At-rt loadout and tactics

By jocke01, in Star Wars: Legion

Hi

I have been playing a couple of games now with 3 at-rt's and mixing with all the three weapons for the at-rt in order to get a feel for them. Here are my thoughts. They have armor, but with unmodified white dice they get focused down quickly. They can however stand in the open and absorb alot of blaster fire instead of your troopers without getting supression. If they don't move remember that they can dodge. As Long as they live, they absorb enemy fire.

Flamer

Cheap, powerful but a one trick pony. For me I try to deploy it in the center of the battlefield, where it have several possible targets. Hold it's activations back and then run it into a place where it can ambush activate for a move + spray vs a trooper unit. It either get's shot down before reaching it's target or after it sprays. I have only gotten one flame attack per game with them.

Rotary

Little of everything. Ok chance to get a crit or two with aim, ok range and ok vs troopers. Deadly vs troopers out in the open. I usually run these as fire support platforms for my troopers. It can move and fire with about the same firepower as a z-6 squad thanks to the surge-crit. They don't win battles, but they give your troopers the support they need to advance for objectives.

Laser

Expensive, long range and impact. I haven't faced any at-st's yet, only a bunch of bikes. In the rebel vs rebel fights this is the weapon to use. With aim you will get 3 crits almost everytime so 2 shots and the enemy at-rt's are either dead or threshold damaged. Vs troopers they are just supression snipers. 2-3 hits vs heavy cover and sometimes dodge means you rarely get to kill more than one guy per shot of even that. Against imperials, I usually run them like snipers. They try to stay at range 4 and give out supression. Vs rebels use them in pairs or trios and focus down at-rt's one by one. Haven't faced snowspeeders yet either.

What do you guys think, what weapons do you like?

Edited by jocke01

I usually use all the weapons and choose the ones that compliment my other troops. They are super flexible with a good melee option, decent defense and not a massive point cost. The only weapon I don't really like is the rotary as its role is easily taken by a Z-6 trooper squad.

Tactically I use these and expendable troops who job is to lead the charge, give suppression, etc. Basically they go down fast due to focus fire but even one flamer version getting into range can devastate a couple of units. They can make decent use of non-barricade cover and if they lose a weapon, you still got the claw.

With the HQ Uplink coming soon you'll be able to activate the flamer before anything using Solo's sorry about the mess. In addition, his reckless diversion can save it from being hit for a turn so the flamer is going to get be a fair amount more dangerous/survivable.

Luke force pushing units at the flamer works well. Remember to organise coherency to get them as close as possible to your flamer.

The sniper laser cannon is quite simple to use and pretty consistent at getting suppression where you need it- aiming at troops holding objectives away from their commander helps your troopers panic the enemy out of the way. It works quite well with the airspeeder for this.

I've found that tossing a Comms jammer on a flamer when I have the spare points REALLY makes it a prime target, which is handy when I'm using it as a distraction to allow my infantry a turn or two of movement without suppression coming their way.

I have 2 of these and find they work best when equipped the same.

2 Flamers is fun. Just go full speed towards the enemy turn one with all your units. The troops and Luke are usually ignored and the flamers take the hits. Useful when you consider this is primarily an objective game; troop survival is essential and support units are expendable. If your opponent rolls badly then they are in for a world of hurt come turn 2.

The Laser is my other option. 2 of these will drop an Airspeeder/ATST in 2 turns with minimal support. These are my default boys as they have good range and are more forgiving to use.

The Rotary cannon seems like a waste. It does nothing a normal unit can do, so for similar points you are better off with more troops. Rather use the ATRT as a specialist weapon platform.

I run a Laser Cannon and a Rotary. The Laser is a great sniper. As you say, nearly guaranteed crits. It will put damage and suppression on whatever it shoots at. The rotary is a jack of all trades. But it is very good at laying damage on things, especially if it gets an aim. Can shred bikes or troops. I don't know that I'd fire either at an AT-ST unless I had no better options.

I hate the laser upgrade, the suppression is a real pain. Running 2, with different load outs forces the imperial player to change tactics.