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		<title><![CDATA[Latest posts for the thread "[1750] half sisters, half marines: competitive but not waac"]]></title>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ little Chappy- 120<br /> -honors, jump pack<br /> <br /> Jump Cannoness- 130<br /> -mantle of ophilia, blessed weapon, jump pack, cloak, <span class="glossaryitem" onmouseover='gp(452);'>bosl</span><br /> <br /> 10 celestians- 150<br /> -2 meltas<br /> <br /> x2 10 Battle sisters- 149 each<br /> -3 storm bolters, <span class="glossaryitem" onmouseover='gp(452);'>bosl</span>, <span class="glossaryitem" onmouseover='gp(453);'>vss</span><br /> <br /> x4 5 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines- 100 each<br /> -las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span><br /> <br /> 7 seraphim- 208<br /> -2 hand flamers, <span class="glossaryitem" onmouseover='gp(453);'>vss</span>, <span class="glossaryitem" onmouseover='gp(451);'>bols</span>, eviscerator<br /> <br /> 7 assault marines- 189<br /> -vs with powerfist<br /> <br /> 3 Whirlwinds- 85 each<br /> <br /> <br /> I'm doing doing the points from memory, so I might be off ~10 pts. The concept is basically to use marines to fill all the shortcomings of sisters. 45%sisters, 55%marines. It's still got 7 faith points which is decent enough. I've though about dropping the whirlwinds to get two min sized tankhunter las vets and more melta in the jump sisters, but I don't know if I'll need the anti-tank or not. I know this list would probably be more effective as a pure marine force, but this list concept is something I've never seen done before and I feel is viable, so I don't want any posts saying sisters suck -- get mor spas marinz! (hurr) <br /> <br /> <br /> Thoughts?<br /> <br /> -Leo037]]></description>
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				<pubDate><![CDATA[Fri, 25 Apr 2008 06:36:26]]> GMT</pubDate>
				<author><![CDATA[ Cypher037]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ Neat list.<br /> <br /> Storm bolters don't seem worthwhile to me. If you're not going to get a proper special, you might as well not bother getting any special. For the cost of those three <span class="glossaryitem" onmouseover='gp(213);'>SBs</span>, you could almost have another two Sisters. I know which I'd choose.<br /> <br /> A double melta squad doesn't need the extra 4-5 Celestians. <br /> <br /> The Seraphim are fine. Marines aren't as desperate for tank-busting as pure <span class="glossaryitem" onmouseover='gp(144);'>WHs</span> are; I would rather have those highly mobile, <span class="glossaryitem" onmouseover='gp(528);'>DG</span>-able flamers than the Inferno pistols. In a pinch, there's always the Evis (and kraks, for what little those are worth).<br /> <br /> I would take a flamer or two in the assault squad.<br /> <br /> The Canoness needs her frags. A <span class="glossaryitem" onmouseover='gp(260);'>BP</span> wouldn't hurt either, if you have the spare points. Every little bit counts.]]></description>
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				<pubDate><![CDATA[Fri, 25 Apr 2008 11:06:00]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ I'd drop a whirlwind to give the celestians an immolator or rhino if you don't want to drop the squad size anymore.  If I'm reading this correctly you have 4 las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads.  That should give you plenty of <span class="glossaryitem" onmouseover='gp(482);'>AT</span>.  Personally, I like having heavy flamers in the celestians, especially if you combine them with normal flamers and an immolator.<br /> <br /> Also, if you are using the vanilla codex you need to actually pay the 1pt to give your chaplain his bolt pistol for the extra attack.  I second <span class="glossaryitem" onmouseover='gp(737);'>TC</span> on the assault marines, for the extra 10 points it's worth taking the shooting, whether it be flamers or plasma.  I also believe you'd be better off dropping the storm bolters for something else or just adding more sisters.  I'm a big fan of 20 sister strong squads myself and would think about combining the two into one.  This does make them a single shooting/assault target but it also makes them one squad for acts of faith.]]></description>
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				<pubDate><![CDATA[Fri, 25 Apr 2008 20:15:41]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ Have to disagree on the Rhino/Immo. As the only visible tank in the list, it would be close to useless. Also disagree on merging the squads--all that does is ensure that the attention that might have gone towards those two 10-woman squads now goes into killing the las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span>. Sisters are cheaper than Marines and not much less durable. You want them in destroyable chunks so they get shot at.]]></description>
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				<pubDate><![CDATA[Fri, 25 Apr 2008 20:35:45]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ Actually I think the assault squad/seraphim are priority targets in this list.  I know many people don't like to combine squads, it's the same concept as having the las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads.  I personally like to do it and tend to have better results with larger squads.  If someone wants to shoot up the las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> then let them do it while your assault unit and sisters get close enough to rapid fire.  Personally I'd welcome shooting going at my units sitting in the back, especially since they should ideally be in some kind of cover.]]></description>
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				<pubDate><![CDATA[Fri, 25 Apr 2008 20:44:42]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>Re:[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ Dakkaladd, I don't plan on ever letting the opponent shoot at my jump troops until late game. Terrain is my friend. Also, I'm gunna have to agree with t-C on the transports. Rhinos are just too fragile unless there's a ton of other big targets on the board, and even then it's debatable. <br /> <br /> I've never used a las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squad before, so I'm a little skeptical on how capable they are as the only ranged anti-tank. Especially since they're static. We'll see.<br /> <br /> I like the idea of storm bolters. Having 6 shots on the move seems worthwhile to me. But I'll try other configs. The great thing about battle sister weapons is that they all cost basically the same points so it makes changing weapons easy on the rest of the list. <br /> <br /> Other than special weapons, any other advise? How do you think this list would do in a tourny?<br /> <br /> -Leo037]]></description>
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				<pubDate><![CDATA[Sat, 26 Apr 2008 00:42:20]]> GMT</pubDate>
				<author><![CDATA[ Cypher037]]></author>
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				<title>Re:[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ <blockquote><div><cite>Cypher037 wrote:</cite>Dakkaladd, I don't plan on ever letting the opponent shoot at my jump troops until late game. <br /> </div></blockquote><br /> <br /> Thats a good plan to have.  In fact I don't think I've run into many people who plan otherwise.  However, planning and reality are two separate issues.  If you don't think that someone won't go out of their way to kill an assault squad before it hits combat you're seriously wrong.]]></description>
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				<pubDate><![CDATA[Sun, 27 Apr 2008 06:40:43]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ Point is, Dakkalad, some units will be available to be shot at, while others will be hidden and thus require DSing/fast units/indirect fire to take out. The <span class="glossaryitem" onmouseover='gp(664);'>BSS</span> squads and the las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> are in the former category and the jump-packers and Whirlwinds in the latter. Those units that aren't able to get at the priority targets will have to take their pick of the line troops. That's where having units of roughly equal value-to-hardiness is a virtue.]]></description>
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				<pubDate><![CDATA[Sun, 27 Apr 2008 06:54:26]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>[1750] half sisters, half marines: competitive but not waac</title>
				<description><![CDATA[ I realise you're not doing a mech list, but this article has some really great general Witchhunters advice none the less -<br /> <br /> <a href="http://www.dakkadakka.com/wiki/en/Tactica:_Sisters_of_Battle_-_Mechanized" target="_blank" rel="nofollow">http://www.dakkadakka.com/wiki/en/Tactica:_Sisters_of_Battle_-_Mechanized</a>]]></description>
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				<pubDate><![CDATA[Sun, 27 Apr 2008 09:40:13]]> GMT</pubDate>
				<author><![CDATA[ cerebaton]]></author>
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