" of a model when setting up a next turn charge; that's akin to 2 bolt shots that hit on a 6+. So, a half-range pistol for most intents and purposes. (Something to keep in mind, Because of how being charged and shooting works this is the only weapon that can be fired if you were CHARGED due to pistol wording being specific to pistols alone. Perticularly useful if you are fighting another nid team, or some scary clowns) *'''Fleshborer:''' 12" Assault bolter that comes stock with Termagants. Meh, it's free, and the whole point of Termagants is being disposable anyway. *'''Spine Fists:''' 12" S3 Pistol that shoots as many times as you attack. Debatable at best on termagants. Terrible even on Combat Warriors (4 shots) who not only have Flesh hooks, but most importantly have to give up their gun for these. *'''Venom Cannon:''' 36" Assault D3 S8 AP-2 '''D3''', making it your only multi damage gun. If you have any Warriors in your Kill Team, this is the first thing you buy. Give it to a ''Heavy''. ===NID Melee Weapons=== *'''Acid Maw:''' What if I didn't need to roll a 6 to rend? Only one available per kill team, worth putting on a genestealer specialist. *'''Boneswords:''' AP-2, +1A, Warriors only. An auto-include unless you want to try something specific. *'''Lash whip and Bonesword:''' AP-2, Warriors only, allows them to fight before dying (potentially with hit penalties from flesh wounds). It allows a Warrior to be a hazard even in death, but that pair of arms has better things to hold. Like guns to be a hazard from afar. *'''Grasping Talons:''' The lictor answer to multi wounds enemies. At S6, -1AP and 2 damage, these are going to hurt. Also more likely to cause flesh wounds than rending claws, since it's multi damage - attack with this against astartes - see lictor section. *'''Rending Claws:''' AP-1, AP-4 on a wound of 6+. Better than you bare hands. When combined with Toxin Sacs, 6+ to wound are AP-4 2D - it's a gamble, but this ''is'' a dice game. Available to Genestealers, Lictors and Warriors, though warriors have better things to chop people up with, and on genestealers and lictors it will depend on the target's defense profile. ''"Kills terminators like the armour wasn't there" my ass''. *'''Scything Talons:''' Your bare hands re-roll 1s to hit, having ''two pairs'' gives the user +1A. Available to Hormagaunts, Genestealers and Warriors, who are the only ones that can get the extra attack - useful when fighting something with no armour save/a better invul save (Harlequins, Wyches, genestealers, poxwalkers), otherwise you're better off using other weapon options. ===NID Psychic Powers=== ====Hive Mind==== Exclusive to the Broodlord. *'''[Commanders] Dominion (Warp Charge 4):''' Give Synapse to a single model within 18" (doesn't have to be visible) until the next Psychic phase. *'''[Commanders] Catalyst (Warp Charge 5):''' Grants a friendly model within 18" FnP on a 5+. If it already has FnP, it can choose which FnP value it wishes to use and may re-roll 1s for it. *'''[Commanders] The Horror (Warp Charge 5):''' -1 to hit rolls and Ld to a single visible enemy model within 18" until the next Psychic phase. ===NID Units=== *'''Termagants (Scout, Veteran):''' The shooty tide. In high numbers they can quite overwhelm a light armored enemy force, but they need a Warrior around to keep them accurate. The most valuable thing about these pests is that the enemy ''has'' to commit an effort to kill them; have someone in your team who can take advantage of the annoying barbed meatshield gaunts are. ''They are disposable models, as such they should never be made specialists.'' *'''Hormagaunts (Combat, Scout, Veteran):''' The slashy tide. Same goes for them as for the Termagants but in melee. The are also quite useful to tie up shooty armies with their staggering 8" movement and 6" consolidation. Keep them in cover and even outside of line of sight to further annoy your enemy, as they screen their Warrior babysitter. Buy the Adrenal Glands, they'll still be cheap enough for you to bring a dozen or so. *'''Warriors (Leader, Heavy [Gunner only], Combat, Comms, Veteran):''' Now we are talking big. Like, really fucking big. The only things bigger than them are Lictors and (arguably) Aberrants, and they