4xZ6 or 1xAT-RT

By arnoldrew, in Army Building

I'm building a list that has most of the same stuff that's gotten me a lot of victiories in the past, but I'd like to try stuff I haven't used a lot of, that being AT-RTs and possibly Z6s. The real question I have is if 4 Z6s is better or worse than an AT-RT with a rotary cannon. I usually run 4xNaked Rebel Troopers that have won me game after game. I usually use expressly to contest/score objectives. The rough list to which I would add either the Z6s or the AT-Rt is the following:

Leia

2xFleet Troopers w/Scattergun, Officer, recon intel

4xRebel Troopers

2xSniper Strike Teams

2xAT-RT w/Rotary Cannon

How much do you value surge-to-crit with five black dice as compared to just plain ol' twenty-four white dice?

My Z6s usually roll very badly all game, or I have 1-2 attacks in the game that are very good .

The extra AT-RT will probably more consistent, but it can't lay down such an overwhelming blanket of fire as adding 4 Z6 troopers.

I would take the 4x Z6. It allows you to split your fire between multiple targets and, in fact, has a longer survivability than a single AT-RT.

Also, when white dice roll blanks I expect it. When I blank out on my 5x black dice from the AT-RT it makes me sad. Sadly, black dice seem to come up blank a lot when I roll them.

@arnoldrew
"The real question I have is if 4 Z6s is better or worse than an AT-RT with a rotary cannon."
They're just different.
AT-RT brings 6 wounds and armor (so it's going to survive more incoming fire, in general, and it masses hits into one pool (3.125 average)
Whereas the 4x Z-6 give you more pools (allowing you to spread damage more), but average less per attack (1.5 each), making them less useful against a hard target in cover (because the cover would apply to every attack, effectively negating all 6 average damage provided).
13 hours ago, NeonWolf said:

I would take the 4x Z6. It allows you to split your fire between multiple targets and, in fact, has a longer survivability than a single AT-RT.

Also, when white dice roll blanks I expect it. When I blank out on my 5x black dice from the AT-RT it makes me sad. Sadly, black dice seem to come up blank a lot when I roll them.

How do 4 hit points behind a white defense die with surge have more survivability than 6 hit points behind Armor and a white die?

13 hours ago, NeonWolf said:

I would take the 4x Z6. It allows you to split your fire between multiple targets and, in fact, has a longer survivability than a single AT-RT.

Also, when white dice roll blanks I expect it. When I blank out on my 5x black dice from the AT-RT it makes me sad. Sadly, black dice seem to come up blank a lot when I roll them.

The thing is that I barely ever attack with my Rebel Troopers. They are for objectives, and I'm sure that's why I almost always win. Every single action they take is based around scoring objectives. Everything else in my army is focused on keeping my enemy from scoring objectives (mostly by killing them). They probably only shoot 2-3 times per game, whereas any AT-RTs I'm using usually shoot almost every turn. I guess if I start bringing Z6s then my objective will be tabling my opponent?

6 hours ago, arnoldrew said:

The thing is that I barely ever attack with my Rebel Troopers. They are for objectives, and I'm sure that's why I almost always win. Every single action they take is based around scoring objectives. Everything else in my army is focused on keeping my enemy from scoring objectives (mostly by killing them). They probably only shoot 2-3 times per game, whereas any AT-RTs I'm using usually shoot almost every turn. I guess if I start bringing Z6s then my objective will be tabling my opponent?

Sounds like you've just made your decision already. If you don't shoot with the Troopers, why would you spend points adding a mini that won't do you any good?

Bring a third AT-RT

6 hours ago, arnoldrew said:

How do 4 hit points behind a white defense die with surge have more survivability than 6 hit points behind Armor and a white die?

Because it is more targets, so your opponent can't focus fire on it or take it out with a single squad with Impact grenades. You have at least 3 other bodies (wounds) in a Trooper squad that have to be removed before the Z-6, unless you hang the Z-6 out of terrain and get it picked off.

6 hours ago, arnoldrew said:

I guess if I start bringing Z6s then my objective will be tabling my opponent?

Not necessarily, the AT-RT lends itself more to target elimination. With the multiple Z-6 squads you are more likely to suppress targets than eliminate them.

5 minutes ago, manoftomorrow010 said:

Sounds like you've just made your decision already. If you don't shoot with the Troopers, why would you spend points adding a mini that won't do you any good?

Bring a third AT-RT

I can't disagree with this. I also wonder how large your local play group is and why people haven't been countering your naked trooper squads.

Ultimately, why not try both.

I think the stronger list would be to add the Z-6s like some folks have said. With 4 Z-6s you’ll add 24 dice to each turn but the RT adds only 5. Even if it’s white dice vs Black dice that’s a big difference.

I do love the AT-RT though and it’s fun to have 3 on the table! And it’s an extra activation!

I get a lot of help in “bag control” from HQ Uplinks on AT-RTs. Even if I never refresh it, just having one turn with control over their activation is huge. If you could find the points for them that might work for you too.

People will likely target the RTs but if they’re spending their turns not attacking your troops you are likely a step ahead on objectives.

Going for a min max list the Z-6s would be stronger but matching your play style might be a more important factor to success! Triple AT-RTs is awesome.

On 2/20/2019 at 10:35 AM, NeonWolf said:

I can't disagree with this. I also wonder how large your local play group is and why people haven't been countering your naked trooper squads.

Ultimately, why not try both.

How do they counter them? By not shooting the Fleet Troopers, AT-RTs, heroes, and FDs that are absolutely wrecking their faces? I would LOVE for them to focus on the Rebel Troopers, in cover, probably with a Dodge token, while my entire army clears them off the table. The key is presenting them with other targets while my Rebel Troopers score.

I can't try both because it would be weird to try 2 800 point games at once and I only get to play Legion so much.

Edited by arnoldrew
5 hours ago, arnoldrew said:

How do they counter them? By not shooting the Fleet Troopers, AT-RTs, heroes, and FDs that are absolutely wrecking their faces? I would LOVE for them to focus on the Rebel Troopers, in cover, probably with a Dodge token, while my entire army clears them off the table. The key is presenting them with other targets while my Rebel Troopers score.

I can't try both because it would be weird to try 2 800 point games at once and I only get to play Legion so much.

This sounds like the Fleets, AT-RTs, heroes, and FDs are winning your games, not the naked Trooper squads lol

18 minutes ago, manoftomorrow010 said:

This sounds like the Fleets, AT-RTs, heroes, and FDs are winning your games, not the naked Trooper squads lol

All 800 points win the games. Something has to score points while Fleet Troopers and AT-RTs die.