Imperial Skirmish List... Too Good?

By colincapwn, in Army Building

So recently I played in a round robin styled tournament against all the factions. My list was not defeated once, and I almost always tabled my opponents (who are significantly more experiences in this game than I)

Basically what I did was I waited around a little bit, prioritizing veers' order in order to set up units with an aim, and then as soon as he started to move closer with his units, activate my army and slowly kill his units off, by getting the first overwhelming volley every time.

The list runs as follows:

General Veers (vanilla) 80Pts

DF-90 Mortar trooper (vanilla) 36Pts

Shoretroopers (52) + Targeting scopes (4) + T-21b Trooper (32) + shoretrooper (13)

Storm Troopers (44) + Targeting scoped (4) + DLT-19 Stormtrooper (24) + Stormtrooper (11)

ATST (170) + Imperial Hammers Elite Armour Pilot (10) + 88 Twin Light Blaster Cannon (20)\

**Veers command cards, plus the vanilla set**

There has been a bit of discussion regarding the AT-ST's overpowered nature in the Skirmish format, it seems your games would add further weighting to that opinion, assuming of course that the AT-ST was the thing carrying the army.

I would ask though, are you able to recall which battlefield conditions each match was played under and against which faction and the basic makeup of the other squads?

I would have assumed that there would need to be some variation of strategy, though if as you say you used a fairly linear strategy against all squads and all battlefield conditions it does not sound like a good way for the format to start out.

3 hours ago, Mace Windu said:

There has been a bit of discussion regarding the AT-ST's overpowered nature in the Skirmish format, it seems your games would add further weighting to that opinion, assuming of course that the AT-ST was the thing carrying the army

Which is false, btw. I recommend bringing anti vehicle weapons, but in my army it is bossk and mortar snipers. Sniper with an aim and a firesupporting mortar is piercing through armor at least 1 wound per turn. It does require some investment, but careful play and a quick takedown of the target can result in an easy game win. Bossk doing LIW turn 1 can push through 2-3 damage consistently. I have found the following list to perform very well in the skirmish format, but I think it is important to remember that every list has a weakness and this one is no exception. I believe the second posted list (rebel) is the only "broken" skirmish list right now.

#1 Booosk 2gud
494/500 (8 activations)
Commanders:
- Imperial Officer (50): Aggressive Tactics (10), Electrobinoculars (8) = 68
Operatives:
- Bossk (115): Offensive Push (4), Hunter (6), Targeting Scopes (4) = 129
Corps:
- Shoretroopers = 52
- Shoretroopers (52): Comms Technician (10), HQ Uplink (10) = 72
- DF-90 Mortar Trooper (36): Comms Relay (5) = 41
- DF-90 Mortar Trooper = 36
Special Forces:
- 2× Strike Team (20): DLT-19x Sniper (28) = 96

#2 Hantauns


496/500 (7 activations)
Commanders:
- Han Solo = 120
Operatives:
- R2-D2 (35): Comms Relay (5) = 40
Corps:
- 2× Rebel Troopers (40) = 80
Special Forces:
- Strike Team (20): DH-447 Sniper (28) = 48
Supports:
- 2× Tauntaun Riders (90): Tenacity (4), HQ Uplink (10) = 208

•Sorry About the Mess, •Ambush, ••Reckless Diversion, ••Push, •••Smoke Screen, •••Change of Plans, ••••Standing Orders

I tried almost your exact same list the other day, I used a fully compliment of scout troopers just for the fun of it because I thought the list was really strong. I wanted to keep the games somewhat friendly. The ATST is really strong in this format and I don't think that is debatable. The odds of a 500 point army dropping it before turn 4 are pretty low. It walks up and deletes or cripples a unit while providing a great tank to push forward protecting your other forces.

It isn't just the unit, it is the set up, conditions and objectives that make it shine in format.

-

23 hours ago, Cleto0 said:

Which is false, btw. I recommend bringing anti vehicle weapons

What is false exactly? that there is a lot of opinions that say the AT-ST is bordering on too good in the format? well they are just opinions after all, however initial anecdotal evidence seems to concur with those opinions. additionally you then straight away recommend bringing anti armour weapons in lists, so your just banking on people bringing AT-STs anyway?

as Euter pointed out, its rare that a 500 point list will be able to take down an AT-ST before or on turn 4, and typically only if you focus a bulk of your firepower on it, which basically means the rest of its list is winning the game on objectives.

Again mostly speculative and anecdotal evidence so far in favour of the AT-ST power level, but just calling it a false statement out of the gate seems prematurely dismissive.

2 hours ago, Mace Windu said:

additionally you then straight away recommend bringing anti armour weapons in lists, so your just banking on people bringing AT-STs anyway?

I do recommend bringing anti armor, but you cut off the important part... it was Bossk, mortars and snipers, which are debatably more powerful against infantry than armor. Words taken out of context.

2 hours ago, Mace Windu said:

AT-ST is bordering on too good in the format

That is quite different than

On 12/11/2019 at 3:48 PM, Mace Windu said:

There has been a bit of discussion regarding the AT-ST's overpowered nature in the Skirmish format

Is it not? I was saying that the AT-ST isn't overpowered. I do think it is competitive and quite good in the skirmish format, but Overpowered and good are very different. Again, words taken out of context.

On 12/11/2019 at 8:07 PM, Cleto0 said:

Which is false, btw. I recommend bringing anti vehicle weapons, but in my army it is bossk and mortar snipers. Sniper with an aim and a firesupporting mortar is piercing through armor at least 1 wound per turn. It does require some investment, but careful play and a quick takedown of the target can result in an easy game win. Bossk doing LIW turn 1 can push through 2-3 damage consistently. I have found the following list to perform very well in the skirmish format, but I think it is important to remember that every list has a weakness and this one is no exception. I believe the second posted list (rebel) is the only "broken" skirmish list right now.

