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====General Veers==== First, at 80 points (reduced to 75 on 10/27/21), he's less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He's very much a support commander rather than combat, with a modest 3 white attack dice with '''Pierce 1''' at range 1-3 and 2 black in melee with '''Precise 1''' and '''Sharpshooter 1''', so he's best kept in the backfield in cover. His '''Inspire 1''' ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his '''Spotter 2''' ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x2 Slots)''' ''Aggressive Tactics'' (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token. *Useful in an infantry-heavy army led by Veers. Most units in the Imperial army already have offensive surges, and therefore a command upgrade that gives them a different type of surge can be useful. It provides Imperial forces with the defensive surges that they dream of (granted, only one per unit), to give them true power armor, and it gives out up to 4 tokens for the price of ten points, every turn, as long as the Commander with this upgrade is the chosen Commander for the turn (that is, if Vader issues the order for the turn, Veers can't use this). If you do take this, be sure to also have methods of increasing your face up order tokens to maximize the benefit. ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. *Very situational. Generally not all that useful since the table size is pretty small, and you're already using range-3 for your command radius. But if you went with a bunch of Speeder bikes and really want to ensure you can issue orders to them, this will help (although putting Long Range Commlink on the bikes is probably smarter). ''Esteemed Leader'' (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains '''Guardian 1''' (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) *Veers is not really a front line commander. His defense is solid, but his attacks are fairly weak, and his best utility is boosting morale, dishing out Aim tokens to other units, and throwing down some solid Command Cards. If for some reason you're really worried about him taking damage, this can help mitigate the potential loss of him. ''Improvised Orders'' (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. *To get the most out of Veers, you want to ensure you have ways of getting face up order tokens as much as possible (especially if you're trying to use Strict Orders or Aggressive Tactics). ''Strict Orders'' (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. * If you didn't bring either Palpatine or Commander Vader (who are good at preventing Panic in your troops), it's a decent choice. Just be sure to have a way to get the face up order tokens where you need them when you need them. Note that Veers doesn't need to be the active commander in the turn to trigger this- it simply has to be in your army for the army to always potentially benefit, so it can be used when Palpatine drops his "An Entire Legion" command. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain Spotter 1, which stacks with Veers's existing Spotter 2 to give him Spotter 3. Not a horrible choice allowing you to spread around the Aim token goodness. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot, (or command) one more time. Veers isn't a very good combat unit; ideally, he shouldn't be taking a lot of heat. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you're worried about difficult terrain for some reason, here's your remedy. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you're worried about safely climbing stuff for some reason, here's your remedy. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Veers is more a "lead from behind" sort of commander, so you probably don't need this. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not really worth it, considering Veers only chucks white dice (very low chance to hit) and the points for this are better spent elsewhere. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Imperial Discipline'' - [General Veers & 2 Units] - When a friendly unit is issued an order it may recover. Seems pretty underwhelming at first glance. However, Recover does a bunch of things: first, it allows you to remove any number of suppression tokens you wish from the unit. Then it also allows you to ready any exhausted cards, like HQ Uplinks, your Stormtroopers' missile launchers, Vader's Force powers (any that his ''Master of the Force'' wasn't able to ready), General Weiss on your AT-ST, etc. Lastly, it lets you flip a Config upgrade on units like the Death Troopers, saving you an action if you need them to switch things up. Also note that it doesn't specify that the units have to be issued an order by Veers- orders granted by, for example, ''Entourage'' or HQ Uplink would also qualify. This Command is actually pretty versatile. (2 pip) ''Evasive Maneuvers'' - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory. Try not to think about how an Occupier can dodge... (1 pip) ''Maximum Firepower'' - [General Veers] - At the end of General Veer's activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, '''Impact 2''', '''Immune: Deflect''' (the target cannot do ''Deflect's'' special damage to you, but can still use Dodge tokens to trigger surge). It's that opening scene where Veers goes PEW PEW in his AT-AT. Cool. Extreme long range and generally small table size means you probably want to do this one early in the game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Stormtroopers Who Can Hit''' Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers' spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people. *'''Vehicle SMACKDOWN''' There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile. </div></div>
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