At-rt vs 1.4fd turret

By jocke01, in Star Wars: Legion

Hi

I just got two fd turret expansions. I'm just thinking, is this the end for at-rt? With generator upgrade you get 6 Dice and impact 3 vs at-rt laser cannon with 3 dice and impact, but one is red.

Barrage is 5 black and 2 white with supressive vs 5 black.

Flamer at-rt is still a beast, but for fire support I think it's lacking. Now generators need to exhaust however you will have more cover and defence surge.

Maybe the mobility, surge to crit and armor gives at-rt an edge, how do you guys feel?

Edited by jocke01

I think it comes down to play style. I prefer the FD turret personally but have never tried fielding the AT-RT that much.

Each unit is a tool and they fill different roles. Find the tool that fits your need and use it.

Having played both pretty extensively, I think the answer is yes. The Flamer RT is still a legit choice, but the Fd is just such a beast. Keep it cheap w/o upgrades, and it is only 2 points more than a DLT stormtrooper squad! While it May seem to have similar health to an ATRT, it doesn't feel that way as it saves better and can get suppressed so it can easily gain cover. Solid, solid unit, just place it welI.

Maybe I'm just playing the Adgar cannon wrong but I never seem to be able to pull off more than 1 or 2 shots per match. Is there a special placement rule I am missing? with range 1-4, are there any pointers on setting the cannon up?

Personally I find myself preferring AT-RTs mobility and versatility.

19 minutes ago, Xiervak said:

Maybe I'm just playing the Adgar cannon wrong but I never seem to be able to pull off more than 1 or 2 shots per match. Is there a special placement rule I am missing? with range 1-4, are there any pointers on setting the cannon up?

Personally I find myself preferring AT-RTs mobility and versatility.

There aren't any special placement rules, unless you are playing the Advanced Positions deployment or the Rapid Reinforcements condition. The pointers are to use your Turn 0 bids to pick deployments, objectives, and conditions that benefit your list. Then place them so they have the best fields of fire possible. Depending on the objective and deployment it is possible to set up two FD turrets so they cover the central objective, or the approach lanes to objectives on your "side" of the table.

But like I said, your play style may not lend itself to using a stationary unit.

Edited by NeonWolf

I like to get my stuff painted before i use them so i have not got my 1.4 on the table yet but think that depending on terrain it will be a beast but i may still run one at rt for mobility and support plus i like the way they look on the battle field.

1 hour ago, Xiervak said:

Maybe I'm just playing the Adgar cannon wrong but I never seem to be able to pull off more than 1 or 2 shots per match. Is there a special placement rule I am missing? with range 1-4, are there any pointers on setting the cannon up?

Personally I find myself preferring AT-RTs mobility and versatility.

I think the key here is the Objective/deployment that gets chosen for the match. The FDs are as strong as the game setup dictates.

Deployment

Strong: Advanced Positions, Major Offensive (both create a central battlefield)

Nuetral: Battle Lines (you can almost hit the enemy from game start, if they choose to fight on the other half of the map, you may be out of luck)

Weak: Disarray, Long March (although Long March does force a central confrontation, but the enemies troops could stay at Range 5 and still contest, soo not so helpful)

Basically, you need to be thinking about the FD from the moment the cards hit the table for the setup. Ideally you can force a central confrontation (like Recover or Intercept) where the enemy is forced to deal with your FD. In the right situation they are pretty amazing, especially if you can find terrain for them to get cover from (especially area terrain that nudges into your deployment zone)

I imagine that they would also be good at breakthrough as it forces the opponents to come to you.

Their forward deployment will only get better over time when new deployment cards come out. We will eventually see high bid FD turret lists that Pick 3 deployment cards that really benefit the turret.

1 hour ago, SirCormac said:

Weak: Disarray, Long March (although Long March does force a central confrontation, but the enemies troops could stay at Range 5 and still contest, soo not so helpful)

I would put Long March in the "strong" category, actually. It narrows the field to 3' wide instead of 6', so the opponent has less room to maneuver around you. Or to think of it another way, each FD oversees a larger percentage of the width. The objective has more impact on the distance they maintain, or whether a central battlefield is created.

