So I'm trying to decide what BC rules I want to adopt with my group. I am really torn on the changes to Swift/Lightning Attack modeling them fully like automatic fire.
My big concern is with enemies who can really dodge just about everything thrown at them and which the players need to focus fire to burn their Reactions in order to bring down. What come to mind are predominantly genestealers and lictors. I've seen them dodge 7 hits with a pre-errata heavy bolter. Even with a Kill-Team of 6, the players don't always have the chance to focus fire (e.g. when they're literally being surrounded by genestealers). Their big tactic is typically having the Assault Marine or anyone with multiple attacks hammer away the Reactions and then blasting the enemy when they can no longer dodge. Obviously this gets more effective when the AM has Lightning Attack because if they're in a position to use all 3 attacks, only 2 can be negated unless the enemy has both Step Aside and Wall of Steel. I'm not sure if this is too good a move to allow them to keep using, because it's effective, but when you're facing 6 genestealers you need to do what works after all.
On the other hand I feel like the BC changes are a little cheap. Devastators, for example, start out able to lay down an unholy amount of fire, and they have a lot of situational modifiers and wargear to help them. Meleeists do not. The coutner to a dev is a great Dodge roll could negate all their shots and waste their ammo. The counter to a meleeist is more limited overall hits and a better chance to negate all damage. Pumping BS is easy and hitting 6+ DoS is also easy; most enemies will not get THAT great of a roll and will take a hit or two. On the other hand, meleeists have to invest in Swift/Lightning attack (one or both depending on specialty). Without those, one dodge wastes your round. Until Rank 2, enemies with 2 dodges waste the round of even assault specialists and even then there's the chance that 2/3 of attacks will be negated by dodging. The "rate" of melee swings under BC is the WS bonus - lower than some RoF (but potentially higher in the long run) and not boostable with modifiers in the same way as ranged attacks. Assuming a WS in the 50s, one good dodge roll can negate everything, and enemies/players may still have 1 or 2 more Reactions to play with (or more, with Squad Modes).
I guess I'm not sure why FFG decided to change the rules on multiple melee attacks. I understand it does some streamlining and not needing to remember different rules for different combat circumstances but I don't like how it potentially nerfs melee even more, especially in the face of foes with multiple reactions. In another thread I showed how melee can be extremely competitive fighting hordes so long as you have access to particular gear (all Distinguished or higher) and in some cases requiring being a Tyrannic War Veteran; by contrast, all anyone needs to do the same at range is a high RoF weapon and a pack of relatively cheap specialty ammo.
I agree that some ranged stuff, particularly the heavy bolter, needed a nerf. So if the nerf to bolters meant melee should have been more competitive (which the nerf to the bolters might support), why add the BC rules in as another potential nerf to melee? Especially since power weapons add a single hit, where the proposed errata to X-type ammo will do much more and re-buff bolters vs. hordes? Against a Mag 30 horde, with WS 51, you're looking at a max of (I think) 5 hits, rather than (potentially) 15 with Core Lightning Attack over the span of 3 full swings. And that's with no bonuses, where a ranged fighter could easily have bonuses from full-auto (under the core, as BC has changed that too) and range. Each of those melee hits is going to hurt less than a bolt (which is appropriate if you get more hits, but not if you get fewer). That is assuming rolling 01 for all rolls, and how likely is that?
Is this an appropriate nerf? Is the point to indirectly buff Hordes? I understand there is a cry to both make Hordes actual foes (IMO they are, with their damage output and number of attacks) and prevent a Mag 90 Horde from going down in one turn. Also the rules encourage you to fight Hordes at range behind cover since their attacks generally cannot be avoided. But does it then follow that melee should be basically useless at worst or very subpar at best against Hordes? What negative effects does that have on specialties, builds, or simply the choice to engage a swarm of foes in melee?