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Simonsays3

Veers ATST - List Thoughts

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Hey everyone! 

I've been enamored with our big beefy friend since the start of the game and while it has underperformed consistently for me since, I believe that now is the time! I've got two lists I'm trying to decide between for this weekend and would love the community's thoughts. 

LIST 1 - Veers ATST Efficiency Spam

Commanders: 
- General Veers (80) + Strict Orders (5) = 85
Corps: 
- 4x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 272
- Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73
Special Forces: 
- 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Heavy: 
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235

Total: 797/800 

Commands:
- Maximum Firepower (1) 
- Ambush (1) 
- Push (2) 
- Pinned Down (2) 
- Assault (3) 
- Coordinated Fire (3) 
- Standing Orders (4) 

Objectives:
- Breakthrough
- Key Positions
- Sabotage Moisture Vaporators
- Intercept Transmissions
Deployments:
- Advanced Positions
- Major Offensive
- The Long March
- Battle Lines
Conditions:
- Clear Conditions
- Rapid Reinforcements
- Minefield

- Hostile Environment

The goal of this list is to run a standard Veers list with a big scary distraction that can nuke units off the map. Basically the ATST bullies one side of the field while the rest of the group gets work done. It's got 10 activations, everyone has the bits that make them good, and we've even got a little bit of Annihilation Looms counterplay with Strict Orders. Downside is there's no melee protection and the flamers are a bit of an after thought. Plus no room for medic, so double sad. Small downside is also that I don't own 3 strike teams and don't really want to, so there's that as well. 

 

LIST 2 - Veers ATST Specialists

Commanders: 
- General Veers (80) + Strict Orders (5) = 85
Corps: 
- 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 204
- Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73
Special Forces: 
- Imperial Royal Guards (75) + Electrostaff Guard (25) + Tenacity (4) + Environmental Gear (3) = 107
- 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) + Recon Intel (2) = 92
Heavy: 
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235

Total: 796/800 

Commands:
- Maximum Firepower (1) 
- Ambush (1) 
- Push (2) 
- Pinned Down (2) 
- Assault (3) 
- Coordinated Fire (3) 
- Standing Orders (4) 
 
Objectives:
- Breakthrough
- Key Positions
- Sabotage Moisture Vaporators
- Intercept Transmissions
Deployments:
- Advanced Positions
- Major Offensive
- The Long March
- Battle Lines
Conditions:
- Clear Conditions
- Rapid Reinforcements
- Minefield
- Hostile Environment

Obviously on this one we lose an activation, which is huge, but we lose it to add in IRGs, which gives us that Luke/melee protection along with general protection against troublesome Range 4 shots. I ran a version of this earlier (swapping flamers for R4 storms) and it did an excellent job controlling the field, with it only losing oomph when I misplayed some sniper activations towards the end of the match. ATST was a rockstar and I think the Hammer is what finally pushes it into the "good" territory. Anything caught in the open gets eliminated and even cover can only do so much against 7+ hits.

Any thoughts? 

 

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