Yeah, well you don't really hear from me on that board because I stopped playing 40K about 6 months ago (heavy travel schedule, Warmachine, and now Epic). I played one game recently; it was a team game and we had Imperial Guard/Space Marines versus "Others". I was one of the "Others".
It was a good game and I won my sector, but it was so weird I did not bother writing it up.
As for the cheesy remark, it does seem like something's amiss. The Ork player pegged it as the Jetbike's stats; a 4+ save with a 4+ FF, and being skimmer and able to force the combat to a FF is a wicked combination. Add the 35cm consolidation/pursuit and you've got to wonder whether they are too powerful. It is not noticeable in the other lists, but comes out in the Saim-Hann list because you have to maximize them, so it kind of amplifies the problem.
One the other hand, the Guardians should be 6+ save, IMO.
The funny thing about the game was, I decided to use 2+ initiative for the Wind Riders and I failed less activations with them than when I had a 1+ (failed because of having 1 BM). Go figure.
Back to the Tau. They don't seem to creep up the blast on you. They either destroy you utterly or they don't. Maybe that was just an abherration of Honda's dice, but I either shrugged it off or broke completely. It was a shocker.
The Tau are the toughest army I have fought, by far. The Orks look scary, with their big hordes, but once you've seen their backsides enough times, they cease to generate awe. The Space Marines, well, I lost to them on the first game I played and I have not played them since, but now that I have this army refined a little, I don't think they are going to be a problem.
One point Honda made at the end of the game. One wonders whether the Saim-Hann can scale. According to Honda, the Tau do better at higher points, where they can start bringing in some viscious stuff. The Saim-Hann is just more of the same, it seems.
_________________ Have keyboard, will travel.
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