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				<title>The continuing evolution of my IG/Sisters Army (2k)</title>
				<description><![CDATA[ A few games into my second Imperial Guard career, and I'm thinking of tweaking <a href="http://www.dakkadakka.com/dakkaforum/posts/list/464363.page" target="_new" rel="nofollow">my list</a> a bit. I've isolated a couple of under-performing units and marked them for replacement or upgrade. Here's the revised list below, for your consideration and comment.<br /> <br /> <br /> <b>PRIMARY DETACHMENT - IMPERIAL GUARD<br /> </b><br /> <font color='red'><b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> </b></u></font><b>Company Command Squad</b>  197pts<br /> 4x Plasma Guns<br /> Bolt Pistol (Company Commander)<br /> Astropath<br /> in <b>Chimera</b> (Multi-Laser/Hull Heavy Bolter)<br /> <br /> <b><u><font color='red'>TROOPS</b></u></font><br /> <b><i>Infantry Platoon</b></i><br /> <b>Platoon Command Squad</b>  175pts<br /> Captain Al'Rahem<br /> 4x Grenade Launchers<br /> in <b>Chimera</b> (Multi-Laser/Hull Heavy Bolter)<br /> <br /> <b>Infantry Squad</b>  125pts<br /> 1x Meltagun<br /> 1x Autocannon Team<br /> in <b>Chimera</b> (Multi-Laser/Hull Heavy Flamer)<br /> <br /> <b>Infantry Squad</b>  125pts<br /> 1x Meltagun<br /> 1x Autocannon Team<br /> in <b>Chimera</b> (Multi-Laser/Hull Heavy Flamer)<br /> <br /> <b>Veteran Squad</b>  210pts<br /> 3x Meltaguns<br /> Gunnery Sergeant Harker<br /> in <b>Chimera</b> (Multi-Laser/Hull Heavy Bolter)<br /> <br /> <b><u><font color='red'>FAST ATTACK</b></u></font><br /> <b>Vendetta Gunship</b>  130pts<br /> <br /> <b><u><font color='red'>HEAVY SUPPORT</b></u></font><br /> <b>Leman Russ Demolisher</b>  165pts<br /> Hull Heavy Bolter<br /> <br /> <b>Leman Russ Demolisher</b>  165pts<br /> Hull Heavy Bolter<br /> <br /> <b>Hydra Flak Tank Squadron</b> 150pts<br /> 2x Hydra Flak Tanks<br /> <br /> <br /> <b>ALLIED DETACHMENT - SISTERS OF BATTLE</b><br /> <br /> <b><u><font color='red'><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b></u></font><br /> <b>Uriah Jacobus</b>  90pts<br /> <br /> <b><u><font color='red'>TROOPS</u></font></b><br /> <b>Battle Sister Squad</b>  188pts<br /> 1x Multi-Melta<br /> 4x Additional Battle Sisters<br /> <br /> <b><u><font color='red'>FAST ATTACK</b></u></font><br /> <b>Dominion Squad</b>  180pts<br /> 2x Meltaguns<br /> in <b>Immolator Tank</b> (Twin-Linked Multi-Melta and Pintle Mounted Storm Bolter)<br /> <br /> <b><u><font color='red'>HEAVY SUPPORT</b></u></font><br /> <b>Retributor Squad</b>  100pts<br /> 4x Heavy Bolters<br /> 1x Storm Bolter (Sister Superior)<br /> 1x Additional Sister<br /> <br /> <b>POINTS:</b> 2,000<br /> <br /> Everything that can outflank in the list does outflank. The Sisters of Battle, Leman Russ Demolishers, Company Command Squad and Retributor Squad anchor my deployment zone, while the rest of the army arrives from reserve. I'm split on sending the Hydras in through reserve (hopefully protecting them from early enemy fire) or keeping them on the board to help with light transports. I've added Autocannon teams to the outflanking infantry squads to give them some much needed punch, and hopefully to keep them relevant if they come in on an empty flank. I'm hoping that the outflanking Immolator will give me a nasty chance to flank with the Multi-Melta and take out an important vehicle unexpectedly. Harker's squad has a similar purpose, though they're better are dealing with infantry units and monstrous creatures than they are vehicles (at least until they have time to get into melta range).  <br /> <br /> Comments, thoughts and critiques would be appreciated. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 07:02:29]]> GMT</pubDate>
				<author><![CDATA[ SkaerKrow]]></author>
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				<title>Re:The continuing evolution of my IG/Sisters Army (2k)</title>
				<description><![CDATA[ okay im only an ork player but ive played a few games i might as well throw in my 2 cents. <br /> <br /> not shur about the astropath, no idea what he does, n ive never seen him used<br /> <br /> you want more troops .... so much more mauahahahahahahah<br /> love / hate your gunship <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> the hydra flak tanks are okay... but the defence line seams like a beter deal, you can get the same gun but with coversaves to string across for you gunline guys n its only 100pts (plus if you got to ground behind it the cover save is +2 and then jsut use the order "get back in the fight")<br /> <br /> <br /> now for your sisters witch i have a tad more experience in:<br /> <br /> MOTHER OF GOD TAKE SAINT CELESTINE!!!!!!! for only around 125 you get a modle that litteraly will not go away, throw her with a squad of jump pack sisters with meltas n watch as your opponent crys on the ground because to late that he/she was stupid enough to waist shots on them MUAHAHAHAHAHHAH<br /> ya drop the immolator tank and just grab the flying sisters of doom, deep strike them close, but safe.<br /> <br /> cant think of anything else right now ... yay NyQuil<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 08:57:10]]> GMT</pubDate>
				<author><![CDATA[ degree23]]></author>
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				<title>The continuing evolution of my IG/Sisters Army (2k)</title>
				<description><![CDATA[ The Astropath gives me +1 to my Reserve Rolls and lets me re-roll the dice to see which side of the table from which my Outflanking troops arrive. <br /> <br /> The Hydra Flak Tanks ignore Jink saves, which is something that I do not believe that the Defense Line does for me. Still, I'll keep it in mind. <br /> <br /> I don't really have much interest in Seraphim, as in my play group I usually don't want to get that close to anything (lots of Daemons and Tyranids in the local meta). <br /> <br /> Still, thanks for the interesting suggestions. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 18:16:20]]> GMT</pubDate>
				<author><![CDATA[ SkaerKrow]]></author>
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				<title>Re:The continuing evolution of my IG/Sisters Army (2k)</title>
				<description><![CDATA[ okay cool, i like the plan you got XD<br /> <br /> but the think with the Seraphim is that they are more of meat sheilds for saint celestine. they are meant to fling them selves forward into groups of enemies so thinks will not get close to you <span class="glossaryitem" onmouseover='gp(84);'>lol</span> (just try it once proxy fling her out there to draw fire)<br /> <br /> for daemons they are hard to play but if done right, even harder to kill, with them i wouldnt outflank/reserve just make a big blob on your side of the table an force them to come to you = you will win (i do play daemons)<br /> <br /> for the tyranids.... 6th hit them so hard... so ya you win <span class="glossaryitem" onmouseover='gp(84);'>lol</span> <br /> <br /> Just focus fire, dont stop shooting till its dead, screw every thing else n you should do great]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2012 08:48:55]]> GMT</pubDate>
				<author><![CDATA[ degree23]]></author>
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