jaxom Posted Thursday at 09:32 PM Share Posted Thursday at 09:32 PM As the topic say. So far we know there's no more Oath of Moment, Combat Doctrines are the army rule, some detachments will give additional uses of a doctrine, some units interact with specific doctrines being active, and Intercessors are getting a glow up. Changes summary in spoiler Spoiler "Assault Brethren, Tactical Brethren, and Devastator Brethren all give you an extra use of their respective doctrine as their detachment ability – though the Unique: Doctrines tag means you’ll need to work out which is your favourite." "Space Marine Captains are a true force multiplier with their new ability to activate a doctrine of their choice for their unit, even if it’s different from the one everyone else is using. Coupled with their Transhuman Strategist ability, which gives you an extra Command Point in every battle round, you’ll want to make sure the boss is coming along whenever his Astartes deploy. Despite Captains being able to activate doctrines at will, you can normally only have one active at a time, but some experienced units supersede that. Captains in the Tactical Brethren detachment can take an enhancement that puts them in Tactical doctrine at all times, in addition to any others, while Roboute Guilliman – who literally wrote the book on Space Marine warfare – has all three active. Always." "Some Characters even have their abilities enhanced under specific doctrines. Salamanders Captain Adrax Agatone, for example, gives his unit the ability to re-roll wound rolls of 1 with Unto the Anvil, but these convert into full wound re-rolls while in the Assault doctrine. Likewise, Caanok Var normally has to choose if he gives his unit Sustained Hits 1: non-Monster/Vehicle or Lethal Hits: Monster/Vehicle, but in the Tactical doctrine he can just do both." I went all of 10th without playing Gladius Task Force, while using OoM +1 to wound to get my Intercessors punching up. Obviously big changes for me. I expect similar for folks who solely play GTF, as they are now free to experiment with other detachments? I can see myself using Devastator Doctrine to get a higher mobility turn for my Aggressors and Eradicators. I like that DD also now works with Intercessors because one could Advance and use Focused Fire which does not normally have Assault. Tactical Doctrine is a neat trick and I can think of a few scenarios where it could be useful. I'm hoping Outriders don't change their special rule for what I hope are obvious reasons. Intercessors falling back and definitely getting that Rapid Fire 1 could do some work against a number of units. Assault Doctrine is interesting because of it's obvious utility for a big charge turn. What are other people's thoughts? Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/388513-how-will-the-new-codex-change-what-youve-been-doing/ Share on other sites More sharing options...
Karhedron Posted Thursday at 10:50 PM Share Posted Thursday at 10:50 PM I play Blood Angels and Space Wolves so I only have half the picture. Both armies favour melee so accessing Assault Doctrine for a big "Go" turn of charges. But whether Blood Angels retain their Strength and Attack bonuses on the charge remains to be seen. Overall I always found OOM a bit boring and resented that my armies were locked out of the +1 to Wound mechanism while UMs could stack up on special characters and still get the full fat OOM. I think that Captains are going to be a popular choice with the +1CP and ability to put their squads into any desired Doctrine. I wonder if all versions get the same rules or if Gravis, Terminator and Jump Captains will still be different. Looks like the trusty Blood Angels Smash Captain with the combo of Finest Hour and Rage Fuelled Warrior is finished. This is a shame but Blood Angels have had some version of a Smash Captain for years and I am sure that we will figure out a new iteration. Apokalypsi 1 Back to top Link to comment https://bolterandchainsword.com/topic/388513-how-will-the-new-codex-change-what-youve-been-doing/#findComment-6186282 Share on other sites More sharing options...
Tacitus Posted yesterday at 02:21 AM Share Posted yesterday at 02:21 AM On 9/10/2026 at 3:50 PM, Karhedron said: I play Blood Angels and Space Wolves so I only have half the picture. Both armies favour melee so accessing Assault Doctrine for a big "Go" turn of charges. But whether Blood Angels retain their Strength and Attack bonuses on the charge remains to be seen. Overall I always found OOM a bit boring and resented that my armies were locked out of the +1 to Wound mechanism while UMs could stack up on special characters and still get the full fat OOM. I think that Captains are going to be a popular choice with the +1CP and ability to put their squads into any desired Doctrine. I wonder if all versions get the same rules or if Gravis, Terminator and Jump Captains will still be different. Looks like the trusty Blood Angels Smash Captain with the combo of Finest Hour and Rage Fuelled Warrior is finished. This is a shame but Blood Angels have had some version of a Smash Captain for years and I am sure that we will figure out a new iteration. Its going to be interesting to see what the free CP looks like. I'm assuming we'll still be limited to one per turn. Will it be 1CP if he's on the board only? (Azrael style) 1CP if he's Warlord AND on the board? (Calgar style?) Its also going to be interesting what they do with the Primarchs. I've seen a teaser for Guilliman and his Author of the Codex ability isn't Pick Two Aura type things anymore, he's just always got Super Doctrines on - like Calgar did. But Calgar gave it to his unit which was pretty big for move, advance, shoot, and charge turning 5" Aggressors into speed demons. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/388513-how-will-the-new-codex-change-what-youve-been-doing/#findComment-6186428 Share on other sites More sharing options...
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