Oh, by the way, its possible to add Angela to LG, right? So, they obtain Frenzy and Snipe from her
Yeah, it is possible and they gain Snipe, but its a pity needing to add a hero for the unit to work
The bigger pity is not using Angela to her full potential. She belongs in a Sniper Team. If you're going to attach a hero to the LGs, add Sigrid or Manfred. Sigrid adds ablative wounds, an extra laser, and Berserk. Manfred gives them an extra Ablative wound, the ability to avoid reactions at the end of a March Move (situational, but great in some circumstances), and a second AT threat for Armor 4+ vehicles.
As for the LGs themselves, most people use them in the wrong role. With their lack of grenades and continual rerolls, they are no longer a good first assault unit, or static defense unit (unless in city fighting, then they are quite good - 12" range). Their best uses are as reactionary defensive force in a Sturmgrenadiere Platoon. Put them near a target which you know your opponent is going to airdrop a BBQ squad or Paras. Rules dictate they are just outside 12" range from you. If you are responding player (likely if opponent had several air-drop units), and you have Sigrid attached, advance just within 12" on your turn and Frenzy Fire. If you are initiating player, get ready for next turn. If you do not have Sigrid, it's a tougher decision and will depend on available cover and LOS. Now, next turn, odds are you'll get initiative, as your Allies opponent will have more dice to roll as a result of landing their air-drop boys. First, order something with longer range to shoot and suppress whatever just landed. Preferably multiple times, but that'll be situational based upon other threats. Now with your LGs, If you're facing paras, blitzkrieg back and make him come to you. If BBQ, and two or more suppression, stay put. On your turn, Sustain Fire the assaulting units.
To be honest, LGs went from favorite unit in DT, to least used in DW. But they definitely have a strong role to play in a combined arms army. Their cost makes folks less likely to use them enough times to learn how to get their 21 AP out of them. I've only not got 21 AP out of them once after the first week the game came out (Wiped turn 1 on the luckiest Long Tom attack I've ever seen). I imagine they'll be much more useful in Hades, and will get more table time then. That or a new platoon upgrade giving a unit grenades for 5 AP. If they had grenades, they'd be worth 26 AP as an assault unit.
Finally, don't let your dislike of the regular LGs keep you from trying the best Panzer Hunters in the game, the Heavy Laser Grenadiers. Potential 18 wounds, likely 3-9 on a regular attack, 6-12 on sustained. Add Lara for the ablative wounds and Anti-Personnel slaughter potential, and you've given you're opponent a serious threat that's hard to deal with. Also, whoever doesn't think Damage Resilience is good should try to convince the Allied players in my dojo of this. They swear at me every time I pull out an extra armor die, and complain about, "What's the point in UGLs ignoring cover when ou make your armor save all the time?". I guess my dice love me.