800pts Veers list

By Traxo, in Army Building

Hi there

Im going to our countrys first Legion tournament in the start of May, and i have already started theorycrafting my list - i really want to run Veers, since he gives so much more room for other fun things in the list - i have made this as a first draft.

794/800
General Veers [80]
Esteemed Leader [5]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Snowtroopers [40]
Snowtrooper [10]
Snowtroopers [40]
Snowtrooper [10]

AT-ST [195]
AT-ST Mortar Launcher [10]

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

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

It has a reasonable amount of activations, fast hardhitters in the Speederbikes, the AT-ST to take care of armor and pop suppression, and then a handful of troops - some to work with the objectives, and the Snow troopers to work as bodyguard for Veers

What do you think?

Might drop the comma, mortar and esteemed leader for a minimum unit of snow troopers?

I think maxing corps units is usually going to be the right call at 800.

42 minutes ago, Darkfine said:

Might drop the comma, mortar and esteemed leader for a minimum unit of snow troopers?

I think maxing corps units is usually going to be the right call at 800.

I agree that the most troopers possible is ideal - but i want some punch in the army too.. and im Feeling im giving away far too much, if im removing the above mentioned upgrades

- comms make the Speederbikes activation far too unreliable

- the mortar makes the AT-ST too one-sided.. and i wouldnt get the most out of Arsenal 2

- esteemed leader would make Veers far too squishy..

But thanks for your input :)

/Jon

Well to counter, the comms are largely unnecessary for two reasons.

One, given the nature of the game and objectives, having an “outrider” element is largely irrelevant.

Two, the speeders themselves seem to mostly be one hit wonders. There will be a turn or series where you need them to impact the game and that activation is probably all they get given they are almost always the correct target to shoot if the option exists. With that said then the probable most effective use of them is to hide them until you need to use them. It isn’t hard to imagine that by the time you pull the trigger on them other elements are engaged with whatever you need them doing and wouldn’t want to activate them first anyway.

I am pretty sure Arsenal 2 is a red herring here, at least for now. The AT-ST hits like a truck already and is a huge bullet sponge, feels like that is more than enough for the unit.

As to Veers being too squishy, you can premeasure in Legion and he doesn’t intrinsically have to be anywhere specific. Seems like if you don’t want him shot at he won’t be shot at.

Lastly having another activation in the list helps to keep Veers safe, gives you more opportunity to control how the AT-ST activates and obviously goes a long way to adding even more objective pressure.

Food for thought

Tempting to drop the speeder bikes for an additional AT ST. You would still get 5 trooper squads. Keeping a couple of trooper squads close to Veers will make him a lot less squishy with his Guardian ability.