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Made in us
Jealous that Horus is Warmaster



Boston

Hey folks... Taking a stab at creating a 1,000 point list of Horus Heresy-era Sons of Horus in a TAC plan to my FLGS (where I have been told there are lots of Marines/DA/CSM, but the most reliable opponent is Dark Eldar and there is at least 1 Tau player).

Given the price of the HH book (though it is pretty awesome) and models I'm not really expecting other locals to jump on my 30K bandwagon, so I'd welcome thoughts on what I'd have trouble with in your standard (or standard anti MEQ) 1K list and/or how you'd tear me apart.

Also, I've tried to keep the weapons to ones that would be familiar from the BRB, but if you want clarification on statlines/certain weapons or abilities, feel free to DM me and I'll explain.

Note: My units do not have ATSKNF, instead they have the special rule: Legiones Astartes (Sons of Horus), which always allows attempts to regroup regardless of casualties, allows me to re-roll reserve rolls of '1' and make an additional CC attack at Initiative 1 if my models outnumber others in CC (bulky units count as 2)


HQ -- 177 -- Praetor in Cataphractii Terminator Armor (4++ invuln save, Slow and Purposeful)
Combi weapon (likely melta), Lightning Claw, Grenade Harness, Digital Lasers (total of 5 CC attacks)
Rites of War: Orbital Assault (I have a thread in YMDC describing that)

HQ -- 303 -- Terminator Command Squad (Same Force org slot as above)
5 Chosen Marines in Cataphractii Terminator Armor
Reaper Autocannon + {Power Fist)
3x Combi weapon + PF/LC
1x Combi wep + Thunder Hammer
(Note, for +10 points, I could drop the TH from this squad to a LC/PF and master craft the Praetor's LC)

Troop -- 215 -- Tac Squad
9 Marines w Bolter, BP & CCW (so in the shooting phase I have the option to rapid fire bolters or shoot BP and do get the advantage of +1 attack in CC)
Sgt w/ Combi Wep, BP & CCW
Drop pod

Troop -- 300 -- Assault Squad
7 x Combat shields, BP & CCW
2x Power Weapon or Hand Flamer (and Combat shield)
Sgt w/ Combat Shield, Power Wep & Hand Flamer
(Note, for +10 I could exchange the pw/hf with plasma pistols)

Total: 990 points (hence the notes about +10 point options)

I know I'm light on heavy weapons, but HH era Tac squads can't take heavies or specials... any other thoughts on where this list could be weak in a 1K game?
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I feel as though you need more bodies.
You have a durable Terminator Deathstar, but that assault squad sticks out like a sore thumb, I'd find a way to better provide scoring bodies, or otherwise use a pod to deliver non-terminator command squads into the fray, and use the Praetor to soak Ap3 fire.

Hordes at 1k will drown you, and av14 will run you over if i had to guess.

its a valid starting point though

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Jealous that Horus is Warmaster



Boston

Trying a distinct change to my above 1K list (I decided that the Forgeworld folks weren't kidding when they said the lists were designed for larger games, especially with the restrictions imposed by the Rites of War)

HQ -- 157 -- Librarian
Psyker Mastery Level 2
Cataphractii Terminator Armor (2+/4++)
Force weapon
Combi-weapon

E -- 230 -- Contemptor Dreadnought
(13 Front Armor & 5++ invuln save, Fleet)
Kheres Autocannon (24" S6 AP4 Heavy6 Rending)
TL Lascannon
Havoc Launcher (48" S5 AP5 Heavy1 Small Blast TL)

E -- 170 -- Legion Dreadnought
Flamestorm Cannon
DCCW w/ Heavy Flamer
HK Missile (x2)

T -- 174 -- Tactical Squad
6x Bolter, BP & CCW
3x Bolter, BP
Sgt w/ Combi-weapon

T -- 270 -- Breacher Siege Squad
All w/ Boarding Shields (6++ 5++cc defensive grenades)
7x Bolter
1 Flamer
1 Melta
Sgt w/ Combi-weapon and Breacher Charge

Total: 1001

The general attack plan is to advance the Breacher squad behind the Dreads & Librarian (Probably w/ Divination & Telekinesis -- hoping for the teleport or dome powers), using them for cover, while the regular tac squad holds any objectives in my deployment zone or does the same.

I'm a little concerned by having only two scoring units in that setup, so one alteration I'd contemplate would be to drop the regular dread for a small reconnaissance Squad (5 models w/ cameoline and mix of bolters/BP & CCW, sgt w/ combi wep & PW with either Power Armor (scout) or Recon Armor (4+ and infil + move through cover). ... or a Tac Support Squad (4 identical special weapons (flamers/plas rifle/meltagun) + Sgt) ... note that while troops, neither the Recon or Support Squads can be taken as compulsory troop choices).

Let me know what you think

This message was edited 2 times. Last update was at 2013/05/31 00:45:29


 
   
 
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