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Hi there!

I'm hoping to get a third AT-RT soon, and we'll be starting the next "season" of our League in mid-February. So I'd like to have a triple AT-RT list to run.

I haven't seen any lists like this so wondering how this looks. I have Leia, Han, and Luke (no Chewie or Wookies), and plan to pick up a box of Rebel Specialists this week so I can access those generic command cards.

 

I usually roll so poorly with Rebel Troopers, I have put Targeting Scopes on all of them. Despite vehicles not being "meta" a lot of people in my area like to play them. One guy always wants to play his AT-ST, and I've seen people play the Airspeeder. Also, the E-Webs and Turrets seem to be popular. There are mostly Empire players round these parts.

I have kind of set up like a mobile strike force, with an AT-RT escorting a Trooper squad. I like the Commandos as a full squad, since they're just a stronger Trooper squad. I would primarily be split-firing as much as possible but won't be hiding them as far away as possible like a sniper team. If they can rush an E-Web or something, that's what they'd do.

 

Leia Organa 90
Improvised Orders, Esteemed Leader, Emergency Stims

AT-RT 55
AT-RT Laser Cannon
AT-RT 55
AT-RT Rotary Blaster
AT-RT 55
AT-RT Rotary Blaster


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Commandos 60
DH-447 Sniper, Duck and Cover, Long-Range Comlink, Targeting Scopes
 

Commands:
Standing Orders, Coordinated Bombardment, Somebody Has to Save Our Skins, Turning the Tide, No Time for Sorrows, Assault, Sabotaged Communications

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1 hour ago, manoftomorrow010 said:

Hi there!

I'm hoping to get a third AT-RT soon, and we'll be starting the next "season" of our League in mid-February. So I'd like to have a triple AT-RT list to run.

I haven't seen any lists like this so wondering how this looks. I have Leia, Han, and Luke (no Chewie or Wookies), and plan to pick up a box of Rebel Specialists this week so I can access those generic command cards.

 

I usually roll so poorly with Rebel Troopers, I have put Targeting Scopes on all of them. Despite vehicles not being "meta" a lot of people in my area like to play them. One guy always wants to play his AT-ST, and I've seen people play the Airspeeder. Also, the E-Webs and Turrets seem to be popular. There are mostly Empire players round these parts.

I have kind of set up like a mobile strike force, with an AT-RT escorting a Trooper squad. I like the Commandos as a full squad, since they're just a stronger Trooper squad. I would primarily be split-firing as much as possible but won't be hiding them as far away as possible like a sniper team. If they can rush an E-Web or something, that's what they'd do.

 

Leia Organa 90
Improvised Orders, Esteemed Leader, Emergency Stims

AT-RT 55
AT-RT Laser Cannon
AT-RT 55
AT-RT Rotary Blaster
AT-RT 55
AT-RT Rotary Blaster


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper, Targeting Scopes


Rebel Commandos 60
DH-447 Sniper, Duck and Cover, Long-Range Comlink, Targeting Scopes
 

Commands:
Standing Orders, Coordinated Bombardment, Somebody Has to Save Our Skins, Turning the Tide, No Time for Sorrows, Assault, Sabotaged Communications

I understand your inclusion of Targeting Scopes, but you really need to be dodging as a Rebel. Keeps them alive alot longer. With that said, if you did drop the Scopes, it might be interesting to put in some repair mechs. I have no idea how actually effective they would be, but if it gave your AT-RTs one more turn of firing, I'd say that was a very good investment for the cost. Personally, I have a 2 AT-RT, Leia and Luke build I'm interested in testing where I have 2 Rebel Trooper Squads with the Repair mech, one for each AT-RT. Anyways, just my two sense.

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Just now, SirCormac said:

I understand your inclusion of Targeting Scopes, but you really need to be dodging as a Rebel. Keeps them alive alot longer. With that said, if you did drop the Scopes, it might be interesting to put in some repair mechs. I have no idea how actually effective they would be, but if it gave your AT-RTs one more turn of firing, I'd say that was a very good investment for the cost. Personally, I have a 2 AT-RT, Leia and Luke build I'm interested in testing where I have 2 Rebel Trooper Squads with the Repair mech, one for each AT-RT. Anyways, just my two sense.

Fair point about the dodges. 

