12 bytes added, 15:39, 17 February 2015
On the tabletop
==On the tabletop==
Zoanthropes are used best against either vehicles or big monsters. As a Brotherhood of Psykers at Psychic Level 2 they have access to two three powers: the tank-wrecking Warp Blast/Lance , dominion and one power that you roll for. The downside to this is that your psychic shooting attack is Mastery Level 2, which means if you use one of your powers you cannot use the other. And their Brotherhood of Psykers rules means that you only need one test (and your opponent gets one Deny the Witch roll) to use your powers: Warp Blast/Lance is improved by 1 for each Zoanthrope in the brood, so with three of them your shots become Assault 3. This is good because it speeds up rolling for your shots, but one lucky roll from your opponent wastes an entire turn (and maybe your unit as well, if you're unlucky).
Because of the short range of their powers they have to come dangerously close to both their target. This is why you should either keep them close to [[Venomthrope]]s or provide enough [[DISTRACTION CARNIFEX|distractions]] so they are not shot to death in one turn. It used to be that you could put them in [[mycetic spores]] and [[Deep Strike]] them behind whatever you wanted gone, but the [[6th edition (Warhammer 40,000)|6th edition]] codex lacks mycetic spores entirely. And while they have a 3+ invulnerable save they still have a 1/3 chance to die to a single [[Missile Launcher|Krak Missile]]. Neither should you forget that they can be tied up in combat if they get charged: they are not very good at fighting and will stick in combat longer than you'd like. As they are Synapse Creatures, they will keep your Gaunts controllable, which is always nice but again remember the range on their weapons and that they are not as fast as [[Hormagaunt]]s. And while a single shot is likely to deal great damage to a target is is not guaranteed it will be destroyed: as such it is smart to take several of these in a single brood.
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