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The captn

Making the atst viable

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Little sokething im gonna try on sunday. Im wanting to run my atst and have fun with something i dont play often.  Ill be using it in a kit tourney where rebels are heavy and impact isnt very popular.  The walker has wiess and fully loaded including hq uplink. It turns into a great area denial tool after round 2. 10 activations should  help against trooper spam. Snipers for clean up duty.


++  Standard (Galactic Empire) [788 Points] ++

+ Commander +

•General Veers [80 Points]

+ Corps +

Snowtroopers [68 Points]: Flametrooper

Snowtroopers [68 Points]: Flametrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [44 Points]

Stormtroopers [44 Points]

+ Special Forces +

Scout Troopers - Strike Team [44 Points]: DLT-19x Sniper

Scout Troopers - Strike Team [44 Points]: DLT-19x Sniper

+ Heavy +

AT-ST [260 Points]: 88 Twin Light Blaster Cannon, AT-ST Mortar Launcher, DW-3 Concussion Grenade Launcher, HQ Uplink, •General Weiss

+ Command Hand +

Command Hand: •Ambush, •Maximum Firepower, ••Evasive Maneuvers, ••Push, •••Assault, •••Imperial Discipline, ••••Standing Orders

++ Total: [788 Points] ++

Created with BattleScribe

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 I really like your list because I don’t see many AT-ST Lists anymore and I like that you’re maxed out all troopers. 

You know you could get an extra snow trooper, with the extra 12 points or two grenades, Or extra storm trooper.

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Honestly, I've found a fully loaded AT-ST with Weiss a fair waste of points. I recommend leaving Weiss at home and picking one weapon upgrade that appeals to your style

Long range: Mortar

Generalist: Cannon

Aggressive: Grenade launcher

Then you can use those points for more bodies on the field. An HQ uplink can be really useful to activate when absolutely needed but don't expect to use it more than once or twice a game. I wouldn't call it a necessity though. 

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20 hours ago, The captn said:

Little sokething im gonna try on sunday. Im wanting to run my atst and have fun with something i dont play often.  Ill be using it in a kit tourney where rebels are heavy and impact isnt very popular.  The walker has wiess and fully loaded including hq uplink. It turns into a great area denial tool after round 2. 10 activations should  help against trooper spam. Snipers for clean up duty.


++  Standard (Galactic Empire) [788 Points] ++

+ Commander +

•General Veers [80 Points]

+ Corps +

Snowtroopers [68 Points]: Flametrooper

Snowtroopers [68 Points]: Flametrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [44 Points]

Stormtroopers [44 Points]

+ Special Forces +

Scout Troopers - Strike Team [44 Points]: DLT-19x Sniper

Scout Troopers - Strike Team [44 Points]: DLT-19x Sniper

+ Heavy +

AT-ST [260 Points]: 88 Twin Light Blaster Cannon, AT-ST Mortar Launcher, DW-3 Concussion Grenade Launcher, HQ Uplink, •General Weiss

+ Command Hand +

Command Hand: •Ambush, •Maximum Firepower, ••Evasive Maneuvers, ••Push, •••Assault, •••Imperial Discipline, ••••Standing Orders

++ Total: [788 Points] ++

Created with BattleScribe

This list is almost the same list I run, except I have 3 Snipers. If you can get a third, do it! They are better the more you have.

As to Weiss, I was initially suspect, but turns out that the Weiss machine is the most efficient use of the platform (by a numbers sense). It absolutely deletes anything if it gets a clean range 2 shot. I really feel the biggest weakness of the ATST was that before, it forced you to have like 8 activations, but with Snipers, you can get up to 10! I think this list is legit, but like I said, try to get 1 more Sniper!

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8 hours ago, LordBubba said:

 

You know you could get an extra snow trooper, with the extra 12 points or two grenades, Or extra storm trooper.

I could run any of what you you suggested but id rather have the bid and attempt at blue player. Im gonna run this as is for a game or two as an experiment. Bid is fought over here in my area.  Lots of try hards.

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4 hours ago, ImhotepMagi said:

Honestly, I've found a fully loaded AT-ST with Weiss a fair waste of points. I recommend leaving Weiss at home and picking one weapon upgrade that appeals to your style

Long range: Mortar

Generalist: Cannon

Aggressive: Grenade launcher

Then you can use those points for more bodies on the field. An HQ uplink can be really useful to activate when absolutely needed but don't expect to use it more than once or twice a game. I wouldn't call it a necessity though. 

