I also used the dire wolves, painted them mostly red, with some bone peaking through. Then I dipped them in army painter dip, and only lightly sealed them so they still have a little sheen to then so they look like they are dripping blood.
Automatically Appended Next Post: ۞ Jack ۞ wrote:Wouldnt they be "lack of flesh" hounds?
Ive never really used hounds before.
Granted, on the charge they arent too bad, but they cant ignore armour, have low attacks, all in all, i just feel they have no real use in most games.
If im playing against eldar then i may take a unit, since T3 and poor saves make them easy targets.
However, i would still have to pop thier transports 1st.
Flesh hounds are S5 on the charge (furious charge), so can pop nearly any transport (
av 10 in rear). They get 3 attacks on the charge, which is respectable for 15 points. Also when charging, they go at I5, which is a big deal.
Compare them to fiends: Fiends have 6 attacks on the charge, are S5 I5 T4 6 attacks on the charge 2 wounds for 30 points. Hounds are S4/5 I4/5 T4 3 attacks on the charge 1 wound for 15 points. So for half the cost you get half the attacks, half the wounds, but everything else is similar (other than special rules, which I'm getting to)
Once you have maxed out your elite slots, hounds are a good fiend like unit that can handle light transports, and units that you could send fiends at if the fiends weren't needed elsewhere. Losing hit and run and rending sucks, but their volume of attacks per points is still fine, and they only really lose out on 1/6 wounds being no saves. Hit and run is a bit of a hit and miss special rule, so isn't a huge loss.
I've found they they do just fine, take 3x6 fiends, and 3x12 hounds, and you have 6 units with similar stats, abilities, and durablity for about the same cost each. Makes your opponents target priority much harder when you have no keystone units that you lean hard on.