Veers list vs a Luke list

By HanScottFirst, in Star Wars: Legion

So. Played my first game with Veers. Definitely made some deployment mistakes with the Disarray setup (split my AT ST from Veers), but regardless, without Vader, how do you stop Luke? (I was running Veers, ATST, 2xbikes, 4x DLT)

Sacrifice two sets of bikes strafing him? Sacrifice the ATST? Engage him with a ton of melee trooper squads? I mean, even maxium fire power will probably just get one or two onto Luke (which isn't bad) if Luke has a dodge, etc.

I'm liking the melee idea. Feed aims from Veers, move them in to an already engaged Luke. That should do some damage.

Edited by HanScottFirst

Force Push on Luke would stop that tactic in its tracks I think.

Stomp him with an AT-ST and dog pile him with some stormies to hold him in place.

Hope you play "Evasive maneuvers" on the same turn he pops Son of Skywalker to avoid the return hits and lay in with the red dice. Melee attacks can't be deflected, and Luke's dice have the same chance to crit as any other.

4 minutes ago, Tvayumat said:

Stomp him with an AT-ST and dog pile him with some stormies to hold him in place.

Hope you play "Evasive maneuvers" on the same turn he pops Son of Skywalker to avoid the return hits and lay in with the red dice. Melee attacks can't be deflected, and Luke's dice have the same chance to crit as any other.

Uhh, no they don't he surges to crits so it's a 1 in 4 as opposed to a 1 in 8 for most non-AT-Rt units and he has Impact 2. He actually does almost the exact same damage to Armor as Vader (3.5 vs. 3.75)

Edited by MasterShake2
44 minutes ago, MasterShake2 said:

Uhh, no they don't he surges to crits so it's a 1 in 4 as opposed to a 1 in 8 for most non-AT-Rt units and he has Impact 2. He actually does almost the exact same damage to Armor as Vader (3.5 vs. 3.75)

So he's as dangerous as most AT-RTs. Big deal. Stomp him.

7 hours ago, Tvayumat said:

So he's as dangerous as most AT-RTs. Big deal. Stomp him.

And while you are busy commuting an AtSt and two trooper units to taking down Luke, as an imperial player who already has fewer activations, your opponent will flank you or just smash those objectives. I’m not sold.

I think the best Veers lists currently are 2 ATSTs, or 3 Speeder Bikes, but not a mix of the two types of vehicle units. To take out Luke, you commit your vehicles. He can't deal with all of them.

8 hours ago, Kojib said:

And while you are busy commuting an AtSt and two trooper units to taking down Luke, as an imperial player who already has fewer activations, your opponent will flank you or just smash those objectives. I’m not sold.

You don't ahve less activations, you have Veers!

I don't know yet how you're supposed to deal with luke, but I bet it's pretty similar to how you would usually do: Either ignore him, or suppress him to ****.
I mean, you have an AT-ST, with mortar you can probably apply two suppressions on the first turn, even try to overwhelm him with veers' 1 action Command. That should put him to one action on the first turn.
As he gets closer, just DLT him from as many sources as you can by split firing. This way, he'll only have one action per turn for a while and maybe suffer some damage over time.

rest of the force probably plays as usual.

Suppression's the name of the game.

What about running two Imperial commanders once the "commando" commander comes out? I am guessing it will be Krennic with Death troopers, or Thrawn with Scout Troopers.

Anyways, two commanders gives you two anti-panic bubbles, and allows you to split forces more. Even if Luke nukes one of your commanders, you still have a second one. But I am hoping to find out on May 1st what the Imperial Commandos/third commander will be!

______________________________

Or just drop Veers and play Vader . . . "Dr. Veers: Or how I learned to stop worrying and play Darth Vader"

Well I just watched a batrep (admittedly, it was the deployment on the short edges, so lots of ground to cover, advantageous for the imperial player) but he did great with veers. The added points really allowed the imperial player to have more tools available.

You use two AT-STs, both with aim tokens from veers, then from themselves then shoot him. If he survives 18 dice with a bunch of rerolls at him, then you lost the dice game. .... or you can just shoot at him with a bunch of stromtroopers and suppression cannons, load him up with suppression tokens until he runs off the board to go get some power converters.