Chaos Warhounds are an often overlooked simple but very effective unit.
As dawn rose we faced the black armour shield wall of the Chaos Warriors. We expected them to march straight towards us at which point we would spring the trap and wipe them out. However just as they moved off a great howling came from behind the chaos lines and packs of black snarling hounds leaped through the lines towards us. Whith a shout of dispair our general realized that the hounds would spring the trap early and block the route of our cavelry to come to our aid. With that the Chaos Warroirs crashed in to our lines. Withiout support we where out numbered and out classed. The luck ones turned and fled the field, many where not so lucky.
General Warhound Tactics
The main strength of the warhounds is their speed. Moving at 10″ a turn and run 6“ and not D6“
With this speed they can keep up with cavelry units and drive a wedge between enemy units which makes for move bit sized targets for your other units. Remember that enemy units can not come closer than 3“ except when assaulting.
Warhound Weapons
This is easy, they just have claws and teeth. They get two attacks a turn with a 25% chance of wounding each. This means that you get a 50% chance of a wound each hound. A pack of hounds can inflict a godd number of wounds a turn.
Wounds, Saves and Bravery
Ok, this is where Warhounds are weak. With bravery 4, 1 wound and a 6+ save, your Warhounds will quickly disappear if they come under conserted attack.
Warhounds and the Generals Handbook
Warhounds are lusted in the Monsters of Chaos section. They are not battle line so the Warhounds should be added after you added your main units. The low points cost for the unit make it very desirable.
Chaos Warhounds: min:10 max:30 points:80