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Tactics - Knights Inductor
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=='''Counter-Tactics'''== These are some of the ways that you can expect the Knights Inductor to play and how to plan accordingly. *: '''Infiltration Armies''' :: Infiltration Armies will make extensive use of Camo Cloaks and Captains in order to give medium sized teams rules such as Infiltrate, Deep Strike, and Precision Shots. :: * '''Keep your valuable units inside of Transports''': This is KEY to stopping precision shots from taking out your special weapons, which are prime targets for units using Marks-Sense :: * Spread out your forces if you have larger numbers, ensure you have maximum LOS to the board. This helps keep Infiltrators from getting uncomfortably close *: '''Silencer-Elite Deathstar''' :: The other primary playstyle for Knights Inductor involves using very small numbers of elite units, in a mimickry of Grey Knights. Paladins will likely be used to farm Null Charges, and to ferry Silencers into your deployment zone early on. Often these lists will contain a small token force deep inside their own deployment, in order to ensure a Turn-1 auto defeat doesn't happen. :: * '''Infantry MUST be inside of transports''': Transports never take morale checks for any reason, therefore they can't be feared off the board. As a direct consequence, infantry inside of transports can't be feared off of the board. :: * '''Anything not in a transport must be as far away from deployment zone as possible''': Infiltrate, Scout, camp them right on the edge. Anything to keep them farther from the board edge will mitigate the effects of morale checks to fear them off of the board. :: * '''Look into getting fearless, or Stubborn''': This is your LIFELINE. Silencers will deep strike inside your deployment, and there will possibly even be Rachnus going in to fear-check key models off of the board. Fearless won't stop Shatter Mind's ability to assassinate characters, so be careful here. ''ATSKNF'' is useful here, but it can be denied by Rachnus, at which point you're no better at fear checks than ordinary humans. Straight fearless is what you need instead. :: * '''Stubborn has a small chance of saving you.''' You lose its benefit due to Advanced Rules if a silencer manifests Synapse Disruption. As Synapse Disruption is a more advanced rule than stubborn, you'll take your leadership on the lowest number. It will still stop further leadership penalties, but things like Conscripts will melt at their LD5. :: * '''Do not use lists that depend on Psykers''': All psychic powers automatically fail when used on Silencers and their units. However, the Silencers are weak outside of their usual niche. If you don't bring any psykers, you can easily deny their silencers a large portion of their purpose. The only exception to this is Eldar and Daemons, in which you can massively overpower Empyrean Anathema through sheer weight of warp dice. :: * '''SPAM VEHICLES''': Paladins and Silencers have '''no ability to harm vehicles in the psychic phase'''. Their entire strength comes from Psychological warfare, being able to fear infantry, and shut down the psychic phase. Vehicles, especially heavier ones like Lemans, will absolutely laugh at a Silencers main powers.
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