I didn't include any units from the specialists pack because I don't like to play them if they're not painted and I wouldn't have time to paint them any time soon lol

When I do play the AT-RTs they're usually focused first, so your plan of including the repair mechs in your list would be a good idea.

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I am a big fan of the AT-RT! They can be a lot of fun and pretty versatile depending on what play style you prefer.

I prefer Rotary Cannon because with 5 black dice at range 3 it means I can get a few shots in on the approach and you have surge to crit to help with armor.

Fire Chickens can be quite effective and terrifying for your opponent. There was a Rebel list early on with Leia, a bunch of troopers, and 3 Flamers. It can be difficult to get into range one for the flamethrower but if you get there it’s 2 black dice per model! Your opponent has to deal with it or get burned.

I enjoy running a group of troopers behind the AT-RT for light cover in the open. If you keep your unit leader to the side with clear line of sight and the rest behind the RT you get cover while shooting clear.

Fleets are great with a Fire Chicken because everyone wants to get close. Troopers are good with the Rotary. If they target your RT on the approach that’s good for you cause your main goal is just delivering the Troopers!

And you can always kick things! Even a naked RT can run up and roll 3 red dice with surge to crit and impact... 

Edited by BenBot

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On 1/29/2019 at 3:24 PM, TauntaunScout said:

And here we are again: 3 core sets, Veers and Leia is all anyone needs. Someone told me that when I started and it's still true.

I'd play other things than what mainly comes in the core set, but I just don't own them, or don't like them (like the turret). lol

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I have the Specialists! So, I changed my list up:

Leia Organa (103)
-Esteemed Leader, Emergency Stims

Fleet Troopers (94)
-MPL-57 Barrage Trooper, Fleet Trooper, Targeting Scopes

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (62)
-Z6 Trooper

Rebel Commando Strike Team (62)
-DH-447 Sniper, Duck and Cover, Long-Range Comlink

AT-RT (90)
-Laser Cannon

AT-RT (85)
-Rotary Blaster

AT-RT (85)
-Rotary Blaster

Commands:
-Coordinated Bombardment
-Sabotaged Communications
-No Time for Sorrows
-Turning the Tide
-Somebody Has to Save Our Skins
-Covering Fire
-Standing Orders

 

Biggest question is the Barrage Trooper. I could obviously use the Scatter Gun, but I'm thinking it is more insurance against some armor along with the Laser Cannon AT-RT, and since my Fleets would be possibly doing Stand-by actions, or not being the main spear of my force, that they could use the recover action to refresh the weapon more than the Ion gun in the Trooper units.

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3 hours ago, manoftomorrow010 said:

I have the Specialists! So, I changed my list up:

Leia Organa (103)
-Esteemed Leader, Emergency Stims

Fleet Troopers (94)
-MPL-57 Barrage Trooper, Fleet Trooper, Targeting Scopes

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (72)
-Z6, Rebel Trooper

Rebel Troopers (62)
-Z6 Trooper

Rebel Commando Strike Team (62)
-DH-447 Sniper, Duck and Cover, Long-Range Comlink

AT-RT (90)
-Laser Cannon

AT-RT (85)
-Rotary Blaster

AT-RT (85)
-Rotary Blaster

Commands:
-Coordinated Bombardment
-Sabotaged Communications
-No Time for Sorrows
-Turning the Tide
-Somebody Has to Save Our Skins
-Covering Fire
-Standing Orders

 

Biggest question is the Barrage Trooper. I could obviously use the Scatter Gun, but I'm thinking it is more insurance against some armor along with the Laser Cannon AT-RT, and since my Fleets would be possibly doing Stand-by actions, or not being the main spear of my force, that they could use the recover action to refresh the weapon more than the Ion gun in the Trooper units.

Frankly, I'd never take the Barrage Trooper. The Scattergun is almost as good against armor as the grenade launcher is (Pierce is just fantastic no matter what and you're bound to get some crits with that many dice)and if you're really worried about Armor you can give them Impact Grenades and they'll STILL be cheaper than the Barrage Trooper. I mean, even if the Barrage Trooper didn't tap I still think the Scattergunner would be a better choice. The fact that it exhausts makes it unplayable in my opinion.