are not even half as versatile as them. Though they have a lot of options, Bone Swords + Deathspitter + Flesh hooks is the best loadout hands down, allowing them to be good at everything. You'll only make them keep their Devourer if you can't afford the Deathspitter, which is the only thing from that loadout that actually costs, and 2pts at that. Unless you're going Lictor or Genestealer heavy, this is where you get your specialists from. A ''Combat'' specialist could make use of a Lash whip alongside the bone swords, but giving up a gun for an effect on death isn't all that good. A must-take if you want to get an actual use out of gaunts, as they are the only source of the much needed Synapse. **'''Warrior Gunner (1):''' Venom Cannon + Flesh Hooks + Bone Swords bearer. *'''Genestealers (Leader, Combat, Scout, Veteran):''' Fast. Lots of attacks. Half the cost of a warrior (after wargear). These guys are glass cannons, a way of delivering Warrior-like melee sacrificing resiliency for numbers and speed - '''Metabolic boost''' works wonders on a model that moves 8" and re-rolls charges, even better than for Lictors (?!). While they can get a 4+ save, that comes at the expense of losing the charge re-roll, and a 5++ is a nice way to disregard AP. One of them can take an Acid Maw and another one the Flesh Hooks, consider putting them on specialists. Toxin sacs are great, giving extra damage synergising with your rending claws - which you should always use unless you're fighting models that depend on invulns/lack an armour save. *'''Lictors (Leader, Combat, Comms, Scout, Veteran):''' This guy is possibly the scariest thing in the game. In Kill Team the Lictor is every bit the stalking movie monster it was always meant to be. While it's got poor armour, thanks to its 9" movement it can reliably keep in cover, and gets an additional -1 to be hit when it does so. Good luck shooting it down with its 4 wounds. But watch out for demo specialists with flamers, which heavily counter it. In close combat it is downright terrifying, being the only model in Kill Team with a natural WS2+, and with a base Str6 also wounding most of the models on a 2+ as well, benefitting its Flesh Hooks. Against astartes, a single flesh wound is less important, and you should aim for "out of action" results, not just wounds. Because of this, you should always use the Grasping Talons against them, or against other models where you'd rather increase out of action chance than wound chance. Against other single wound models, or against astartes who already have a flesh wound, just use rending claws (unless the extra ap isn't useful against the target). **Being your most expensive model you'll only be able to bring up to 4, but that's the same number of specialists you can have, so your ''"Aliens"'' movie cast can each have a personality: Leader, Combat, Scout and Veteran. Comms lvl2 and lvl3 advancements are useful as well, but they won't be available in matched play or when you used up all your points on 4 Lictors. *'''Tyrant Guard (Combat, Veteran, Zealot):''' A cqc monster but attracts firepower likes flies to rotten fruit. Makes a great distraction for your smaller units to get into combat. Watch out for supercharged plasma though, as one of these on a sniper specialist will melt your EXPENSIVE monster into mush in round 1. Don't waste it with Scything talons, be sure to take whip and sword, or them powerful snipping clawz! *'''Hive Guard (Heavy, Sniper, Veteran):''' A tough gun beast, T5 3W and 4+ Sv. If using the Impaler Cannon, Sniper is the way to go. It can shoot models it can not see, but hits on 6's no matter modifiers, with sniper the Hive Guard can move with the heavy weapon and still hit on 6's and re-roll 1's to hit. *'''Ravener (Combat, Scout, Veteran):''' Almost as good as a Lictor - one less wound and no chameleonic skin -1 debuff but this dude only cost 15(!) points. Ranged weapons add some points, but could be very viable when paired with their 1CP reserves strat. S5 1 1 for 5 extra points gets your opponent a nasty surprise when you can drop out of nowhere at the end of the movement phase. Chuck some rending claws on if you're going up against armored targets. This thing has a 12 (yep) inch move stat though, and