9 hours ago, Warlordus said:And experienced at st players will put it right in your face so you HAVE to deal with it or you cant reach objectives or risk getting squads exposed.
8 hours ago, Winged Gundark said:I like using the grenade launcher and deleting or at least seriously crippling a unit in one round.
From a high level play perspective...
Unfortunately, even with the new surge to hit pilot, an AT-ST costs 220 points at maximum effectiveness (just the pilot and grenade launcher). You likely aren't going to be shooting the grenade launcher turn 1 and unfortunately the current competitive scene for both x-wing and legion means that the game will go to time. Until legion grows a pair and enforces deathclocks on their players (each table has a chess timer and, just like in chess, if you run out of time you lose), you will always have a game that doesn't work the way the developers intended. What this means for legion is that you really only get 3-4 actual turns of gameplay. Turn 1 tends to be a non-turn for shooting most of the time or at least very little damage is caused and the game ends on turn 4 or turn 5 most of the time in tournaments. So you really only have 3-4 actual activations for each of your units. To get your points back (let's just assume that having 1 activation vs. 3-4 activations for the same points doesn't matter for a second) you need to kill 3+ full squads of units. That just isn't going to happen because it's still a dice game and the AT-ST (and T-47) don't throw enough dice for their point cost. To top it off, there are objectives that the AT-ST cannot score.
tl;dr - AT-ST is trash because the game ends on turn 4-5 in tournaments due to slow play and insufficient time for rounds. If the game was 8+ rounds, the AT-ST would be much much much better than it currently is because the best thing about the AT-ST is that it doesn't die.