So, I've been running a Deathwatch game for a few months now, and I've been trying to run it as close to "by the book" as I can. However, there is something I'm confused/concerned about with cohesion.
Between the additions in Rites of Battle and the Errata, there is no upper cap on the number of Cohesion points a unit can have. Meaning, they start with a number of cohesion, as generated by the squad leader, and then can move up from there. The squad generates cohesion upon completing a mission objective, performing a significant act (killing a big boss type, for example), anyone spending a fate point, or for roleplaying the developing bonds of brotherhood significantly.
I'll admit, I've barely given anything for the last one, and my group is a bit larger than normal (8 players, as opposed to 5-6). However, it is not unusual for the group to be running near 20 Cohesion points. Especially since repeat activations of Squad Mode abilities don't take up extra cohesion usage beyond the first (or beyond the first per battle). Any threat to Cohesion damage (devastating weaponry, which is very rare in the books, blast, or fear) can be mitigated with a command roll, and is limited to 1 cohesion per round.
Now, it hasn't been a huge problem. I've been managing to put them under threat and keep the moving anyhow. But I can't help wonder what is the point for cohesion when it is so easy for the group to stay effective, and keep the pool above 10 points anyhow (making any cohesion tests an auto-success). Am I missing something? Do people do it other ways? Do you just throw in more blast/devastating weapons against your space marines?
What should even be happening once Cohesion is lost? I don't recall seeing anything in the book for penalties for Space marines losing cohesion completely, aside from no more squad mode abilities. But even then, spend a few fate points, and do a few secondary objectives and they're back on track.