After several months of pitting gribbly beasts against a Deathwatch Team of 5, I've determined that the ability to call Squad Mode Abilities at each initiative step creates an unbalanced combat dynamic. If I have a Group of Tyranid Warriors (AgB of 4) roll a total initiative value of 9 I'm going well behind the Black Templar Assault Marine and the paranoid Dark Angel, and possibly one to two other Marines, as well. If each of them call a Bolter Assault, that leads to the Team getting 8-10 rounds of charge moves/Half Actions in one game Round (approx. 5 seconds) and this is quite literally widgy. To compensate I either have to free-form the volume of enemies (or specifically overload the numbers), but then there is the off-chance that I squeak out with the highest initiative and then the Team is boned. I have adopted the following convention: only one Squad Mode Ability may be called each round.
Can I get some feedback (not harping) on this adopted HR? And if we have been playing the Squad Mode Abilities incorrectly please point that out at the beginning of the responses and leave it at that, rather than going on and on with inane derisiveness?
Thank you.