even more amusing is bringing 6 DF Tank Destroyers (which infiltrate half way across the board)
It was just exactly that kind of abuse of the infiltrate rule that forced the game designers to revise the rule and even invoke a first turn immunity for all units that occupy their initial deployment zone.
For a brief time, the only counter a player had to such an army was to place long B3 Blocking Terrain within three inches of his own deploment zone, which doesn't give you much room to maneuver. As a side note, if player one had Charge Monkeys and Speed Freaks, and player two chose to run the deep infiltraters army, the results were often unbalanced in the other direction and it was the infiltrating units that were in trouble.
Yes, Game Balance was a serious issue back then, when first strike armies could end a game with a single attack. I used to build armies that could win in five turns and then dared the campers and turtles to find ways to avoid the inevitable fate.
One of my favorite Spirit Cat armies was the Alpha Strike Firing Squad that proved fairly invincible using the Dark Age Base and Break rules. It finally retired when AoD rules brought Friendly Fire and Assault Orders to the Game.
"Alpha Strike Firing Squad" 300 points Army
1x D102 Black Hawk 147 pts. (Spirit Cats)
9x D021 Clan Battle Armor 17 pts. (Spirit Cats)
Add in two Hindering, one Water and one Blocking Terrain and your favorite Planetary Condition cards (Perfect Day, Hooray for the Underdogs, Monsoon, Tornado) and that's all you need.
Making a bigger army with more points is easy, but this is the skin-and-bones that did most of the fighting and winning.
GC