1 minute ago, nashjaee said:

I would put Long March in the "strong" category, actually. It narrows the field to 3' wide instead of 6', so the opponent has less room to maneuver around you. Or to think of it another way, each FD oversees a larger percentage of the width. The objective has more impact on the distance they maintain, or whether a central battlefield is created.

I haven't found the 'width' to be the main problem for the FD. Getting flanked isn't too big a deal. You just turn and shoot. The main issue is Range. With Long March, you have a Range 6 band between you and the enemy. If played correctly, and depending on the mission type, this might make your FDs all but useless. This is why I would avoid it if a better deployment is available.

1 minute ago, SirCormac said:

I haven't found the 'width' to be the main problem for the FD. Getting flanked isn't too big a deal. You just turn and shoot. The main issue is Range. With Long March, you have a Range 6 band between you and the enemy. If played correctly, and depending on the mission type, this might make your FDs all but useless. This is why I would avoid it if a better deployment is available.

Well, getting flanked isn't really what I was thinking about. Rather, your range 4 circle covers more of the width so there is less room to get past you. Take Breathrough for example. The narrowed battlefield means the opponent has less area where they can avoid the FD on the approach to your deployment zone.

For sure the combo of Deployment+Objective is important, but at worst I would say Long March is "neutral".

42 minutes ago, SirCormac said:

I haven't found the 'width' to be the main problem for the FD. Getting flanked isn't too big a deal. You just turn and shoot. The main issue is Range. With Long March, you have a Range 6 band between you and the enemy. If played correctly, and depending on the mission type, this might make your FDs all but useless. This is why I would avoid it if a better deployment is available.

Constantly being out of range has been my problem. 4/6 rounds were spend saying, "aim and standby, I guess!" To me the Adgar cannon sort of feels like bring a paper weight with. I hope to have my mind changed with more exposure to it on the battlefield.

1 hour ago, Xiervak said:

Constantly being out of range has been my problem. 4/6 rounds were spend saying, "aim and standby, I guess!" To me the Adgar cannon sort of feels like bring a paper weight with. I hope to have my mind changed with more exposure to it on the battlefield.

That's definitely one of the concerns. Controlling its activation is important. Just a couple thoughts on how to deal with it that you may try testing: Improvised Orders and HQ Uplink.

IO allows you to, once per round, veto the Support token you just pulled if you're not ready yet.

HQ Uplink I would usually pair with Barrage Generator to maximize the effect of your recover actions. And then all your activations consist of Attack+Refresh, where the extra dice from Barrage are almost as good as an aim while also delivering an extra suppression. The downside of this build is the cost. At that point, the compare/contrast with ATRTs becomes more interesting.

5 hours ago, nashjaee said:

Well, getting flanked isn't really what I was thinking about. Rather, your range 4 circle covers more of the width so there is less room to get past you. Take Breathrough for example. The narrowed battlefield means the opponent has less area where they can avoid the FD on the approach to your deployment zone.

For sure the combo of Deployment+Objective is important, but at worst I would say Long March is "neutral".

Breakthrough is definitely one of the pro-FD objectives, forcing the enemy to come into range on the guns.

Played only at-rt. With the real 1/4 of covers on the map and the fact they can't move, you just have to play around them. They will shot 2 turns per game.

E-web are better, and still do not shot enough either.

Frankly too map and scenario dependent to crown one better than the other. I like the 1.4 pretty well but the AT-RT is pretty flexible.

Porque no los dos??? (Why not both)

I run both on my team and havnt lost with this list yet.

Screenshot_20181209-111415_Chrome.jpg

Honestly I think I am done using this. For 5 more points, I can get an AT-RT with the rotary gun + mobility.

I think the Adgar cannon needs infinite range to compete.