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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

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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. 

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.

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.

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.

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.

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