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Tactics - Knights Inductor
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==Pros and Cons== All armies have their Ups and Downs and the Knights Inductor subscribe to this as well. ===Pros=== *You get more guns, with usually up to 4 special and/or heavy weapons in a full 12 man squad. *Almost all Knights Inductor non-vehicle units have access to a special armory section with goodies that upgrades individual Knights for a small cost. Anything from bolt ammo to riot shields. *With almost universal access to camo cloaks/netting, being able to penetrate 3+ armour is frequently not nearly as good as it sounds against the Knights and their vehicles can be a bastard to put down with camo netting. *The army packs a lot of Psyker Hate; Almost all non-vehicle units and Dreadnoughts have Adamantium Will standard to make Witchfires and Maledictions harder to cast. And if you bring a psychic null, or Silencer, the Warp is deadened and even Blessings have a harder time getting off. *The ENTIRE ARMY has Blind grenades, which work as Defensive Grenades. This is good against armies that rely upon charge buffs, like Orks. Though note that Defensive Grenades DO NOT APPLY to Furious Charge, so those Khorne Berserkers and Orks can just laugh at your attempts to blunt their charge. *You are still a Space Marine, so learn to love the WS4, BS4, S4, T4, I4, 3+ save stats. About that ATSKNF though... ===Cons=== *You do not have And They Shall Know No Fear. That's right, they don't auto-regroup, are not immune to fear, and can be overrun and destroyed in combat. While those units with a ATSKNF leader in them will still benefit from ATSKNF, you can't have HQ's in all of your units. *You also are at -1Ld across the board, the only Ld10 Character being Zakis Randi. *Without frag grenades standard and lacking in killy weapons and units, your options for melee combat are severely limited. Shock weapons and Riot Shields help, but they're expensive. *No Grav-Weaponry, and no other weapon in the entire codex fills the niche that Grav-Weapons have. Keep that in mind in a meta completely plastered with Grav-Gun Bikes and Grav-Cannon <s>Centurions</s>[[Devastator Squad|6 Ablative Wound Rape Machines in a Rhino]]. *Limitations on relic equivalent gear: like 30k Marines, you have to take those in the technical know-how (aka Techmarines/Gajet) in order to unlock more experimental wargear slots for some wargear options and even units. *Weaker Psykers, your Librarians and even your Chief Librarian are all S3 T3 I3 like regular humans. The regular Librarians in particular also have a slightly lower Leadership than Space Marine Librarians. *Finally, the Attrition Objective, if your enemy holds onto this with no resistance, and if you don't hold it by the end of the game, you'll be bleeding VP very quickly.
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