Looking for advice
 
 HQ
 
 235	Company Command Squad(50) Colonel Iron Hand Straken(95)2x Body Guards(30)Medi-Pack(30)Standard(15)Heavy Flamer(20)
 
 145	Company Command Squad(50)Master of Ordnance(30)Astropath(30)Officer of the Fleet(30)Mortar(5)
 
 TROOPS
 
 230	Infantry Platoon
 	Command Squad(30)2xMelta(20)
PF(15)
 	1st Squad(50)Flamer(5)
 	2nd Squad(50)Flamer(5)
 	3rd Squad(50)Flamer(5)
 
 230	Infantry Platoon
 	Command Squad(30)2xMelta(20)
PF(15)
 	1st Squad(50)Flamer(5)
 	2nd Squad(50)Flamer(5)
 	3rd Squad(50)Flamer(5)
 
 230	Infantry Platoon
 	Command Squad(30)4xGL(20)
 	1st Squad(50)
AC(10)
 	2nd Squad(50)
AC(10)
 	3rd Squad(50)
HB(10)
 
 230	Infantry Platoon
 	Command Squad(30)4xGL(20)
 	1st Squad(50)
AC(10)
 	2nd Squad(50)
AC(10)
 	3rd Squad(50)
HB(10)
 
 100	Veteran Squad(70)3xMelta(30)
 
 FAST ATTACK
 
 130	Valkrie(100)Rocket Pods(30)
 
 130	Valkrie(100)Rocket Pods(30)
 
 HEAVY SUPPORT
 
 170	
LRBT(150)
HB Sponsons(20)
 
 170	
LRBT(150)
HB Sponsons(20)
 
 
 Squads with flamers move in on objectives with the command squads supporting, Straken will most likely lead the way, 
LRBT support the infantry advance, 2nd company command squad support the squads with 
HW, (haven't play tested the astropath or officer of fleet yet so not sure how well they work not sure of their value, might swap 2nd 
HQ for a vet squad)
 
 mass amounts of orders to give but hat is the ideal behind this, its kinda slow play but its hard to stop over 160 men and all those dice to roll