AT-ST made playable?

By thehoffman2787, in Star Wars: Legion

With two new pilot upgrades coming out soon, will this make the AT-ST playable?

One pilot gives you surge to hit for 10 pts and the other gives you an aim token when you perform a move action for 5 points.

Do either of these make a big enough difference for this model?

3 minutes ago, thehoffman2787 said:

With two new pilot upgrades coming out soon, will this make the AT-ST playable?

One pilot gives you surge to hit for 10 pts and the other gives you an aim token when you perform a move action for 5 points.

Do either of these make a big enough difference for this model?

nope. It's been able to aim since it came out, and Veers has been able to give it Aim tokens since wave 2, rerolling a bad dice pool is still a bad dice pool, same wise with the surge, at best your going to get 1 extra hit every 2 rounds . It still dies way too easily.

The model has always been playable.

Will it catapult it to the top of the competitive roster? Probably not.

But **** it’ll be fun to run!

On Average (double check results, I have a habit of missing things):
Main Gun, No Aim, No Surge: 3.00 results
Main Gun, No Aim, Surge: 3.75 results
Main Gun, Aim, No Surge: 3.94 results
Main Gun, Aim, Surge: 4.69 results
Main Gun, 2x Aim, No Surge: 4.54 results

I personally feel that if you are doing AT-ST you should run a generic Imperial Officer as your commander. Use spotter 1 to give the AT-ST an aim and save on points to put in as many troopers as you can. With that in mind the AT-ST will already have an aim so you are best off using the surge pilot.

So whats the best gun to use? Against rebel troopers in heavy cover:
Main Gun + Light Blaster + Aim + Surge: 3.18 Kills
Main Gun + Grenade Launcher + Aim + Surge: 4.09 Kills
Or we assume no need to move if equipped with the mortar launcher and you therefore have 2 aim tokens. Shoot mortar at one target, main gun at the other. Mortar is probably just suppressing and you have a 75% chance of getting a result so we wont need an aim token there. Main Gun + Surge + 2x Aim: 2.16 Kills

I like grenade launcher personally but maybe light blaster if your meta is seeing an increase in armour. So what do you run it with? You shouldn't consider a single unit in a vacuum as good or bad, depends on the list. You could do this:

Commanders:
- Imperial Commander (50) = 50
Corps:
- 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) + R4 Astromech Droid (9) = 231
- 2x Snowtroopers (48) + Flametrooper (20) + Impact Grenades (5) = 146
Special Forces:
- 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Heavy:
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + DW-3 Concussion Grenade Launcher (15) + HQ Uplink (10) = 230


Total: 789/800

10 activations. The possibility to repair 6 damage off the AT-ST. A good number of trooper squads for capturing objectives. Seems okay. Probably a little low on the activation count but with an essentially un-killable AT-ST walking down the table does that matter? I honestly don't know. If the AT-ST kills 4 guys out of a squad each turn it will only take 1 sniper team to finish the unit off while the rest of your army can do what they please. That sounds decent to me but I haven't tried it.

Edited by Qark
5 hours ago, thehoffman2787 said:

With two new pilot upgrades coming out soon, will this make the AT-ST playable?

One pilot gives you surge to hit for 10 pts and the other gives you an aim token when you perform a move action for 5 points.

Do either of these make a big enough difference for this model?

No, not even close. They make Wiess obsolete and thus taking at least 3 dice from the ATST attack pool. The end result, same damage output for slightly less points, and less damage output and objective potential than units costing less than half as much as the ATST. It still will not be used in competitive play.

6 hours ago, Darth evil said:

nope. It's been able to aim since it came out, and Veers has been able to give it Aim tokens since wave 2, rerolling a bad dice pool is still a bad dice pool, same wise with the surge, at best your going to get 1 extra hit every 2 rounds . It still dies way too easily.

11 hp vehicle with surge defence dies too easily??

I dunno about the aim pilot, since it already lives in faction with veers/imp officer, but adding offensive surges seems pretty hard to pass up. Equipping the nade launcher & main gun means it throws a squad's worth of dice and ignores cover. I think that'll at least make it worth shooting at. As such, I would not bring too many repair droids, since that just tells the opponent to shoot your stormtrooper squads like they wanted to do in the first place.

1 hour ago, jocke01 said:

11 hp vehicle with surge defence dies too easily??

Yeah, that kinda blew my mind too.

The answer is that it won't make it playable because it already IS playable. It might not be the most viciously competitive unit in the game, but it's not as awful as the Airspeeder.

9 hours ago, Qark said:

Commanders:

- Imperial Commander (50) = 50
Corps:
- 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) + R4 Astromech Droid (9) = 231
- 2x Snowtroopers (48) + Flametrooper (20) + Impact Grenades (5) = 146
Special Forces:
- 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Heavy:
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + DW-3 Concussion Grenade Launcher (15) + HQ Uplink (10) = 230


Total: 789/800

I have done a similar list :)

Commanders:
- Imperial Commander (50) + Esteemed Leader (5) = 55
- Imperial Commander (50) = 50
Corps:
- 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) + R4 Astromech Droid (9) = 231
- 2x Snowtroopers (48) + Flametrooper (20) + Recon Intel (2) + Fragmentation Grenades (5) = 150
Special Forces:
- 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88
Heavy:
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + DW-3 Concussion Grenade Launcher (15) = 220

Total: 794/800
Quite sure we can make this thing working in a good competition event :)

Probably only need 1 droid to repair, most competitive lists would go after the troops and ignore the AtSt.

