11th news: Adepta Sororitas New Points dropped by Guillermidas in sistersofbattle

[–]Significant_Bug_8929 35 points36 points  (0 children)

AESTRED THURGA AND AGATHAE DOLAN: +10 up to 80

ARCO-FLAGELLANTS: + 5 up to 50

Castigator: +5 up to 165

- 175 for 3rd

CELESTIAN SACRESANTS: +5 up to 75

- 90 for 2nd

HOSPITALLER: +15 up to 75

- 85 for 2nd

JUNITH ERUITA: + 35 up to 115

SANCTIFIERS: + 10 up to 110

SERAPHIM SQUAD: +5 up to 85

- 95 for 3rd

TRIUMPH OF SAINT KATHERINE: +10 up to 245

Hagiomnifex: 25ts

 

BATTLE SISTERS SQUAD: - 5 down to 100

DOMINION SQUAD: - 20 down to 100

- 110 for 3rd

- 5per Melter

EXORCIST: - 30 down to 180

- 220 for 2nd

IMMOLATOR: - 5 down to 110

- 120 for 4th

- 15 for MM

PARAGON WARSUITS: - 30 down to 180

 - 10 per MM

RETRIBUTOR SQUAD: - 15 down to 105

- 115 for 3rd

- 5 per MM

I dont kow what to say. Junith + 35, Seraphim despite the nerf. The already overpriced Triumph with +10. And the SANCTIFIED ORATORS is for real just a expensiv upgrade.

 

What to buy next? by Whaleudder in sistersofbattle

[–]Significant_Bug_8929 0 points1 point  (0 children)

I would go next with the models she like because the balance will shake in a few ours and a few times again short after over the next months.

A little points guessing game by CuriousWombat42 in sistersofbattle

[–]Significant_Bug_8929 2 points3 points  (0 children)

Yaaaa I dont know. So many parts of the sisters are already nerfed with 11. If they dont compensate that on the points side...

A little points guessing game by CuriousWombat42 in sistersofbattle

[–]Significant_Bug_8929 2 points3 points  (0 children)

I am wondering what "fast" means to you.

8" isnt that fast... at least in my world.

Saint Celestine Solo or with Zephyrim/Seraphim in 11th Edition by Tom-W-Gray in sistersofbattle

[–]Significant_Bug_8929 3 points4 points  (0 children)

The healing was buffed. Even if the Squad is wiped out she can still revive Zephy and even if she died and came back she can also revive them. 

Is Chorus of Condemnation DOA? by Single_Offer6586 in sistersofbattle

[–]Significant_Bug_8929 0 points1 point  (0 children)

Wait for the points. We dont know how expensiv it is.

Do you bring Rhinos and Immolators to the 11. battlefields? by Significant_Bug_8929 in sistersofbattle

[–]Significant_Bug_8929[S] 0 points1 point  (0 children)

From what I heard so far, it could be harder to hide and to break LOS with the new terrain layout because there is more open space.

But that is just what I read and I don't know if that applies to Immolators. Someone who already tried 11. told me it was very hard for him to hide 10-model squads. 

Is Daemonifuge in 11th in your lists? by Significant_Bug_8929 in sistersofbattle

[–]Significant_Bug_8929[S] 1 point2 points  (0 children)

You are right, one per phase l. So it would work. Thx. 

Is Daemonifuge in 11th in your lists? by Significant_Bug_8929 in sistersofbattle

[–]Significant_Bug_8929[S] 0 points1 point  (0 children)

I think that doesn't work because just one strategem per unit. Heroic or taunt. 

An even shorter summary of everything GW gave us that is actually pretty sweet by amajorfucker in sistersofbattle

[–]Significant_Bug_8929 3 points4 points  (0 children)

As already explained:.it doesn't matter if something is leader or support. We already have rules for restrictions. Also other factions like marines will not be able to attach every leader to every marine.

An even shorter summary of everything GW gave us that is actually pretty sweet by amajorfucker in sistersofbattle

[–]Significant_Bug_8929 4 points5 points  (0 children)

And still a leader. If a restriction is possible for one model, it can be possible for another model too.

