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Tactics - Knights Inductor
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===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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