Friday, June 5, 2009

Hellhound Flame Tank

Three variants, two are anti-infantry and one is anti-tank.


The Hellhound is the S6 AP4 guy, with the really long reach. Really really long.
12" deploy, 12" move, 11.99", 8.5". If you are infantry out in the open, odds are a Hellhound can hit you on turn 1. Did you forget to mech up? The Hellhound will punish you for that mistake. Run 4 of these, 3 valks with vets, and 3 medusas to pop tanks on turn 1 then zap infantry forced out immediately is all kinds of crazy good.

Bane Wolf. Poisoned 2+ Template with AP3. If there was ever a 'never get out of your vehicles' warning, this guy is it. Running 6 of these in squadrons of 2 each, while using your heavies and veterans to pop troops out of their transports; will terrify every non-terminator based army in the game.

Devil Dog. When you want your anti-infantry to be heavy slots, chimera heavy flamer, or a combination thereof...the Devil Dog gives you the flexibility to put solid anti-tank into your Fast attack. They aren't slouches when it comes to anti-infantry either, nobody likes melta BLASTS. ;)

Anyway, the secondary loadout is pretty obvious. Multimeltas for Hellhounds and Bane Wolves, and heavy flamers for Devil Dogs.

While more expensive than a Land Speeder, these ARE your Land Speeders. Use them as such.

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