Soupcat Posted January 17, 2009 Share Posted January 17, 2009 So I have been running some fleshhounds in my non competative lists and I have really come to like themas a counter charge unit, but I have been struggling with 1 thing, what would be the better unit size, I have been running them in both 2 5 man and 1 10 man squads, and they have both had uses. The 10 man squad can typically hold its own alot better, but the 2 man man are more flexible, but need backup. Any thoughts? Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/ Share on other sites More sharing options...
Captain Malachi Posted January 17, 2009 Share Posted January 17, 2009 One 10 man squad, and use the other two fast attack slots for two units of 4 screamers. That's what I would do anyway, besides, the flesh hounds have to win a fight with an infantry unit in CC, and 5 dogs just won't do it in a lot of cases. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1847406 Share on other sites More sharing options...
==Me== Posted January 18, 2009 Share Posted January 18, 2009 Bigger squads with Karanak definitely. 8 is as small as I'd go, anything lower runs the risk of not doing enough damage or forcing enough saves. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1847563 Share on other sites More sharing options...
Raptor1313 Posted January 20, 2009 Share Posted January 20, 2009 One large squad, w/ Karanak. You want that Move Through Cover, and two dogs iwth rending. You can get the 4+ cover save and speed. You want to tie up enemies with 'em, pure and simple. They're a bit pricy to take as a horde, but need numbers to be effective, and need Karanak. 145 gets you 10, with Karanak and rending on another khorne-dog. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1850272 Share on other sites More sharing options...
brolthemighty Posted January 21, 2009 Share Posted January 21, 2009 I keep seeing people advise to get rending, and I've got to ask....although this mainly pertains to bloodletters....what's the point of rending now? Before, when it was on the roll to hit, it greatly increased combat prowess because it cut down on your chances to not wound...by eliminating the roll altogether on a hit roll of 6. However, now, its on the roll to wound. So now, if you've got a power weapon already...what's the point of rending? (again, mainly referencing bloodletters) Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1851707 Share on other sites More sharing options...
minigun762 Posted January 21, 2009 Share Posted January 21, 2009 I keep seeing people advise to get rending, and I've got to ask....although this mainly pertains to bloodletters....what's the point of rending now? Before, when it was on the roll to hit, it greatly increased combat prowess because it cut down on your chances to not wound...by eliminating the roll altogether on a hit roll of 6. However, now, its on the roll to wound. So now, if you've got a power weapon already...what's the point of rending? (again, mainly referencing bloodletters) "What if"against Dreadnoughts and such. It also helps against MCs where you're wounding on 6's (outside the charge). Its a small bonus but sometimes it helps. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1851730 Share on other sites More sharing options...
==Me== Posted January 21, 2009 Share Posted January 21, 2009 I only advise Fury of Khorne on 2 units for very specific reasons. 1) Bloodcrushers for wound allocation purposes 2) Flesh Hounds w/ Karanak. As opposed to just 2 rending attacks, you get more from Karanak plus the rending on another model, giving you a decent chance of getting some wounds in. Otherwise Fury of Khorne is wasted points. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1851757 Share on other sites More sharing options...
Raptor1313 Posted January 21, 2009 Share Posted January 21, 2009 As ==Me== said... Rending wants volume of attacks to work, since each hit has a 1/6 chance of rending. Bloodcrushers...only for wound allocation. Three attacks. Four on the charge; if you get a six then you'll auto-penetrate. If you're not in a charge, three attacks, two hits, and the odds just get worse from there, since you need a 6, then +d3 from the rend...1/3 chance of you just glancing AFTER you get the rend, and 2/3 chance of getting a pen with the rend from the one rending guy. It's a long-shot 'what if' vs. dreads. It's better to bring a unit that can harm dreadnoughts by itself. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1851900 Share on other sites More sharing options...
minigun762 Posted January 21, 2009 Share Posted January 21, 2009 It's a long-shot 'what if' vs. dreads. It's better to bring a unit that can harm dreadnoughts by itself. Agreed 100%. Its not a good buy, its more of a point dump than anything else. Its like equipping that one IC with Meltabombs, it doesn't make you a tank hunter. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1852313 Share on other sites More sharing options...
brolthemighty Posted January 21, 2009 Share Posted January 21, 2009 Gotcha, well, all of that makes sense...especially the wound allocation part. God I'm glad I'm not playing bugs anymore with what they did to rending :S Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1852738 Share on other sites More sharing options...
minigun762 Posted January 21, 2009 Share Posted January 21, 2009 God I'm glad I'm not playing bugs anymore with what they did to rending :S Well in my opinion, they brought it to a normal level of power. Its still dangerous, especially on Genestealers who are hitting almost everything on a 3+ (better if they have Feeder Tendrils). Overall I believe it was about a 25% reduction in killing power against MEQs. Sucks but not horrible. 10 Genestealers are still killing 4-5 MEQs on the charge before they get to hit. Link to comment https://bolterandchainsword.com/topic/157850-fleshhound-unit-size/#findComment-1852840 Share on other sites More sharing options...
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