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Old 11-28-2006   #1 (permalink)
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Default Ochrephene 8th Light Infantry

Hooah! We're the Ochrephene 8th and we mean business! Hooah! etc.

HQ:

Command Section - Colonel, Standard Bearer with Regimental Standard, Commissar with Power Fist and F. Grenades, 2 flamers, meltagun, rest of squad with Laspistols and CCW, Drop Troops,

Special Weapons Squad - 6 Gaurdsmen with Laspistols and CCWs, 1 Demo Charge, Drop Troops

Special Weapons Squad - 6 Gaurdsmen with Laspistols and CCWs, 1 Demo Charge, Drop Troops


Troops:

Command Squad - Junior Officer, Commissar with Power Fist and F. Grenades, rest of squad with Laspistols and CCW, 2 Flamers, Meltagun, Drop Troops

Infantry Squad - Plasma Gun, Light Infantry

Infantry Squad - Plasma Gun, Light Infantry


Command Squad - Junior Officer, Commissar with Power Fist and F. Grenades, rest of squad with Laspistols and CCW, 2 Flamers, Meltagun, Drop Troops

Infantry Squad - Plasma Gun, Light Infantry

Infantry Squad - Plasma Gun, Light Infantry


Command Squad - Junior Officer, Commissar with Power Fist and F. Grenades, rest of squad with Laspistols and CCW, 2 Flamers, Meltagun, Drop Troops

Infantry Squad - Plasma Gun, Light Infantry

Infantry Squad - Plasma Gun, Light Infantry


Elites:

Veteran Squad - 9 Veterans + Sergeant, 3 Meltaguns, Power Fist and F. Grenades for Sergeant, rest armed with Shotguns, Drop Troops

Veteran Squad - 9 Veterans + Sergeant, 3 Meltaguns, Power Fist and F. Grenades for Sergeant, rest armed with Shotguns, Drop Troops

Veteran Squad - 9 Veterans + Sergeant, 3 Meltaguns, Power Fist and F. Grenades for Sergeant, rest armed with Shotguns, Drop Troops

Doctrines:
Light Infantry
Veterans
Special Weapons
Close Order Drill
Drop Troops


Imma doin' it right?
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Old 11-28-2006   #2 (permalink)
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the main problems i see you having is that your army is very short-ranged... if you can't deep strike and/or infiltrate, you're pretty much fethed!
the enemy will either be fast than you, (eldar, mechanised & 'nids), much more resilient (meq's) or else will out gun you (tau, guard, iron warriors). or else will simply equal your numbers and wear you down in assaults (orks)

never neglect a good firebase! take your other support squads like anti-infantry squads with heavy bolters and sentinels with autocannons for their lovely ap4 and a fairly decent amount of firepower...
give heavy weapons to one your platoons - again i recomend heavy bolters for their high rate of fire and good ap4
i'd also swap out the infantry's plasma guns for grenade launchers as with only BS3, you kill yourself just as much as the enemy... if you really want some decent meq units, then give those plasmas to your vets (who have the better BS!) and/or turn one or two platoon hq's into mini plasma squads with the 4th guy being a medic who will reduce the pain of overheats.

with drop troops, you really need a set of improved coms. it's the most important upgrade for any deep striking force!!!

as for your hq, as you seem to have tooled-up the commissar for assaulting, you may as well give the officer a power toy.
also, at least give some flamers to those special weapon suicide squads! don't trust everything to the demo charge as more often than not, it scatters at least a bit... flamers ensure lots of hits and don't care about how bad a shot the guy holding it is


right now your force is a bit of a 'one-trick poney' as most opponent's will have the ability to keep you at a distance (and btw, watch out for auspecies!) and/or your deep striking units have no way to co-ordinate their landing and thus are fairly random... (which is why improved coms is so very important!)

sorry if i'm being a bit harsh
cheers!
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