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Galactic Funk
Posted: Monday, March 28, 2011 2:19:36 PM
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OK so it sounds like I may be facing an AT-AT for the first time this Friday so I started looking over the stat card to try and get a good feel for what I will be up against and have several questions.

I understand that any characters who occupy a space on the base are considered adjacent. I presume that the normal adjacent rules apply as well and that you can be next to but not on the base and still be adjacent. Is that correct?

Also, what does it mean in the Staggered Activation 6 text when it says "use 4 activations to move or use move actions"? What are "move actions"? I'm probably just being dumb about something simple but I don't recognize the terminology.

Speaking of those 4 activations to move, does Walk 2 mean that you get the option of moving forward 1 or 2 squares each time you move?

And for the purposes of using opportunist against the AT-AT, at what point is the AT-AT considered activated? When it has made at least 1 of it's 6 activations or does it need to complete all of them before you can get the bonuses?

And last of all, how does Luke Skywalker, Hoth Pilot Unleashed affect it? His Demolition Charge is obviously tailor made to take it down in one fell swoop. I assume you can still use Force Push 4 on it and have the damage hit but just not be able to move it.

Thanks in advance. I know it's a lot of questions but I've never seen anyone use one before and wanted to wrap my head around it beforehand just in case I do end up facing it.






engineer
Posted: Monday, March 28, 2011 3:26:20 PM
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I'll let others answer your questions. The best way to take down the AT-AT is with force user with a light saber. You will get at least one AoO per turn and then your attack. It will not take long to defeat it at this rate.
EmporerDragon
Posted: Monday, March 28, 2011 4:02:29 PM
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Galactic Funk wrote:

Also, what does it mean in the Staggered Activation 6 text when it says "use 4 activations to move or use move actions"? What are "move actions"? I'm probably just being dumb about something simple but I don't recognize the terminology.


A move action is when the AT-AT moves forward, lowers down (to drop off/pick up passengers), or raises up (To be able to walk and attack again).


Quote:
Speaking of those 4 activations to move, does Walk 2 mean that you get the option of moving forward 1 or 2 squares each time you move?

Yes.

Quote:
And for the purposes of using opportunist against the AT-AT, at what point is the AT-AT considered activated? When it has made at least 1 of it's 6 activations or does it need to complete all of them before you can get the bonuses?

After the first activation, it is considered activated for the purposes of abilities like Cunning Attack, Opportunist, etc.
jak
Posted: Tuesday, March 29, 2011 1:07:50 AM
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try to find the rule book for the AT-AT online.ThumpUp
It describes the piece in way more detail.
qvos
Posted: Tuesday, March 29, 2011 8:02:27 AM
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Also, If you can get behind the AT-At he will be toastThumpUp
Galactic Funk
Posted: Tuesday, March 29, 2011 12:56:44 PM
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Thanks for the feedback guys!

And jak, as soon as I read your post I immediately thought to myself "duh, why didn't I think of that right away?". Of course I soon found out that finding an AT-AT rule book online is easier said than done. So if anyone has a link I would LOVE to see it!
creme_brule
Posted: Tuesday, March 29, 2011 2:33:40 PM
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EmporerDragon wrote:
A move action is when the AT-AT....lowers down (to drop off/pick up passengers)



An ATAT has passengers? Did I miss something on his stat card?
EmporerDragon
Posted: Tuesday, March 29, 2011 3:53:45 PM
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creme_brule wrote:


An ATAT has passengers? Did I miss something on his stat card?


It's not on the stat card, but it is covered in the rule book. The AT-AT can load and unload passengers just like the skiff and troop cart, only it needs to be in the lowered position to do so. I can't find my rule book, but off the top of my head, I believe the total capacity of the AT-AT is 1 huge, 4 larges, and 12 small/mediums.
creme_brule
Posted: Wednesday, March 30, 2011 12:30:59 AM
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EmporerDragon wrote:
creme_brule wrote:


An ATAT has passengers? Did I miss something on his stat card?


It's not on the stat card, but it is covered in the rule book. The AT-AT can load and unload passengers just like the skiff and troop cart, only it needs to be in the lowered position to do so. I can't find my rule book, but off the top of my head, I believe the total capacity of the AT-AT is 1 huge, 4 larges, and 12 small/mediums.

thats so cool! Does the ATAT actually have room inside to fit figures? Also; are those figures you can rtansport via ATAT included in his cost or do those characters cost seperate? (which would be meaningless since the ATAT cost 200)
SquelchDog
Posted: Wednesday, March 30, 2011 2:14:37 AM
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creme_brule wrote:
Does the ATAT actually have room inside to fit figures?


Sadly no, Sad I was hoping the same thing when I was reading the rule book when I bought mine.
swinefeld
Posted: Wednesday, March 30, 2011 3:00:54 AM
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SquelchDog wrote:
creme_brule wrote:
Does the ATAT actually have room inside to fit figures?


Sadly no, Sad I was hoping the same thing when I was reading the rule book when I bought mine.


If I ever get my hands on another one I'm going to try to mod it so it opens up. Drool
EmporerDragon
Posted: Wednesday, March 30, 2011 3:10:06 AM
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creme_brule wrote:
[quote=EmporerDragon]
thats so cool! Does the ATAT actually have room inside to fit figures? Also; are those figures you can rtansport via ATAT included in his cost or do those characters cost seperate? (which would be meaningless since the ATAT cost 200)


No. The AT-AT, while hollow, does not open up. Transported figures are merely removed from the field until they disembark. The cost of the other characters is separate from the AT-AT, and it's not meaningless as the AT-AT is designed for scenario play only where both sides will have well over 200 points worth of figures.
SquelchDog
Posted: Wednesday, March 30, 2011 3:47:54 AM
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swinefeld wrote:
SquelchDog wrote:
creme_brule wrote:
Does the ATAT actually have room inside to fit figures?


