@Reverent Mort
I changed my statement from sniper to designated marksman. Perhaps you're not aware of the difference. A sniper is a stealth specialist, attacking from long range. A DM is a part of a standard infantry unit, usually with additional training and a different weapon from the rest of his squad or platoon. The sniper operates largely alone, without support, and usually fades or at the least displaces after every shot. A DM is there with the regular infantry, primarily to add additional combat options to his unit. It means he usually operates at closer ranges, and is rarely as reliant as the sniper on stealth, since he can rely on his unit to support him.
Most RPG firefights are close range, making a "sniper" type character more of a DM.
And in the current system, a DM is at a severe disadvantage for the many reasons I've already stated.
I am aware of the difference. I also, however, doubt the applicability of a modern military role's application in a world which features man-portable artillery level firepower, tank-level personal armor and people who set things on fire with their minds. However, if you do wish to apply the role, do note that most use semi-automatic weapons, not single fire. Aka they don't single shot.
Also, you only fight in close range IF the players aren't pro-active in their combat encounters. Which most players are. If you play a sniper/DM, you do your best to make sure you have advantageous situations, or you make them. Just like a close combat character does his best to get as close as possible, a long range one does his best to get some distance, cover and, yes, surprise. If they don't see him pop up, rifle at the ready, they don't get a dodge. Simple. As. That.
Reverent Mort, I find it it surprising that you do not see the irony in all your suggestions. Ironic, because all your suggestions are work arounds for a short coming in the rules.
It's not a shortcoming of the rules, it's a difference in application. For example, the phrase "A character must be aware of the attack" in the evasion section has some massive implications. For one, you can't dodge what you're not seeing. Which means everything from shots from hiding to attacks from the side to attacks from people they're just not paying attention to. Which, in the frantic chaos of combat, is not that hard to achieve. People rarely stand in straight lines facing one another while taking turns firing from behind cover. If a target is engaged in melee, chances are he's not constantly glancing to the sides of his opponent to check if someone's aiming a rifle at him. Even being pre-occupied by the big guy with the bigger, louder gun is enough to allow his DM buddy to pop the distracted fool in the noggin'. No stealth roll needed. And if he doesn't have any loud, full-auto weapon buddies around, why the **** ain't he hiding half a mile away while stacking aim actions?
First off, stealth may not have a game rule range limitation but if your GM let's you get away with ducking behind some handy cover when a fight breaks out, twirling your cameleoline cloak around you and then getting a "stealth" shot off then he's a kinder GM then I am. Even in the event of a true sniper shot, any survivors are far, far more difficult to hit once alerted (and ducking for cover...). Once the surprise round is over(if there even is one), the chance of getting a "surprise" shot on an enemy is much, much more difficult...even for a stealther. Not impossible, but definitely rare.
Testing stealth is a free action when you move (which people often do in combat), so it's a completely viable move in combat. The fact that you don't allow it (especially in a world which features what amounts to invisibility cloaks) is not a failings of the rules, merely a product of your play style. Just like saying "nobody can react fast enough to avoid a gunshot, ergo you can't dodge any ranged attack featuring them" isn't a failing of the dodge rules, merely an exceedingly harsh interpretation of them.
And once again, just because you know you're being attacked doesn't mean you know from where or when it's coming. If you don't, arguing that you can avoid it strikes me as rather silly. Just because you're out of the surprise round does not mean everybody develops total battlefield awareness. And since people generally don't develop total battlefield awareness (unless they're psykers), it's usually not that hard for a skilled stealther to displace in the noise, distractions and panic of a gunfight. And then position himself somewhere else, take a deep breath and shot some unprepared unfortunate between the eyes.
For the heavy stubber/DM combo, that is clearly a case of making up for a short coming in the rules. In any case, my players already do this to maximize the damage gained from Accurate whenever they can. The difference is that the DM character(s) can choose to act on a good initiative roll instead of being forced to wait for their buddy in order to be effective. When the DM is alone or the only one firing at a target, he is also not at the mercy of a 40-70% dodge roll.