Spend the points getting Veers in instead of the 2 chumps and sqeeze in another units of storms maybe

1 minute ago, DarkTrooperZero said:

Probably only need 1 droid to repair, most competitive lists would go after the troops and ignore the AtSt.

Spend the points getting Veers in instead of the 2 chumps and sqeeze in another units of storms maybe

Nope. Only because I can play Disarray without being any time "disturbed", thanks to my chain of command. 794pts means I may be blue player a good portion of the time and play with my deck.

Ignoring the AT-ST is doable with no problem. But with the stat given, once at range 1-2, AT-ST can't be ignored anymore. Around 3 death a turn is quite menacing, especially with sniper behind to finish off each unit.

And if i have to play a "named character", I'll wait for Krennic instead of Veers. At most, if I have to delete one of my Officer, I will just go for another squad of sniper.

3 hours ago, RaevenKS said:

Nope. Only because I can play Disarray without being any time "disturbed", thanks to my chain of command. 794pts means I may be blue player a good portion of the time and play with my deck

I found a player besides me who keeps disarray in their deck.

The model was always playable, just not competitive. The surge to hit helps quite a bit as shown above. The problem I've had with At St and T47 all along was the 20pt overcharge. Now it's a 30pt over charge and I can't use any of the other pilots, but its better. Still not super, like it should be.

I side with the "AT-ST is already playable" crowd. That said, I'm really looking forward to new pilots. I'm most interested in surge-to-hit (should have been crit, but whatever), but the free aim can definitely help in some situations. It's a baby step, but a step in the right direction.

33 minutes ago, thepopemobile100 said:

I found a player besides me who keeps disarray in their deck.

I freaking love Disarray. In each of my list where I have either a force user (with battle Meditation) or 2 regular officer, I play it.

As I, in many of my list, I do not play the "Clear condition" condition card.

10 hours ago, jocke01 said:

11 hp vehicle with surge defence dies too easily??

a 5+ save is garbage, ask any Rebel player. With the sheer amount of Impact in this game and the fact that everything can get through armor with crits well you could take down an AT-ST really fast. My friend knocked mine down in 2 turns with only an FD Turret and Airspeeder, and had it not been for the crits the walker might have survived. but then i killed the Airspeeder which was carrying the new pilot with a 3 man storm unit rolling 3 crits and Veers knocking off the last hp with a Crit. Crits ruin any futur for vehicles. in any game with infantry and armor you need anti-armor to knock out vehicles but in Legion Tom Hanks can knock out the Tiger with his .45

10 minutes ago, Darth evil said:

a 5+ save is garbage, ask any Rebel player. With the sheer amount of Impact in this game and the fact that everything can get through armor with crits well you could take down an AT-ST really fast. My friend knocked mine down in 2 turns with only an FD Turret and Airspeeder, and had it not been for the crits the walker might have survived. but then i killed the Airspeeder which was carrying the new pilot with a 3 man storm unit rolling 3 crits and Veers knocking off the last hp with a Crit. Crits ruin any futur for vehicles. in any game with infantry and armor you need anti-armor to knock out vehicles but in Legion Tom Hanks can knock out the Tiger with his .45

And I had a game where my friend tried this on my AT RT's and nothing happened for two turns in a row You folks got really (un?)lucky.

20 minutes ago, Darth evil said:

a 5+ save is garbage, ask any Rebel player. With the sheer amount of Impact in this game and the fact that everything can get through armor with crits well you could take down an AT-ST really fast. My friend knocked mine down in 2 turns with only an FD Turret and Airspeeder, and had it not been for the crits the walker might have survived. but then i killed the Airspeeder which was carrying the new pilot with a 3 man storm unit rolling 3 crits and Veers knocking off the last hp with a Crit. Crits ruin any futur for vehicles. in any game with infantry and armor you need anti-armor to knock out vehicles but in Legion Tom Hanks can knock out the Tiger with his .45

I am a rebel player and yes it's bad. However you need 17 impact hits to kill it. That's without potential cover or weers dodge tokens.

It can be taken down, but it's not easy peasy is my point

2 hours ago, jocke01 said:

I am a rebel player and yes it's bad. However you need 17 impact hits to kill it. That's without potential cover or weers dodge tokens.

It can be taken down, but it's not easy peasy is my point

I agree its not normally easy, but Imp on Imp, it is way easier to roll some crits. I'm not sure you need 17 of them, but you can explain yourself. Rebels don't feel like they have near the impact or suppressive that the Imperial teams can load out.

16 minutes ago, buckero0 said:

I agree its not normally easy, but Imp on Imp, it is way easier to roll some crits. I'm not sure you need 17 of them, but you can explain yourself. Rebels don't feel like they have near the impact or suppressive that the Imperial teams can load out.

With a 5+ save you need 17 impact hits to go through blocks.

The dice can vary of course

I personally always find the crit mechanic balanced.

Even my opponent was lucky to resist that long, he took 4 turns of shooting on my at-rt to take only 2 down, because he had no impact in his army, and he was pretty stat on his attack dices.