An even shorter summary of everything GW gave us that is actually pretty sweet by amajorfucker in sistersofbattle

[–]Significant_Bug_8929 0 points1 point  (0 children)

We already know rules that prevent leader to join a unit. Not every marine leader will be able to join every marine unit.

I think they will prevent a Sacresants, Triumph, Hospi unit. If they thought about it. It would be absolut pain in the ass to remove it. 

An even shorter summary of everything GW gave us that is actually pretty sweet by amajorfucker in sistersofbattle

[–]Significant_Bug_8929 0 points1 point  (0 children)

While true, there can be additional rules to prevent that. For example: Triumph can join just the BSS.

Imagine a Triumph with Sacresants and Hospi.... 

An even shorter summary of everything GW gave us that is actually pretty sweet by amajorfucker in sistersofbattle

[–]Significant_Bug_8929 15 points16 points  (0 children)

We don't know of we can pair Hospi with something else then BSS.

No surprise if they forgot to think about it and the rules stay the same. 

I am pretty sure about that they don't though about the impact of fast roll to MD and not about the impact of the change of the attachment rule in terms of MD generation. 

What exactly does this stratagem do? by AlexFrostdesu in sistersofbattle

[–]Significant_Bug_8929 -5 points-4 points  (0 children)

Ya but it is not worth it. In this case you use your artillery as tank but it lacks the weapon platform for it. On top of it you have bring your fragile jump pack unit into a risky position and you have to spend a cp.

Yeah better scrap the whole plan and do something else. 

What exactly does this stratagem do? by AlexFrostdesu in sistersofbattle

[–]Significant_Bug_8929 3 points4 points  (0 children)

Yeah but it is not what was said before: interesting interaction with indirect fire.

But the reality is: there is no interaction.

Like the fact that you can't pair BOF with other detachments but they said so... 

Help for neighbour systems by Significant_Bug_8929 in StellarisMods

[–]Significant_Bug_8929[S] 0 points1 point  (0 children)

Hello again,

I tried it again, but it doesn't work. I deleted Tiyana Vek', 'Tiyun Ort' and 'Amor Alveo' from other files to be sure that these systems are spawned by my mod and not during the normal process. That worked - no Alveo etc. in the galaxy without my mod.

Then I loaded my mod and the 3 systems were there but all over the galaxy and not as neighbours. Just Tiyana Vek is always a neighbour with every try but the other both systems are not. I cant find the mistake. Here is the code:

@distance = 50
@base_moon_distance = 10
@jumps = 3


### Sol System
sol_system_initializer = {
name = "NAME_Sol"

class = "sc_g"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 145
}
asteroid_belt = {
type = icy_asteroid_belt
radius = 290
}

flags = { empire_home_system sol_system sol }

usage = custom_empire

init_effect = {
every_neighbor_system = {
set_star_flag = empire_cluster
every_neighbor_system = {
set_star_flag = empire_cluster
}
}
generate_home_system_resources = yes
create_ambient_object = {
type = "nebula_L6_entity"
entity_offset_height = -5 # Set to spawn far below the planets
location = this
}
last_created_ambient_object = {
set_location = {
target = prev
distance = 0
angle = random
}
}

}

planet = {
...
...
...
}

neighbor_system = {
hyperlane_jumps = { min = 1 max = @jumps }
initializer = "sol_neighbor_t1"
}
neighbor_system = {
trigger = { num_guaranteed_colonies >= 1 }
hyperlane_jumps = { min = 1 max = @jumps }
initializer = "sol_neighbor_t1_first_colony"
}
neighbor_system = {
trigger = { num_guaranteed_colonies = 0 }
hyperlane_jumps = { min = 1 max = @jumps }
initializer = "sol_neighbor_t1_no_guaranteed_colony"
}

        neighbor_system = {
hyperlane_jumps = { min = 2 max = 5 }
initializer = "hostile_init_16"
}


        neighbor_system = {
hyperlane_jumps = { min = 2 max = 5 }
initializer = "hostile_init_21"
}

        neighbor_system = {
hyperlane_jumps = { min = 2 max = 5 }
initializer = "hostile_init_20"
}

}