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Post by majorspeirs on Nov 15, 2012 9:41:55 GMT -5
There doesn’t seem to be much discussion regarding the use of the hellhound variants under 6th Edition. I’d like to hear people’s thoughts on ways in which the Hounds can be used effectively under the new edition. I understand that they are expensive and face stiff competition from other units which fulfil similar roles, but these three tanks bring some interesting tactical options to the field which I think deserve discussion and consideration. If people have actually be using them, what happened? How did you use them? How did they perform?
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Post by zeke on Nov 15, 2012 11:14:28 GMT -5
My personal favorite is the Devildog? (Melta cannon one). It's a great choice when you know that your opponent is bringing a high AV or MEQs. I usually rush them up along the side hopping from cover to cover, then try to hit their biggest armor on the board.
Usually I run them in squadrons of two. The hellhound is also good, but I've never actually tried the banewolf.
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Post by Wraelis on Nov 15, 2012 12:21:49 GMT -5
I really love the hellhound for all situations. Can put a handful of decent strength wounds on meq's (they're gonna fail some of those saves!), it works wonders on swarms, and I've even used it to hit two ork trukks at once.
I've never used the bane wolf as the close range of it kinda scares me.
As far as the devil dog, definitely a nice tank. And with the update to blast weapons hitting at full strength against vehicles regardless of if it hits the target dead on or just skims it really gave them a nice buff!
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Post by stridermac1 on Nov 15, 2012 18:44:32 GMT -5
I love hellhounds. I play against a lot of necrons and tau and my god can it put out some hurt. And with the torrent special rule, it can stay out of melee range and roast units hiding in cover.
Never tried the other varients but the Devil Dog seem like it could be fun.
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Post by WestRider on Nov 15, 2012 22:37:42 GMT -5
The short range on the BaneWolf makes it feel less useful to me, and it didn't really gain anything from the Edition change, but the other two just got better with 6th Ed. Being able to move 12" and fire two Weapons at full BS helps both out significantly, and letting the DevilDog get the full Strength on the Blast even if the center of the Marker isn't over the target effectively gives it an extra point and a half of BS.
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Post by Welsh Paul on Nov 16, 2012 6:34:49 GMT -5
I'm considering using a Banewolf in Reserves as a counter-assault unit, along with 2 units of 2 Cyclops Demolition Vehicles. Since the 6th edition rulebook stopped units assaulting the turn in which they arrived from reserves, they effectively hammered the final nail into the coffin of my cavalry models, so anything that doesn't need to roll to hit or assault in its first turn is good.
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Post by dangerrod on Nov 16, 2012 9:51:19 GMT -5
I love the HH, mines done amazing things both in 5th and 6th. I've used it as both a shoot and scoot vehicle harrasing the flanks and as a reserve tank coming in late game when the enemy is closer.
The DD is an awesome tank hunter now, especially if its kitted out with a hull MM
The Banewolf just suffers from lack of range but if it get close enough to MEQ then its gonna kill em dead. But in general it doesnt last long on the field
All of the variants seem to be high on the take done list in games I've played. I've seen people spend whole turns just trying to kill a HH when theirs better targets on the board. If you take one, expect to lose it early!
Danger Rod
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Post by Wraelis on Nov 16, 2012 10:54:38 GMT -5
Well, they'll definitely be a priority, but they'll be in your opponent's face before they go down and force their hand which is nice. I once ran a pair of hellhounds against a game with a friend and haven't taken a list without the pair since. Those things really destroy
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