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Some things of note come up with these unique psychic smile-inverters. First, having a 3+ invul means that they don't benefit from basically any degree of cover unless it completely blocks your enemy's line of sight. This means that Zoanthropes are independent of your Venomthrope-shrouded gaunt shields, for better or worse. The only reliable way to keep them from being focus-fired into psychic pink mist is to make sure nothing can shoot them at all.
Second, their Warp Blast power is a Warp Charge 2 attack. This means that to have a majority chance of success, you'll want to pour at least 5 warp charge dice into their psychic test. This gives them
about 20% chance of [[Perils of the Warp|Perils]], but also takes more juice than they are generating for your army. While multiple solo Zopes can be an effective way to spread the pain, you are getting only 1 shot from each per successful manifestation of Blast and using up more power than you can spare. The [[Neurothrope]] can save your bacon in this regard, generating you some extra points to zap with . Also consider your Zopes as the ultimate nozzle for the combined psychic flow of your army; buy fistfulls of [[Broodlord]]s and other low-level psykers and let their goodwill power your Zopes' tank-trashing rampage.
==In Last Stand==