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Made in us
Calm Celestian




Florida, USA

The Grog wrote:Yet they still get swept in close combat. That's the first weakness: you don't have to actually kill many SoB if you can just win and sweep. Books will help with that, but if you fail a single LD 10 test ....


That's why I added the Sacred Banner, no sweeping Fearless!

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Missionary On A Mission





Its usually a Leadership 9 test unless a canoness or Seraphem are nearby.

Like The Grog said, sure you can do a horde of power armor, but they do not due that much. Unlike Horde IG, you cannot grind a unit down with hidden powerweapons and they have so few attacks.

With IG, you have the numbers to decide between charging to rapid firing. 9 times out of 10, Sisters would be better rapid firing. Heck, IG even gets free frag grenades.

A few years ago on Dakka I did the math on sisters in assault. They are really, really bad. Yes, it is awesome when a big squad rapid fires, but if CC happens, they are in trouble.

Its true that IG will take twice as many unsaved wounds as sisters will in CC, but they also cost more than twice as much.

The only SoB unit that has the number of attacks required to make a decent CC attempt are the wonderful awesome Seraphim. Alas, they are now so overpriced, hard to hide (They are modeled in the air, which can make it difficult for them to have cover or hide out of LOS) and fragile, it is difficult to recommend them.

I would love someone to show me (Battle Reports) that horde sisters could work. But I believe they do not have the punch to not die in CC.

This message was edited 1 time. Last update was at 2011/03/05 01:43:44


 
   
Made in us
Fresh-Faced New User




Running a horde SoB list at a serious tournament is going to be trouble. 3+ isn't going to mean much against a template heavy army (Stormravens, Voidravens, guard big guns, vindicators) are going to smash those units up, big or not. A vindicator firing at 20-24" will still be out of range of a melta gun (6"+12") and out of melta range of a multi-melta in the following turn.

That is the main problem with the army, you're never going to be able to properly bring your weight of fire to bear. Rapid fire means getting into someone, but a mech list is going to be in their vehicles when you finally get within melta range, at which point you can charge them if you bust their vehicle, but then you are either engaging a CC unit, or possibly getting a shooting squad stuck in with a shooting squad.

Too many armies are just going to outrange or outmaneuver you.

Also, I wouldn't worry about Sisters breaking (although when it happens it is a huge loss), I'd worry about them not breaking. Combat units that can take casualties or shrug off lots of hits (FNP BA, Incubi, Terminators, and so on and so forth) will love having a 20 girl squad holding and not able to fire as they exchange blows.
   
 
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