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You've been a very bad dog...

Flesh Hounds of Khorne are a true testament to the power of the Blood God. These little pooches are easily one of the best units in the new codex. You will find nothing more exciting than Khorne Dogs tearing apart any opponent with lightening speed.

Washed away is a unit long overshadowed by so many other choices, now Flesh Hounds fit the fluff, if only they could fit a good model mold...

To see just how deliciously malevolent Flesh Hounds of Khorne are look no further than a side by side comparison between 2008 and 2013 editions. 

(Click to Enlarge)

Flesh Hounds of Khorne Rules 2013

Flesh Hounds of Khorne Rules 2013

 

Flesh Hounds of Khorne Rules 2008

Flesh Hounds of Khorne Rules 2008

 

 Compare & Contrast

  • Increased Weapon Skill 4 to 5
  • Increased Wounds 1 to 2
  • Scout
  • Collar of Khorne
  • Increased points cost 15 to 16

--The Skill of a Hunter--

Flesh Hounds are now in line with the rest of Khorne units. This allows Hounds to hit most targets on 3s. When taken into consideration with everything else the Blood God has to offer, charging Flesh Hounds have 3 attacks, WS 5, and Str 5-- a pretty impressive resume.

--True Blood--

This is the single most important change for Flesh Hounds. Double the wounds means double the trouble. If you take large Flesh Hound units (no reason not to) then they are guaranteed to make it into assault. Their is not enough Str8 weapons to make a big enough dent in a 20 man Flesh Hound unit.

--Picking the Prey--

It really only gets better; with Scout Flesh Hounds get 12" closer. It also allows you to reposition to units that might be hiding far behind a Aegis line for protection. Scout gives Flesh Hounds a 60" threat range (don't forget you cannot charge if you Scout) if you start at the edge of your deployment, no other Assault unit can be in range of any target by turn 2.

--Bling Ring--

The Collar of Khorne A unit containing one or more models with a Collar has a 2 plus bonus to all Deny the Witch rolls.is the replacement for Blessing of the Blood God. The only drawback for the Collar of KhorneA unit containing one or more models with a Collar has a 2 plus bonus to all Deny the Witch rolls. is now Flesh Hounds have problems with Force Weapons. Against all the maledictions in the world this is a great power. With Tau and Eldar teaming up more often; not being very susceptible to Doom is a great boon.

--Trivial Payment--

For all these new wonderful changes Flesh Hounds get is a one point increase. This makes Flesh Hounds easily the best steal of the entire codex. Who doesn't want a psychically immune, two wound, WS 5, speed killing machine?

You will find nothing more exciting than Khorne Dogs tearing apart any opponent with lightening speed.

Putting it all Together...

What can one really say about Flesh Hounds of Khorne? Amazing? Powerful? Cheap? All those things apply and you would be a fool not to consider a unit of them.

The combination of cost and multi-wounds really does seal the deal. With the only drawback being the terrible model.

Besides the obvious improved stat-line, Flesh Hounds's true power comes from the ability to make it into assault easily. Even with the most efficient assault units in the codex are susceptible to mass fire. The powerful Seekers of Slaanesh because of their stat-line can be focused fired out of existence. Flesh Hounds on the other hand can weather most storms of fire. Include in Nightfight for the first turn and Flesh Hounds cannot be bothered.

Often, Flesh Hounds are so discouraging, opponents just ignore them or throw up a tar-pit unit and hope for the best. Tar-pits, high toughness units, and dreadnoughts are really the biggest problems for Flesh Hounds. Once Flesh Hounds make their initial Furious Charge the damage output quickly decreases. This makes picking targets still very important for Flesh Hounds. The best targets are typically, single wound élite units that can be mauled down by sheer numbers. After that, Flesh Hounds are great at taking out pesky tanks and scoring units. Being conscious of not biting more than you can chew is important; disorganized charges are a problem, as well don't charge units whose their sheer size can cause a Daemonic InstabilityA unit with this special rule cannot be joined by a model without this special rule. Units with this special rule automatically pass Fear, Pinning, and Morale tests. A unit that loses an assault must make a Daemonic Instability test. On Double 1s Al Wounds suffered by the unit in that assault phase are returned. On Double 6s remove the entire unit from play as casualties. Otherwise compare the dice roll to the Daemons Leadership value, along with modifiers and for each point the unit fails by remove a model with no saves of any kind allowed. check.

