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I am currently creating my first IG army. I need some help desperately! Doctrines have me confused...they are mentioned in the IG Codex, but it's not very clear as to what they do. How many doctrines can my army have? Do doctrines enact restrictions on certian troop or armor? I probably sound pretty stupid, but the Codex just doesn't explain it thoroughly. :unsure:
It's extremely clear.
If you can't get your head around it though, simply don't use them. They aren't mandatory.
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off the top of my head, I think you can have up to 5 doctrines. If you don't choose any doctrines then there are no troop restrictions on your army. If you do use doctrines then a number of troop types are restircted - Ogryns, tech priests .... a whole bunch of them that I can't remember right now. If you want to use doctrines and include troops types from the restricted types you have to spend one of your 5 doctrine 'slots' on whichever troop type you want to use.
For example, you might choose to give your army Close Order Drill (pretty good as it doesn't actually cost you any points). That uses up one doctrine. You might also want to field some Ogryns - because you've selected a doctrine, this troop choice is restricted so you'd have to use your second doctrine 'slot' just to have the ability to field Ogryn.
Does that help at all?
So my humble Guardsman's fist is as strong as a blast from his laser rifle?
Something to note about Special Equipment Doctrines. If you purchase one, EVERY
Guard Infantry squad must have it, unless specified otherwise. For example, if you get the Cameoline doctrine, all Guard Infantry must spend 10 points to get the +1 cover save. Exceptions in this include the Bionics and Carapace Armour, which you can opt to just apply to Rough Riders. However, that means you must spend two doctrine points to get Carapace Armour for the WHOLE army. Not a good idea.
Other doctrines such as Skills and Drills and Alternate Organisations don't require you to spend them on every single unit.
To better help with applying doctrines, you could always try creating some fluff to go with the list. Say something abt them being closely related to the Adeptus Mechanicus, and you have reasons to use Techpriests, or even Bionics. Say they have gone for many wars and have acquired greater combat skills than the ordinary Guardsman, and you have reasons to have Veterans, Sharpshooters, or even Hardened. It makes the list creation more fun, but you might want to forgo it for the sake of efficiency. Many fluffy lists don't really do well on the battlefield. Just look at my Elites Regiment. It's fluffy, but not all doctrines work in all situations :wacko:
Hopefully this helps in your list creation. We await it on the Army list forums!
The page before (pg. 55) the doctrines are listed gives all the rules for excluded troops, which doctrines apply to who, etc. Try reading that page over again and if you still need help, go ahead and ask your questions again. ^^
I can't understand how the quote on p55 of the codex which says "You are allowed 5 doctrine points..." can be confusing.
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Pretty self-explanatory if you ask me. The docterin does pretty much what the docterin says. Sharpshotter allows re-roll on blank. Carapace armour, pay X for X save on X types of troops.
Great for themeing armies once you get more experience. if you are having troble at first just stay away from them.
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RJC Raven's response is the kind I was hoping for, but I did expect a few posters to take a stab at my intelligence. Thanks to those of you who offered help.