General
Veers, Hologram
Imperial
Cost: 17
No stats
Hologram: Ignores all terrain. Cannot open doors.
Cannot be attacked or suffer damage, and cannot be
targeted. Does not provide cover. This character is
defeated if it activates with no trooper ally within
2 squares.
CE: At the end of this character's turn, choose one
non-unique trooper follower within two squares.
Until the end of the round, that character gains
fire support mission (replaces turn - Choose 1 enemy
within line of sight, ignoring cover. 60 DAM to
target enemy and every character within two squares,
save 6. A successful save reduces damage to 10).
Today we do the other unique piece from the new Hoth
pack. The rebels got a ghost so of course the
Imperials have to follow suit with their own
insubstantial piece. The only team you are going to
run Holo Veers is with a stormtrooper squad.
Troopers have gotten a big boost the last couple
sets, and this makes another nice addition. If you
are running a trooper squad, it should be no problem
keeping Veers next to a trooper to keep him from
being defeated.
Not only can a 5pt trooper now have a 30 DEF, but
now a trooper can do 60 DAM on one to several
pieces! This is getting insane. A save of 6 makes it
easier than normal to get out of the damaging
effect, but when people like me are horrible at
saves, it really is a scary thing. I played against
this piece and sure enough, my Boba merc failed his
save and took a quick 60 DAM.
The other huge part of FSM is that it ignores cover.
You do not have to worry about having the effect
jammed by the ugnaught standing in front of the
target you want. It also can help against super
stealth armies. Having to worry about keeping pieces
away from each other is also a worrisome thing when
facing FSM. It would really bite to have a quick 120
DAM done to two major Jedi right off the bat. While
the odds of that are small with only a save 6, I
have played a game where my CS Yoda and Master
Kenobi betrayed to Sith Lord in back-to-back
attacks.
100pts - Don't see this playing much here. It is
possible, but with the uncertainty of the 60 DAM,
you cant rely on it enough to make it worth it.
150pts - He actually can be run here. Since you are
talking about a bunch of 5pt figs, you have plenty
of room for Thrawn and a medium beat stick (50ish
Vader or his apprentice). It is very playable here
as if you hit the 60 on a major character it can be
back breaking.
200pts - Infinitely playable here. Now you can run a
major beatstick or just hordes and hordes of
troopers. A quick Thrawn swap can also put the
tagged trooper in position to hit a very juicy
target. A fun piece that is small enough to work
into a lot of squads. Wouldn't you play a character
with Grenades 60 with range 2 and splash 10? That is
essentially what Veers gives you.