you can make it a veteran specialist too for the before game tactic OR you can use the tactic to drop up to 3 of them anywhere on the map in cover later in the game. With the Predatory Leap tactic too, nothing can hide from these things. You MUST bring a warrior babysitter on this team, or your leadership 5 Raveners will shake quickly! ====NID Commanders==== *'''Tyranid Prime (Commander) (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):''' A Swool warrior good for the point cost and cheap. *'''Broodlord (Commander) (Ferocity, Fortitude, Leadership, Melee, Psyker, Stealth, Strategist, Strength):''' BOI this dude is strong: S5 T5 6W 6A mean you have a quite strong and resiliant melee fighter. Add a 2+ WS and a melee weapon S5 AP'''-3''' Dd3 (which became a really useless AP-6 and a not-so-useless D3 with a 6+ wound roll) that re-roll failed saves and you have a killing machine. BUT, THERE'S MORE, IT'S A PSYKER! You could problably using it alone and, with a not too much numerous enemy team and some clever positioning, still have some possibility to win. Pay attention to enemy fire, though. **If you are going to pick a Level 1 Broodlord, problably your best choice are Melee (against everything) or Strength (against GEQ if you '''really''' want to kill them or against Plague Marines or Custodes to have a rerollable 3+) **If you are going to play like a hero and pick a level 4 Broolord (and that's it, because it cost 196 points), consider to choose Psyker, especially the ability that permits you to choose your target for Smite: in this way you could stay in melee with the enemy (preventing it from shooting you) and still be able to deliver some damage in the Psychic Phase **Ferocity and Stealth are evergreen choices: ***Ferocity makes you always fight as you have charged (a Bloodlord may kill every enemies that dare to stay on its way, preventing them to attack you first is a nice option) and high lever option are still good ***Stealth gives you a Veteran-like tactic to move before round-one (helping you to reach melee) and, at higher lever, bonus that makes you harder to shoot (or negates to your enemy the possibility to Overwatch, which is awesome). ***Melee is your go-to choice for facing the Custodes - at level 3 you get 7 WS 2+ S5 attacks rerolling hit and wound rolls of 1 and (this is the clincher) do 3 mortal wounds on a wound roll of 6+, allowing you to bypass their invulns and ''instakill Custodes''. **'''Nemesis 9 Tyrantis:''' named Commander for the Tyranids. Funny choice if you pick it at level 3 against elitè army or Elucidian Starstriders, otherwise, meh: ***'''(Level 1, 131):''' Add one to Attack characteristic, already built in the statline (a Melee specialist does the same at the same level) ***'''(Level 2: 151):''' You can add or subtract 1 from any roll (yours or of the other players) to determine wether or not the mission ends. Circumstantial, but useful if you have a slightly advantage at the first roll of this type. ***'''(Level 3, 171):''' Gain 1 CP every time this model puts Out of Action an enemy specialist IN THE FIGHT PHASE (no Psychic, just punching). Fluffy ability similar to '''Feeder Tendrils''', but for this point cost it will be hard to have more than 3 models (unless you're taking only Gaunts and the Bloodlord, but it sounds stupid, doesn't it?) ***'''(Level 4, 196):''' If this model is in your kill team and it's not Out of Action, roll a D6 for each enemy player that participate in this mission. With a 5+ that enemy lose 1 Morale. Useful ability, because if you use this skill tree you'll never tempted to choose it as a Level 4 Commander, saving points for useful things. *'''Deathleaper (Elites) (Legendary Hunter Level 4):''' **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book. ===NID Tactics=== *'''[Core] Feeder Tendrils (1 CP):''' Gives you D3 CP if a Genestealer or Lictor takes an enemy leader out of action in the Fight phase. Strong and pays for itself, remember to use this. *'''[Core] Lurk (1 CP):''' If a unit hasn't moved in the Movement phase, this prevents them from moving for the rest of the phase, but so long as they're obscured, shooting attacks against them suffer an additional -1 penalty to their hit rolls for the rest of the