I ran the first session of a Deathwatch campaign on Monday. Overall, I think it went well and found the system to be very flexible. That said, there are a few things that I would appreciate opinions on:
1/ The first combat encounter was against a horde, elite and 12 troops. I found running the troops (elite guardsmen) very time consuming. Was I doing it wrong? I'm considering moving to running them as small hordes, with special weapons mixed in and allowing specific models in hordes to be targetted (called shots).
2/ A couple of PCs took a fair amount of damage. The party doesn't have an apothecary and they probably have ~3 equivalent encounters to go. Without healing the odds are pretty good they'll lose members. Am I missing something or is playing without an apothecary much harder for the party?
3/ Criticals (having to roll to confirm) seemed to really disrupt flow. The process of rolling to hit, count DoS, work out location, roll damage, if crit roll to confirm (if you can remember what you needed to hit) and if you confirm then roll more damage etc just didn't work for us. I'm thinking of allowing Deathwatch marines to auto-confirm against everything (not just xenos). Is that a mistake? I'm also going to make none master RF from adversaries just be +2dmg.
4/ I didn't find a clear example of how cover works with hordes. I'd like them to gain some benefit, so I'm thinking of allowing hordes to negate #Cover armour value)-D10 damage? Most hordes won't use cover, but I can see a squad of Storm Troopers or equivalent doing so.
The above really isn't intended as a critiscism. I found the system to allow players to do a lot of great stuff and a lot of fun was had. I did however find that too much time was spent on certain mechanisms and I'm not sure if that was down to me playing it wrong, or if its mechanical in which case I'll streamline it.