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10 minutes ago, arnoldrew said:

Frankly, I'd never take the Barrage Trooper. The Scattergun is almost as good against armor as the grenade launcher is (Pierce is just fantastic no matter what and you're bound to get some crits with that many dice)and if you're really worried about Armor you can give them Impact Grenades and they'll STILL be cheaper than the Barrage Trooper. I mean, even if the Barrage Trooper didn't tap I still think the Scattergunner would be a better choice. The fact that it exhausts makes it unplayable in my opinion.

Great point, you sold me with the Scatter + Impact Grenades being cheaper lol

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On 2/1/2019 at 5:54 PM, arnoldrew said:

Frankly, I'd never take the Barrage Trooper. The Scattergun is almost as good against armor as the grenade launcher is (Pierce is just fantastic no matter what and you're bound to get some crits with that many dice)and if you're really worried about Armor you can give them Impact Grenades and they'll STILL be cheaper than the Barrage Trooper. I mean, even if the Barrage Trooper didn't tap I still think the Scattergunner would be a better choice. The fact that it exhausts makes it unplayable in my opinion.

Cheaper but also less effective. 

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On 2/2/2019 at 9:01 PM, Derrault said:

Cheaper but also less effective. 

Yes without the Impact, you may have a greater chance of rolling a hit with the scatter gun's red dice, but the chance to roll a natural crit is the same as any other die.

At least the Barrage, which you really would want 2 hits, which isn't a high probability with the 2 white dice, you are at least able to convert them into crits with the Impact 2.

Pierce wouldn't matter if you roll hits and they get cancelled by Armor because you don't have Impact.

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I have found that if you're playing ATRT, you really don't need wounds from the troopers.  I never expect my troopers to do anything at this point, and when they do I giggle for the entire next round. I hate playing the rotary blaster because it doesn't hit well for me either.  Black dice only work for Imperials.  I ran my troopers naked the last game and either double moved or dodged and moved unless they had a sweet heavy cover spot, then I aimed and shot (still only put suppression on, no wounds) But the opponent ignored my 4 man trooper units for the most part and that allowed me to score VP at the end.

3 flamer atrt are scary for people, especially if Luke or Wookiees are backing them up.

Edited by buckero0

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3 minutes ago, buckero0 said:

I have found that if you're playing ATRT, you really don't need wounds from the troopers.  I never expect my troopers to do anything at this point, and when they do I giggle for the entire next round. I hate playing the rotary blaster because it doesn't hit well for me either.  Black dice only work for Imperials.  I ran my troopers naked the last game and either double moved or dodged and moved unless they had a sweet heavy cover spot, then I aimed and shot (still only put suppression on, no wounds) But the opponent ignored my 4 man trooper units for the most part and that allowed me to score VP at the end.

3 flamer atrt are scary for people, especially if Luke or Wookiees are backing them up.

Unfortunately, I don't have Wookies lol and in my experience, my AT-RTs get focused fire immediately so my troopers have to pull some weight 😅

Lots of people play the E-Webs and Rebel Turrets, armor, around here so using the flamers means I'm out-ranged everywhere. Not much trooper spam in our league so I didn't equip the flamethrowers.

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Just now, manoftomorrow010 said:

Unfortunately, I don't have Wookies lol and in my experience, my AT-RTs get focused fire immediately so my troopers have to pull some weight 😅

Lots of people play the E-Webs and Rebel Turrets, armor, around here so using the flamers means I'm out-ranged everywhere. Not much trooper spam in our league so I didn't equip the flamethrowers.

awesome, so you have what some would call a meta.  If you want to adapt to that, I'd almost consider the laser cannon on the ATRT, just to get the accuracy.  WIth a strike team or two (i'd keep them cheap and either get an HQ uplink if you have to or run them naked and get into a cover spot to snipe), you should be able to start picking off some of these long range figures. 

I'd still run the troopers bare bones, if the Z6 works than just take that and get numbers.  Rush to get in those ideal spots and start saturating the enemy with fire.  I usually use the at rts as a group so they all shoot at the same target til it dies (Turret, etc)

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21 minutes ago, buckero0 said:

awesome, so you have what some would call a meta.  If you want to adapt to that, I'd almost consider the laser cannon on the ATRT, just to get the accuracy.  WIth a strike team or two (i'd keep them cheap and either get an HQ uplink if you have to or run them naked and get into a cover spot to snipe), you should be able to start picking off some of these long range figures. 

