Veers goes best with......

By cookluke5150, in Star Wars: Legion

running around with 2 AT ST's never missing ( is this a waste of the free aim token from Veers cause they will double attack with red dice mostly?) or.... 2 groups of 5 or 6 snow troopers . They will always be able to move 2x and then attack AND take aim!!

Edited by cookluke5150

Only one attack per unit per round, sorry

8 minutes ago, Timinater said:

Only one attack per unit per round, sorry

I believe the Heavies have Arsenal 2, which allows two attacks.

While it may sound fun, I'm not sure how well you could secure objectives. And any unit loss would be absolutely devastating.

not sure what you mean? 2 AT STs?

Veers and 2 AT STs, you still have like 500 its left over for objective takers and speeder bikes. No Vader in this squad.

13 minutes ago, cookluke5150 said:

Veers and 2 AT STs, you still have like 500 its left over for objective takers and speeder bikes. No Vader in this squad.

After upgrades the at-st's are likely to be 250pts each and veers is 90 on his own. The maths says you only have 210 points left.

24 minutes ago, cookluke5150 said:

Veers and 2 AT STs, you still have like 500 its left over for objective takers and speeder bikes. No Vader in this squad.

I'm pretty sure AT-STs are 195 before upgrades, and I'd think you'd really want at least one Hardpoint upgrade to take advantage of the Arsenal 2 keyword, so 2 AT-STs and Veers is more like 500+ points with fewer than 300 points left over. You might still be able to take 6 units of stormtroopers/snowtroopers, but there isn't much room for upgrades at that point. If you want to bring speeder bikes too than your down to 3 or maybe 4 squads of stormtroopers/snowtroopers, and @Jouster's point stands.

It could still be lots of fun though, so it's definitely worth a try at some point.

Edited by ShadowKite
1 minute ago, Orcdruid said:

After upgrades the at-st's are likely to be 250pts each and veers is 90 on his own. The maths says you only have 210 points left.

Was just about to post this. Definitely not 500 spare.

Even if you run the walkers “naked”, it’s only 320 left over, and you’ll be super short on activations.

fava beans and a nice chianti?

It will be interesting to see if this is an activation type game. More activations means more money for FFG, so its probably designed to have more acts.

1 hour ago, cookluke5150 said:

It will be interesting to see if this is an activation type game. More activations means more money for FFG, so its probably designed to have more acts.

It is. You activate a unit then your opponent does. Back and forth until all units have been activated. The objectives do seem to favor having more activations, but activations are limited by the force org chart to between 4 and 15.

57 minutes ago, Orcdruid said:

It is. You activate a unit then your opponent does. Back and forth until all units have been activated. The objectives do seem to favor having more activations, but activations are limited by the force org chart to between 4 and 15.

Commands and the random factor of non commanded units have a part to play though......

9 hours ago, Aatos2 said:

I believe the Heavies have Arsenal 2, which allows two attacks.

Thanks, and almost true.

Arsenal 2: While attacking, each model in this unit can use up to 2 of its weapons.

So while an AT-ST is loaded out with 2 or more weapons, all good. However if it only has one (eg. one is damaged) it's down to one weapon = one attack.

57 minutes ago, Ralgon said:

Commands and the random factor of non commanded units have a part to play though......

Maybe. Those systems seem easy to game. For example, my first army is Veers, Vader, and 6 corp units. With battle meditation on Vader I have 4 rounds of perfect control over my forces activations. This game only lasts 6 rounds, so if I use Standing Orders turn 1 then my 2 and 3 pip commands on turns 2-5, I can make the random activation element irrelevant. As far as initiative goes I can sacrifice 1 turn of fine control if I really need to have the first activation that round.

5 hours ago, Orcdruid said:

Maybe. Those systems seem easy to game. For example, my first army is Veers, Vader, and 6 corp units. With battle meditation on Vader I have 4 rounds of perfect control over my forces activations. This game only lasts 6 rounds, so if I use Standing Orders turn 1 then my 2 and 3 pip commands on turns 2-5, I can make the random activation element irrelevant. As far as initiative goes I can sacrifice 1 turn of fine control if I really need to have the first activation that round.

Partially true. not sure yet how the "trooper" restriction on the middle of the command cards (above the text) works or veers cards for that matter, however the use of both "trooper" and "unit" gives us a fair idea. You may have more turns than you think (mainly the commander specific 2 pip cards) where either or both your veers/vader activation's will be out of your control, and that may be pretty important given what they bring to the other units.

Edited by Ralgon
7 hours ago, Ralgon said:

Partially true. not sure yet how the "trooper" restriction on the middle of the command cards (above the text) works or veers cards for that matter, however the use of both "trooper" and "unit" gives us a fair idea. You may have more turns than you think (mainly the commander specific 2 pip cards) where either or both your veers/vader activation's will be out of your control, and that may be pretty important given what they bring to the other units.

Trrooper is a unit type. It is under the picture in the upper right of the unit card.

Vader and Veers are both troopers, as are Luke and the corps units (rebels, stormies and snowies).