Flashman wrote:I concur that Guard Codex was well done. Doctrines was a good way of making armies characterful without making them overpowered.
Not quite.
The Guard Codex was full of excellent
concepts, but marred by many failed executions. The
idea of the Doctrine system was fantastic; the actual rules they wrote were not. Let me explain.
The point of the Doctrine System (and this applies to the Trait system as well) was to allow you to tweak and improve your force based upon the fluff that you wanted. If you wanted a Drop Troop army or a Steel Legion army, you could do it. Jungle Fighters? Camo-Cloaked Tanith guys? All there. Great.
The problem lies in the fact that most of the Doctrines were just plain awful and, much worse than that, the 'restricted units' that you 'give up' caused the system to collapse upon itself. What I mean by that is if you never had any plans to take Priests, Psykers, Enginseers or Ogryn (all of which were useless, so who would), then you are not really giving them up. If your MechInf army wasn't going to include Rough Riders, Conscripts, Heavy or Special Weapon squads, then you lose nothing when you take Close Order Drill and Iron Discipline as you were never going to take these units in the first place. Even the inter-Doctrine limitations didn't give a choice. Can't combine Drop Troops and Mechanised? Well... I wasn't going to take Drop Troops anyway because I want to play Mechanised, so who cares?
They tried to correct this with the Traits system, albeit in a clumsy manner, by introducing mandatory downsides. This is a bad way to do it, a better way would be to actually force you to give things up and make a choice. Of course, the Trait's systems downsides were all made moot by the '
I Stand Alone' trait, which gave you a '
Get out of taking a disadvantage free' card by stopping you from taking allies you were never going to take in the first place.
There were other problems as well, aside from just writing a bunch of really, really terrible and/or redundant Doctrines (Die Hards, Chem Inhalers, Cybernetic Enhancements, Hardened Fighters, Jungle Fighters). The special equipment Doctrines were not well conceived. Rather than doing it on a platoon by platoon basis, you had to do it for the whole army. I for one was really looking forward to having a mixed army of Light and Heavy Infantry. I couldn't do that because Carapace had to be given to everyone - I couldn't just give it to a platoon.
So was the Guard Codex a good book? I'd say yes.
Was it a lot of fun to play with? Certainly. Miles better than the previous edition, even if our Lascannons got needlessly expensive (25 points vs the Marines' - at the time - 15 points per gun).
Was it well done though? No. Decidedly undercooked actually, with a Doctrine system that presented the illusion of choice.
BYE