With EAW out now, I was taking a look at the AT-ST again and wondering: is its high cost still not worth it? I have an eCiena/eBala/FOST deck I'm working on and wanted to include a couple vehicles. Already includes the AT-DP, but was eyeballing including the AT-ST or the TIE/FO in addition. Multi tapping the AT-ST could be brutal, especially if I'm wiping out supports left and right, but that prohibitive 6 resource cost is killing me on the decision. Leaning more towards the TIE/FO simply for the half cost and still solid die. What's your thoughts?
AT-ST
I think AT-ST is better than the TIE/FO. The one thing that messes with it is that Cunning is so popular - Cunning special can make you kill your own AT-ST! Have you considered running Unkar in that deck? eUnkar/Ciena/TIE Pilot is 30 points, and Unkar can get the resources needed for supports plus Ciena's ability, and the TIE Pilot can protect those valuable AT-ST dice. Still doesn't do anything about Cunning though...
13 minutes ago, Kieransi said:I think AT-ST is better than the TIE/FO. The one thing that messes with it is that Cunning is so popular - Cunning special can make you kill your own AT-ST! Have you considered running Unkar in that deck? eUnkar/Ciena/TIE Pilot is 30 points, and Unkar can get the resources needed for supports plus Ciena's ability, and the TIE Pilot can protect those valuable AT-ST dice. Still doesn't do anything about Cunning though...
Cunning is one reason I'm on the fence regarding the AT-ST, and may just go with a pair of TIE/FO or other 3-cost vehicle. I've found that Ciena is wholly capable of financing a solid amount of resources with her double resource sides, especially as elite. Plus the main reason I went the route I did is it makes it incredibly difficult to lock down key characters this way. 5 character dice on the table WITHOUT training is pretty intimidating in its own accord.
6 cost is a lot of money, and IMO the damage it does is not enough to make it worthwhile compared to other cheaper options. I think I'd only run it in a competitive decks as a possible meta choice if 'big supports' become viable (and no one runs Cunning).
Edited by Abyss9 hours ago, Abyss said:6 cost is a lot of money, and IMO the damage it does is not enough to make it worthwhile compared to other cheaper options. I think I'd only run it in a competitive decks as a possible meta choice if 'big supports' become viable (and no one runs Cunning).
Even if big supports do become a thing (and I'm skeptical on that) there are cheaper/better options to deal with them. Almost all the expensive ones are vehicles, and there are several better, cheaper options for removing vehicles (Rocket Launcher, EMP Grendade).
If you're going to run it, you need to have access to dice removal to deal with Cunning, and Astromech or Veers.
Use friends in high places, hope to pull it. Good in vehicle decks to pull one out for free.
I've already included two AT-DP in my deck and want to include two more vehicles. AT-ST seemed like a decent choice for it being able to remove any support, regardless of its cost. I'm torn between it, TIE/FO, and Speeder Bike Scout as the second set, and hence the discussion on considering them.
I have a new villain vehicle deck with eUnkar/Ciena Ree/Nightsister. I was able to get a Quadjumper out for free with Imperial Backing and next round was able to pop the Quadjumper to pay 3 for an AT-ST. I was able to get it out in multiple games.
I tried out eHux Cienna TIEp with big supports, including ATST and sonic cannon. Hux special with mobilize and imperial backing makes the big guns very affordable.
At one point i rolled double specials with Hux with two Mobilizes in hand. Boom, 8 resources in one action.
The problem is that when Hux drops, you may have a deck full of events that are now worthless. Still really fun though.
I think Ciena's ability invalidates the AT-ST. You need those resources to reroll out the vehicle dice. If you had the means to create ridiculous amounts of resources, will you are probably just going to mill them to death.
However with Ciena's ability you really only need one good vehicle so maybe if your deck consistently produces 3-4 resources a turn or some way to cheat out the AT-ST it will be a killer deck.
Edited by MepIt comes out free with your 2nd Premonitions
Quadjumper, tech team, friends in high places, imperial backing (with Hux)... all great options for getting it out there fast/cheap.
I include friends in high places with Natural Pilots in my imperial vehicle deck (I know it's not a popular card because of its cost, this mitigates that). That greatly increases the chances of getting something good and useful on that 3-card pull, and then Cheat helps to mitigate pulling multiple high value cards on those 3-card draws.
i use 1 copy in my vehicle deck and it's ok but not great, the Sonic Cannon on the other hand with Rutless Tactics ![]()
Support (14 11 )
Event (16 )
3 hours ago, Parkdaddy said:Quadjumper, tech team, friends in high places, imperial backing (with Hux)... all great options for getting it out there fast/cheap.
I include friends in high places with Natural Pilots in my imperial vehicle deck (I know it's not a popular card because of its cost, this mitigates that). That greatly increases the chances of getting something good and useful on that 3-card pull, and then Cheat helps to mitigate pulling multiple high value cards on those 3-card draws.
Just a second to the "Natural Pilot" argument. It is a beautiful thing to put on your secondary or tertiary character right as your primary figure is about to bite the dust. You really make the opponent have to choose who they are going for. With a Slave 1 or ATST on the field, getting 2 activations out of those supports is a game changer.
4 hours ago, Traxlenak said:Just a second to the "Natural Pilot" argument. It is a beautiful thing to put on your secondary or tertiary character right as your primary figure is about to bite the dust. You really make the opponent have to choose who they are going for. With a Slave 1 or ATST on the field, getting 2 activations out of those supports is a game changer.
Absolutely right...
My Hux deck (3 char, eHux, Basine Netal, Magna guard) isnt tournament ready yet, but this sequence happens more than you think:
-Turn 1,
hux special x1 (1 is easy considering u use his second dice to focus...), if lucky, maybe 2nd special an use the 3 cost Mobilize (4 ressources)-...Special to play imperial backing and let say an AT-DP, you still have 2 ressources... or 6 if you played Mobilize
-Turn 2:
4 ressources , play natural talent on magna guard (Even if he is killed, he can do all his trick until end of turn).
-activate ATDP...
-Activate magna guard, ready AT-DP
-Activate AT-DP again
-Activate hux, use special for "red alert"... (Ready a non unique...)
-Activate magna guard again... ready ATDP again
-Activate ATDP again
Isnt difficult at all to do, i'm not counting the mobilize, wich becomes ridiculous at some point. A resumé of how much dice I can roll on turn 2:
-10 dices, including: 2 natural talent dice, 3 ATDP, 2 magna guard, 1 bazine and 2 hux
-Using 2 as damage rolled on guard, ATDP and natural talent, we are looking at 14 damage.
-Just imagine Mobilize was played and replace ATDP with ATST...
Chak