My suggestion would be to get the errata. The weapons appendix at the end will change the weapon stats – especially the bolter stats – so that combat becomes a challenge and not a complete cake walk.
Hlaine Larkin mk2 wrote:DW can easily turn into D&D 4th ed.
The fact marines are just meant to kill stuff can lead the game to become boring and/or repetitive.
Approach the game like that and yes, it will very quickly turn into little but a dungeon crawl. Apply a little more creativity beyond Marines are
“just meant to kill stuff” and you can have a rich, deep, narrative driven game.
I say this all the time when I see comments like yours:
You get out of an
RPG when you put into it. Approach Deathwatch like a 1-dimensional hack’n’slash, and all you’ll get is a 1-dimensional hack’n’slash.
In my group I’ve had players attempting to negotiate cease-fires whilst under fire, debating enemy commanders, answering questions before a tribunal (offering evidence and accounts of events and so on) and facing the consequences of said tribunal. I’ve had characters travel to distant worlds to conduct interrogations, to meet with and temper the mad whims of high-ranking commanders, and even join forces with a recent enemy to fight a common foe.
And yes, they’ve also blasted their way through wave after wave of Tyranids, Tau and Chaos.
The idea that Marines are
“just meant to kill stuff” is laughable, and betrays a lack of imagination.