I'd still run the troopers bare bones, if the Z6 works than just take that and get numbers.  Rush to get in those ideal spots and start saturating the enemy with fire.  I usually use the at rts as a group so they all shoot at the same target til it dies (Turret, etc)

Sorry, yes my later post (not the original) reflects my most-recent list. One AT-RT has the laser cannon while the other two have the Rotary. But of course I'm open to adjustment depending on how much armor I see. Also, having the laser cannon shooting at range 4, even if it isn't at armor, ain't bad either.

I'm hoping to either use the AT-RTs as mobile terrain to escort my infantry, or as you said, use them basically as a "wolf pack." I think that'll largely depend on the terrain and the battlefield setup.

In the past I've run the Uplink on the 2 AT-RTs I was running, but totally failed to realize until later that the upgrade tapped LOL. With the inclusion of the new generic command related to Support units, I think the Uplink would give you 2 good turns of trying to attack a target with the AT-RT group.

 

Edit: That being said, we've added about 5 new members to the league over the course of the first season, so the local meta could be different than the 5 matches I played previously.

Edited by manoftomorrow010

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I've played against a few similar lists, and the tactic was also to use the AT-RTs to "escort" infantry, all with rotary blasters.  It's not terrible, but it does depend on the AT-RT to soak up more firepower than they really can.  DLTs or, heaven forbid, an AT-ST, has a tendency to cut right through them.  A wolf pack, with the three working together, might be a better option, as it would mass your armor, and require your opponent to focus their anti-armor capabilities in one spot.  

Overall, though, I find the list to be solid mechanized infantry option for the Rebels, and a fun list to play against. 

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1 hour ago, Alpha17 said:

I've played against a few similar lists, and the tactic was also to use the AT-RTs to "escort" infantry, all with rotary blasters.  It's not terrible, but it does depend on the AT-RT to soak up more firepower than they really can.  DLTs or, heaven forbid, an AT-ST, has a tendency to cut right through them.  A wolf pack, with the three working together, might be a better option, as it would mass your armor, and require your opponent to focus their anti-armor capabilities in one spot.  

Overall, though, I find the list to be solid mechanized infantry option for the Rebels, and a fun list to play against. 

Thanks! In the few 800 points games I've played (we used the Take the Hill operation for the first season of the league), I've run the 2 AT-RTs I had as infantry escorts and they got chewed up really fast. So concentrating them together may be what I do, so it draws some attention away. One guy in our league loves to play his AT-ST and basically wanted to stop using Take the Hill just so he could play it. lol

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Update. Ran this list for the first time last night. It doesn't match the OP, but here's what I wound up using:

 

Leia - Esteemed Leader, Emergency Stims

AT-RT - Laser Cannon

AT-RT - Rotary

AT-RT - Rotary

Fleet Troopers - extra trooper, Barrage Trooper, targeting scopes

Rebel Troopers - extra trooper, Z6 (x4)

Rebel Commando Strike Team - sniper, duck and cover, grappling hooks

Command - Coordinated Bombardment, Sabotaged Comms, No Time for Sorrows, Turning the Tide, Covering Fire, Somebody Has to Save our Skins, Standing Orders

 

We played Recover the Supplies, Hostile Environment, and Advanced Positions. I had more activations and my opponent played Han/Chewie, the Turret, and the Airspeeder.

I made the mistake of being too passive in the first couple turns. I killed most of his forces, he only had a partial Fleet squad, another Fleet squad of 2 troopers remaining, and Han, but I couldn't chase down, or get them to drop one of their objectives. Since we were playing Hostile Environment, the Turning the Tide card was actually very useful, since it allowed me to remove the suppression that I otherwise couldn't because I didn't have units in base-contact with terrain.

Also, my Fleets barrage trooper got to put a few wounds on the Airspeeder. It was a good surprise, since he sent the speeder right at my AT-RT pack. He made 1 miraculous save with the speeder (I rolled 3 natural crits, a hit, and a surge with one of the Rotary AT-RTs, he saved all 4), which meant it took a full extra turn to kill.

I definitely didn't play that great, but since this was really only the 7th game I've played of this game, I played much better than the previous 6 haha I really like the 3 AT-RTs, and I would probably tinker a little more by putting HQ Uplink on all of them, so that I can have 2 turns (Turning the Tide + Uplinks) of really getting them out of the bag immediately, so to speak.