battle round. With this you can give a lictor a -3 to be hit, just saying. *'''[Core] Scorch Bugs (1 CP):''' Gives +1 to wound to ONE termagant fleshborer for a phase. Lackluster. *'''[Core/Shadow/Errata] Metabolic Overdrive (2 CP):''' ‘Use this Tactic in the Movement phase, after makinga normal move with a model from your kill team. You can make a second normal move with that model, but if you do, the model cannot shoot this battle round. In addition, roll a D6; on a 1 the model suffers 1 mortal wound. **This thing has had 4 different versions in this game. But the Errata provides the final definitive version...until another version comes along. *'''[Core] Hunting Roar (2 CP):''' When a warrior make a successful charge, you can pop this to give all your guys within 6" from him free reroll to hit. I do not need to tell you how strong this can be in a close combat army. *'''[Core] Caustic Blood (1 CP):''' When something kills you in close combat you blow up. It does a mortal wound on a 6 to every enemy within 1" of the guy that died. Cool if you are fighting massed infantry. *'''[Shadow] Dragged into the Darkness (2 CP, Sector Imperialis Killzone):''' When choosing a model to shoot with in the shooting phase, if that model's target is within 1" of any Munitorum Crates or Munitorum Barrels, a wound roll of 6+ will inflict an extra mortal wound. *'''[Shadow/Elites] Predatory Leap (1 CP):''' Before making a Charge roll, pick a model from your Kill-Team. When it charges, it counts as having the {{W40Kkeyword|Fly}} keyword, which is frankly freaking amazing on your speediest beasts. *'''[Shadow/Elites] Implant Attack (2 CP):''' When an injury roll is made for an enemy model that lost its last wound to one of your models in the Fight phase, add 2 to the injury roll. *'''[Shadow/Elites] Rapid Regeneration (2 CP):''' When a model is taken out of action, roll a d6; on a 4+ it takes a flesh wound instead. *'''[Shadow/Elites] Legacy of Ymgarl (1 CP):''' When a Genestealer is selected to fight, it re-rolls all failed wound rolls. *'''[Shadow/Elites] Single-Minded Annihilation (1-2 CP):''' A selected model can shoot twice in the shooting phase. This costs 2 CP if used on a Warrior, 1 CP otherwise. *'''[Shadow/Elites] Adrenaline Surge (2 CP):''' A selected model can fight twice in the Fight phase. *'''[Elites] Death From Below (1 CP):'''Use at the end of the movement phase, bring in up to 3 Ravener models from reserves anywhere more than 5" from an enemy ===NID Commander Tactics=== *'''[Commanders] Alpha Warrior (Aura) (1 CP):''' Use at the start of the Shooting phase if you have a non-Shaken Tyranid Prime. Friendly models within 6" gain +1 to hit until the end of the battle round. *'''[Tyrantis] Terrifying Reputation (Aura) (1 CP):''' Use at the start of the Shooting phase if you have a non-Shaken Broodlord. Enemy models within 6" take -1 to Leadership until the end of the battle round. *'''[Tyrantis] Voracious Appetite (2 CP):''' Commander rerolls failed wounds in the fight phase. *'''[Elites] Melt into the Shadows (1CP):''' Use at the beginning of the battle round. Deathleaper cannot make any charge attempts, but opponents take -1 to hit against him. ===NID Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''NID Strategies:''' <div class="mw-collapsible-content"> Alright, I'm not a super experienced player but nobody else tackled this so here goes nothing. Also, I've never actually played Tyranids so I'm gonna broad stroke it and hope someone else comes along who knows what they're doing to fix it. You're playing THE premiere melee faction. So, spoiler, you want to ALWAYS ALWAYS ALWAYS be punching things. As such, you probably want to play as Hive Fleet Kraken for the mobility and the ability to chase down that pesky grunt that fell back from your hormagaunt. Also, seeing as you have really solid Horde capability, it wouldn't be a ''terrible'' plan to take a big team (i mean you can take 10 hormagaunts for 40 points so...) with that said, 'nids have won a BUNCH of tournaments in the past year by doing that so people are starting to take hard counters to that list. Luckily for the bugs though, even with a hard counter its still pretty good. Plus, this is 'nids we're talking about, so if your local meta