Veers/Boba list, looking for opinions

By hgeyer99, in Army Building

800 Points

Veers 80

Stormtrooper + DLT 68

Stormtrooper + DLT 68

Stormtrooper + DLT 68

Stormtrooper + DLT 68

Snowtrooper + Flametrooper 68

Scout Trooper Strike Team + DLT-19X 44

Scout Troopers 60

Imperial Royal Guards 75

Eweb 55

Boba Fett + Hunter 146

One E-Web is pretty terrible.

Moreover, I'd keep the Sniper in the unit of 4 scouts (to make one of 5) and give it Frag grenades. The aim of that is to rush to Range 1, and discharge 8B and a R dice with Critical surge and Pierce 1 in the pool. It's on of the most agressive (and satisfying) way I found to play the sniper, Imp side. In this case, you should give them both Duck'N'Cover (pretty much a heavy cover any time) and Recon Intel (this "free" movement 2 action after deployment allow you to play them really aggressively)

Imp guards are regular based this way ? They need clearly the Electrostaff (with all that lightsabers coming, and no matter, i t give 2 extra wounds), tenacity and emergency stim (for 2 more "virtuals" wound).

Hunter is a pretty bad card, IMO. You should play boba with Duck'n'Cover (he got like 3 moral, so he won't almost ever care about having 1 suppression on his face) and Emergency Stims (for the same reason of the Imp Guard).

Clearly, a list like yours against a list like mine (Han, 3 AT-RT, 3 Charges commando Strike Teams), I rush you in the face with my AT-RT, and flame you to death before you could do anything. You have nothing to put presure on the map, neither to control what the opponent do. Veers is insane with Speedbikes, he is far less useful with a whole range of walkers (like... Infantery size walkers). Boba is neat tho, keep him. If you play him well, he may be able to put some havoc in the camp of the other.

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Let's state your chance of win in the various scenario :

  • Breakthrough : Lots of counting units, not enough movable. Plus in the actual list, you got EWeb and Sniper that are "dead weight" and won't score anything.
  • Sabotage/Repair Hydrovaporizers : You could get a good chance to "hard protect" you 2 Hydrovaporizers. Boba could be able to take a third one (but not in all scenario, and not against a Bomber heavy list... I always put something like 3 or 4 charges on each of my vaporizers once they are "full" for me).
  • Recover crates : Boba should rush for the middle crate. The main problem is that your opponent will see that coming, and blast boba apart. I'm not sure about sacryfing Imperial Guards to allow boba get the crate.
  • Transmissions : Good chances, except against a rush/heavy control list (like rush flamers or bombers list).
  • Key positions : Your best scenario, I think. You can play the "hiding game" and in this scenario, bombers list won't do anything (exception if they are able to go on your side of each building, which is likely no the case)

Your scenario/deployment/conditions should be :

  • Scenario : Key Position (Imo you best bet), Transmissions, Recover Crates and Hydrovaporizer
  • Conditions : Limited visibility (double edge. You could use it in an extent to rush forward on the opponent thanks to the cover. Allow you to play boba aggressively in the Recover Crates scenario), Rapid Reinforcements (your list lacks of mobility, this give you plenty enough), Perfect Conditions (the one with nothing. The one I will most unlikely want to play with your list) and a fourth one (the one you like most. I have an issue with explosion in this game, so I'd go for Mines field :) )
  • Deployments : I don't know. I would say "All but Disarray" (as Disarray need a very specific list building, like adding a "no-name" general for 50pts). The one with the "L" deployment that give "Scout 1" will eventually put your scout to 3 (if you also give them Recon Intels) and will rush you forward a lot.

Your command cards :

  1. Veers 1-Pip (depend if you want to play limited visibility. A regular 1-pip may be stronger),
  2. Boba 1-pip,
  3. Regular 2-pip (you do not have enough vehicle to take advantage of veers 2-pip neither having enough supports/heavy to take advantage of the Imperial Officier 2-pip card),
  4. Boba 2-pip,
  5. Coordinated Fire (the new 3-pip regular cards. It's insane in your list with the amount of Core you have),
  6. 3-pip Boba,
  7. Standing Orders

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Personnaly, I would play this (in the same idea of your list :) )

Veers (Bare or with Esteemed Leader) = 80-85pts

Boba : Duck'n'Cover, Emergency Stims = 156pts

Snowtroopers : Flametrooper, Recon Intel = 70pts
Stormtroopers : DLT-19 = 68pts

Stormtroopers : DLT-19 = 68pts
Stormtroopers : DLT-19 = 68pts
Stormtroopers : DLT-19 = 68pts

Imperial Royal Guards : Electrostaff, Emergency Stims, Tenacity = 112pts
Scout troopers : DLT-19X sniper, Duck'n'Cover, Frag Grenades, Recon Intel = 101pts

--> 791 (796) pts.

