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Made in us
Monstrous Master Moulder




Rust belt

I'm not the best at kitting out my ships and just slap things together hoping for them to work. So my question is the hounds tooth and how to kit out this ship to get the most out of of it. Like I said I'm a horrible list builder I usually play what I think is fun but it never really works out well for me. Thanks for any advice
   
Made in us
Loyal Necron Lychguard





Virginia

For me:

Bossk - Hound's Tooth, Mangler Cannon, Outlaw Tech

Moralo Eval - Hound's Tooth, Heavy Laser Cannon, Outlaw Tech

Latts Razzi - K4 Security Droid, Weapons Engineer, Hound's Tooth (Recently went to a tournament with this along with 2 Kihraxz fighters, and did rather well)

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Battleship Captain




I wouldn't take the Hound's Tooth title on Moralo - his pilot ability isn't any use on a ship with no cannon, so you're not getting as much mileage as you might.

In his case, the heavy laser cannon is an easy choice, however, just as scary is an ion cannon and a tactician. Stress + Ion is a nasty combination, and the auxiliary arc does count for that sort of thing. I would prefer a K4 droid to an outlaw tech - since he doesn't need hard turns to line up his main gun, you should need red turns less, hence the outlaw tech is less appealing.


Bossk....The mangler cannon is an obvious one, but the problem is that you're not trying to just cause a critical (like you would with Kath Scarlet or Ten Numb), you're trying to get a critical past someone's defences.

A heavy laser cannon with calculation is a possibility, but you're not taking advantage of the tooth's big forward arc if you use a cannon.

Marksmanship plus a Gunner is a nice one; it's not like you were relying on that focus token for defense, is it?. A K4 security droid is a good one to pair with this, making up for marksmanship eating your action.

Outlaw Tech plus calculation is another option, and cheaper, and you can afford harder turns.




Latts - yeah. K4 + weapon engineer is a nasty combination as a support ship, and he gets the best mileage out of Hounds Tooth because you're not 'wasting' much with a z-95s attack by letting someone else use your target lock. The key thing there will be making sure he has a pair of competent support ships (like Kihraxz, as suggested)

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Monstrous Master Moulder




Rust belt

Thanks.. I have all those upgrade cards so going to give them a try. My biggest problem is I'm just a bad pilot and possision my self bad. Need more fly time to get better at this game and I'm horrible a judging where I might end up. Run into to my own ships or asteroids a bunch. I claim to be the worst pilot in the galaxy which holds up true in most games. I still have fun and don't take the game very serious. Thanks again for the advice and I'm looking forward to trying it out next league game
   
Made in us
Longtime Dakkanaut





I've been getting a lot of work done with...

- Bossk
+ Gunner, Marksmanship, K4-Security Droid, Hound's Tooth

Its pretty one dimensional, but man can it put a pounding on a ship of your choice in the initial jousting run.


Edit: Oh, and if the points happen to fit nicely... maybe an Outlaw Tech. Large based ships stopping cold right in front of an opponent, depending on their list, can be very disruptive and throw their whole game out of whack. Doing it and still making threatening attacks just annoys immensely. :-p

This message was edited 1 time. Last update was at 2015/09/09 17:01:04


11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Sure Space Wolves Land Raider Pilot



Schaumburg, IL

The list I'm looking at trying out is:

Latts + Weapon Enginner + K4 security Droid + Hounds Tooth

Talonbane Cobra + Expose + Experimental interface

Cartel Marauder

This list is all about alpha strikes from Talonbane. Latts reduced the agility of a defender and then at range 1, Talonbane can get 6 attack dice with Expose and the range bonus boost.

I'm not prejudiced, I hate everyone equally 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

The builds in this thread are good, but I would also always add an Engine Upgrade so that you can get the ship turned around quicker. It's not a very agile ship, and the 180 degree firing arc does't help if everything is behind you.
   
Made in us
Longtime Dakkanaut





 DanielBeaver wrote:
The builds in this thread are good, but I would also always add an Engine Upgrade so that you can get the ship turned around quicker. It's not a very agile ship, and the 180 degree firing arc does't help if everything is behind you.


Honestly, saving the points and deploying at one side of the table or the other, versus centrally, usually helps you dictate where the battle will be. 180' is so wide that even vaguely predicting an opponents placing (and having a table edge to keep them honest), seems to be enough.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

I've only played against the Hound's Tooth a few times, but I found it pretty easy to stay out of it's arc after that initial pass. Engine Upgrade would allow it to point it's arc back behind itself.


