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Made in eu
Hellacious Havoc




The Netherlands

been reading the Guard Codex and noticd the hull weapon can be a bolter or heavy flamer without additional cost.
Considering the thing allready has that flame cannon (don't recall the name right now) is it worth putting a heavy flamer on it ?

What would be the best recommended option to put on ?

 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I would, as all the Hellhound chasis are Fast vehicles, so if the Hellhound moves 6" he can fire the turret and hullmount. It is also insurance, incase the enemy blows off the turret you can still charge in and torch something.

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Made in gb
Lord of the Fleet






London

Yeah at BS3, taking the Heavy Bolter won't put much of an impact on the enemy. Taking the Heavy Flamer allows you to hit them with douple the templates, causing double the damage.
   
Made in eu
Hellacious Havoc




The Netherlands

^ good point

I beleive there was also the option for a multi melta but considering you have to get close anyway the flamer would be the best as the melta would also not hit often with a BS if 3.

 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

except the Hull Melta has a 24" range....

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Made in rw
Wicked Warp Spider






I would never take the HB, but I would take the MM first if I had the points. I know flexibility is usually a second choice to specialisation in guard lists, but:

MM and inferno cannon have similar ranges, you don't need to get too close to use the MM, as you do with a HF - and if you move 6" to fire the HF and inferno cannon, you will be hit on 4+ in combat the following turn.

A lot of games, especially at the opening/against marine type armies, there will be all vehicle targets presented to you, and a MM on a fast chassis is nothing to sneeze at, BS3 notwithstanding.

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Made in us
Rough Rider with Boomstick





I actually like the heavy bolter on the hellhound (well, not as much as the multi-melta, but that costs points). If I'm moving it slowly enough to fire a second weapon, I won't be within the range of the heavy flamer. My doctrine is just to keep those tracks churning so no one ever gets to hit it in CC without rolling a 6. The heavy flamer never gets used.

The other thing I like about the heavy bolter is that when you do get to fire both, the heavy bolter can reliably force a save on most units. On a lot of units, this can make up for the 1 or 2 "1"s I rolled to wound for the Inferno Cannon, forcing the whole squad to take saves.
   
Made in us
Daemonic Dreadnought






Multi Melta. That way it can always move 12" and fire a dedicated anti tank weapon or a dedicated anti infantry weapon.

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