AT-RT is not a good platform

By Darth evil, in Star Wars: Legion

seriously i used 3 in 3 games today and combined with the Rebel troopers they simply melt away if anything looks at them, i mean a white defense with no surge yuck

Yeah, I've been feeling this way too.

As told to people complaining about Empire > Rebels: use terrain and covers. If you run in the middle of the table, yes, they may suck. Flank, combo with Luke, hide them while they move forward, and they do the job.

I have had pretty good result using them with laser cannon or rotary. They are fire support for your troopers, not tanks. They can survive normal blaster fire just fine with armor, but impact wrecks them.

Rotary draws fire away from your troopers and fires back alright even through they get shot down.

Laser cannon are not much more than snipers that deal out supression or takes down enemy at-rt's. They are harder too kill without long range firepower.

Flamer is a blastermagnet and I rarely get more than one flameshot of per game if even that, but they are cheap and gives cover for advancing troopers.

Edited by jocke01

It's a rock paper scissors world. Their defense is Armor not dice. Don't put them in a position to get wrecked by anything with impact. You can use them as pawns to draw fire while you get your better troop units in position or shoot at range 4 and plink away at enemy troopers forcing your opponent to react. They are a strategic weapons, not a tactical one. For that, you one to use miniguns and lots of them.

Definitely you can't charge up the middle with them and go toe to toe with an ATST. As others have pointed out, if you are playing on a board without enough terrain then they are going to be in a bad spot (although a range 4 blaster would be pretty good here).

I’ve only played through one full game at this point, so I don’t pretend to be an expert, but it is pretty hard to keep your opponent from killing his “primary target” in Legion and you have to make hard choices every move about whether to commit to offense and leave your units vulnerable or commit to defense and not hit so hard. So I guess the key is to decide what you want the ATRT to accomplish. If he’s there to absorb enemy actions then make sure he gets their attention while your troopers scurry for the objective. If you want to keep him alive for offense then you have to put him in the right spot.

They are supports not heavies. They are not tanks and if you lost 3 that is 18 damage not counting the effect of armor. So you would have lost over 3 full squads of troopers to that fire. My guess is the numbers say around 4.

I love it when my AT-RTs are getting shot up instead of my troops. If they're just getting shot up for nothing then that's my fault.

Absolutely there is nothing like running an ATRT flames at a unit of Stormtroopers to draw fire. I love pairing it up with an airspeeder to run both a the enemy to give them target anxiety ignore one at your peril. Meanwhile my troopers can go grab objectives, I'm so glad that objectives really count in this game, they can drop every bit of armour I have on the table as long as I win the battle(actually I don't mind being beaten, but I've found that having my armour shoot their troopers while the armour itself gets destroyed, if I leave them with a severe trooper shortage I'm happy)

Edit there is a relatively large league going on and the majority of the top players are imperial however apparently the no 1 player is playing rebel with atrts and troopers, I tried out a variation of the army build recently and while my ATRTs got trashed mostly , they trashed enough of their own, and left the troopers to clean up because they managed to get better positions.

Edited by syrath

Funny I have found the ATRT to be a flexible and well worth the points. In fact I personally think they are the best overall rebel unit. Good upgraded and good not upgraded. I had one game where my opponent focus fired them but it takes a fair amount of activations to take one down usually. My other units were able to use that time to good effect.

4 hours ago, Mep said:

It's a rock paper scissors world. Their defense is Armor not dice. Don't put them in a position to get wrecked by anything with impact. You can use them as pawns to draw fire while you get your better troop units in position or shoot at range 4 and plink away at enemy troopers forcing your opponent to react. They are a strategic weapons, not a tactical one. For that, you one to use miniguns and lots of them.

Better troops haha, good one

I've been finding mine go down really easily, with or without cover. In a game today I lost one to 2 rounds of shooting from a single enemy Storm Trooper squad, and another to a single round of shooting from 2 squads (1 Stormtrooper, 1 Snowtrooper). Both had cover and one had a dodge token. Didn't help at all. Neither scored a single casualty in return.

i know that as soon as the Commandoes become available i'll be moth balling these things, i might keep 1 for Flamethrower, the fact is even in cover your cancelling 1 die 2 at most. If an AT ST can fire both the Main gun and it's 88 then your toast, add in the DLT's and Veers with surge to crit, it just makes your 270 point investment worthless

Solo will help with his draw fire command- it'll keep your flamethrower alive long enough to close distance. I just keep my laser cannon RT out of range of the enemy. On top of a building if I can get there.

Frankly I'm surprised they're as hardy as they are: it's a bloke on top of a platform with an armoured shield to his front. Any kind of enfilading fire should ignore the armour completely.

If you've ever played 40k it's like a scout sentinel walker in terms of use so it might be worth searching up some tactics on their use. The rule set is different but a scout walker is a scout walker no matter which galaxy or millennium it's from.

So how do rebels compete considering bikes dlts and the atst? The t47 seems to be pretty much written off. Im struggling.

