Two At-St’s

By Whichsideismyside, in Army Building

Has anyone tried to use two of these big boys? I’ve had good luck with how I use my At-St and was thinking of trying out two. They have a lot of fire power and can take hits too. I’ve seen a lot of negative reviews of the At-St however it hasn’t let me down. I think how you use it has a lot to do with it’s effectiveness. After all they are Scout Transports and not tanks. They are supposed to be fast anti flanking walkers that support each other or other army parts.

Thoughts?

I’d love to hear about this too, especially how people have done this successfully with the necessary trade offs in trooper units.

I've been working on getting a double AT-ST list to work well. I run Veers with esteemed leader, 2 AT-STs with mortar launcher and concussion grenades, with 4 dlt stormies. My opponent almost always goes for my troopers, so, depending on the objective, hold them back in cover and shoot with the dlt. For the AT-STs I've found that the mortar launcher is fantastic, and can make a panic very likely if a unit strays too far from their commander. However, you have to balance that with objective play. It's great to sit back and destroy stuff at range, but you generally have to march up onto the objective to claim it. Don't be afraid of losing one, because that is what they're there for. Keep Veers nearby to give aims, and you open up your options quite a bit.

Thank you for the replies, that was very close to what I thought would be powerful. I was thinking of using Vader to get objectives and fight other infantrymen

2 hours ago, Whichsideismyside said:

Thank you for the replies, that was very close to what I thought would be powerful. I was thinking of using Vader to get objectives and fight other infantrymen

I personally don't recommend using Vader with even one AT-ST. They both are just too expensive. Veers and his low price make AT-STs viable because it allows you to bring more corps units. It doesn't matter the list, corps units win games, at least for the time being.

That is why I am trying to focus on taking out your (the opponents) core troops. If you can’t use them then mine will have a better game..

1 minute ago, Whichsideismyside said:

That is why I am trying to focus on taking out your (the opponents) core troops. If you can’t use them then mine will have a better game..

By all means give it a go, but you'll have to do a ton of damage to make up for the deficit you'll probably be starting at. Who knows, maybe it'll work well and I'll eat my words.

Full confession that I haven't played it yet, as I'm still building it (models that is). But I built a list at 799 I think with Veers, 4 troops, 2 At-st's. I fully load them so I can suppress the **** out of basic troops, at long range. I played a lot of 40k so I'm not new to morale crushing infantry. Of course they do it differently. But since infantry cap objectives, I say blow them all up, make them run off the table, or too scared to move, you got the win. Can you tell I'm pro Imperial lol. Vader is cool but too pricey for now, plus upgrades. If they raise it to 1000 pts later on, that will give more wiggle room to go back to Vader or maybe run Boba.

I base this list off current figures, no telling how all new ones will change things. Also we are basing this off people not expecting 2 At-st's right?

The thing with this list is that one of the better ways of beating it is to focus down the troopers, and the one thing just about every unit can do is kill troopers. Unless you have good luck and your opponent makes some mistakes, then you won't kill all of their corps units with the AT-STs. If you have no corps left, and they do, then most of the time they have the advantage. This means guarding your troopers from danger, which in turn means you often cede the objective at first. This is ok if you're playing Key Positions, but in something like Intercept the Transmissions, you're starting the game at a deficit. It is a careful balance that must be held, and Veers Triple Bike w/ 6 DLTs just has more room for error.

11 hours ago, Qwrety77 said:

The thing with this list is that one of the better ways of beating it is to focus down the troopers, and the one thing just about every unit can do is kill troopers. Unless you have good luck and your opponent makes some mistakes, then you won't kill all of their corps units with the AT-STs. If you have no corps left, and they do, then most of the time they have the advantage. This means guarding your troopers from danger, which in turn means you often cede the objective at first. This is ok if you're playing Key Positions, but in something like Intercept the Transmissions, you're starting the game at a deficit. It is a careful balance that must be held, and Veers Triple Bike w/ 6 DLTs just has more room for error.

This!

Some additional thoughts (please notice that I haven't played this army composition yet):

First of all: ATSTs cost a lot. A big part of it is their 11 wounds + armor. We pay that in points so we want to use it (as some kind of tank*). I would try the concussion grenades on both walkers (+maybe one Mortar-launcher for flexibility). For now only Veers seems to be cheap enough to be the commander of 2 walkers - his 2pip command card comes in handy for out ATST-"tanks".

