[PIN] Heavy Bolter Devastator Squad doctrine "pin" allows to immoblize the target, devastators are channeling the ablilty. Im totaly ok with them channeling that but the thing is this immobilization is broken up: teleport, jumps, dashes, banshee rolls and many many others. It needs to be a stun that is solid or at least snare that allows to shoot back and thats it. I don't even wanna bring up that banshees and ASM bypass this skill by attacking escaping enemy, their dashing animation breaks the ablility.
[SCOUT STRIKE] Scouts deal a "burst" of damage upon surprise attack breaking their stealth (this means you cannot use flashbang grenades [ a skill that is half of purpose of their existence here] ) Damage they deal is minor as you can see on the preview in menu, two squads ambushing eldar infantry cannot get past the shield. Just give them shotguns and it will be solved...
[OVERWATCH] Snipers watch a circle around targeted position and after an intruder appears they fire a salve of bullets with increased speed, cool except EVERYONE can see this green spinning circle with a skull inside of it including your enemy, how high do you have to be to walk into it. Works great on dumb AI we got.
[COVER FIRE] Sniper squad their ranged attack slows (fired in quick succesion, not consantly so slow is short-lived), and their attacks slow only when behind a hard cover or stealthed. Useless doctrine outclassed heavily, if it was permament maybe scouts could have some sort of kiting potential while rangers are totaly overpowered with their bursts of speed after breaking invisibilty. Short slow on-hit that is permament and not only in stealth or heavy cover could compensate deploying cost.
Im a SM players so that's why im addresing these issues with those doctrines, if you're reading this to this point make sure to commend on doctrines you don't find usefull. No matter if you're SM, Ork or Eldar.