has horde counter, bring some shooty warriors, or better yet, some shooty warriors who also have melee weapons. Seriously for the premiere MELEE faction, Tyranids are pretty damn versatile. Now we can only hope someone who knows more than me will edit this... </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Alright, I'm not a super experienced player but nobody else tackled this so here goes nothing. If you're dealing with Tyranids, you're probably dealing with some form of hormagaunt/termaguant spam with a couple warriors or other big bugs mixed in. These lists will likely depend on one or both of two things: Tying you up in Melee while scoring the objective, and killing you in melee. Not to say they CAN'T shoot though, seeing as Warriors and Hive Guard can take some pretty solid ranged weaponry. But you didn't come here to hear about why Tyranids are killing you, you came here to learn how to stop them. Unfortunately, this isn't an easy feat, and will likely require a specialized team. The three big things to keep in mind are these: 1. There are only a handful of (pricey) Tyranid units with better than a 5+ save, so volume of shots is usually substantially better than AP. 2. Tyranids are monsters in melee, but are usually pretty fragile (the 5+ saves might have clue'd you in) so if you can survive their charge (spoiler, unlikely) or hit them reliably in overwatch, you can get shit done. As such, flamers are worth their weight (err points) in gold. RELIABLY Torching a Hormagaunt before it can tie you up in melee so that Warrior behind it can nom on your face? yes please. 3. They DO have some multi wound models that are pretty rough, luckily, even those tend to have bad saves, but they DO have a couple (Tyrant Guard, for example) who have decent saves and 3 wounds apiece, which can get ugly fast, So unless you have a decent balance of AP and mass fire options, something big like that can cause you issues if you can't focus it down first. To compound the issue, most of their big multi-wound bugs also have decent weapons to blast you with if they cant nom you instead. Sadly this is where countering them becomes an issue, because if you're running a smaller team (like space marines) having long range high AP weaponry AND enough short range firepower to deal with massed hormagaunts can be difficult. Something like Guards who can take 8 specialist weapons can do pretty well, with the ability to take a bunch of flamers AND a couple plasma guns, and/or extra bodies to help fight the tide of bugs can do pretty well. Remember what can fly. Charge them with an assault marine, Stealthsuit, or something of the likes, then force us to either walk back, or try to kill it, all while you get to gun us down with the rest of your army thanks to your heroic sacrifice. One last thing to remember, is that in objective based games (especially arena matches) elite teams will be at a severe disadvantage against tyranids, for the simple reason that they can tarpit you for 4 turns without even breaking a sweat. </div> </div> ===NID Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *Heavy Warrior Leader with venom cannon, boneswords, and fleshhooks *Comms Warrior with devourer, boneswords, fleshhooks to make your venom cannon more reliable. *Combat Warrior equipped same as comms (or additional boneswords if you want that extra attack though being able to shoot is a better option) Having a fourth Warrior is optional (if you aren't already fully into Nids no need to buy another box for one model) so at this point you should just start filling you lists with gaunts depending on what you want. *Termagants for shooting(your choice of devourer or fleshborer depending on your points) *Hormagaunts for combat(with adrenal glands if you want the extra speed, although I would only do this with spare points that can't fit another hormagaunt) Hormagaunts are generally superior to termagants as they are far better at punching then termagants are at shooting, however a hormagaunt sitting on an objective does nothing else while a termagant can still take pot shots so having at least some termagants on the roster is nice. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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