If the DM is alone or wants to act alone, then he should act like he is alone. Which means not taking a weapon who's greatest strengths are accuracy and range into a close quarters encounter against aware enemies. If you have a rifle, you don't wade into 50 meters from an enemy with a knife. You shot him from as far away as you can. From hiding. Because that's the strengths of your weapon. Once again, you're arguing a weapon is weak when not used like it should be. This is a feature, not a bug. Just like how swords don't work from a mile away, by design.
And for your tactics suggestion, I just want to point out that IF you can flank you SHOULD flank because it gives you an advantage or it overcomes an enemy advantage (like cover). You shouldn't do it because its the only way you can reliably do damage. Also, only the first shot is a surprise shot, after that you're most likely back to having to deal with dodge.
The only surprise shot, yes. The only unexpected or unseen shot, no. Once again, apart from a small subset of mutants, enemies don't tend to have eyes on the back of their neck. Even the ones that do can easily be distracted in combat, which is not neat nor quiet, thus allowing assholes with accurate weapons to take unforseen potshots to people's skulls with some regularity.
Oh and your comment about putting on a suit of power armor and wading into close combat is pure foolishness. We're not talking about using a sniper rifle as a bludgeon. However it does bring up yet another valid point about the lascannon (and single shot weapons). Space Marines suit up in power armor all the time, and wade into combat at all ranges. Want to venture a guess which heavy weapon is favored by Deathwatch Devastators? I'll give you a hint: Its not the lascannon. Your comment about the naked, unarmed close combat character is even less valid and exaggerated. Its also got nothing whatsoever to do with the discussion concerning the game mechanics of single shot versus SA/FA.
It's rather apt, actually. Let me break it down. Accurate weapons work best when they negate dodge. Dodge is negated by making attacks that are not seen coming, which means being subtle. Not hidden beneath a cloak and cover, just not obvious so that they notice you're about to shot them. Wearing a suit of armor that's both large and loud, all while wading into the center of combat, makes you neither unseen nor subtle. When a guy walks towards you in power armor and points a gun at you, you do two things. You notice him, and you dive for cover.
Also, I meant close combat as in the close quarters combat, not melee, for clarification.
Likewise, the melee example was an analogy, so let me explain it. The naked red charging man is a bad character in terms of tactical design. He is badly built for his intended role, he takes several steps to negate his own advantages and he is, in the end, not gonna do very well at what he is, ostensibly, meant to do. Just like a single shot weapon wielder who makes himself incredibly obvious, closes range and proceeds to systematically negate the strengths of his chosen armament. The rules should not be altered to facilitate their lives. Just like the rules shouldn't be altered to allow a low BS to hit as often as a high BS or a melee character to attack from a range equal to that of a sniper.
As for the Devastator, can you guess which the most common enemy of the Devastators? I'll give you a hint, it's usually not lonesome vehicles. They pick the weapon that suits the job. Usually their job is mowing down multiples of relatively weak infantry. Lascannons don't do that very well.
In short, I like giving my players options. I like it that the Lascannon is actually a dangerous weapon (Though that particular weapon has had a few revisions in my game, along with the missile launcher. An Anti-Vehicle trait for certain weapons would be appropriate imo). I like it that Accurate weapons can keep up with FA/SA weapons to a certain extent, and under the right conditions. I like it that an Accurate weapon can have its bonus damage reduced by a dodge roll, even if that dodge wasn't quite enough to negate the hit entirely.
I do too. Only you didn't, really, did you? Now the equally beneficial action for both a heavy bolter user AND a hardcore single shooter is to point and shoot. There's no unequal incentive to take any specific action or favor any unique approach, they both benefit equally from wearing the heaviest, noisiest armor and wading into the same short range for that bonus to hit. Now the only difference between full-auto and single shot has been reduced to whether you want your extra damage to come in d10's to the same roll or separate rolls with the ability to hit more than one target. Any sort of flavor or tactical difference has been greatly diminished, almost all mechanical personality in weapon choice is gone and now the only real difference is the damage roll. Now the most beneficial choice for a sniper is terminator armor, just like it is for the las cannoner, the rocket launcher wielder and the auto-cannon user.
Sure, they can still try and play the marksman, but much of the incentive to do so is now gone. They do just fine, if not better, by just waltzing in right alongside the full-auto Rambo guy. And, personally, when they people I play with decide that's the character they want to play, they pick up a bandana and a heavy bolter, not a sniper rifle and camo cloak.