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3000pts Sons Of Horus (Black Reaving)


Failbaddon

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HQ:

Damocles Command Rhino

(100pts)

 

Centurion

Artificer Armour, Refractor Field

Consul: Master Of Signals

(115pts)

 

Troops:

Reaver Attack Squad (10)

Chieftain: Artificer Armour, Hand Flamer, Power Fist

Reavers: 2 Flamers, 2 Power Weapons

(280pts)

 

Reaver Attack Squad (10)

Chieftain: Artificer Armour, Hand Flamer, Power Fist

Reavers: 2 Flamers, 2 Power Weapons

(280pts)

 

Tactical Squad (20)

Sergeant: Artificer Armour, Power Weapon, Extra CCW

Tactical Marines: Legion Vexilla, Extra CCWs

(320pts)

 

Tactical Squad (20)

Sergeant: Artificer Armour, Power Weapon, Extra CCW

Tactical Marines: Legion Vexilla, Extra CCWs

(320pts)

 

Elite:

Contemptor Dreadnought

2 Graviton Guns, Havoc Laucher

Dedicated Transport: Dreadnought Drop Pod

(285pts)

 

Terminator Squad (10)

Cataphractii Terminator Armour, 2 Plasma Blasters, Chainfist

(365pts)

 

Fast Attack:

Dreadclaw (Carrying Reavers)

(100pts)

 

Dreadclaw (Carrying Reavers)

(100pts)

 

Heavy Support:

Fire Raptor

Armoured Ceramite, Reaper Autocannon Battery

(230pts)

 

LOW:

Horus

Rite Of War: The Black Reaving

(500pts)

 

Total: 2995/3000pts

 

Tactics:

Reavers:

Come in Turn 1 in the Dreadclaws, heat blast some stuff and then stay inside, making use of the armour and Jinking to stay safe. Night Fighting will be useful for them. At the start of turn 2, they disembark, pick out an enemy unit and then keep them trapped in close combat.

 

Tactical Squads:

Thanks to Horus, these guys will be able to Outflank. They come in Turn 2, get some shots on their target in the shooting phase and then charge a unit in combat with a Reaver Squad (gaining rage in the process) the next turn and with 30 models, they should be able to get Merciless Fighters attacks through as well.

 

Horus & Terminators:

I'll probably chose to bring them in Turn 2 and go directly for the enemy's warlord or really dangerous stuff. They're the toughest troops I have and with a Primarch, they definitely should go for stuff in their league.

 

Contemptor:

Comes in Turn 2 and cripples an enemy vehicle (IE: Land Raider) with its Graviton Guns. It should be able to finish it by Turn 3 with a charge.

 

Fire Raptor:

It puts out a lot of Dakka and is a nightmare to anything with a 3-4+ save.

 

Master Of Signals & Damocles

The MoS will ride in the Damocles. Both will be able to put out some orbital bombardments (which I find to be extremely useful in a SoH army) and the Damocles will prevent my Reavers from scattering within 24" and gives me 2+ reserves (which I can re-roll, thanks to my legion rules)

 

EDITS:

-Exchanged Justaerin for standard Terminators. They're too over-costed for what they offer and I can take a normal Terminator squad at twice the size for a similar price. All I'm losing by taking normal Terminators is WS5 (not too much of a big deal if I have Horus), Stubborn (which won't matter anyway, as they're Fearless with Horus), Chosen Warriors (I still have a sergeant to issue and accept challenges), Furious Charge and the ability to take Multi-Meltas (and since nearly every vehicle in 30k has Armoured Ceramite, Plasma Blasters are better). That being said, the Justerin models are absolutely GORGEOUS. I'll definitely be buying Justaerin Terminator set and painting them as such, but fielding them as normal Cataphractii Terminators

-Dropped Hellstrike Missiles from Fire Raptor and all Melta Bombs in the list to accommodate the Terminators

 

As always, any feedback is appreciated.

Interesting. 

Questions:
Why have you included powerfists in your squads rather than melta bombs?
Have you considered using Primaris Lightning Strike Fighters for rapid anti-armor support?
What units have you included that prevent you from purchasing a second contemptor?
Aren't Dreadclaws dedicated transports for Reavers?
Why include a second despoiler squad?


 

Interesting. 

Questions:

Why have you included powerfists in your squads rather than melta bombs?

Have you considered using Primaris Lightning Strike Fighters for rapid anti-armor support?

What units have you included that prevent you from purchasing a second contemptor?

Aren't Dreadclaws dedicated transports for Reavers?

Why include a second despoiler squad?

 

Power fists aren't a bad option, they just stop the Sergeants being able to utilise "Merciless Fighters". Melta bombs are only better against high AV, as they'll make more attacks with a fist. The hand flamers are a waste though - I'd drop them.

 

Lightning could be awesome with the Reserves bonuses you have!

 

Dreadclaws are so he has more Fast Attack than Heavy Support, as per the Black Reaving restrictions, so they're fine. Drop Pod Assault is awesome, but I would try to get 5 pods all up, so you have 3 on the 1st turn.