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I love this list, although i haven’t played it for a while

The Princess & The Fire Roosters (799/800)
Rebels

Leia Organa (90)
 - Esteemed Leader (5)
 - Commanding Presence (10)
= 105 total points

Fleet Troopers (44)
 - Concussion Grenades (5)
 - Scatter Gun Trooper (23)
 - Fleet Trooper (11)
= 83 total points

Fleet Troopers (44)
 - Scatter Gun Trooper (23)
 - Fleet Trooper (11)
= 78 total points

Rebel Troopers (40)
 - Concussion Grenades (5)
 - Z-6 Trooper (22)
 - Rebel Trooper (10)
= 77 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
 - Rebel Trooper (10)
= 72 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
 - Rebel Trooper (10)
= 72 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
 - Rebel Trooper (10)
= 72 total points

AT-RT (55)
 - AT-RT Flamethrower (25)
= 80 total points

AT-RT (55)
 - AT-RT Flamethrower (25)
= 80 total points

AT-RT (55)
 - AT-RT Flamethrower (25)
= 80 total points

Commands: Coordinated Bombardment, Ambush, No Time for Sorrows, Push, Somebody Has to Save Our Skins, Assault, Standing Orders

 

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I’m trying to put together a Leia & Chewie list that I like. I’m always having trouble fitting a 3rd AT-RT into the list but I do love them so...

Here’s a crazy 11 activation list idea but it only has 3 Corps and that makes me nervous. Thoughts!?

 

Leia & Chewie (3)Snipers (3)At-RTs (797/800)
Rebels

Leia Organa (90)

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

AT-RT (55)
 - HQ Uplink (10)
 - AT-RT Rotary Blaster (30)
= 95 total points

AT-RT (55)
 - HQ Uplink (10)
 - AT-RT Rotary Blaster (30)
= 95 total points

AT-RT (55)
 - AT-RT Rotary Blaster (30)
= 85 total points

Chewbacca (110)
 - Tenacity (4)
= 114 total points

Commands: Standing Orders

 

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1 minute ago, BenBot said:

I’m trying to put together a Leia & Chewie list that I like. I’m always having trouble fitting a 3rd AT-RT into the list but I do love them so...

Here’s a crazy 11 activation list idea but it only has 3 Corps and that makes me nervous. Thoughts!?

 

Leia & Chewie (3)Snipers (3)At-RTs (797/800)
Rebels

Leia Organa (90)

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Troopers (40)
 - Z-6 Trooper (22)
= 62 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

Rebel Commandos Strike Team (16)
 - DH-447 Sniper (28)
= 44 total points

AT-RT (55)
 - HQ Uplink (10)
 - AT-RT Rotary Blaster (30)
= 95 total points

AT-RT (55)
 - HQ Uplink (10)
 - AT-RT Rotary Blaster (30)
= 95 total points

AT-RT (55)
 - AT-RT Rotary Blaster (30)
= 85 total points

Chewbacca (110)
 - Tenacity (4)
= 114 total points

Commands: Standing Orders

 

Pretty rad! The minimum of corps is a tad concerning. I only have 1 box of Commandos, so i couldn't play this many strike teams, and whether by my own inability, or whatever, I never get much value out of the sniper trike teams. But, I only play 1, which could be why haha

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Posted (edited)

Hmmmm. I was just playing with battlescribe...

Does luke, sabine, 2xatrt rotary, 3x z6 corps and 2 sniper teams sound crazy? The snipers do their thing, the corps work objectives in cover while the sabers and rotary cannons blender threats........

 

Just a little worried i'm spreading too many different activation tokens around

 

Edited by Ralgon

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4 hours ago, Ralgon said:

Hmmmm. I was just playing with battlescribe...

Does luke, sabine, 2xatrt rotary, 3x z6 corps and 2 sniper teams sound crazy? The snipers do their thing, the corps work objectives in cover while the sabers and rotary cannons blender threats........

 

Just a little worried i'm spreading too many different activation tokens around

 

I would think you'd need HQ Uplink on the AT-RT and maybe also the Snipers would allow you to control your activations. With 5 different unit types, you'd be pretty random.

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