Had the good fortune to get an 800 point game in last night using Veers.
The first thing to note is you can add other units when you swap Vader for Veers. In my case that allowed an added speederbike unit and some more upgrades to the Troopers:
797
Veers - Commanding Presence, Esteemed Leader
AT-ST - Mortar, Twin Light
Speeder bikes x2
Stormtrooper - DLT, Conc nades x3
Stormtrooper - HH12
Veers himself never fired a regular attack once, which was fine because he snagged and dragged an objective. He managed to utilize all his Command cards. First, negating an early crit on his AT-ST with Evasive Maneuvers, which ended up allowing it to survive to the end. Then performing a middling attack with Maximum Firepower (though Spotter 2 is amazing!). Lastly, used Imperial Discipline to unexhaust HH12 at a crucial moment.
It's an interesting comparison between Vader and Veers. With Vader you must move him in to make the cost worthwhile. Meanwhile, Veers is more subtle and I found myself having to really add up his usefulness after the game. He is, as expected, a strategist. His unit buffs and token distribution help ensure that other units work more efficiently, but his direct involvement in combat can be minimal. His Spotter 2 allowed other units to make some game changing shots, and both DLT and HH12 trooper units with Precise 1 really stretch that to another level of move and shoot goodness.
I may revisit Vader later when more units are introduced, but Veers is the shot the Imperials needed in this early stage of the game.
PS: With only 5 health Veers had to be played very defensive and fearful when Luke got close. Not being immune to Pierce and no way to defensive surge (see Deflect) made it clear that staying outside of a double move 2 was necessary.
Edit: Veers did in fact shoot once, but it was only because he was in a good position and wanted to fish a suppression onto an enemy unit near an objective. Did no damage.
Edited by Skargoth