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 Agoniser rule tweak

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xerxeshavelock
Hellion


Posts : 31
Join date : 2011-05-14

PostSubject: Agoniser rule tweak   Tue May 31 2011, 23:58

Found myself wishing the Agoniser was poisoned, that way it would benefit from things like Furious Charge and Soul Trap. Would this make it too strong?
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Xelkireth
In Exile


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Join date : 2011-05-14

PostSubject: Re: Agoniser rule tweak   Wed Jun 01 2011, 00:01

The agoniser is fine as is, imo, and needs no tweaking.
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xerxeshavelock
Hellion


Posts : 31
Join date : 2011-05-14

PostSubject: Re: Agoniser rule tweak   Wed Jun 01 2011, 00:19

Just seems a bit odd that it is as effective against a guardsman as against a marine is all. Bothers me slightly.
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Rangrok1k
Hellion


Posts : 79
Join date : 2011-05-19
Location : The Spires of upper Commorragh, amongst the Scourges

PostSubject: Re: Agoniser rule tweak   Wed Jun 01 2011, 01:06

@xerxeshavelock wrote:
Just seems a bit odd that it is as effective against a guardsman as against a marine is all. Bothers me slightly.
I don't find it that bad. If you are against Guardsmen, a Venom Blade or Huskblade can suit you nicely (I can't think of anything in the Imperial Guard codex that demands a power weapon).

In addition, Poison weapons wound Gargantuan Creatures on a 6+ and I want to be able to kill a t9 Hierophant in cc with a horde of Archons. The TRUE court of the Archon(s) Twisted Evil (Strangely, it would actually be cost effective. 100 points for a cheap archon with an Agonizer, Clone Field, and 25 more for one with a Phantasm Grenade Launcher results in about 12 Archons negating every one of the Hierophant's attacks for being slightly less that the Hierophant's price Very Happy)

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Radium
Kabalite Warrior
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Posts : 157
Join date : 2011-05-24
Location : The Netherlands

PostSubject: Re: Agoniser rule tweak   Wed Jun 01 2011, 07:01

I'd like the old 6 = glancing hit back. Aside from that it's all good. Winning combat against Guard isn't that hard for DE, we don't need even more help in that department. Against other t3 armies (craftworld kin, tyranids) it might be useful, but would also make it even better than it already is.
And like Rangrok1k says, killing gargantuan creatures with agonisers is a lot of fun Razz.

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Arhra
Hellion
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Join date : 2011-05-18

PostSubject: Re: Agoniser rule tweak   Thu Jun 02 2011, 21:40

I wish it was too, so that the Lhamaean has a point and so the Court of the Archon actually gets some playtime.
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Local_Ork
Fleshsculptor
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Join date : 2011-05-26
Location : Near good fight!

PostSubject: Re: Agoniser rule tweak   Thu Jun 02 2011, 22:07

People ofen forgot that Lhamaean is CC Trueborn that wound on 2+ and cost... 10 points? But I agree this would make Court really nice addition.

@Radium
Grenades IMHO work way better, despite lower ammount of attacks.
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xerxeshavelock
Hellion


Posts : 31
Join date : 2011-05-14

PostSubject: Re: Agoniser rule tweak   Thu Jun 02 2011, 23:05

Oh yeah, forgot about that. Might make it a little too strong then?
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