How are you running your AT-STs

By Crawfskeezen, in Army Building

I played my first game with the AT-ST the other day and it preformed pretty well I thought. I took it with a full kit (laser cannon, grenade launcher mortar launcher and Weiss, no comms). We were playing Intercept the Transmissions and it held down a pretty big field of fire on two of the objectives. The only issue I really had was that Weiss seems like he is only good for one turn if you want to be aiming or moving. Using a recover means I can't move or aim if I want to unload. I know Veers helps with the aiming.

How are people running their AT-STs? What has been working for you? What hasn't?

I don't love Weiss as I don't find myself using him that often. And I don't generally use Comms as the AT-ST stays pretty central.

So if you're at Arsenal 2, then more than three weapons seems silly.

I tend to like the Mortar and Grenades. You're firing Mortar and Main Cannon at long range, or Grenades and Main Cannon at Short. (220pts)

Light Cannon and Grenade Launcher is more a close range specialist. (230 points)

Just the Light Cannon is cheap and all around. (215 points)

None are super cheap, but they're cheaper than you can run if you really load it down. I find there often isn't enough in front of it and alive to need more than those combos.

With veers, you can run a grenade aggressive one, moving and shooting with an aim token. Grenade launcher is awesome. But you can also kit it with a laser for anything too far for the grenade launcher. No need for Weiss, he'd only be useful in one occasion realistically.

Initially thought the mortar launcher would be great, but Whits with no surge generally means you're only applying 1 suppression generally. With the incoming turrets it could make a comeback to breathe the standby thought

Edited by Deuzerre

Yea, I didn't really groove with Weiss. Good suggestions folks. Cheers.

If you want to move you're out of luck, of course, but attacking with two extra weapons is better than Aiming.