Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Figured I'd start a post on one of the funniest and most interesting choices in the IG codex, the good ol' Hellhound Sadly, even though it seems to have drastically improved over time (remember the 3rd edition glances into pens rule? yeesh)... I never see it get played! Yet...for 145 points you have a Fast Tank with 12 front and 12 side armor that has anti-tank with a Multi-melta and an Inferno Cannon, which is absolutely awesome at hosing infantry. Any particular reasons why people don't play Hellhounds? My initial guess is because it is too close in function to a 155 pt. Chimelta squad (3x Melta Veterans in a Chimera), which of course is typically considered our bread and butter Troops choice. At the same time, however, being a Fast vehicle gives it unique advantages no other unit in our 'dex minus Valks/Vendettas can provide - mobile firepower (albeit at shorter range). I'm curious what other people's experiences is/are with Hellhounds, either playing with them or against them
I've got LOTS of love for my Hellhound. I try and play with it on (almost) any game above 1500 pts....and sometimes below. It's extremely versitile and give the enemy just one more thing to think about while melta vets are heading their way.
Love 'em, they fit in well with a Chimelta spam Troops section, and support Russes as they provide ACCURATE mass horde rape-age. I've never played a game without them, I have 2, and they have more than my russes made back their points (I have terrible scatter-luck and/or they get shot to high heaven turn 1/2). I can see how people choose other things, as Scout Sentinels are cheap, Valks/Vends are faster and other slots have other choices, but I always find the points to fit in 2.
As for playing with them, it's good to use them either as flankers (as those Multi-meltas can bag you a nice tank or two), or to keep them hidden so that you can deal with outflankers/units that get close. It's always fun to use them too, seeing the look on the Ork player's face when you just cut 23 Boyz off his squad and made them flee =P
Pursued Guard Regiment Fluff WIP - http://www.librarium-online.com/foru...ial-fluff.html
timely thread. I am about to order 2 hellhounds. What would be a good loadout to support a footslogging/sentinel force. In other words, no other tanks in the army? Devil Dog variant?
Many times I have considered using them, only problem is when I play I'm 9/10 fighting a marine army and for less/similar points I can have the other two varients which will eat MEQs for breakfast. Devil Dog is also doubly good as they can take out termies, vehicles and ID many units out there. If I new I was going to be fighting a low armour army like nids or orks then you bet your charcoal covered ass I'd take one to inflict all sorts of flamey fun on my opponent!
For the most part my fast attack has been 2 Vendettas and 3 Scout Sentinels....I haven't felt the need to take a hellhound in addition to the 6 flamers and 6 heavy flamers I already have.
Granted with the new Necrons I have considered dropping the sentinels for the hellhound just to ID the scarabs with a template and deny them cover.
Don't get me wrong, I love the hellhound, but scout sentinels have a role in my army that the hellhound isn't as good at and I can already deal with hordes pretty well.
The main issue with the hellhound is that while inferno cannons are awesome, they suffer somewhat from the same situationalist role that all flamers fill. The other variants are just better overall choices imho because the devil dog gives you a tank with a ridiculously deadly gun that can wreck heavy infantry or tanks, and the bane wolf is even imho a pretty solid choice because it ignores toughness and has low enough ap to be a good choice against the ever present marines. really the meta game where marines and MEQ's are more prevalent is why the other two variants are generally a more reliable choice, but still magnetize the turret if you can so you can switch if you know your going against lower armor/toughness opponents.
New Crons 1000 points painted 6/2/10
Empire WIP unpainted (Averheim black and yellow!)
Banewolf- plasmaguns, meltaguns, russes, demolishers, or torrent of fire kills marines. If it was AP2 i'd consider taking it.
Hellhound- My lists at 1750 are normally loaded with 6-12 flamers and 6-8 heavy flamers in addition to a ton of other anti horde fire like russes and/or a manticore.
Devildog- Vendettas and meltaspam, plus the others can take hull multi meltas, and when you're within 12" (optimum MM range) you'll want to be moving faster than 6"
Everything these can bring to me I already have covered, sure they're nice to have but in my opinion not worth the points. If I were to use one of these i'd take the regular hell hound, the placement rules of the inferno cannon template are great, plus the hull multi melta makes it a dual purpose tank, throw it up a flank and go nuts or protect your chimeras and block their weaker side armour.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
For me, Hellhounds are a victim of their own success. My enemies have learned to target them early and I don't field enough medium armor to keep them alive (love my blobs & Russes). I plan to experiment with Eradicators but it's hard with only three Heavy slots.
If I were to start IG over again, I might do six Hounds with Straken-led infantry. That'd be cool.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard