General Veers is the best ground commander in the Empire. In Star Wars: Legion Veers is a support commander who leads from the back, skilled at bolstering his troops and getting the maximum effect out of every unit.
Base Unit Summary: (commander)
Damage Output - Ranged: Below Average: 1.125
Damage Consistency- Ranged: Above Average: surge to crit, sharpshooter 1, pierce 1
Damage Output - Melee: Below Average: 1.25
Damage Consistency- Melee: Above Average: surge to crit
Damage Resistance: Average: 50%
Wounds: Below Average: 5
Attrition: Above Average: 5/figure
Range: Average: 1-3
Speed: Average: 2
Courage: Above Average: 2
Role: Commander, Support
General Veers is a support commander, leading from the back and increasing the effectiveness of his units more than directly contributing to the fight. Veers' command cards are focused on sheer efficiency and increasing the damage output of his units.
Base Unit Analysis:
General Veers' combat stats are on the low end, however his primary focus in on increasing the efficiency of the rest of your troops, not on directly contributing to the fight. To this end Veers is quite effective at his job. He is able to hand out aim tokens to two of his other units at range one and to remove a suppression a troop - significantly increasing the action efficiency of your forces. When Veers does need to inflict some damage on his own he is able to apply his small amount very accurately and consistently whether it be from his blaster or from his tactical strike via Maximum Firepower.
Unique Upgrade Analysis:
General Veers has no unique upgrades at this point.
Maximum Firepower: initiative 1, Veers only; this command card allows Veers to take an attack using the weapon listed on the command card after the activation. Because it is not an attack action and it happens out side of his normal activation, Veers is not bound by the "single attack action per activation" limit with this card, so he can make a normal attack and then still attack with this card after. Maximum Firepower is best used against vehicles or enemy commanders as it will not end up being a significant amount of damage on a full troop unit but will be significant on an individual model. There are a couple of things to keep in mind when using this card; when attacking a vehicle remember that this card only has Impact 2, however Veers has Precise 1 and also surges to crits. So often the turn Veers uses this card he will spotter for two units near him and then take an aim action for himself. When you roll this attack you have a .25 chance per die to get a crit, so essentially in your opening roll you should get one crit, then you can reroll the other three for a .75 chance to get another crit and then the remaining 2 will use impact to convert to crits against armor for a total of 4. dont be afraid of rerolling hit with Veers, he is more likely to get a crit than a miss and is unlikely to get a miss at all. Also when attacking commanders keep in mind that this is immune to deflect, that means that deflect cant be used against it at all, not only can they not send damage back at Veers, but they cant convert their surges using deflect either, so it is a good way to get some extra damage through on a lightsaber wielding commander.
Evasive Maneuvers: initiative 2, 2 Vehicle units; this command card gives an order to two vehicle units and gives them a dodge when they do receive the order. This card should be used early, generally on your second or third turn, and is great on any vehicle you put it on. When playing to this card you will generally get your vehicles into position the turn before and then use this card to preemptively give them a dodge and ensure that they can activate first and survive long enough to be effective.
Imperial Discipline: initiative 3, Veers and 2 units; This is possibly Veers most powerful card. when you play it Veers and two units ready immediately. This means that they remove all suppression and ready any exhausted cards they may have. This is most effective on units that have exhaustible upgrades such as General Weiss and HQ uplink as well as the emplacement trooper generators. If you are able to get the order on 2 units that have exhaustible upgrades then you significantly increase the usefulness of that upgrade as well as the action efficiency of your list by not having to use a recover action to ready the cards.
One of the biggest appeals to General Veers is that he is incredibly skilled at supporting his army, and that he is cheap enough to bring additional units. Because of this it is generally best to keep the upgrades on Veers to a minimum. The exceptions are with command upgrade slots such as Esteemed Leader and Improvised Orders. Many of the upgrades in the command slot work quite well with Veers. By default Esteemed Leader should be the upgrade he takes, ensuring that the opponent can’t defeat Veers before he is able to use his command cards. Improvised Orders also allows Veers to bring a more diverse list and still maintain rigid control of the activation order.
Wave 2 Update:
With the addition of wave 2 expansions Veers now have access to several new and useful upgrade options. Although it is still recommended that you keep his cost to a minimum, Emergency Stims could have a place on Veers, but should not overrule Esteemed Leader.
General Veers is most efficient when supporting his own troops. In general he wants to lead from the back lending troops his command bubble and handing out aim tokens. General Veers also wants to activate early or mid turn so that you can make the most use out of both Spotter and Inspire. Veers also wants to use his unique command cards early, since his presence on the battle field is not guaranteed for the whole game.
Conditions permitting in most cases you will want to open your game using Maximum Firepower to put some damage on an enemy vehicle or commander, on this turn you should also get your vehicles into place for a strong opening on turn 2. Turn 2 you should often use Evasive Maneuvers so that your vehicles can activate early in the round and also have the staying power to make sure they get their job done. On turn 3 Veers is often going to want to use Imperial Discipline to either ready exhausted abilities from your opening salvo or to remove suppression from your troops who are needed to do something that turn.
Once Veers has used his command cards his biggest contribution to your forces is his courage bubble as well as his ability to hand out aim tokens, however his gun shouldn't be overlooked. With a range 3, sharpshooter, pierce, and surge to crit Veers is especially good at taking out small units who stray too close to your forces. Especially speeders and armored units since Veers is more likely to roll a crit than a normal hit.
Veers is also well suited to holding objectives in your back lines since he generally doesn't want to be too close to the action and can provide a lot of his support from further away. In scenarios like Intercept the Transmissions or Key Positions consider Veers as one of your scenario elements.
Veers is not much of a threat in and of himself, but he excels at supporting his units. When facing an opponent running Veers he is generally not your top priority, however if you do get an opportunity to take him off the table at range it is well worth it, especially if he still has command cards he hasn't used yet. If you are able to defeat Veers midway through the game it is often a viable strategy to then change your tactics to suppress and panic the opponents troops into uselessness. However keep in mind that Veers tends to bring vehicles as well, and those vehicles are not any less dangerous because veers is gone.
For the most part playing against a force commanded by General Veers is not much different than facing the same force lead by any other commander. He does not command enough threat to warrant focusing on him unless the opponent presents the opportunity. In general it is best to focus on the scenario and handle the rest of the opponents forces in the way that you normally would.