Am I Missing Something About Entering Squad Mode?

By Decessor, in Deathwatch Rules Questions

A specific question I haven't seen covered by the spate of squad mode threads lately or in searchs. It seems that a marine should always attempt the cohesion test as a free action to enter squad mode. The consquences for failure are losing an action - which are identical to spending a full action without the test.

Have I misunderstood something here or is this a flaw in the system?

There isn't a huge difference, but it exists.

Option A: The Space Marine uses a Full Action. He uses up his turn, but others around him can join Squad Mode right now and he'll be in Squad Mode the next time his turn comes up.

Option B: The Space Marine tries a Cohesion Test. If he fails, he loses either this turn or his next one (if he tried it as a Reaction) and he'll be in Squad Mode on his next turn.

The small downside really comes when certain situations come up. Assume Space Marines A, B, and C get into a fight. A goes first and wants to start Squad Mode (everyone is Solo at the moment). He takes the first option and just uses his turn to adopt Squad Mode. That lets B and C join in right then so they'll be in Squad Mode on their next turns. B's turn comes up and he can use Squad Mode Abilities on his first turn. If B uses a Squad Mode Ability that could benefit the others, C can benefit immediately though A will have to wait until his next turn since he isn't in Squad Mode yet.

Same scenario, only with A trying the Cohesion Test and failing. He is not in Squad Mode until his next turn, he loses his current turn, and no one else is in Squad Mode, either. B's turn comes up. If he wants to use a Squad Mode Ability (hereafter to be abbreviated SMA), he'll have to test Cohesion and hope to pass it as a Free Action. If he fails, then he loses his turn, too, and it falls to C. B could just spend a turn on it, but that would mean losing this turn (which is, at worst, what would happen if he tried the test and failed) and he'll be able to join automatically when A's next turn comes up, anyway. Since he doesn't immediately go into Squad Mode if he uses a turn, he won't really gain any benefits.

So, a series of bad Cohesion rolls could leave the team standing around for an entire round while their enemies close in. Spending a turn to bring up Squad Mode is the safer approach. Which is the best method to use really depends on the situation. Option A is great when there isn't any pressure or you can't afford losing any turns. B is best when you need to call on an ability NOW and don't want to wait around - like when your buddy is shot by a bunch of Tau Fire Warriors and the group needs to "Go to Ground" immediately.

Decessor said:

A specific question I haven't seen covered by the spate of squad mode threads lately or in searchs. It seems that a marine should always attempt the cohesion test as a free action to enter squad mode. The consquences for failure are losing an action - which are identical to spending a full action without the test.

Have I misunderstood something here or is this a flaw in the system?

No, you understood it right. If you have enough time, you spend the full action. You only take the cohesion test when you typically do not have any action to waste. And at that point you make a cohesion test and if you fail, you muts synchronize by expending a full action, not being able to attack or whatever.

Alex

Thanks for the replies and clarifications all.