Good Old Johnny Vee's Boys!


Awright awright awright... its time to bring John Vega's own into the Army List discussion.

Playing with testing and doing early games, my lists were focused mostly on a specific end goal: how does 'X' mechanic work?, are these units too beardy?, etc...  I wanted to build a more broad-purposed list that I can take into most gaming situations and hopefully have a reasonable go at things without being routed immediately. I also have a reputation for having pretty much the least effective dice ever concieved, so I tried to avoid anything that would require low odds outcomes to work. The target points threshold is 3000 points, this is roughly equivalent in size and scope to the force you might take in a WH40k 1750-2000 point game, depending on gear and faction of course. Everything is laid out so that its easily referenced to the Recon rulebook. Heres what I came up with:

 

Command- Command Unit - 298pts 

Captain

Skills: Leadership and Sabotage

Weapons: Standard Issue

4x Command Guards

Skills: Standards Issue

Weapons: Upgraded 2 VLT-29 Rifles for SAW's

Regulars- 2 units of Soldati Troopers 451 pts (each)

1x- Sergeant

Skills: Standard Issue

Weapons: Standard Issue

8x- Soldati Troopers

Skills: Standard Issue

Weapons: Standard Issue

Specialist- Vegan Guards 560 pts

7x Vegan Guard

Skills: Standard Issue

Weapons: 1VLT-29 Rifle upgraded for Fang Anti-Tank Launcher

Specialist- Power Armored Guards 610 pts

1x Power Armored Guard Lieutenant

Skills: Standard Issue

Weapons: Standard Issue

7x Power Armored Guards

Skills: Standard Issue

Weapons: Standard Issue

Support- Rattler Battle Tank 534 pts

Vehicle Weapons and Gear: Standard Issue

1x Vehicle Commander

Skills: Standard Issue

Weapons: Standard Issue

1x Vehicle Crew

Skills: Standard Issue

Weapons: Standard Issue

Orbital & Artillery Gear 171 pts

181mm Anti-Personnel Artillery Bombardment

 

All told Im a hair over my target 3000 point threshold at 3075 points, but I can tinker with this a bit by cutting a model from one or two units and backfilling the points gap with gear or skill upgrades, so its not really a concern. The first check is Org charts, and I have a number of Specialist+Support units equal to or less than HQ+Regulars. Second check is anti-personnel vs anti-armor options. I personally really like the utility of the standard issue VLT-29 as a personnel killer, throw in 2 SAW upgrades in the Command Unit, the 181mm Anti-personnel orbital bombardment, and the Power Armoured Guards Infantry Lasers and I am confident in the existing anti-personnel capacity of my armory.

As for anti-tank, I am a little more lightly equipped. A single weapons upgrade in the Vegan Guard unit to an anti-tank launcher, the VLT-36 Heavy Machine Gun on the Rattler coaxial turret and the 120mm Sabot cannon on the primary turret are pretty much the only reliably anti-tank gear I have built into this list. Though Im not packing a "heavy" punch, I also know that Aggressor is built on the back of grunts, so even a vehicle heavy, caravan force has limited opportunities for a commanding win if I murderate all the infantry on the board. At least thats my logic :)

Insofar as speed is a concern, Im not as worried due to the actions available in the Aggressor rules. As long as Im using an action to move for every turn, Ill make progress to whatever the tactical goal is in that game. As I said, I think this list will prove to be a fun, but overall competitive list for most situations.

 

~Salty Ben