I'm a little dumbstruck by some of the errata answers. We'll swiftly brush aside the 'duh?' factor of giving Spacewolves a free talent because it has the same name as something they get in tabletop (although frankly they needed something decent!), and move onto the Chapter squad mode abilities.
Given the original reading of the rules, things were a little unclear as regards which patterns were available in squad mode. The 'general' rules mention that only marines of a specific Chapter gain the benefits of using a Chapter ability (making no mention of the KT leader), whereas the specific rules in oaths seemed to indicate that in addition to 'oath' patterns the team would have access to their IC's Chapter patterns. It was hazy, and it could be argued that the team ONLY had access to 'oath' patterns. In the end our group made the choice to allow the team access to 'oath' patterns PLUS the Chapter patterns of the leader. It just made sense, because:
1) The wording was ambiguous, but 'specific trumps general' is generally how rules are supposed to be read, and the specific rules in oaths seemed to be over-riding the general rule of 'you only gain the bonuses of your own chapter pattern'.
2) 'I'm in charge, today we're doing it my way' seems to make sense. The leader uses the tactics favoured by his Chapter, and inspires his team-mates in a 'chapter-specific' manner. The team are working together and using the tactical wisdom of the guy in charge and -potentially- from a tactical marine with the right ability.
3) The game repeatedly states that the 'point' of DeathWatch is for the Marines from diverse backgrounds to merge together into a flexible team, using each of their strengths and overcoming old rivalries. The whole is greater than the sum of the parts. And thus it would seem logical that this would apply to tactical strength.
4) There is a ton of space given over to Chapter patterns, and they're rather good. It would seem like a complete waste of space in the book if they were only available in-Chapter (and why would one waste Cohesion triggering a 'selfish' pattern nine times out of ten when one could trigger something that will give the whole team an edge) or thanks to a tactical marine having to take a specific class ability.
5) The rules try to encourage team leadership swapping between missions and everyone having a go. So logically there would/should be some mechanical benefit of doing so, such as being able to tailor things not only based on class (for the oath) but on Chapter - say by putting the Templar in charge if there's witches and the like to be faced. If the Chaper patterns were not available based on team leadership there's no point changing leaders, as it simply means that all the party would have to 'waste' XP on Command and Fellowship skills.
Given all of this I was a little shocked to find that we're doing it wrong, according to the errata. Does anyone else have issue with this, or do others intend playing it the 'other' way? I really can't see any reasoning -mechanically or otherwise- not to make the leader's abilities usable by all, so as to encourage tactical flexibility and 'swapping' of leadership and to actually get some use out of the space devoted to them.
The only reason that I can see the errata ruling makes sense is to not make tactical marines a bit of a bad character class choice next to devastators!
What do others feel on the matter? Who uses the errata'ed way compared to the other reading?