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I've been playing SoB since 1997. (pathetic, I know.) Daemon Hunters I've mostly played against or
Daemonhunters work best splashed into IG or space marines as fire support and flavor units, the list itself has a lot of problems (starting with Grey Knights costing more than necrons, ending with a gross lack of variety in their weapon selection).
With the popularity of the Daemon armies in 40k lately, remember that playing DH gives all your opponent's daemon packs the "recycle" rule for free, and those recycled troops choices are still Deepstriking scoring units.
With the Sisters, that's not as much of a problem, but the Witch Hunters get most of the close combat wargear taken away. In exchange you get decent-to-unholy short range fire capabilities, Faith (which can turn a game around very easily), some nice metagaming wargear - lets you reroll to pick table sides, fuck with enenmy deployment, &c - and you can still take Inducted Guard for firepower.
I've also run a pure Witch Hunters army without Sisters. It's hard but fun. Look for the White Dwarf Zealots pdf I uploaded a while back, they're nasty as hell. The basic army is 3 penitent engines, 30 Arbites shocktroopers in Chimeras and a Repressor herding the ~60 Zealots into combat, with the Inquisitors playing mobile firebase duties.
The WH "freebie" for your opponent allows one enemy HQ to use a random psychic power, in addition to any they may already have. All three count as Shooting attacks. Sisters get a free 5+ save against all psypowers, but eating Scourging will still hurt...