And My BIGGEST advice would be to swap for Krennic as soon as he drops in. Veers is almost useless in this list (I would almost prefere 2 regulars Commander than Veers, TBH. Would help a lot with Disarray deployment style ;) )


I hope this will help you :)
Shak'

Edited by RaevenKS

So I have a few things:

I'm 'uneasy' with the naked Scout unit and the naked Royal Guards. I feel the Guards do 2 things: Guard Palp/Vader, and counter-charge a force user (especially Luke). You don't really need the first half, and you need to upgrade them to get the second. With Boba in the list, you do have a legitimate threat for a Luke to deal with, so you are probably ok. I would drop them. As for the Scouts, you could either turn them into a Sniper team, or so as the above post suggests.

As for one EWeb, I will say I have found alot of use for EWebs, and it is fun to put them in with Veers with Barrage Generator. It is alot of fun to throw that many dice AND suppress people, just to refresh the card again! Maybe with dropping the Guard, you take another one with Barrage? Just a thought.

If you want to be more 'mainstream', I would drop the EWeb and the Guards for 2 units of Bikes, and maybe switch up the commandos for either 1 full unit, or 2 Snipers, otherwise drop them for a 3rd Bike.

Also, if you have specialists, the Officer is really good on the Snows. Also, Impact or Frag Grenades are really good on the snows too, if you have points to spend.

Good luck!

4 hours ago, RaevenKS said:


Hunter is a pretty bad card, IMO. You should play boba with Duck'n'Cover (he got like 3 moral, so he won't almost ever care about having 1 suppression on his face) and Emergency Stims (for the same reason of the Imp Guard).  

Personally I've found Hunter to be great on Boba. I agree that on most characters it probably is a waste, but Boba wants to kill heroes, and man does he need that Aim. It really sucks as Boba to roll your 4 black dice and see 2 blanks staring at you. I have found he doesn't need Duck and Cover so much because I always do this with Boba:

Move last in round from LOS blocking terrain, shoot target (with free aim). End of Round. Shoot first with Boba at target (with free aim) and then retreat behind LOS blocking cover. Rinse. Repeat. He won't single-handedly win you the game, but he should be able to scare/kill a key person (like Han or Leia), and hopefully run away with the VP.

Boba will never kill Han in all the game.

Duck'n'cover, low profile, emergency stims and uncanny luck are a nightmare for all.

In more than 10 games with my lists, my Han never get any close "to die". And the worst was against a Vader, not a Boba.

14 hours ago, RaevenKS said:

Boba will never kill Han in all the game.

Duck'n'cover, low profile, emergency stims and uncanny luck are a nightmare for all.

In more than 10 games with my lists, my Han never get any close "to die". And the worst was against a Vader, not a Boba.

Too bad Boba has Sharpshooter 2, and your Duck and Cover and your low profile are completely useless. And you can reroll your dice all day with Uncanny Luck, but Pierce don't care. I'd hardly say that combo is a 'nightmare to all'. Han gets wrecked by anything with pierce or anything with Sharpshooter or Blast. If your Han isn't dying, or getting close to death, than I daresay your opponents aren't doing their jobs. I've never played a game with Han on the table (either with me controlling him or as the enemy) where Han hasn't bit the big one.

11 hours ago, SirCormac said:

I daresay    your opponents aren't doing their jobs.

This part may be true. I am not an imperial player, and I don't even knew that Boba was Sharpshooter 2. They always completely forget it.

This may means a lot then. I will have to adapt now :) thanks!

3 hours ago, RaevenKS said:

This part may be true. I am not an imperial player, and I don't even knew that Boba was Sharpshooter 2. They always completely forget it.

This may means a lot then. I will have to adapt now :) thanks!

Glad I could help!