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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 4 or 5 warp charge dice into their psychic test. This gives them about almost a 20% chance of [[Perils of the Warp|Perils]], but also takes more juice than they are generating for your army. While multiple solo smaller squads of Zopes can be an effective way to spread the painaround the board, you are getting only 1 shot from each fewer shots per successful manifestation of Blast and using up , meaning the shots are less cost-effective. When you are trying to power more power than two Zpoe squads, you can spareget seriously strapped for crackle, and you may find yourself unable to fire with all of them. 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==