I personally like the die hards doctrine. It makes it so that you will usually never have negative leadership modifiers in close combat, and often forces your opponent to kill your squad down to the last man. Depending on your strategy, this can be a bad thing, but I use it to buy the rest of my army time to join the assault and push the enemy back (thats right, my guardsmen know how to fight in CC).
Chameleoline is an excellent doctrine IMO. It fits the fluff of your tallarns very well too. For Tallarns, I'd go with roughriders (and maybe if you got the cash, get the forgeworld models). Roughriders can kick a lot of @$$ in CC.
Carapace armor can be nice. Put it on your roughriders and they'll not only kick a lot of @$$, but they might not get their own @$$es kicked so fast either.
Mechanized forces are also very powerful (everyone mounted in chimeras). The only problem with this one is that you'll be knee deep in buying/painting transports, and that can get very time/wallet consuming.
I'm also a huge fan of close order drill. Puts your men at a higher leadership and initiative (you'll strike as the same time as smurfs), but it makes you a target for blast weapons. Good thing about though, is that it doesn't cost any extra points (still takes up a doctrine slot though), and you aren't obligated to keep your men in base to base contact should you want to "deactivate" close order drill at any point during the fight.
Just my two cents. Glad to see another player using classic guard models. Or do you plan on using the gorgeous new forgeworld tallarns?
Chameleoline is an excellent doctrine IMO. It fits the fluff of your tallarns very well too. For Tallarns, I'd go with roughriders (and maybe if you got the cash, get the forgeworld models). Roughriders can kick a lot of @$$ in CC.
Carapace armor can be nice. Put it on your roughriders and they'll not only kick a lot of @$$, but they might not get their own @$$es kicked so fast either.
Mechanized forces are also very powerful (everyone mounted in chimeras). The only problem with this one is that you'll be knee deep in buying/painting transports, and that can get very time/wallet consuming.
I'm also a huge fan of close order drill. Puts your men at a higher leadership and initiative (you'll strike as the same time as smurfs), but it makes you a target for blast weapons. Good thing about though, is that it doesn't cost any extra points (still takes up a doctrine slot though), and you aren't obligated to keep your men in base to base contact should you want to "deactivate" close order drill at any point during the fight.
Just my two cents. Glad to see another player using classic guard models. Or do you plan on using the gorgeous new forgeworld tallarns?