Cadian Bandstand Posted August 14, 2023 Share Posted August 14, 2023 Whats everyone's thoughts on the Hellhound in 10th edition? Best loadouts and ideal battlefield role? looking at the stats i was thinking of equipping it with the multimelta and the melta cannon (as it also has the blast keyword) and using it to crack elite heavy infantry squads? Chem cannon looks good but bit scared of the 12inch range Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/ Share on other sites More sharing options...
TCC Posted August 14, 2023 Share Posted August 14, 2023 I have used a couple in my lists for a while - it’s some much better than 9th with amour and remove cover. I have used the chem cannon and unfortunately it bounced of monsters (I don’t list tailor so would now consider avoiding it in case it happens again) the inferno cannon range is great, I found it does not do much damage but the range and auto hit are good for the i gores cover. I ran them all with flamer hulls - these were not effective and think you are probably right in going melt. in all my games I have not had a hellhound last past round 2 - because I push them up to get ignores cover, draw fire away from my sentinels and artillery and the enemy always see them as a big threat and throw firepower at them. Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981039 Share on other sites More sharing options...
Emperor Ming Posted August 14, 2023 Share Posted August 14, 2023 The flamer version has some value combined with how overwatch now works Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981059 Share on other sites More sharing options...
jarms48 Posted August 14, 2023 Share Posted August 14, 2023 Regular hellhound is good, bane wolf and devil dog are meh. OldWherewolf 1 Back to top Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981072 Share on other sites More sharing options...
duz_ Posted August 14, 2023 Share Posted August 14, 2023 I ran double against some bugs the other week He didn't have any real light infantry so felt kinda meh. 2d6 is still super swingy. 6+D6 would be better... Emperor Ming 1 Back to top Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981116 Share on other sites More sharing options...
sairence Posted August 14, 2023 Share Posted August 14, 2023 It's a nice light tank now. The toughness and 2+ save means an opponent has to put some actual attacks in. The Infernocannon is hands down the best turret choice. Enough range and middle of the road stats so you can put some flame onto most targets. Auto-hitting is always great for Guard and it makes overwatching with it essentially an additional shooting phase. And you can charge something, tank shock for a few mortals and then keep it tied up withou losing much efficiency. They're great value, but you have to use them in the mid-board, so don't expect them to survive a whole game. OldWherewolf and Minsc 2 Back to top Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981208 Share on other sites More sharing options...
Minsc Posted August 15, 2023 Share Posted August 15, 2023 I like it, but the 2+ is it's saving grace I'd say, compared to other monsters and vehicles in the same pts-class. Funnily enough, my opponents tend to be more scared of it than they ought to be. It's something with that 18" torrent that makes everyone see red. Makes for a great firemagnet (huehue) if nothing else, I'd rather that enemy Rupture Cannon targets my Hellhound than my Russes. Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981395 Share on other sites More sharing options...
jarms48 Posted August 15, 2023 Share Posted August 15, 2023 4 hours ago, Minsc said: I like it, but the 2+ is it's saving grace I'd say, compared to other monsters and vehicles in the same pts-class. Funnily enough, my opponents tend to be more scared of it than they ought to be. It's something with that 18" torrent that makes everyone see red. Makes for a great firemagnet (huehue) if nothing else, I'd rather that enemy Rupture Cannon targets my Hellhound than my Russes. This, the 2+ save really makes it viable. Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981437 Share on other sites More sharing options...
march10k Posted August 16, 2023 Share Posted August 16, 2023 I like it. My primary opponent HATES Flush Them Out, and moans endlessly about the toughness and save. The only thing worse, from his perspective, is when my scout sentinels stare intensely at something that I need removed from the board. On 8/14/2023 at 8:51 AM, duz_ said: I ran double against some bugs the other week He didn't have any real light infantry so felt kinda meh. 2d6 is still super swingy. 6+D6 would be better... And 12 would be better still? You're asking for an average of 9-10 hits, that's got little to do with swingyness. If you want less swingyness, ask for 4d3 shots instead. That should do nicely to keep the overwhelming majority of outcomes between 5 and 9. Link to comment https://bolterandchainsword.com/topic/379971-10th-edition-hellhound/#findComment-5981642 Share on other sites More sharing options...
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