chicop76
06-09-2013, 07:49 PM
Well I seen Fleshhounds in action and to me they weren't all that great. They got shot up or lose combat to srength 8 or higher. I also see them get shot up.
So far it seemed like a gimmick play. After seening them used and realizing they are toughness 4 and not 3 I decided to run a squad of 20.
I'm a fan of damonettes and just love how the models performed for me so far with all the buffs I give them. It than dawn on me endurance was a waste on daemonettes since it will not die is great on multi-wound models. The endurance birth is thus born.
Also I thought I need the +3 invulnerable save to help keep the unit alive. Now you looking at endurance and +3 invulnerable save. Which equals awsome.
To get endurance and to keep up with them I have been using a winged Tzeentch prince. I also play testing a old clean one as well.
However if I roll a 1-2 the hounds could die. Hince the addition of Fateweaver. Prescience, invisibility, flame shield love there.
I also deploy differantly with my hounds. Everyone goes for the turn 1 attack, which means you have to go second. The problem with this is I seen hounds blasted apart and the tactic is good due to terrain. If I can clearly see you I can blow your guys away depending what army I am using. Also I noticed on squad of hounds isn't enough.
I usually go first and scout move my hounds if I do. If I go second I try to scout them in really nice terrain or simply don't scout them up.
The purpose is to buff the hounds and they weather the shooting attacks while my army advances.
This tactic so far has worke extremely well. Only thing that shut it completly down was Eldar.
In all my games I luck up and get endurance and cast it on the hounds and with a 3+ invulnerable they become very hard to kill with feel no pain and wound regeneration.
Today 20 hounds was able to tie up 2 squads of 10 gaunts, hive tyrant, swamlord, 3 hive guard, and a trygon. The rest of my army tore apart and capture the objectives. We had to end at turn 3 which I lost 8 of 20 hounds by than. 300 points vs almost 1k points.
What helped was I had flame shield, which hurts assaulting units and gave me a +2 invulnerable save vs shoting attacks. While his big stuff was smashing away they only was killing 1-3 hounds thankx to a 3+ or 2+ invulnerable save. Prescience helped me wipe out the 20 gaunts and helped with me on instability.
The one problem I had was toughness 6 and the +2 or +3 save on the other side made it hard for me to wound his guys with him wining combat a few times with when all the gaunts was gone.
Fateweaver was helpful several ways. I was able to keep an extra hound alive when I failed a save all 3 times due to a re roll on his turn. Also I use Fateweaver to re roll warp storm twice which helped me nuked. The other player once with stre 8 blast and helped me get a +2 / +4 invulnerable saves for my army, had a 3 on the first roll. I got the +2 again, by using Fateweaver ability to re roll one dice. I rolled a 6 and two on the warp storm table, so I re rolled the two and got a 4.
Also I learnes the tzeentch beam attack can be helpful if I line up 3 tervigons and give them +6 feel no pain for one wound a piece, hey triple vecto strike what can I say.
Today was the best my unit has everdone. However the second best was when they had invisibility, endurance, prescience, and +3 invulnerable save against necrons, was nasty.
The biggest proble is multi assaults and armour 11 rear vehicles. To glance death armour 11 they all have to assault the vehicle. That being said I always multi when possile. By doing s you can keep units tied up all game long, o you may eventually kill them. Once tied up my 30 daemonettes who can't usually get shot up come and finish the job.
Have 3 MC's tht fly is helpful. I am strongly thinking about doing 2 and one unclean one. The problem I see with that the old clean one may never enter combat. I might do a hearld with plague bearers instead. I just want mor reliable endurance rolling onstead of hoping to get it on 3 rolls with my Tzeentch Prince.
So far it seemed like a gimmick play. After seening them used and realizing they are toughness 4 and not 3 I decided to run a squad of 20.
I'm a fan of damonettes and just love how the models performed for me so far with all the buffs I give them. It than dawn on me endurance was a waste on daemonettes since it will not die is great on multi-wound models. The endurance birth is thus born.
Also I thought I need the +3 invulnerable save to help keep the unit alive. Now you looking at endurance and +3 invulnerable save. Which equals awsome.
To get endurance and to keep up with them I have been using a winged Tzeentch prince. I also play testing a old clean one as well.
However if I roll a 1-2 the hounds could die. Hince the addition of Fateweaver. Prescience, invisibility, flame shield love there.
I also deploy differantly with my hounds. Everyone goes for the turn 1 attack, which means you have to go second. The problem with this is I seen hounds blasted apart and the tactic is good due to terrain. If I can clearly see you I can blow your guys away depending what army I am using. Also I noticed on squad of hounds isn't enough.
I usually go first and scout move my hounds if I do. If I go second I try to scout them in really nice terrain or simply don't scout them up.
The purpose is to buff the hounds and they weather the shooting attacks while my army advances.
This tactic so far has worke extremely well. Only thing that shut it completly down was Eldar.
In all my games I luck up and get endurance and cast it on the hounds and with a 3+ invulnerable they become very hard to kill with feel no pain and wound regeneration.
Today 20 hounds was able to tie up 2 squads of 10 gaunts, hive tyrant, swamlord, 3 hive guard, and a trygon. The rest of my army tore apart and capture the objectives. We had to end at turn 3 which I lost 8 of 20 hounds by than. 300 points vs almost 1k points.
What helped was I had flame shield, which hurts assaulting units and gave me a +2 invulnerable save vs shoting attacks. While his big stuff was smashing away they only was killing 1-3 hounds thankx to a 3+ or 2+ invulnerable save. Prescience helped me wipe out the 20 gaunts and helped with me on instability.
The one problem I had was toughness 6 and the +2 or +3 save on the other side made it hard for me to wound his guys with him wining combat a few times with when all the gaunts was gone.
Fateweaver was helpful several ways. I was able to keep an extra hound alive when I failed a save all 3 times due to a re roll on his turn. Also I use Fateweaver to re roll warp storm twice which helped me nuked. The other player once with stre 8 blast and helped me get a +2 / +4 invulnerable saves for my army, had a 3 on the first roll. I got the +2 again, by using Fateweaver ability to re roll one dice. I rolled a 6 and two on the warp storm table, so I re rolled the two and got a 4.
Also I learnes the tzeentch beam attack can be helpful if I line up 3 tervigons and give them +6 feel no pain for one wound a piece, hey triple vecto strike what can I say.
Today was the best my unit has everdone. However the second best was when they had invisibility, endurance, prescience, and +3 invulnerable save against necrons, was nasty.
The biggest proble is multi assaults and armour 11 rear vehicles. To glance death armour 11 they all have to assault the vehicle. That being said I always multi when possile. By doing s you can keep units tied up all game long, o you may eventually kill them. Once tied up my 30 daemonettes who can't usually get shot up come and finish the job.
Have 3 MC's tht fly is helpful. I am strongly thinking about doing 2 and one unclean one. The problem I see with that the old clean one may never enter combat. I might do a hearld with plague bearers instead. I just want mor reliable endurance rolling onstead of hoping to get it on 3 rolls with my Tzeentch Prince.