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Flesh Hounds offer a Khorne player many things. Speed, power, resilience (and used to have hair Fabio would be proud of). But most importantly- a Turn 2 assault anywhere on the board. In this lies the units power. That and their hair.

Khorne_Flesh_Hounds

Seriously, check out those luscious locks. 

There’s something you’ll notice upon looking at the stats of Flesh Hounds- these guys are pretty brutal. Strength 6 and a decent number of Attacks gives you the ability to hurt almost everything in the game. An uncharacteristic Weapon Skill 5 (these are Beasts after all) means you will be able to deliver on that threat in combat and being Beasts means you can get there in time, before the unit gets worn down by these newfangled “ranged weapon” things I hear all the kids in the 40k universe are playing with these days.

Lord of Khorne's armies Fabio spits on you sir!

Lord of Khorne’s armies Fabio spits on you and your cowardly ways sir!

Then there’s the wonderful Scout rule the unit has. Sure, you can’t get a first Turn charge like you could in the days of old, but a free 12″ redeployment before the game starts isn’t too shabby. What’s more, as it’s a redeployment instead of a move, you can start in difficult terrain for the cover saves, confident it won’t be too much of a hindrance.

I would use Flesh Hounds as as smallish units of interceptors, picking off Heavy Weapon toting squads that can cause major pain to the rest of your army. They can mix it up with most units but assault specialists are probably beyond their capabilities most of the time.

Now available with fins!

Now available with fins!

Which brings us to the units only possible ‘upgrade’, in the form of Karanak, who can be purchased as a HQ choice and added to the unit. Though by ‘upgrade’ I mean ‘He costs HOW MUCH?!’

Coming in at just over the cost of 7 regular Flesh Hounds, he’s a little too pricey for me, even if by adding him in gives the unit Rage, re-rolls for himself against one enemy unit and his extra resistance to psychic powers.

Looking at the stats yourself, you may feel the model is worth those points, in which case bulk up the unit size wise and just make the most of it. Including Karanak changes the units focus to more of a character hunter, so use them as such, lest you miss out on the investment you made in getting him. It will turn the unit into a prime target though, which I’m not sure they will be well disposed to cope with – hence the need to increase the unit size.

All in all, Flesh Hounds offer a Khorne Daemon army flexibility and disruption abilities, getting up close and personal and locking down those which may hurt your army most.

Whilst they got unfairly overlooked in the past, now that Blood Crushers are no longer an auto include in every Daemon army you should try them out. Khorne is the god of all types of war after all.

Next Daemon Tactica, its Blood Crusher time.

Flesh Hounds of Khorne are available from Games Workshop, priced £30.