19 minutes ago, Ophion said:

So how do rebels compete considering bikes dlts and the atst? The t47 seems to be pretty much written off. Im struggling.

Don't compete. Stay mobile and engage on your terms. Don't fight the enemy army, brutally murder exposed and key units to win in the endgame. Never get involved in a 'fair fight.'

21 minutes ago, Katarn said:

Don't compete. Stay mobile and engage on your terms. Don't fight the enemy army, brutally murder exposed and key units to win in the endgame. Never get involved in a 'fair fight.'

This sums up playing rebels perfectly! That’s actually why I love playing them! Imps just continues marching forward obliterating everything, but are succeptible to flanking and smart tactics from the Rebel side.

6 hours ago, Ophion said:

So how do rebels compete considering bikes dlts and the atst? The t47 seems to be pretty much written off. Im struggling.

You're assuming the gulf is wider than it is. The math on all the core release units is very even. Also, all things being equal, the fact that Rebel stuff is generally cheaper actually gives them a narrow edge because the game leans in favor of higher activations.

I would actually say Rebels are favored right now, but not by such a wide margin that skilled play (and poor play) or dice are a non-factor.

9 hours ago, RaptorRitter13 said:

This sums up playing rebels perfectly! That’s actually why I love playing them! Imps just continues marching forward obliterating everything, but are succeptible to flanking and smart tactics from the Rebel side.

Except Rebels have no flanking units, and Imperials have a very good one. If anything, I think Revels are much more susceptible to flanking.

1 hour ago, Jake the Hutt said:

Except Rebels have no flanking units, and Imperials have a very good one. If anything, I think Revels are much more susceptible to flanking.

Luke would like a word.

5 minutes ago, Skargoth said:

Luke would like a word.

That is true. I was thinking of non-commander units. And Luke is very effective. But you can only take one Luke (thank god), and he's still only move 2, even if he can get a lot of mileage out of Charge and Jump. Imperial players can take several units of speederbikes, and they are much better flankers due to being much more mobile .

Imperial players also aren't risking losing their commander when flanking with Speederbikes. They'e a fast, low risk, high reward unit that is very affordable.

Edited by Jake the Hutt
2 hours ago, Jake the Hutt said:

Except Rebels have no flanking units, and Imperials have a very good one. If anything, I think Revels are much more susceptible to flanking.

The T-47 is most definitely a flanker.

As some others have said, your AT-RT is a support unit. Use it to draw fire. Use it as mobile cover for Troopers. Use it to do as much damage as possible before it goes down. Hope your opponent doesn't just ignore it like Rebels do the AT-ST.

While I like the idea of the flamer AT-RT I think the 5 extra points for the rotary is a better choice. More range, decent amount of black dice, and much more likely to draw fire early, which means your Troopers aren't getting shot at as much.

Edited by NeonWolf
1 hour ago, NeonWolf said:

The T-47 is most definitely a flanker.

As some others have said, your AT-RT is a support unit. Use it to draw fire. Use it as mobile cover for Troopers. Use it to do as much damage as possible before it goes down. Hope your opponent doesn't just ignore it like Rebels do the AT-ST.

While I like the idea of the flamer AT-RT I think the 5 extra points for the rotary is a better choice. More range, decent amount of black dice, and much more likely to draw fire early, which means your Troopers aren't getting shot at as much.

The idea is the flamer will absolutely draw fire, if they don't destroy and you get to range 1 then not only have you got the tactical advantage and drawn fire off your troopers you stand a great chance of recovering it's cost point by point. I've even had my opponent "waste" his Veers alpha strike on one and he destroyed the flamethrower in the first round, which left me with a double white range 3 attack to dole out suppression for the rest of the game as I always presented better targets and this was in hostile environment conditions where suppression hurts, so even without its weapon it was still well worth it. I've even managed to do a run through on a unit only to reverse back into it and into melee after

They’re definitely fragile for an armored unit, but their surge to crit and good hardpoint options still make them a staple.

The top three lists on the TTS league were all rebels with Luke, Leia, RTs and troopers (no T-47). The top list actually had naked RTs.

7 hours ago, NeonWolf said:

The T-47 is most definitely a flanker.

I also forgot about the T-47. So my argument that Rebels don't have flanking units has some holes, I guess. I still think that just with the Speederbikes alone the Empire is much better at flanking.

Back on topic: I don't think the AT-RT is useless at all, but it is very easy to take down, and I'm finding its damage output to be underwhelming, even with other squads backing it up. I keep thinking it will be a good distraction and allow my Rebels to do what they need to do without drawing fire, but each game my AT-RTs get eliminated with very little effort, and then I'm down two activation and the only benefit is the enemy spent a few actions destroying the AT-RTs isntead of shooting at my squads. It never seems to make a difference. And honestly, using them as distractions just isn't very appealing.

Maybe its just poor dice? The AT-RTs seem good at landing suppression but bad at actually causing any casualties. Red dice Stormtroopers are just too likely to make their saves.

Edited by Jake the Hutt