Now to the troopers: with 2 lightly armed walkers (+ veers + commanding presence) we have almost 300 points left for troopers. I'm not sure what's best here: getting 4 DLT squads gives good firepower but only 7 activations in total. I think I would go with 5 or 6 more trooper squads (-> 8-9 total activations). I would try some different combinations of: naked troopers/ Grenade-Snowtroopers/ DLT/ E-web/ small scout trooper squad.

*Of course the ATST is by no means immortal - a wise general should be aware of pierce and impact. But we also want our enemy to waste firepower on the walkers to spare our troopers. Troopers win games so we don't really care if we lose our heavies but get all the objectives.

I've used quite proficently a double AT-ST list: I've won all games save one (against a similar list with a single at st and 2 bikes units, but more corps units). beating also another list with double atst...

Veers

3x stormtroopers + dlt19

1x stormtroopers + stormtrooper

2x at st + twin light blaster cannon and mortar

with a huge initiative bid of 11 pts, I'm quite sure to be blue player. At that point I prepare my deck without Limited Visibility, advanced position (cause we start too close to enemy)and one of the objective which are for troopers only.

If possible I try to force the long march as deployment and/or an objective that can be taken by all kind of units.

First turn: you don't play maximum firepower, and go with assault instead, giving orders to veers and the two atst. SO you are left with just core in the order pool. That basically means you van move a unit whenever you want. Also consider the in the late game you will not have the chance to issue orders to 3 units (being them out of range or simply defeated).

You simply concentrate on destroying the menaces of the enemy. Every turn your at st take aim and shoot, with both main cannon and TLB cannon. or they use mortars to distribute suppression tokens and let the enemy units flee (but just losing an action is good if they hav enot reached an objective yet).

The rest is luck and a quick mind .

For the future I might consider to change one trooper unit for scout

Edited by toffolone
54 minutes ago, toffolone said:

I've used quite proficently a double AT-ST list: I've won all games save one (against a similar list with a single at st and 2 bikes units, but more corps units). beating also another list with double atst...

Veers

3x stormtroopers + dlt19

1x stormtroopers + stormtrooper

2x at st + twin light blaster cannon and mortar

with a huge initiative bid of 11 pts, I'm quite sure to be blue player. At that point I prepare my deck without Limited Visibility, advanced position (cause we start too close to enemy)and one of the objective which are for troopers only.

If possible I try to force the long march as deployment and/or an objective that can be taken by all kind of units.

First turn: you don't play maximum firepower, and go with assault instead, giving orders to veers and the two atst. SO you are left with just core in the order pool. That basically means you van move a unit whenever you want. Also consider the in the late game you will not have the chance to issue orders to 3 units (being them out of range or simply defeated).

You simply concentrate on destroying the menaces of the enemy. Every turn your at st take aim and shoot, with both main cannon and TLB cannon. or they use mortars to distribute suppression tokens and let the enemy units flee (but just losing an action is good if they hav enot reached an objective yet).

The rest is luck and a quick mind .

For the future I might consider to change one trooper unit for scout

It's very similar to what I do, but I do wonder why you don't take Esteemed Leader? It would still give you plenty for initiative, but makes Veers much more survivable.

because my troopers unit will not be at range 1 from veers. they are used to go and catch objectives. Veers stays behind and gives aim tokens to the two atst (which also stay behind )

22 minutes ago, toffolone said:

because my troopers unit will not be at range 1 from veers. they are used to go and catch objectives. Veers stays behind and gives aim tokens to the two atst (which also stay behind )

Fair. Your experience may differ, but I've found that in order to get a shot at the opponent after the first couple rounds, I often have to move my AT-STs up a fair bit, meaning Veers has to move with them, usually within LoS of enemy units. Every time I've faced a Veers without EL I've been able to quickly focus him down. Maybe you play with different types terrain than I tend to, though.

11 points still seems excessive for initiative, though. If you're rushing up your troopers, I would pop grenades on the almost naked unit to give them at least a little more oomph when up close.

Edited by Qwrety77
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