Hello guys, I'm looking into formation rules from Enemies of the Imperium and I'm considering using them in my game. I'm accustomed to the Horde Mechanics from Deathwatch, and although making hordes easy it kinda fit the "space marine god" philosophy.
Now I think using formations can be very helpful in speeding up combat while still having squad vs squad level combat rather than the D&D style "4 heroes vs 4-8 monsters" that it can become. I had a fight using 12 ork boys, where 4 were shootas and the rest sluggas. Although it was not my slowest battle, keeping track of status effects and crits on these orks became tedious, not to mention just wounds. Having some sort of "1 hit wound, 2 hit death" would be useful.
Anyway, the rules give me a few questions. First of all, it seems that going into a formation makes the enemy a lot less formidable, both in firepower and in survivability. Even tough orks or stormtroppers will die in droves to a decent heavy gunner. If my goups heavy fires at a squad of 10 he will probably score 4-8 kills in the first round, as minumum damage of his heavy stubber is enough to wound an imperial guardsman (1d10+6 Pen 2) vs TB 3+Armor4. This is just too easy, and makes automatic weapons insanely good against formations. Flamers and even grenades are significantly weaker as they kill a lot less potentially, although they will cause more consistent casualties. The rules does not address how to actually attack a formation with a Spray weapon - do you roll only a single agility test for the whole formation? That would make Flamers even worse, as normally you have several enemies in the cone and all have a pretty good chance at failing the Agility test. Grenades are better due to scatter, as they are likely to hit the formation even on a miss.
Secondly, attacking formations have no rules for semi-auto or automatic weapons. So a squad of troopers with autoguns are equally good to a squad of primitive troops using muskets, or any other Single Shot weapon.
In the Horde rules automatic fire would add hits per normal, but the +50% to hit makes maybe this too easy.
I suppose I can let every 2 extra DoS get another hit on semi-auto?