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Sons Of Horus [2000]


Failbaddon

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HQ

Centurion

Artificer Armour, Refractor Field

Consul: Master Of Signals

(115pts)

Troops

Justaerin Terminator Squad (5)

Multi-Melta, Chainfist

(320pts)

Tactical Squad (20)

Sergeant: Artificer Armour, Power Weapon, Melta Bombs, Exchange Bolter For CCW

Tacticals: Legion Vexilla, Exchange Bolters For CCWs

(285pts)

Tactical Squad (20)

Sergeant: Artificer Armour, Power Weapon, Melta Bombs, Exchange Bolter For CCW

Tacticals: Legion Vexilla, Exchange Bolters For CCWs

(285pts)

Fast Attack

Seeker Squad (5)

Strike Leader: Artificer Armour

Dedicated Transport: Land Raider Proteus w/ Explorator Augury Web, Ceramite Armour, Multi-Melta, TL Heavy Bolter

(495pts)

LoW

Horus The Warmaster

Rite Of War: The Black Reaving

(500pts)

Total: 2000/2000pts

Tactics

MoS & Seekers

I originally had the MoS in a Damocles (and still do in my 3000pts list), but I decided to put him in a Proteus with some Seekers because: A) It's much harder to kill and gives me more board presence Turn 1 and the Damocles would be kind of useless anyway, as the only thing that's deep striking won't be scattering anyway.

Horus & Justaerin

Pretty straightforward, they deep strike Turn 2 and go directly for the enemy's really dangerous stuff.

Tactical Squads

These guys will be placed in reserves and then will come in via Outflank (thanks to Horus). I couldn't afford to give them CCWs alongside their Bolters, so they'll just be coming in and running, which will make use of the fleet bonus they get and close the gap between them and the enemy. Given their size, they should be able to get their extra Merciless Fighters attacks.

As always, any feedback is appreciated biggrin.png.

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https://bolterandchainsword.com/topic/315757-sons-of-horus-2000/
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MoS sadly can not be a mandatory choice. You have one unit embarked in a vehicle at turn 1. And very few anti-AV and anti-2+.

Actually, in Black Reaving, the MoS can be the compulsory choice.

 

The other points Volth made are relevant though.

Many primarchs are mainly force multiplers and damage dealers on the second hand.

 

Horus will munch anything that crosses his way, but way more will do the right units of equivalent points.

 

Horus is mainly an anti primarch unit and a great army buffer. Punch them in the face with world breaker round 1, leave 1-2 attacks for the claw to dismember the opponent and finish off with the claw next round while leaving 1-2 attacks to worldbreaker to get sure the concussive stays when the dices fail you.

 

Main strength of horus is:

1. his ability to make veterans and justaerin troops, so a praetor can take a totally different row, wiöl get even more interesting when the new rows come out

2. Seizing the ini, which means you get first turn in 75% of the time

3. Giving ALL units in reserve outflank.. this means your flyers with at weapons can target the rear armour.. that means your units can dig out digged in armys.. that means you can react on any army and deployment your opponent choses perfectly.. drop pod list? Okay, reserve your shooty tanks and come from reserve on the other side of the board and so on..

 

the bigger the army, the better gets horus IMO.. better leave him for 3k and with 2,5k you go for an actual army rather than horus and best friends.. ;)

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