Post by Deleted on Feb 18, 2007 16:45:55 GMT -5
OK, it seems like a few people are a little unsure about doctrines and how to use them. I have seen a number of threads that ask 'What are doctrines?' or 'What doctrines should i take?' If you seek answers to these questions then i would suggest that you don't use doctrines.
When you first start a guard army you should start with 50+ troops and some tanks. If this is not what you want to collect then play marines. Guard are all about numbers. This is paramount. Now that we have established that look at what you want your army to do. Two troops and a HQ should cost you on average 600 points, which gives you some room to play with in 1000-1500 points games.
If you want mobility then add a chimera with stormstroopers. If you want firepower then add a tank. The point I am trying to make is get used to playing with a Codex guard army before you play around with doctrines. I used a codex guard army for 3 years before i stared using doctrines. This allowed me to see what i wanted from my army and alter it to my tastes.
The most common mistake i come across is people that use doctrines to make their army better. This is not the purpose of doctrines, they are there to add character and a theme to you army, not to make them unbeatable.
What i am trying to say is this; If you see a doctrine that identifies with your army then use it, don't fill up slots just because you have some spare. Doctrines don't make your army superior, if you want that then you are looking in the wrong place. No-one else can tell you which doctrines to take because only you have the feel of your army. So make it unique.
When you first start a guard army you should start with 50+ troops and some tanks. If this is not what you want to collect then play marines. Guard are all about numbers. This is paramount. Now that we have established that look at what you want your army to do. Two troops and a HQ should cost you on average 600 points, which gives you some room to play with in 1000-1500 points games.
If you want mobility then add a chimera with stormstroopers. If you want firepower then add a tank. The point I am trying to make is get used to playing with a Codex guard army before you play around with doctrines. I used a codex guard army for 3 years before i stared using doctrines. This allowed me to see what i wanted from my army and alter it to my tastes.
The most common mistake i come across is people that use doctrines to make their army better. This is not the purpose of doctrines, they are there to add character and a theme to you army, not to make them unbeatable.
What i am trying to say is this; If you see a doctrine that identifies with your army then use it, don't fill up slots just because you have some spare. Doctrines don't make your army superior, if you want that then you are looking in the wrong place. No-one else can tell you which doctrines to take because only you have the feel of your army. So make it unique.