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===Cons=== * High points cost means you're going to be outnumbered by everything but Grey Knights. * Eldar with Seer Councils will WRECK YOUR SHIT simply by throwing a nigh-infinite number of Warp Charges into Denying. * You don't have some of the most broken BRB spells, like Invisibility. * That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game. * Enough in-game Bookkeeping to make an IRS auditor sweat. * Invuln and AP3 don't help against things like Guardsmen or Dark Eldar. Cheap hordes are your kryptonite. * In close combat your guys are worse than regular tactical marines, despite being much more expensive, unless you pump a lot of points into CC upgrades. The fact that equal points of Fire Warriors can actually wipe your golems in melee should tell you everything. * Your entire army is Fearless. This means no going to ground and no retreats, unless you spend warp charges on it. And you need every fucking one of those charges for something more useful. * Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up. * Codex: Knights Inductor is your Antithesis as far as fandexes come. Silencers make whatever unit they're attached to immune to psychic powers, and the only way of getting around this is with Pavonis Lightning and Rockfall. In addition, the surge of null charges each KI army will have will make casting any psychic powers difficult unless you're running High Sorcery for classic psykery(At which point you'll be even more vulnerable to leadership debuffs).
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