 

I'm also wondering why you have 2 massive Tactical Blobs. 1 is cool, and you need a third compulsory Troops choice, but 2 is a lot of points. Why not take another Contemptor in a pod like Sheesh suggested? I wouldn't take havoc launchers on them though, as they'll be moving a lot and won't get to fire them effectively.

 

Interesting. 

Questions:

Why have you included powerfists in your squads rather than melta bombs?

Have you considered using Primaris Lightning Strike Fighters for rapid anti-armor support?

What units have you included that prevent you from purchasing a second contemptor?

Aren't Dreadclaws dedicated transports for Reavers?

Why include a second despoiler squad?

Power fists aren't a bad option, they just stop the Sergeants being able to utilise "Merciless Fighters". Melta bombs are only better against high AV, as they'll make more attacks with a fist. The hand flamers are a waste though - I'd drop them.

 

Lightning could be awesome with the Reserves bonuses you have!

 

Dreadclaws are so he has more Fast Attack than Heavy Support, as per the Black Reaving restrictions, so they're fine. Drop Pod Assault is awesome, but I would try to get 5 pods all up, so you have 3 on the 1st turn.

I will refer to these as 1., 2., and 3. respectively. (I do not know if the commas are necessary. Please PM me an answer.)

 

1. Certainly, however Reavers are an anti-infantry unit whose equipment and legion rules support power weapons that strike at initiative. Reavers can take powerfists, but it generalizes their specialist role. Focus the unit for a particular task and equip them accordingly. If powerfists are desired then equip the unit with multiple powerfists and add some meltas for additional anti-armor/monstrous creature. In regards to the handflamer: it is an additional flame template. Unremarkable on its own, but effective for its price and purpose. Finally meltabombs are a cheap weapon of opportunity enabling tactical flexibility in an heavy armor environment.

 

2. Lightnings appear mandatory for the Sons of Horus. The Black Reaving enables you to utilize multiple dreadclaws and support them with Anti-armor from the lightnings. Turn one dreadclaw drops followed by turn to lightning arrival and vehicle destruction is a vicious combination. 

 

3. Why purchase Dreadclaws as fast attack choices when they are dedicated transports for Reavers? Further, the requirement for fast attack choices is fulfilled by lightnings. 

Interesting.

Questions:

Why have you included powerfists in your squads rather than melta bombs?

Have you considered using Primaris Lightning Strike Fighters for rapid anti-armor support?

What units have you included that prevent you from purchasing a second contemptor?

Aren't Dreadclaws dedicated transports for Reavers?

Why include a second despoiler squad?

 

1. Melta Bombs can only be used against vehicles and MCs, while Power Fists can be used against everything and it only really makes a difference against vehicles with Melta Bombs. As you can see by the Loadout of the Reaver Squads, they are not Vehicle or MC hunters, they are infantry hunters. I personally find Instant Death causing weapons to be a good way of negating the FNP of enemy blobs as well.

2. About the Lightning. I'm assuming you would take it with the Kraken missile, yes? That's so missiles at S8, AP1, Armourbane. Pretty good, right? Now, the problem comes when the enemy can actually shoot it. It's 11/11/10 and has no armoured Ceramite. Even if you take a ramjet diffraction grid, a couple of Lascannon shots from an enemy storm eagle or contemptor Mortis will blow this thing out of the sky. You do have a 3+ Jink, but that will force you to fire snap shots. If the enemy has a way of targeting you, you're screwed. Either by being blown out of the sky or being forced to snap fire.

3. That implies that I decided between one unit and a contemptor. As a matter of fact, the contemptor was the last thing I put in the list and I would not consider sacrifing any other unit for another one

4. Yes, but I need to take more Fast Attack than Heavy Support choices, as per the special rules of the Black Reaving RoW. Therefore, I'm taking them as FA choices.

5. I believe I explained that in my tactics section. The Reavers will each pin down a seperate unit and the tactical squads will come in via outflank and join the unit in combat with the Reavers, giving them Rage and a good shot at Merciless Fighters. Each tactical squad will engage the unit in combat with each Reaver Squad.

Commas are fine. ;)

 

1. Oh, I agree that power weapons fit their anti-infantry role better, but some people swear by fists. Melta bombs are the "just in case I can't avoid a Contemptor" item (and I always take them). I still think the hand flamer is the first thing to go if you need points. With 7th shooting rules, the normal flamers will hit separately to the hand flamer, so it will probably have less models under it's template (provided it shoots after).

 

2. Yep.

 

3. Yeah, I was addressing the fact that he HAD to take Dreadclaws in Fast Attack to make the list legal. Definitely go for Primaris-Lightnings if you can afford them Failbaddon (and want them), thus negating the need for Fast Attack Dreadclaws.

 

Edit: sounds good Failbaddon! You have a plan, which is half the battle won, so give it a whirl and let us know how it goes!

1. Melta Bombs can only be used against vehicles and MCs, while Power Fists can be used against everything and it only really makes a difference against vehicles with Melta Bombs. As you can see by the Loadout of the Reaver Squads, they are not Vehicle or MC hunters, they are infantry hunters. I personally find Instant Death causing weapons to be a good way of negating the FNP of enemy blobs as well.