The amount of damage you're are talking about doing is trivial when compared to the AT-ST's 11 hit points. Even if you are lucky, your'e talking about focusing your entire army on it and killing it after "only" 3 turns, during which time the AT-ST (not to mention the rest of his army) is lighting you up.

Edited by arnoldrew

I would have to agree with Arnoldrew and (gasp) Mace windu. In all honesty, the ability to run up a fast, (huge) and deadly survivable cannon is very strong. Especially since it is so multipurpose in its delivery of death to vehicles and infantry alike. Total against vehicles it can boast impact 4??? plus any natural crits, it can certainly punch the tar out of any ATRT's that are present, and it can solidly rip through infantry thanks to veers giving aims and the hammers pilot, giving on such a small board, nearly 8 hit/crit results on 9 dice. disgustingly awesome.

Now, the rebel list does look spooky. But i don't think the tauntauns could hold their ground against a single ATST. 8 wounds isn't survivable enough, even with surges and dodges factored in. one full turn of fire and those ice lizards are cooked to the bone.

In all fairness, the list I brought forward relies heavily on shooting first. But with an ATST at range 4, I think it is easily a possibility to knock out almost 50-100 points turn one, from the T21-B to the front cannons.

On 12/10/2019 at 3:16 PM, colincapwn said:

So recently I played in a round robin styled tournament against all the factions. My list was not defeated once, and I almost always tabled my opponents (who are significantly more experiences in this game than I)

Basically what I did was I waited around a little bit, prioritizing veers' order in order to set up units with an aim, and then as soon as he started to move closer with his units, activate my army and slowly kill his units off, by getting the first overwhelming volley every time.

The list runs as follows:

General Veers (vanilla) 80Pts

DF-90 Mortar trooper (vanilla) 36Pts

Shoretroopers (52) + Targeting scopes (4) + T-21b Trooper (32) + shoretrooper (13)

Storm Troopers (44) + Targeting scoped (4) + DLT-19 Stormtrooper (24) + Stormtrooper (11)

ATST (170) + Imperial Hammers Elite Armour Pilot (10) + 88 Twin Light Blaster Cannon (20)\

**Veers command cards, plus the vanilla set**

Curious if the targeting scopes on the troopers are better than a Linked Targeting Array on the AT-ST?

AtSt isn't overpowered. Anything around 200pts in skirmish is going to seem super powered. But that includes every jedi in the game. That isn't overpowered, it's just really good compared to your 70ish point infantry unit

14 hours ago, buckero0 said:

AtSt isn't overpowered. Anything around 200pts in skirmish is going to seem super powered. But that includes every jedi in the game. That isn't overpowered, it's just really good compared to your 70ish point infantry unit

While I agree with this, the ATST cannot usually be dealt with, OR avoided. usually the smart tactic to employ against this monstrosity is to just, Meh, leave it alone. But the damage it can do in a 500 point list is incredible.

16 hours ago, drail14me said:

Curious if the targeting scopes on the troopers are better than a Linked Targeting Array on the AT-ST?

Maybe a rework is in order. As shoretroopers became more evidently the superior force for imperial armies, it may be worth cutting the excess troops, targeting scores, and fitting in one more squad with a T21-b?

So now the list looks as follows:

***General Beers 'n Bois***

General Veers (80) + Aggressive Tactics (10) - 90 pts.

Shoretroopers (52) + T-21B Trooper (32) x2 - 168 pts.

DF-90 Mortar Trooper (36) - 36 pts.

ATST (170) + Elite Armor Pilot (10) + Twin Light Blaster Cannon (20) + Linked Targeting Array (5)

Command Cards:

1 PIP:

Maximum Firepower, and Ambush

2 PIP:

Pinned Down, and Push

3 PIP:

Coordinated Fire, and Imperial Discipline

Total Points: 499 (low bid but still a bid!). I will be playing this list over the next month or so to test it. Thanks for your feedback guys!

37 minutes ago, colincapwn said:

While I agree with this, the ATST cannot usually be dealt with, OR avoided. usually the smart tactic to employ against this monstrosity is to just, Meh, leave it alone. But the damage it can do in a 500 point list is incredible.

hmm, maybe.

I feel like Operative Luke flying around with 7 attack dice wiping out units and disengaging when he feels like it is harder to dodge. He has better offense and defense and in some ways is more mobile (his Jump can help him quite a bit) The AtSt a lot of times really only has 8 wounds and then becomes immobile or loses its weapon. Everything in skirmish is more acute due to the less points in general and smaller space and different scenarios. ATST can't hide well, if you have something that makes crits, its going to be in trouble. There's a rock to every scissors and a scissors to every paper.

I'm just glad the AT ST is getting used. Don't complain too much, or they'll jack up the points for no good reason. 🤗

22 hours ago, buckero0 said:

hmm, maybe.

I feel like Operative Luke flying around with 7 attack dice wiping out units and disengaging when he feels like it is harder to dodge. He has better offense and defense and in some ways is more mobile (his Jump can help him quite a bit) The AtSt a lot of times really only has 8 wounds and then becomes immobile or loses its weapon. Everything in skirmish is more acute due to the less points in general and smaller space and different scenarios. ATST can't hide well, if you have something that makes crits, its going to be in trouble. There's a rock to every scissors and a scissors to every paper.

I'm just glad the AT ST is getting used. Don't complain too much, or they'll jack up the points for no good reason. 🤗

Me too. I like seeing the mechanized deliverer of death arrive on the table more. Thanks for the thoughts!