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==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 three powers: the tank-wrecking Warp Blast/Lance, one power that you roll for , and thanks to Psychic Focus they also get Dominion. 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 their target. This is why you should always provide enough [[DISTRACTION CARNIFEX|distractions]] so they are not shot to death in one turn
. Keep in mind that, while they have a 3+ invulnerable save, they still have a 1/3 chance to die to a single good [[Missile Launcher|Krak Missile]] hit. 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, it is not guaranteed it will be destroyed: as such it is smart to take several of these in a single brood.
Tyranid players rejoice!
With the new update, they can deep-strike again using the Tyrannocyte, which makes them even more awesome. Buy a nice bug-balloon, stuff it with Zopes, and drop it behind [[Hammerhead Gunship|whatever scares you]] for instant gratification.
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 almost a 20% chance of Perils, but also takes more juice than they are generating for your army. While multiple smaller squads of Zopes can be an effective way to spread the pain around the board, keep in mind that you are getting fewer shots per successful manifestation of Blast, meaning the shots are less cost-effective. When you are trying to power more than two Zope squads, you can get 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.
==In Last Stand==