2. About the Lightning. I'm assuming you would take it with the Kraken missile, yes? That's so missiles at S8, AP1, Armourbane. Pretty good, right? Now, the problem comes when the enemy can actually shoot it. It's 11/11/10 and has no armoured Ceramite. Even if you take a ramjet diffraction grid, a couple of Lascannon shots from an enemy storm eagle or contemptor Mortis will blow this thing out of the sky. You do have a 3+ Jink, but that will force you to fire snap shots. If the enemy has a way of targeting you, you're screwed. Either by being blown out of the sky or being forced to snap fire.

3. That implies that I decided between one unit and a contemptor. As a matter of fact, the contemptor was the last thing I put in the list and I would not consider sacrifing any other unit for another one

4. Yes, but I need to take more Fast Attack than Heavy Support choices, as per the special rules of the Black Reaving RoW. Therefore, I'm taking them as FA choices.

5. I believe I explained that in my tactics section. The Reavers will each pin down a seperate unit and the tactical squads will come in via outflank and join the unit in combat with the Reavers, giving them Rage and a good shot at Merciless Fighters. Each tactical squad will engage the unit in combat with each Reaver Squad.

 

 

1. (Power Fist = instant death) Granted. I maintain that more attacks will accomplish the same task for fewer points. My support of the Melta Bomb remains the same.

 

2. Certainly. Hence the need for more dreadclaws and reavers. If your opponent is shooting at your lightnings they are ignoring the reavers on the ground.

 

3. I suggest you replace the Contemptor with a lightning, deathstorm, or reaver squad in a dreadclaw.

 

4. Refer to lightning

 

5. You do not have sufficient board presence turn 1. You will begin turn 1 with only a rhino and a dreadclaw against a 2500pt army list. That risks tabling turn 1.

 

1. Melta Bombs can only be used against vehicles and MCs, while Power Fists can be used against everything and it only really makes a difference against vehicles with Melta Bombs. As you can see by the Loadout of the Reaver Squads, they are not Vehicle or MC hunters, they are infantry hunters. I personally find Instant Death causing weapons to be a good way of negating the FNP of enemy blobs as well.

2. About the Lightning. I'm assuming you would take it with the Kraken missile, yes? That's so missiles at S8, AP1, Armourbane. Pretty good, right? Now, the problem comes when the enemy can actually shoot it. It's 11/11/10 and has no armoured Ceramite. Even if you take a ramjet diffraction grid, a couple of Lascannon shots from an enemy storm eagle or contemptor Mortis will blow this thing out of the sky. You do have a 3+ Jink, but that will force you to fire snap shots. If the enemy has a way of targeting you, you're screwed. Either by being blown out of the sky or being forced to snap fire.

3. That implies that I decided between one unit and a contemptor. As a matter of fact, the contemptor was the last thing I put in the list and I would not consider sacrifing any other unit for another one

4. Yes, but I need to take more Fast Attack than Heavy Support choices, as per the special rules of the Black Reaving RoW. Therefore, I'm taking them as FA choices.

5. I believe I explained that in my tactics section. The Reavers will each pin down a seperate unit and the tactical squads will come in via outflank and join the unit in combat with the Reavers, giving them Rage and a good shot at Merciless Fighters. Each tactical squad will engage the unit in combat with each Reaver Squad.

 

1. (Power Fist = instant death) Granted. I maintain that more attacks will accomplish the same task for fewer points. My support of the Melta Bomb remains the same.

2. Certainly. Hence the need for more dreadclaws and reavers. If your opponent is shooting at your lightnings they are ignoring the reavers on the ground.

3. I suggest you replace the Contemptor with a lightning, deathstorm, or reaver squad in a dreadclaw.

 

4. Refer to lightning

 

5. You do not have sufficient board presence turn 1. You will begin turn 1 with only a rhino and a dreadclaw against a 2500pt army list. That risks tabling turn 1.

1. I'm afraid we'll just have to agree to disagree on this one

2. By the time a lightning comes in, I would expect the Reavers to be in combat by the end of that turn, negating the need for protection against enemy firepower. Furthermore, shots that would typically target the Lightning (Lascannons, etc.) would not do a lot to the Reavers, removing 1-2 models at most. Finally, if that's just to protect my Reavers from shooting, it makes for one expensive distraction unit. I know Lightnings are popular and I admit that they can do a lot of damage. However, I maintain that if the enemy has a way of shooting at them (either through flyers or skyfire), it's either not going to last long (poor armour and low HP) or will be next to useless (Jinking forcing it to snap-fire)

3.

Lightning: A. Refer to above and B. This prevents me from getting both Reaver squads in turn 1.

Reavers: Doing that would be >100pts too expensive and I think you missed the point of the Reavers in my list. They're meant to lock an enemy unit in combat so the tacticals can come in and finish it off

Deathstorm: This might actually be worth considering. I'll definitely take a look. However, remember that they are Heavy support choices, as field in which I am limited as a SoH player, as I have to take more FA then HS

5. Two Dreadclaws actually. Furthermore, don't forget that the Damcoles and MoS can put out a decent amount of firepower.

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