Veers troop and bike spam

By Thornoo1, in Army Building

I'm a rebels player myself but I wanted to have a look at how Veers might work.

The idea here is to form a fire base with the two HH-12 equipped units and use his order Imperial Discipline along with Spotter 2 and Inspire 1 for the extra suppression removal. There is quite a lot of action economy in that little package. Push forwards with the 3 DLT-19 armed units. For the round where the bikes are in the thick of it issue Evasive Maneuvers.
General Veers [80]
Commanding Presence [10]
Esteemed Leader [5]

Stormtroopers [44]
HH-12 Stormtrooper [34]
Stormtrooper [11]

Stormtroopers [44]
HH-12 Stormtrooper [34]
Stormtrooper [11]

Stormtroopers [44]
DLT-19 Stormtrooper [24]
Stormtrooper [11]

Stormtroopers [44]
DLT-19 Stormtrooper [24]
Stormtroopers [44]
DLT-19 Stormtrooper [24]
Stormtrooper [11]

74-Z Speeder Bikes [90]
Long-Range Comlink [10]

74-Z Speeder Bikes [90]
Long-Range Comlink [10]

74-Z Speeder Bikes [90]
Long-Range Comlink [10]

I'd drop the long-range scanners, honestly. It shouldn't be too hard to stay at range 4 from Veers.

I don't think that the missile troopers need the extra soldier.

This will give you the chance for some extra toys (grenades are surprisingly good on your objective grabbing troopers).

The other (better) option is to get a 4th DLT squad and max out your troops.

Range on Orders is 1-3, not 4.

I'd probably drop one of the HH-12's for a DLT. That gives points to play with other things and if points are tight, drop one of the comms and set up that unit near Veers and the others can be the flankers.

11 minutes ago, Mirkon said:

Range on Orders is 1-3, not 4.

I'd probably drop one of the HH-12's for a DLT. That gives points to play with other things and if points are tight, drop one of the comms and set up that unit near Veers and the others can be the flankers.

Commanding presence ups it to 4.

I figure that Veers wants to stay fairly centered on the board and Commanding Presence will give him plenty of coverage.

Only risk is if he moves up too far the Maximum Firepower card may not be as useful if too many units get inside of range 4.

10 minutes ago, nungunz said:

Commanding presence ups it to 4.

I figure that Veers wants to stay fairly centered on the board and Commanding Presence will give him plenty of coverage.

Only risk is if he moves up too far the Maximum Firepower card may not be as useful if too many units get inside of range 4.

I have a feeling that Maximum Firepower will be a consistent turn 1 play. The longer the game goes, the less valuable it becomes.

13 hours ago, nungunz said:

I'd drop the long-range scanners, honestly. It shouldn't be too hard to stay at range 4 from Veers.

I don't think that the missile troopers need the extra soldier.

This will give you the chance for some extra toys (grenades are surprisingly good on your objective grabbing troopers).

The other (better) option is to get a 4th DLT squad and max out your troops.

I find fast units are constantly outside if range 4. Maybe 2 LRS would be sufficient. I’ll look at dropping the extra bodies in the HH squads to get an extra DLT squad.

14 hours ago, nungunz said:

I'd drop the long-range scanners, honestly. It shouldn't be too hard to stay at range 4 from Veers.

I don't think that the missile troopers need the extra soldier.

This will give you the chance for some extra toys (grenades are surprisingly good on your objective grabbing troopers).

The other (better) option is to get a 4th DLT squad and max out your troops.

I find fast units are constantly outside if range 4. Maybe 2 LRS would be sufficient. I’ll look at dropping the extra bodies in the HH squads to get an extra DLT squad.

Edited by Thornoo1