For us, the Squad looks like this:
- Operator: squad leader and "I can do stuff the others can't" guy. We houseruled him to have 10+D5 starting Wounds, and the Specailization is pretty awesome since then. Oddly enough, he rarely acts as a driver/pilot as he often takes over the position of the commander/gunner in the vehicles.
- Medic: we always have him. he is like a compulsory choice, as Squads tend to lose combat efficiency rather quickly without a dedicated Medic character.
- Weapon Specialist/Heavy Gunner: an or/or selection - we either have one or the other. Past experiences point towards the usefulness of having only one "dedicated weapon guy". My group favors the Heavy Gunner, but two other groups in my gaming club favor the Weapon Specailist (and tow groups are neutral). Personally, I would lean towards the Weapon Specialist…
- Storm Troopers x2: Squad powerhouses, nuff' said. They kill stuff, and since OW is all about killing stuff, the game is usually theirs.
Others we plan to do/we tried to do:
- Ogryn: yeeeeah…. Proved himself to be very situational and generally unreliable. Also, the GM has a special hatred towards characters with stupid Traits ('Its Dark in Dere!' is a good example) so the Ogryn quickly earned the "suicide class" badge.
- Sergeant: we really-really-really wanted to like this guy, but it fell flat on so many levels that we abanadoned this Specialization entirely.
- Sanctioned Psyker: we will have a try with this guy in our newest Squad (replacing one of the Storm Troopers). I'm looking forward to have a Psyker Guardsman on my side! It sounds neat!
- Techpriest: no idea why he never makes his way into our Squads… Even though we houseruled him to have the "zero Fellowship" thing, it doesn't really make a difference (we are talking about OW after all), so mayvbe it should be something about being "out-of-place"… or something.