The AT-ST Decision

By HanScottFirst, in Star Wars: Legion

So, posted a few times, still new, getting into it, etc. and I've chosen to focus on Imperials.

The question is: Should I drop about $40 on an AT-ST?

My thoughts:

> 2 speeder bikes have the same offense ability in terms of the main cannon, and have Impact 2. However 3 damage cuts that offense in half (destroys a bike), while 3 damage to an AT-ST does not affect it's damage output. However, speeder bikes have surge conversion, and the AT ST does not.

> You could take 2 speeder squads (4 total bikes) and Stormtroopers for about the price of an AT ST. I'm realizing how important those infantry commanders are to objectives.

> But, you catch some trooper squad in R2 as an AT-ST with Weiss, you could hypothetically throw 3 red, 5 black, 3 white with Blast. And suppress a far away unit. Or split those dice all across several units.

> AT-ST seems like it could eat up other vehicles. Being supported by Veers could be cool.

> It looks super cool. I mean, c'mon, it's a flipping AT-ST!!! It also could provide Light Cover to some advancing troopers etc.

What have been your experiences with the AT-ST? Does it do enough damage to justify the cost?

7 minutes ago, HanScottFirst said:

So, posted a few times, still new, getting into it, etc. and I've chosen to focus on Imperials.

The question is: Should I drop about $40 on an AT-ST?

My thoughts:

> 2 speeder bikes have the same offense ability in terms of the main cannon, and have Impact 2. However 3 damage cuts that offense in half (destroys a bike), while 3 damage to an AT-ST does not affect it's damage output. However, speeder bikes have surge conversion, and the AT ST does not.

> You could take 2 speeder squads (4 total bikes) and Stormtroopers for about the price of an AT ST. I'm realizing how important those infantry commanders are to objectives.

> But, you catch some trooper squad in R2 as an AT-ST with Weiss, you could hypothetically throw 3 red, 5 black, 3 white with Blast. And suppress a far away unit. Or split those dice all across several units.

> AT-ST seems like it could eat up other vehicles. Being supported by Veers could be cool.

> It looks super cool. I mean, c'mon, it's a flipping AT-ST!!! It also could provide Light Cover to some advancing troopers etc.

What have been your experiences with the AT-ST? Does it do enough damage to justify the cost?

I think its probably not the most efficient option available. That said, point 4 has kept it in my lists for the time being. I also don't think it is super important to be min/maxing right now. Most people are still very early in the assembly/painting process and frankly if the rumors are correct in a couple weeks what's "best" may very well change. Vader might want to drop it for Snowtroopers, but Veers might make it easier to work with. In either case, I think its a better investment than more Stormtroopers or bikes that are likely to be less common as more options become available.

Speeder bikes are really **** good....

I am definitely leaning towards having those points in speeder bikes.

Have No experience with it yet, but I think there is a big difference in play style, bikes have to zip around, AT-ST don't.

I enjoy it. Some scum players don't know how to take it out yet and will usually just dent it. It's good to suppress units and take those harder objective areas. It's a lot of fun. I've incorporated it most of my lists.

If you play Imperials, and you dont have an ATST in your collection, youre doing it wrong!

Its just a superb model...brilliant.

Unless cash is factor and it might be, its a must have for a SW/Legion fan.

The AT-ST is amazingly fun! It also forces some really difficult decisions upon your opponent. Speeder bikes do as well though, but in a different way. I personally struggle a bit more to make the speeder bikes work because they are so fragile. With speeder bikes, the burden of execution is on me to play them well, and if I screw up, it's very easy for the opponent to capitalise. With the AT-ST, the burden of execution is on the opponent to have a plan to either defeat it, or play in such a way as to ignore it as best they can.

I hope that helps. I highly recommend picking one up, because it's such a force on the table. It won't find a place in every list for me, but I'll make sure to put it on the table as often as possible.

Thanks everyone! I'll probably pick one up.

For 215 squad points you can run it with just the 88 Twin Blaster. Seems it could be pretty effective. Though the long range mortar seems super fun, too.

To me it's a another tool in the toolbox. My opponent is force to react to it when it starts shooting up his troops, since 3 of the 4 objectives deal with troops holding it.

27 minutes ago, HanScottFirst said:

Thanks everyone! I'll probably pick one up.

For 215 squad points you can run it with just the 88 Twin Blaster. Seems it could be pretty effective. Though the long range mortar seems super fun, too.

For me, the Mortar is auto-include. The early suppression makes life miserable for troopers trying to get to objectives AND stay alive.

I don't have one yet but I can't wait to get one. The model looks amazing and after watching a few battle reports on the Youtube I've seen it erase a squad or two of unsuspecting terrorists off the battlefield.

Furthermore as a loyal officer of his Illustrious Emperor's noble Galactic Empire I will do everything in my power to bring the might and awe of its armed forces to the forefront of securing the safety to our glorious society.

14 hours ago, Crit Happens said:

For me, the Mortar is auto-include. The early suppression makes life miserable for troopers trying to get to objectives AND stay alive.

15 hours ago, HanScottFirst said:

Thanks everyone! I'll probably pick one up.

For 215 squad points you can run it with just the 88 Twin Blaster. Seems it could be pretty effective. Though the long range mortar seems super fun, too.

The 88 TB and Long Range comms are not a bad choice, but @Crit Happens is right, the mortar is a definite auto-include and if push came to shove, I'd take the mortar over the cannon. Both Mortar and the 88 with LRC is how I build it personally and make the rest of the list fit around it.

The suppression mechanic is huge and can get out of hand quickly if not planned for.

Edited by Wiredin
18 hours ago, VAYASAN said:

Its just a superb model...brilliant.

Unless cash is factor and it might be, its a must have for a SW/Legion fan.

In terms of filling out points in an army, its financially cheaper than any other option after the Core set for Imperials.

Edited by LunarSol
34 minutes ago, LunarSol said:

In terms of filling out points in an army, its financially cheaper than any other option after the Core set for Imperials.

Good point.

That mortar won me a game yesterday, made 2 troops flee off the board (: Luke couldn't be close to all 5 troops and we had 5 objectives scattered all over the board... feelsgoodman (:

But Vader + AT ST is so many points... Really wanna try Veers with ATST.

You're asking the wrong question. The real question is whether or not to bring two.

3 hours ago, Kalandros said:

That mortar won me a game yesterday, made 2 troops flee off the board (: Luke couldn't be close to all 5 troops and we had 5 objectives scattered all over the board... feelsgoodman (:

But Vader + AT ST is so many points... Really wanna try Veers with ATST.

Yes, Veers, TWO AT-STs loaded up and Six Storm Troopers naked. Aim, Aim and pound away with those mortars turn one.

On 12/04/2018 at 9:18 AM, HanScottFirst said:

Thanks everyone! I'll probably pick one up.

For 215 squad points you can run it with just the 88 Twin Blaster. Seems it could be pretty effective. Though the long range mortar seems super fun, too.

Thats how i played mine in its first outing. Cheap (by comparison) to the fully loaded version and its guns have plenty or range which means most of the time it can aim shoot and it doesnt have to overcommit and risk grenade and saber attacks.