Anyhow, specific recommendations:

Bossk (35)
Calculation (1)
Heavy Laser Cannon (7)
Recon Specialist (3)
K4 Security Droid (3)
Outlaw Tech (2)
Inertial Dampeners (1)

Total: 52

Whenever you do a green maneuver, you get a free target lock, and you can focus for two tokens. You then shoot with 4 attack dice (at any range), change one eyeball to a crit using a focus token, then turn the rest of the eyeballs to hits using your other focus token (and of course you'll have a target lock as well). Pushing through 5 hits will be pretty reliable. If you do a red hard stop, you get those two focus tokens as well, so you can do the same trick with calculation. You can also pop inertial dampeners for two turns of stationary shooting.


For Latts, I would recommend (a full list):

Latts Razzi (33)
Engine Upgrade (4)
Weapons Engineer (3)
K4 Security Droid (3)
Gunner (5)

Black Sun Ace (23)
Crack Shot (1)
Glitterstim (2)

Black Sun Ace (23)
Crack Shot (1)
Glitterstim (2)

Total: 100

Latts generates 2 free target locks with her green maneuvers. The two Kihraxz's acquire their own target locks against those two ships, then they have the option of popping glitterstim and/or crack shot to supercharge their attacks. I played against this at a Labor Day tournament, and it's a pretty brutal alpha strike. My token'ed up Soontir Fel doesn't work too well when he has to avoid 3 hits at -1 agility (and one of his evade results will get canceled).

Haven't played against or used Moralo yet, but I imagine you would want to use an HLC and make some big sweepy 3 turns to keep your side pointed at your target.

This message was edited 3 times. Last update was at 2015/09/09 19:41:17


 
   
Made in us
Loyal Necron Lychguard





Virginia

 DanielBeaver wrote:
I've only played against the Hound's Tooth a few times, but I found it pretty easy to stay out of it's arc after that initial pass. Engine Upgrade would allow it to point it's arc back behind itself.


Anyhow, specific recommendations:

Bossk (35)
Calculation (1)
Heavy Laser Cannon (7)
Recon Specialist (3)
K4 Security Droid (3)
Outlaw Tech (2)
Inertial Dampeners (1)


Why Inertial Dampeners? His dial already has a red 0 maneuver, which would translate to the same thing. Unless you want to ability to choose at the last minute, but I'd personally try and squeeze something else in if I could.


Automatically Appended Next Post:
Azeroth wrote:
The list I'm looking at trying out is:

Latts + Weapon Enginner + K4 security Droid + Hounds Tooth

Talonbane Cobra + Expose + Experimental interface

Cartel Marauder

This list is all about alpha strikes from Talonbane. Latts reduced the agility of a defender and then at range 1, Talonbane can get 6 attack dice with Expose and the range bonus boost.


Similar to what I ran this weekend at the tournament.

Latts + Weapon Engineer + K4 Security Droid + Hound's Tooth

Talonbane Cobra + Predator + Glitterstim

Cartel Marauder + Glitterstim

Did rather well.

This message was edited 1 time. Last update was at 2015/09/09 19:21:05


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut






 krodarklorr wrote:

Why Inertial Dampeners? His dial already has a red 0 maneuver, which would translate to the same thing. Unless you want to ability to choose at the last minute, but I'd personally try and squeeze something else in if I could.

Since the 0 maneuver for Inertial Dampeners is white, ID allows you to double 0 (at the hefty cost of two stress tokens). It also allows you to "oh crap!" into a 0 if you set your dial to something else and someone moved to block you.

This message was edited 1 time. Last update was at 2015/09/11 16:22:05


 
   
Made in us
Storm Trooper with Maglight






New Hampshire

 streamdragon wrote:
 krodarklorr wrote:

Why Inertial Dampeners? His dial already has a red 0 maneuver, which would translate to the same thing. Unless you want to ability to choose at the last minute, but I'd personally try and squeeze something else in if I could.

Since the 0 maneuver for Inertial Dampeners is white, ID allows you to double 0 (at the hefty cost of two stress tokens). It also allows you to "oh crap!" into a 0 if you set your dial to something else and someone moved to block you.

I did this in my first game with the it. Was running Moralo Eval with HLC, I got into a great broadside position prependicular to his Falsons flight path. Do the red 0, he flys straight past thinking I'll have to move forward taking him out of my acrs. Inertial dampers to the rescue. Stayed in perfect firing position to blast the falcon to scrap.

It's a great combo for such things IMO, and with a K4 and outlaw tech, doing the hard stops are less painful.

"Elysians: For when you absolutely, positively, must have 100% casualties" 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I've been running this, and it goes along with the above posts:

Moralo Eval: Heavy Laser Cannon, Anti Pursuit Laser, K4 security droid, Outlaw tech, Inertial Dampners.

Once you get the field clumping on you with the red 0 move, it is fun to pop dampners and just keep getting free shots due to APL.

Just my thoughts.

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