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====Magnus' Terrible Weakness==== Unfortunately not everything is awesome for the Daemon Prince, aside from getting his ass kicked by the Space Wolves and Grey Knights [[Angron|(though he's hardly alone in that regard)]], Magnus has a terrible weakness in the form of three completely normal humans carrying Thunder Hammers. This is all 7th edition only, but check it out anyway: Seriously, three Inquisitors (all of which have 3's and 4's where Magnus has 7's and 8's) can kick his ass. One of them just needs to be carrying a Null Rod and Thunder Hammer, another carries the Grimoire of True Names, Empyrean Brain Mines, and a Nemesis Daemon Hammer, while the third also carries Empyrean Brain Mines and a Nemesis Daemon Hammer. All of this makes for a combination that Magnus simply cannot win against. He is incapable of ''targeting'' the unit with his sorcery; while he can and should hit the unit with Wrath of Magnus on the approach if possible, as Beams do not target, this won't help him in melee, where he is reduced to using '''Boon of Flame''' to summon support (which will not be able to charge on summon turn) and '''Boon of Mutation''', which is extremely unlikely to help in any meaningful way. If they charged him, the Psyk-Out grenades mean he's I1 for testing against the Mines; if they didn't, why didn't Magnus just get the hell out of there instead of getting into close combat with these guys? On subsequent Inquisitor turns, the bearer of the Grimoire will challenge him; Brain Mines and Challenges happen at the same time, so per the sequencing rules, the Inquisitors can choose to use the Mines second. Magnus must now take an I test on I2 (typically two tests, of course), so with odds ''at best'' 1/3 (at worst, 1/9) he can still swing - otherwise, he can't swing at all. If he ''does'' swing, it's at WS 2 (so he hits on 5s and is hit on 3s). Mathwise the three Inquisitors beat him to death in 3 rounds (another Triumvirate of the Imperium?). Even if it wasn't for dropping his Leadership down to 5 for Daemonbane tests, the second the Inquisitors Wound him he's Concussed, meaning it's even easier for them to paralyze him with the Mines and spend the second round wailing on him. If you really wanted to fuck him over then you could also ally in a Culexus Assassin, as they (simply by standing near him and not actually getting into the fistfight) combine with the Grimoire to drop his Leadership to 2, making him incredibly likely to die if a Nemesis Daemon Hammer rolls a 6 to wound. That all said, remember that Magnus ''does not'' have the Daemonic Instability special rule, so he's not going to take a bajillion extra wounds after losing combat with nerfed Leadership. You could also add to the hilarity with an Inquisitor with Rad and Psychotroke grenades (the Psychotroke grenades especially have a 1/3 chance of either reducing Magnus to I1 or LD 2 for the phase, which will make all of the other effects in the unit even worse for him). Of course this relies on them actually getting into combat with Magnus, and so long as the player's smart (and your opponent doesn't load up his Inquisitors in something ridiculous like a Corvus Blackstar) you should be able to get around the board without having them ever get into combat with him. The Lord of Flux WT helps in this respect by messing up charges. Funnily enough too his 30k incarnation is incredibly weak against Sisters of Battle, mainly because they can load up on combi-crossbows and two squads armed with these things will kill him in a single shooting phase while being either more annoying to kill thanks to Adamantium Will, or impossible to hurt with his Psychic powers if they're joined by a Hereticus Inquisitor carrying a Null rod (as they should be). Obviously the solution here is just to make him invisible and take them on in combat, but there's still the rare chance you won't get it (especially if you want other powers for bigger threats).
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