I will try it both ways by dropping weapons and adding the 11th activation via a unit of snipers.  Alot of tables we play on are limited on elvations for a nice sniper perch.  If i thought snipers were gonna be useless on a given day id likely swap them for a unit of bikes and a lost activation.

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9 hours ago, lukecook said:

Personally I think the mortar is a total waste of points, I still take Weiss just without the mortar. I’d switch a naked storm group for another sniper team.

 I really like the mortar launcher, because in the beginning of the game You can totally, hold units from going two objectives.

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13 minutes ago, LordBubba said:

 I really like the mortar launcher, because in the beginning of the game You can totally, hold units from going two objectives.

The problem is though, if I'm in range 3 I have to then use Weiss, which is a waste to me at least. Rather save the Weiss for round 2 when I can get the grenade launcher off too

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4 hours ago, lukecook said:

The problem is though, if I'm in range 3 I have to then use Weiss, which is a waste to me at least. Rather save the Weiss for round 2 when I can get the grenade launcher off too

Add Uplink as well and use both of them every turn. Get aim tokens from Veers if you can, but even if you can't all those extra dice are better than rerolling 2 dice.

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On 11/5/2018 at 5:17 AM, arnoldrew said:

Add Uplink as well and use both of them every turn. Get aim tokens from Veers if you can, but even if you can't all those extra dice are better than rerolling 2 dice.

I'm saying to use Weiss on turn 1 is a complete waste to just add in the mortar. It's by far the worst. Past round 1 it's really hard to get someone beyond range 3 (4+) because you need to be aggressive with the atst. IMO still take Weiss just leave the mortar at home, then you don't have to worry about popping weiss first turn.

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I like the mortar and grenades, gives you that little bit of extra board control for long ranged suppression and alleviates some of the problems with damage output due to heavy cover. Both without Weiss and you just pick which you need each turn.

The 88 is cool but never feels it's worth the points for 3 extra average dice.

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19 hours ago, lukecook said:

I'm saying to use Weiss on turn 1 is a complete waste to just add in the mortar. It's by far the worst. Past round 1 it's really hard to get someone beyond range 3 (4+) because you need to be aggressive with the atst. IMO still take Weiss just leave the mortar at home, then you don't have to worry about popping weiss first turn.

Why pop wiess first turn?  Never my intentions on turn one unless advanced positions and i get a worthy shot.

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26 minutes ago, The captn said:

Why pop wiess first turn?  Never my intentions on turn one unless advanced positions and i get a worthy shot.

If you uplink the AT-ST first turn you can definitely get into range 3 of something and use the twin blaster, so you'd need to pop Weiss, this is why I don't take the mortar.

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I’m trying this tonight. Wish me luck! :D

 

 

Come At Me Bro (794/800)
Empire

General Veers (80)
 - Emergency Stims (8)
= 88 total points

Stormtroopers (44)

Stormtroopers (44)

Stormtroopers (44)

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

Boba Fett (140)
 - Hunter (6)
 - Emergency Stims (8)
= 154 total points

Objectives?? What objectives??

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3 hours ago, christhesecond said:

I’m trying this tonight. Wish me luck! :D

 

 

Come At Me Bro (794/800)
Empire

General Veers (80)
 - Emergency Stims (8)
= 88 total points

Stormtroopers (44)

Stormtroopers (44)

Stormtroopers (44)

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

Boba Fett (140)
 - Hunter (6)
 - Emergency Stims (8)
= 154 total points

Objectives?? What objectives??

Looks fun.  Id have to borrow my kids atst to play it.  

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On 11/8/2018 at 5:15 AM, christhesecond said:

I’m trying this tonight. Wish me luck! :D

 

 

Come At Me Bro (794/800)
Empire

General Veers (80)
 - Emergency Stims (8)
= 88 total points

Stormtroopers (44)

Stormtroopers (44)

Stormtroopers (44)

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

AT-ST (195)
 - DW-3 Concussion Grenade Launcher (15)
= 210 total points

Boba Fett (140)
 - Hunter (6)
 - Emergency Stims (8)
= 154 total points

Objectives?? What objectives??

 It looks like a very fun list but the only problem is you only have five units that can take objectives. I don’t think of veers is willing to take and objective. I would maybe drop boba, an ad two storm trooper units with to DLTs.

tell me how It went.

