Most of it is standard Space Marine wank about how Space Marines are better armoured then Imperial Guard tanks.
It's amusing when Mith points out that it is physically impossible for even Space Marines to walk faster then a certain speed no matter what the author wrote, and that the author clearly screwed up.
Then you come to this post:
Of course they jump all over Acatalepsy for using the game stats as a guide when he looks at the fluff, and then claim the stats don't represent the real capabilities of the armies.[url]http://forums.spacebattles.com/threads/equip-a-10-man-modern-infantry-force-to-beat-a-40k-space-marine.288515/page-10[/url] Acatalepsy Post: 241 wrote:
Let's see.
One Bog Standard Tactical Marine, with Boltgun:One IG Veteran Squad (equivalent), with no special options, no special weaponry, and no Veteran sergeant. Also, all of their lasguns have been replaced by autoguns (basically, a high powered assault rifle).WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 8 3+Starting Range: 18", marine to move:WS BS S T W I A Ld Sv
3 4 3 3 1 3 1 7 5+
Okay, Marine opens fire. He hits on a 3+, wounds on a 3+, and ignores any armor that they have (assuming they have no cover). On average, he kills 4/9 of a Veteran a turn.
Veteran's Turn. Assuming that they took a casualty in the first round, that's 9 guys. They hit on a 3+, wound on a 5+, and have to deal with an armor save of 3+. They kill, on average, 2/3 of a Marine a Turn.
...okay, that's clearly not going to go well for the Marine. What if he gets in close by shenanigans?
They can probably only surround him with six or so guys. He hits first at initiative 4, hitting on a 3+, wounds on a 3+, and dealing with an armor save of +5. He kills on average of 3/10 of a Veteran a turn.
The five surviving guys (again, assuming he killed one) hit back at Initiative 3, hitting on a +5, wounding on a +5, and dealing with an armor save of +3. They cause an average of 0.185 marine wounds per turn.
Given the results, close combat is clearly the superior strategy for the marine; he'll probably get first blood, and might cause them to fall back (which would give him a chance to destroy them as a combat unit). The trick is getting through their fire without getting destroyed: even with only autoguns, ten guys shooting at you is still ten guys shooting at you, and this will likely end poorly for the Space Marine if he lets it become a firefight - especially if his opponents make use of cover (likely). Even so, getting that close means letting them get at least some shots in, which, again, isn't going to go terribly well for him.
For better results, the ten dudes should make use of sniper rifles, traps such as claymores, and grenade launchers. Rocket launchers are also an option, but are probably less practical than just shooting at him with a 40mm HE grenade.
Personally I think you should take game stats into account when analyzing a game setting. All too often the people writing the derivative works(novels, comics, movies), the Extended Universe, aren't very well versed in the settings core material and don't care.
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I often find it troubling that it seems like so called Warries, Hammies, Haloites, etc jump straight to obscure parts of a setting's extended universe rather then use the core material as a representation of the setting.