My party is currently quite strong in combat (specially thanks to an Ogryn Arch-Militant), so it's been hard to make them sweat in combat. The "default" enemies the main corebook gives have laughable stats if I compare them to my party's stats, and I should give them top tier weapons to hurt my players wounds.
I wonder if there's a method or such that allows me to create challenging foes by not just giving them high stats, and making combat more challenging? For now combat is NPCs miss or hit, and when they hit, they don't bypass armour+TB.
I would also like to make the baddies more durable without making it frustrating. For instance, they were once battling a couple of mutants, and the Explorator shot one of them in the head twice with his boltgun. He took all his (15) wounds, but didn't kill him. "How can he take two bolts to the head and not die?" was his question. I couldn't answer, for the mutant didn't even have a helmet. The damage simply didn't do critical damage. The optimal solution would be giving them "weak points" that require some penalty to hit, so that would reward strategy, but I tried this, not giving the mutant a helmet, and it didn't go that well.
Another problem that makes it harder for me, is that they're currently "stranded" in a Hive World, so I can't just make them battle against Dark Eldar, or Daemons. The strongest thing I could pull off would be underhive mutants, slum gangs or arbitrators (if they start messing with the authorities).