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====Misc==== *'''Necrons''': Robot skeletons that are good at not dying thanks to their ability to just stand back up after being shot. They're also thematically similar to you in the sense that they are also space Egyptians, though not quite to the same extent. Primarily geared towards shooting with a respectable amount of AP, they still have a decent amount of options for melee damage output and, while slow on foot, do have some movement tricks to rocket their stuff up the board. They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms, and get a bit of defence through a specific subfaction. Drowning their units with mortal wounds in the psychic phase does deny them their reanimation, as it specifies that it has to be the result of an attack rather than just any source of damage they want. You'll also wanna focus on taking out one unit at a time, as once a squad's wiped, they aren't coming back any more. *'''Orks''': A tough, slow melee horde that kinda sucks at shooting. Don't underestimate that though, even though they're not accurate shots they still have volume of fire. All the same they'll do their damn hardest to get up close to beat the shit out of you. With how tough your rubrics and especially your terminators are, you can actually last a round with 'em in melee, though two is questionable. Orks tend to fold easily, due to their poor morale and their 6+ saves. Their high AP tends to belong to a select few squads only as well. Stock up on blast weapons, have a few units that can act as speedbumps for their mobs of [[boyz]] and pick them off before they can get to you as best you can. *'''Tau''': All shooting, all the time. Space gundam enthusiasts that can go pretty fast thanks to an abundance of the fly keyword and have absolutely no melee presence outside of some of their alien auxiliaries. They've also got a myriad of ways to deflect wounds with their drones which can make their stuff surprisingly durable. Their basic infantry weapon is one of, if not the best in the game thanks to its range and high AP, though you'll still deflect some of that since it is single damage still. The Tau, again have no melee presence and thus are going to hit like wet noodles in melee combat and will easily be punched to death by cultists if they somehow survive long enough to get up there. Combine that with their lack of psykers and if you can survive the first couple rounds of shooting and close the gap with literally anything, you can easily just slug them to death. Do be aware some of their battlesuits can fire into melee though, much like vehicles can with Big Guns Never Tire. If you can get up there though, it should be easy pickings. As they are all T3, melting their infantry with massed flamers is also a solid option. *'''Leagues of Votann:''' Space dwarves. Similar to sisters of battle, they wanna get close to fuck your shit up. They are slow, have special void armor (reduces AP by 1 and stops rerolling of wounds or damage), along with pretty damn good shooting. Oh, they've also got a mechanic that lets them auto-wound stuff on up to a 4+ to hit. However, they've only got one psyker unit with a single deny which means that they're very vulnerable to mortal wound spam you can do. In addition, while their armour isn't bad, their base save is still a 4+ and you've got enough AP on your standard weaponry to make that a 5+, meaning that they will feel any shots that go through. Their melee output isn't exactly great either, outside of a couple dedicated units so sending in terminators to chop 'em up will spark dividends.
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