PhatE wrote:If you don't understand what sassing means that I'd kindly suggest you use whatever resource you have available to you to find out what that means.
I meant when have i being rude or got into an argument with caeltos/lulgrim or any other admin?. I don't understand when have i been "sassing the administrators" or where are you coming from with this?
Why are sluggas better than hormaguants? Well, the most important thing here is that both squads perform the same role which is to kill stuff in melee, and sluggas are better at fighting than hormas. Now, what can hormas do? they can chase, cap and fight, and what can sluggas do? they can chase, cap, fight, counter garrison, gen bash and repair.
The same constrictions, conditions and limitants that apply to sluggas apply to hormas as well but sluggas are more independent and don't require another squad in the vicinity. Also there's only 2 or 3 t1/t2 squads that can beat them 1v1, where as hormagaunts outside synapse will easily lose to any melee squad. Now there's people that will start with the "hormas are a range counter" crap, in which again, sluggas are better at that than hormas.
Highly common scenario: sluggas solo capping and they encounter a guardian squad trying to cap the same area. There's a building nearby, the guardian squad either kites the sluggas to try to get a grenade off, or retreats or go inside the building, in which sluggas can switch to range stance and easily force them off the building because of burnas. Same scenario with hormagaunts, hormas would have to retreat or cap under fire.
Now, if we compare both units inside their roster, we have painboy healing sluggas, we have weirdboy with warp vomit and warpath. we have UYC/AB, we have trophy rack bla bla bla. where as hormagaunts got their syanpse system that's both the strength and the weakness of tyranids, and that's were player skill and luck to an extend comes into play.