It is important to understand the limitations of Flesh Hounds because while extremely powerful experienced generals will know how to deal with such a unit. Daemonic InstabilityA unit with this special rule cannot be joined by a model without this special rule. Units with this special rule automatically pass Fear, Pinning, and Morale tests. A unit that loses an assault must make a Daemonic Instability test. On Double 1s Al Wounds suffered by the unit in that assault phase are returned. On Double 6s remove the entire unit from play as casualties. Otherwise compare the dice roll to the Daemons Leadership value, along with modifiers and for each point the unit fails by remove a model with no saves of any kind allowed. should always be in the back of your mind when faced against units who can cause instant death to Flesh Hounds in assault.

Throwing different waves of Beasts/Cavalry is a winner formula for Deamons of Chaos, and Flesh Hounds play a critical role. Flesh Hounds are the best screening unit in the codex. The multiwounds and Collar of KhorneA unit containing one or more models with a Collar has a 2 plus bonus to all Deny the Witch rolls. really work well in tandem. Flesh Hounds taking the brunt of your opponents fire, buys another turn for Flying Monstrous Creatures and the other fast units to make it into assault. Taken together, you're giving your opponent only bad choices. Do they waste high strength weapons at your Hounds and let the Monstrous Creatures get closer? To they shoot past the Hounds and target screened Seekers of Slaanesh? Do they waste shots on the Hounds and hope for good luck? Flesh Hounds make all these bad choices possible.

Then you have the final evidence to the power of Flesh Hounds: Herald escort. Specifically Heralds of Khorne on Juggernauts of KhorneThe model receives +1 Toughness, +1 Wounds, +1 Attack and his unit becomes Cavalry. Now your opponent has to deal with a whole host of multi-wounds models and Heralds of Khorne using a Locus to make Flesh Hounds that much better. The only real Locus is the Exalted Locus of WrathThis model, and all models in its, have Hatred special rule. A model with Hatred re-rolls all misses during the first round of each combat for Hounds and Heralds. This makes the unit great for multi-charges and compensates for the lack of attacks by making sure you hit. Assaulting multiple vehicles and units can immobilize or tie-up your opponent's entire force with one assault.

Regardless of your tactics, Flesh Hounds at the very least give your Heralds the extra wounds necessary to make it into assault. Going with a super death-star (4 Heralds, 20 Hounds) is fairly "inexpensive" (785 pts) and ridiculous unit.

Scout also gives Flesh Hounds Outflank, but this is only really useful in specific situations. If your opponent has an equally aggressive army, but keeps weak scoring units into the backfield Flesh Hounds can keep them honest. Then there is also Hammer and Anvil deployment which sometimes make it necessary to use the long board edge to your advantage.

--Ways to play Flesh Hounds of Khorne--

Death Star Configuration: 240 pts 15-man Flesh Hound unit

Balanced Configuration: 160 pts 10-man Flesh Hound unit

MSU Configuration: 80 pts 5-man Flesh Hound unit

Horde Configuration: 320 pts 20-man Flesh Hound unit

A Word about Allies

Flesh Hounds of Khorne are an easy addition to any ally force. The best part is only need one unit,  so taking them in a secondary detachment is just fine. Flesh Hounds can perform the same role for Chaos Space Marines as they do for Deamons of Chaos. Flesh Hounds can run interference for units like Spawn or Maulerfiends. If your force is static this is a great way to use Flesh Hound's Outflanking to keep your opponent from committing his entire force to a gun-line army.

Remember unlike other Battle Brothers Daemons ICs cannot join with Chaos Space Marine units under any circumstance.

Final Thoughts...

Overall, Flesh Hounds of Khorne are exemplary. This is easily a top 5 unit in the codex and top 10 in the game when used properly. Like any unit they do suffer if they are ganged up on, and taking instability wounds can really cut down their numbers. That is why they do require a modicum of finesse, and just throwing at your opponent is a waste of this fantastic unit.  

Warning

It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.