Morangias said >>>
There's nothing realistic about a team of super elite, extremely trained "commandos" to not be more efficient when executing pre-trained group maneuvers. Not that realism is this important when talking about enormous combat mutants wielding impossible technology to battle impossible enemies, but still.
First, let's not conflate the use of the term "realism" in application to the 40k universe. Everyone knows that it is a fictional game universe, that the warp doesn't exist, there are no Greater Daemons of Tzeentch, or whatever. "Realism" is contextualised by the setting and individualised approaches to it as determined by preference, etc.
Also note that I took a pro-stance to the "Team Mode" mechanics earlier on in the thread. Ultimately I'm more interested in discussion on the relative merits, whether it is pointed or pointless mechanics, etc. No-one can say anything definitive, just speculate it and at the end of the day go, "Nope, I was wrong," or "Yep, I was right." Even then, you don't get some mystical form of fan points for doing so since it's inherently a personal observation (that others may share, but that's another point altogether).
On my own behalf, as above, when I look through Deathwatch ultimately what I'm going to be doing is searching for those things that enhance the game play and are worth my spending the time to convert them to another system. As it stands, Team Mode as describedadmittedly, with only one example of "combat space" as a form of group-share of abilities (sorta kinda)isn't really firing all my "Convert Now!" neurons. Indeed, I tend to remove all the "tactical wargame" elements of the system that I'm using in favour for something more fluid, so adding more of them into the fray is a bit... strange.
However, when we understand more about them I might be a convert and, erm... convert... them. Now? Not so much.
Morangias said >>>
Also, this mechanic doesn't seem to replace normal combat rules (and thus any tactics that they enable), it seems to be an additional layer on top of normal rules, representing the fact that thanks to their elite training Space Marines get more mileage out of their tactical approach than a random bunch of guys coming up with a cool idea
And do we need that? Marines are already going to be uber-cool and nigh on invulnerable to most things that the normal games throw at them barring meltaguns and the odd hellgun and thunderhammer so do they need another mechanic to buff them even more? If it gets even worseand this is a tongue-in-cheek commentit might be that when you open up Deathwatch all you get is a page that says, "Thank you for buying Deathwatch . You are now a member of the elite Space Marines of the Imperium of Mankind. You are some awesome and uber that you're going to win. Just roll 1d10. If the dice happens to randomly explode or turn into a Sperm Whale, you and your Battle Brothers win by sheer awesomeness. If you do find yourself with exploding dice or sea mammalia, roll another dice. Same rule applies."
Surely the Marine training would reflect in higher skillssorry, statisticsand what might in Ascension be called Master skills and Paragon Talents?
On the other hand, it might be fantastically cool and appropriate. We shall have to wait and see, though that doesn't stop people discussing it.
Kage