By using its webs to hold down small, fast targets, the Huginn can stop tackling ships in their tracks, making them vulnerable, and counter small- or medium-sized ships that try to use kiting or close-range speed-tanking tactics. Pilots of interceptors and T1 tackle frigates should be alert to the Huginn, as it can make a spherical area of the battlefield of at least 80km diameter highly dangerous for them. As a Combat Recon Ship, the Huginn doesn't appear on the Directional Scanner, potentially making its presence a nasty surprise for opponents arriving on grid.
A Loki can also be fitted to fill a similar role, with more flexibility in the rest of the fit, but at a greater cost.
Having two webs fitted is desirable: two webs at once can be used to wholly pin one target, or they can be split to slow two targets significantly. One-web fits can be useful, but are limited force multipliers compared to the impact of peer ships such as the Curse and Lachesis.
Given its ability to intervene at long range, the Huginn might be expected to mount artillery. This can be done, but fitting propulsion, a meaningful tank and artillery together is a challenge: it is possible to apply multiple power cores in the lows and still wind up fitting only the distinctly underwhelming smaller medium artillery piece (650mm rather than 720mm). With two bonuses to projectile turret DPS, the Huginn can extract impressive damage from easier-to-fit autocannon. However, though T2 Barrage ammo lets it reach out to a tolerable range, autocannon sit somewhat in tension with the long-ranged webs.
The Huginn's potential for solo PvP is limited: webs are useful, but the Huginn can only point opponents at the same range as any other normal ship (unlike the Lachesis) and has no way to effectively turn many of a target's ship systems off (unlike the Curse).
The target-painting bonus is rarely used in practice, as a Bellicose or a Vigil can do the same job while risking much less ISK; the Vigil even has a painting range bonus absent from the Huginn.