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		<title><![CDATA[Latest posts for the thread "Astra Militarum Doctrine question"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Astra Militarum Doctrine question"]]></description>
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				<title>Astra Militarum Doctrine question</title>
				<description><![CDATA[ I have run a Rough Rider army for a long time called the Sister's of Steel (I have 40 converted rough riders, and all models have been converted or sculpted using amazon torsos and heads.) I have finally gotten my copy of the new Codex,  and have a few questions and would like thoughts. (please note I play 95% of my games among my own gaming group with friends)<br /> My force:<br /> Battalion:<br /> Commander, command squad, all special weapons. A sanctioned Psycher and Astropath<br /> Ogrynn bodyguard + 3 bullgrynns with slab shields and power mauls. 6 Crusaders, a priest.<br /> 3 Squads of guardsmen (weapon loads can vary)<br /> 3 Sentinels all plasma cannons<br /> Outrider:<br /> Tank Commander<br /> two leman russ tanks (1 all plasma, 1 battle cannon and 3 heavy bolters)<br /> 4 units of rough riders (2 of 10, 2 of 5) 1 with flamer, 1 with meltagun, all with lances.<br /> <br /> I have points available but we mostly play 1500 or 1850. My goal is to reach a spearhead AND an outrider. I would need to afford another heavy (maybe a mortar tank) and another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (a second commander? or a psycher. mounted would rule but not a possibility) The lack of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s is kind of a bummer for me. I cannot stand the whole commisar concept, so that is limited (I could just buy one and say he's something else, but don't see the point)<br /> Okay, prefaced.<br /> <br /> <b>First my question:</b><font color='blue'> </font><br />  I have gone through the regimental doctrine rules on pages 132-133. None of the doctrines directly help Rough riders (for obvious reasons, they were left out of the codex). However, some apply to ALL models with the doctrine, and so would if I have it correctly (rough riders in the codex do get the (regiment) keyword. Now, in the codex on page 132 it says under doctrines you may choose a doctrine of your regiment does not have an associated doctrine (which mine will not since I am making my own up). There appear to be no limitations. Therefore, I believe I can pick the Militarum tempestus doctrine, without being militarum tempestus. It does not say anywhere in the choose doctrine for your regiment, nor under that doctrine that I must be Militarum Tempestus storm troopers, or have those keywords. Agreed?<br /> You see my point. it is the ONLY doctrine that will help rough riders (who have the Cavalry keyword rather than Infantry). Sure, it will only help their pistol shots at half range...and the lack of any help for vehicles might hurt (I have 3 tanks and 3 sentinels)<br /> My thoughts on the other doctrine for this army:<br /> <br /> Okay, so that is my first rules question. The rest is just some feedback on what you think is the best doctrine.<br /> Tallarn: I like this one, fits concept, and with a lot of heavy weapons on my vehicles, seems a huge bonus. Infantry...not so much, my squads rarely advance, but still I see uses for moving forward into rapid range, or staying back from charges. I am leaning toward this one. The order is nice as well<br /> <br /> Catachan: Re-roll all rnadom dice for vehicles, nice. Infantry? No real role for me. The extra order, not much help for me.<br /> <br /> Cadian: Useful and helps all models even rough riders...but a rough rider squad that doesn't move is not doing its job. It is either getting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, or in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>...Not enough infantry squads for the second half to help. The tank order could help.<br /> <br /> Valhallan: Good, useful, especially for vehicles. I don't have enough infantry to matter for casualties though. The order I don't see a lot of use from.<br /> <br /> Vostroyan: I don't have enough rapid fire weapons to see this one as great for me. I do have a lot of heavy weapons on vehicles, but the range is already good enough.<br /> <br /> Armegedden: Seems just flat out weak to me. I certainly will never use the order.<br /> <br /> Mordian: Not enough Infantry for this to be useful. The vehicle overwatch could be useful (especially with the stratagem). The order has its moments, but again my lack of infantry hurts me.<br /> <br /> Any thoughts my Imperial Guard fellows?<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: Ooops, maybe this is more to the tactics thread with the exception of the question? Sorry if it needs to be moved.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2018 19:16:35]]> GMT</pubDate>
				<author><![CDATA[ edwardmyst]]></author>
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				<title>Astra Militarum Doctrine question</title>
				<description><![CDATA[ All of the Rough Rider benefits from doctrines and other regiment-specific abilities are pretty situational. Here is a run down:<br /> <br /> &lt;Custom Regiment&gt; for Stormtroopers - as you noted it works and can get you a few extra shots.<br /> <br /> Catachan - Straken works for all Catachans, if you really want to go all in pair him and a power fist company commander with the Dagger relic and they can come on with the Rough Riders and he buffs anyone making the charge.<br /> <br /> Cadia - The relic/doctrine/stratagem all work. The relic probably requires you to start on the table though which is not great. The doctrine does work after you charge-you have las and maybe plasma pistols after all and will be stationary if you did not fall back. The stratagem is also situation but you can use it to negate the risk of exploding from overcharge (assuming no negative modifiers) if you are close to the unit you put the stratagem on.<br /> <br /> Tallarn - the warlord trait works on them which could be a nasty surprise but I think you really have to build around this.<br /> <br /> Vostroyan - with outflanking the additional range is not especially useful but it does work with them. The +1 to hit stratagem also works with them. <br /> <br /> Since the cavalry can be in their own detachment that gives you plenty of room to play with the other regiments too in other detachments. I personally like Cadian and Catachan.<br /> <br /> If you want cavalry characters and your models are or can be close you could go Krieg from Forge World.]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2018 19:32:13]]> GMT</pubDate>
				<author><![CDATA[ Alpharius Walks]]></author>
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