I still think it's worth pointing out that in GW's rules - both the tabletop as well as Inquisitor - Space Marines are (much) easier to injure, and they use weapons with the exact same damage potential as human troops. That's a notable difference to how DW deals with things (to the woe of inter-game balance).
It is generally accepted that in GW's crunch Space Marines are weaker than in GW's fluff. Even if you don't accept Codices, you just have to read what has been written about Space Marines in the Core Rulebooks (pretty much neutral territory compared to Codices):
"In Battle, the Space Marines are the most devastating warriors the Imperium can muster. Stronger, faster and tougher than the greatest of normal men , their bio-engineered bodies can fight in any environment and survive the most traumatic of wounds , enabling a Space Marine to fight until his body has been utterly destroyed ." (4E Core, page 101)
"They are superior to normal humans in every respect, thanks to a brutal regime of genetic modification, psycho-conditioning and a life of strict discipline that only such enhanced warriors can endure. A Space Marine can survive wounds that would kill a normal man thrice over , fight in the harshest conditions imaginable, and has a depth of faith that is unquenchable in its force of belief." (4E Core, page 102)
"Although there is less than one Space Marine for every planet in the Imperium, they are sufficient to the task. The superhuman abilities of the Space Marine allow them to fight with a tenacity that lies far beyond the capabilities of lesser men , laying down a lethally accurate hail of bolter fire until the foe lies broken and beaten. [...] A half-company of fifty Space Marines is sufficient to end the rebellion of thousands , while a full chapter of a thousand or so battle-brothers can decide the fate of an entire sub-sector ." (5E Core, page 133)
I think DW is quite faithful to how GW envisions the Space Marines in their (non-propaganda) fluff.
In short, Deathwatch as a game is much more closely oriented at the Space Marine legends and myths in GW material, rather than the information presented in a somewhat more factual manner. As such, it is true that some of the studio fluff supports such a superheroic version, but I would not describe it as the core vision of the Astartes - unless it'd refer to how the Astartes are regarded in-universe , and what they are supposed to aspire to.
Totally disagree. It doesn't get more core than the description in the Core Rulebook where you introduce factions to new players.
Given that they would have this in my interpretation already, I think they have more - and as such, more than necessary , in yours.
Create a standard Tactical Squad in DW and try it out.
I dunno... GW fluff tells us there's only 1 million Space Marines, which is ridiculously few. It also tells us that a lot of these 1 million are not very reliable, at times even causing internal conflict with unnecessary casualties. And it tells us that Space Marines are regularly confronted with opposition that is too much for them, so that they must call in the Imperial Guard, which has an infinitely bigger supply of men and materiel.
This leads me to believe that an argument about this question could be made, though the Marines' value in deployment speed and their combat efficiency obviously makes it something that is very much debatable rather than a fact.
I'm sure there are many situations where a delay in troop arrival would have led to catastrophic results, just as much as I believe that Storm Troopers trying to proxy for Astartes would in most cases lead to much greater casualties (and not only from the STs, but also other allied forces in the area). As I pointed out previously, my personal belief is that the Space Marines still have an important role to play and are not easily replaced.
And the Core fluff supports that last part. However, it's because the Astartes are pretty much DW Astartes in GW's Core fluff.
And as I said, many characters in Dark Heresy may have had to face similar challenges in their backgrounds.
Equal treatment for all.
Some quotes to back that claim up?
Yeah, same here! The damage system seemed a bit weird in that it appeared they have taken inspiration from Inquisitor, without going the whole way - and instead made it look awfully complicated and, in some cases, produce rather weird results that felt a bit disconnected from what the system attempted to (or was supposed to) portray.
In short, to me, DH2 actually didn't go "far enough" with its changes.
I'm still lucky all those different ideas were published, though. At least it allows us to work with and modify them as houserules, basically treating them as inspiration. I could see a few people continuing to develop the old Beta stuff, and I think I've seen at least one poster announce that his group will stick to those rather than the release version.
Well, I wasn't that fond of the new rules yet I would have liked see to some more fundamental changes than we got now - provided they worked... but v1 did not.
Alex