3.5/5 stars. Rounded up. The rules are relatively good.
Background.
The Sons of Horus have a reputation for alpha-strikes: cutting out the heart or weak point of an enemy in a decapitation assault from which they will never recover. Such is the Cthonia legacy. Within the Heresy, their name is synonymous with the treachery itself. There were instrumental in the rebellion and the alliance with Chaos, right from the Betrayal of their own legion through to the Siege of Terra. They were at the forefront of everything. Whether Horus was deluded, seduced by chaos, or whispered to a little bit too much by certain Word Bearers is another matter entirely.
Armoury.
Banestrike. A gift from the Alpha Legion as evidence of their loyalty, the Sons of Horus are able to make good use of Banestrike ammunition. Breaching is good and generally worth it for a sub-set of squads.
Carsoran Power Axes are a modest points cost upgrades to regular power axes. They are generally worth considering, but so are Thunder Hammers.
Martial Supremacy grants a prime advantage slot for both Duelist's Edge and Champion special rules. This is okay overall without being overpowered.
Decurion Lanius. This is weaponeer upgrade for various tanks that gives you a banestrike bolt cannon on a pintle which is a nice weapon to have thanks to the relative strength and breaching. Thanks to Brutal Enforcement, you can also target your own men to stop them routing. Nasty. And also: Ouch.
Tactica.
Death Dealers is the third incarnation of a special rule for the entire legion in as many editions. The writers just can't seem to decide where the balance lies it seems. In Third Edition, it means making volley attacks at full ballistic skill. This is very useful for your close combat orientated squads - perhaps even tactical squads, and certainly banestrike squads. Of course, it comes with the provision that you need to be making volley attacks which in turn means getting up close and personal - as you have come to expect with Sons of Horus.
Gambit.
Merciless Strike is actually excellent. Phage on Toughness can swing an entire challenge and it is well worth using. Honestly, this is the stand out rule in the Sons of Horus for me!
Additional Detachements.
Supremacy Cadre brings you extra heavy assault and troops to quell any foe. Quite nice, and very appropriate to the background.
Advanced Reaction.
Warrior Pride is unusual and lets you avoid a challenge if you have a WS that is greater than the challenger, and all other members of the reacting unit also have a better WS. Your enemy simply does not deserve death by your haughty superior hand apparently. Used judiciously, it can win entire combats.
The Sons of Horus mutate again in Third Edition which sees yet another new core rule. And it isn't called tip of the spear either. It plays a little different as well, but those full BS volley shots are valuable, even if they only activate once in a while (you will want to activate them as much as possible, particularly on powerful weapons, or banestrike).

6 comments:
yay!! about the volley full bs stuff
couple of things I wanted to ask:
what do you think of volkite chargers vets for soh?
what do you think of giving out pistols to assault vets/reavers?
what do you think of veteran hss with special weapons like meltas etc, they have the implacable advance as the termies, I think there is a good option to have like 5 men melta squads shooting 2x in the same turn
also the way that carsoran axes are just ass is killing me
15pts same as a hammer, yet worse at everything
RE: Volkite. The general rule of thumb for volkite is to go big or go home. I do feel for full BS volleys these would actually work nicely. But also consider that bolt weapons may be better if in smaller numbers, unless you regularly face off against non-legion armies.
RE: Pistols. Generally a solid move, but watch the points creep.
RE: Meltas etc. Depends on what you want to do with the squad. A melta-cide squad is excellent here, even as a distraction carnifex.
RE: Axes. Yeah. Sorry. Its part of the reason that I'm not giving a solid 4/5 stars for SoH in this edition. They just not quite as good as they were in first or second. Thunder hammers remain everyone's friends.
Does the Phage (T) from the gambit affect the entire unit the character is with? Seems like it does in the USR and I can't find anything that says otherwise.
Same situation when you hit a unit with a rad middle and it only wounds one model but the whole unit receives Phage for the rest of the battle.
I couldn't find anything about this online until I saw your blog.
about volley and bolt weapons
why I said chargers was because in volley you can only shoot with assault weapons
that means for non-implacable advance models- basically either its a pistol, or a volkite charger/shotgun
My view is that within a challenge, wounds don't spill over unless explicitly stated, hence I don't think Phage spills over unless the wound does. [The challenge is, after all, kept to one side of the rest of the unit?]. Just a view, happy to be proven wrong!
The way I think about it is this:
Shotguns are nice for the Stun rule. Bolt pistols are the baseline choice in the absence of any other favoured rule or effect. And Volkite are useful in greater numbers or against non-legion armies (if you know in advance!).
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