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On 11/7/2018 at 3:05 PM, lukecook said:

If you uplink the AT-ST first turn you can definitely get into range 3 of something and use the twin blaster, so you'd need to pop Weiss, this is why I don't take the mortar.

I personally wouldn't want to take the uplink and not Weiss. To get better value out of it, you'll have to recover anyway, resetting Weiss, too. 

The mortar is something I can see not taking, but I've put it to good use often enough that I still think it's worth it. If nothing else, you can probably drop 2 suppression on, say, a sniper team. That has a decent chance of denying the aim. 

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783/800
General Veers [80]
Esteemed Leader [5]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
DLT-19 Stormtrooper [24]

Stormtroopers [44]
 
AT-ST [195]
General Weiss [10]
DW-3 Concussion Grenade Launcher [15]
88 Twin Light Blaster Cannon [20]
HQ Uplink [10]

Scout Troopers (Strike Team) [16]
DLT-19x Sniper [28]

Scout Troopers (Strike Team) [16]
DLT-19x Sniper [28]

Scout Troopers (Strike Team) [16]
DLT-19x Sniper [28]
 
I'd use this as a base, I think this is the best AT-ST list currently available with some points to mix/ switch up a little

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Veers loses a lot of power with only one vehicle.  I just won a local tournament with this list, which I am aware has a very low number of trooper units for objectives, but it was so aggressive that I was able to keep my opponents off other objectives and win all my games.

Veers (80)

Stormtoopers + DLT (68)

Stormtoopers + DLT (68)

Stormtoopers + DLT + extra trooper (79)

Speeder bike (90)

Speeder bike (90)

Speeder bike + HQ uplink (100)

ATST + twin blaster + HQ uplink (225)

Total = 799.

 

The key to this was aggression lead by all the vehicles.  Turn one you get the vehicles to hammer one side of you opponent's army so he has fewer units that can return fire.  Turn 2 you use Veers 2 pip and use both HQ uplinks.  This allows you to have 4 vehicles with dodge that can block crits.  On that second turn you need to use repulsory turns to get into position then dodge again and attack.  With the ATST you can either move and attack or dodge and attack as well depending on his position.  Always move your vehicles together and in a line (bike train) in order to attack the largest threat that is able to return fire.  Slowly move up Veers and the DLTs being sure to stay at least range 4 away from you opponent's units (unless they have been decimated by the vehicles and they only have 1-2 units left in the squad.  There was one game I would have lost if it went the full 6 turns due to him focusing only on my trooper units, but I had a clear advantage for the full 2 hours that we played. (end of round 4). 

Here are the teams I beat if you are interested in how effective the team I mentioned can be:

ROUND 1: Vader with force push, saber throw and force reflexes (235)

Imp Scouts + sniper (88)

Imp Scouts + sniper (88)

Boba Fett with Hunter (140)

Stormtroopers +DLT + extra trooper (79)

Stormtroopers +DLT + extra trooper (79)

Stormtroopers +DLT + extra trooper (79)

794 points - opponent conceded after round 3

ROUND 2: Leia + esteemed Leader+ improvised Orders (110)

[ATRT + rotary] x2 (170)

[Rebel Troopers + Ion + extra trooper + concussion grenades] X3 (261)

[Commandos + saboteur] x3 (258)

799 points. Went done to the wire....stupid ions...who brings ion troopers to a tournament?!

ROUND 3: Veers

[Storm troopers +DLT+ concussion grenades] x3 (219)

Boba +Hunter+emergency stims+duck and cover (162)

[Speeder Bikes + Long Range Comms] x2 (200)

[Snow Troopers with Flame throwers] x2 (136)

797 points. I would have lost this if it went 6 rounds, I didnt have any troopers left but I kept him off the moisture vaporators and was able to put 4 wounds on the ones close to me.

FINALS: Leia+Improvised Orders (100)

Han Solo + duck and cover (128)

[ATRT + rotary blaster] x2 (170)

1.4 FD Cannon +overcharge (80)

[Fleet Troopers + Scatter gun]x2 (134)

[Rebel Troopers + Z6]x3 (186)

798 points.  I tabled my opponent in the finals in round 5.

 

 

 

 

 

Edited by weebaer

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On 12/15/2018 at 7:55 AM, Chili-52 said:

I know this is a little bit necro-thread but I was wondering how did the list fare for OP?

What do you mean by OP?  I still have trouble with some of the Acronyms..lol

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