First, the hordes can take too much time to dispatch. Second, I took us 4 hours to "complete" the Portica District, and that was only because all the freed PDF's from the PDF base were sent to the Space Port in order to keep things in check until the marines arrived from the last location.
They can? The Devastator should be able to force a Break test with a single Full Auto salvo...
Third, the Apothecary is useless in most of the outdoor fights: the enemies don't reach him. Also, the first fight near the chapel is awfully bad presented: in the horde profile, it reads the horde moves 18 meters per round. However, in the "bunker" turning point it says they need only 5 turns to run through the 200m killzone...
Quite interesting... it should indeed be about ten rounds instead of five. One should probably increase the time or decrease the distance indeed.
By the way, why should the apothecary be useless? He's got a bolt pistol with a maximum range of 120 metres as well as a chain sword and a pair of legs, has he not?
Fourth: more detail was required to the hordes. After all, it's the new component in the rulebook (almost all of the rest comes from Dark Heresy without any trouble at all), and no mention of what to do after an horde breaks down and flees is quite strange (personally, I ended fusing broken hordes for later use).
Um... as you noted, a broken horde flees. It's no longer mechanically relevant. Personally, I'd leave it up to the players whether they give chase (in which case I'd narrate how they pretty much slaughter them to the last man) or stand their ground (in which case the survivors will likely vanish into the rests of the civilian populace or be partially absorbed by the next few hordes, though I wouldn't make them bigger for it). In game terms, a broken horde ceases to exist - at least until the game actually comes out and we'll likely get some mechanic for restoring a unit. Incorporating broken hordes into later combats may be why your game got bogged down though.
Fifth: the marine distribution of roles. As adressed before, I found quite strange to see the Blood Angel as the ranged specialist and the Dark Angel as the melee one. Not to mention, my players directly tossed aside the DA because of their "animosity" with the Space Wolves, and the Ultramarine being an Apothecary instead of a Tactical marine was strange, specially being that one the "clonable" one (the new player said something about not existing Tactical Marines in the SW, also, pointing that the most close to that would be "Grey Hunters" or something like that); fortunately, the additional characters provided two extra tactical marines, one of them an ultramarine. However, the players chose Apothecary, StormWarden, Devastator and Space Wolf.
I'd assume that the switch of the Angels was precisely to show that the characters don't have to take the stereotypical roles of their chapters.
Finally, the character sheets were awfully bad designed, they could have had a weapons and gear description in the back or something like that. I had to dictate the weapons profiles and the armor's characteristics, and that took time.
Yes, those could certainly have been handled better, though writing the stats of the gear in a document once and printing it out for the players probably wouldn't have been that hard either - what was on the backs of the sheets anyway? Nothing?
and as it would take up to much room to add a list of alternate names used i can see why they have plumped for the most common used one. my group loved the lack of stereo typing as it made in there eyes a more interesting game. just starting the second part this weekend hopefully will go ok .