Sadly no, Sad I was hoping the same thing when I was reading the rule book when I bought mine.


If I ever get my hands on another one I'm going to try to mod it so it opens up. Drool


Laugh That's awesome! Ideally I'd like to have 4 total, but two would be cool. That way you could put the maps together end to end. ThumpUp I just got a hold of the Battle of Hoth set which had a Bounty Hunters booster shrink wrapped to it. Woot

The AT-AT is a lot of fun to play, with it and against it. But for the latter you really need the right mini's for the job or your toast! Bomb We've played at home and I've used it on Vassal and it is a blast.

Mathias-Ordun and I played these squads on Vassal. I got smoked, but I'm pretty sure that has more to do with my lack of playing time.

These are the squads we used.

Rebels
http://yqs243-site0001.maxesp.net/Squad/80628/hoth-battle

Empire
http://yqs243-site0001.maxesp.net/Squad/80634/hoth-battle

Rebel and Empire Reserves
http://yqs243-site0001.maxesp.net/Squad/81559/hoth-battle-scenario-reserves

He had some special rules as well but I'm drawing a blank on what they were at the moment. Confused
Galactic Funk
Posted: Wednesday, March 30, 2011 5:00:19 AM
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OK here's another question I thought of: Does the AT-AT get to make AoO? I assume yes but how would that work?

And again, I'm sure that's covered in the rulebook but I haven't been able to find anything online yet.
EmporerDragon
Posted: Wednesday, March 30, 2011 5:29:16 AM
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Galactic Funk wrote:
OK here's another question I thought of: Does the AT-AT get to make AoO? I assume yes but how would that work?


Yes, but it has 0 attack/0 damage and can't be affected by commander effects, so there's no point in making one.
Galactic Funk
Posted: Wednesday, March 30, 2011 7:11:04 AM
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EmporerDragon wrote:
Galactic Funk wrote:
OK here's another question I thought of: Does the AT-AT get to make AoO? I assume yes but how would that work?


Yes, but it has 0 attack/0 damage and can't be affected by commander effects, so there's no point in making one.


Hehe. I probably should have referred back to the stat card before asking that one. Blushing




OK, so here's another question that I think I know the answer too but am going to ask anyway. If I was using Zuckuss, Bounty Hunter and hit the AT-AT with his Snare Rifle at the beggining of the round, would the AT-AT simply ignore it's standard requirement of making 4 movement activations and only make it's 2 attacking activations?


Sithborg
Posted: Wednesday, March 30, 2011 10:46:05 AM
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Moving 0 is an option for the move actions, so the AT-AT would still be able to use the Move actions, just not actually move. It could move 0, lift up or down.
Galactic Funk
Posted: Friday, April 1, 2011 4:33:26 AM
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If anyone can't tell already I am a noob to SWM (but I'm catching on fairly well). That being said can someone tell me if my take on the following likely scenario is correct or am I missing something.

OK, so let's say I have Luke Skywalker Hoth Pilot Unleashed, Ferus Olin and General Rieekan all in the same squad facing an AT-AT.

Let's also say that Ferus is adjacent to Luke HPU (to bodyguard) and the AT-AT hits Luke with it's Heavy Laser Cannon. My understanding is that I first get a save opportunity via the text for Heavy Laser Cannon. Failing that save I would then get to attempt another save for Evade via Rieekan. If he want's Luke could also spend a force point at some point during this sequence to re-roll a missed save. If all save's are failed my understanding is that Ferus Olin could decide to take the 60 damage that was supposed to hit Luke as well as the 20 damage that hit's him for being adjacent to Luke when hit by the Heavy Laser Cannon.

I think I have that sequence down fairly accurately with the exception of not being certain about whether or not Ferus gets to make saves or not and if so how many. My guess is that he would get to make 2 saves (not including FP re-rolls), one per the text of Heavy Laser Cannon and once for Evade. However I could see where the Heavy Laser Cannon would allow for only 1 save (the one that Luke makes since he was the target). Either way I'm pretty certain Ferus gets to save for Evade.

If anyone could review that sequence and straighten me out on that I would be very grateful!








AT-AT:
Quote:

Heavy Laser Cannon (1 activation: Make 2 attacks. Attack +6. On a hit, 60 damage to target and 20 damage to each character adjacent to that target; save 11. On a miss, 20 damage to the target and to each character adjacent to that target; save 11.)



Ferus Olin:
Quote:

Jedi Bodyguard (If an adjacent ally with a Force rating would take damage from an attack, this character can take the damage instead)
EmporerDragon
Posted: Friday, April 1, 2011 4:46:28 AM
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The process regarding Luke and Ferus's Bodyguard are right.

However, Ferus cannot use Evade to negate the damage from the slash (nor would evade be able to be used if the attack was a miss) as Evade only works on attacks and the splash damage is not an attack. Similarly, you cannot bodyguard the splash damage either as it is not damage generated by an attack
Galactic Funk
Posted: Friday, April 1, 2011 4:53:58 AM
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EmporerDragon wrote:
The process regarding Luke and Ferus's Bodyguard are right.

However, Ferus cannot use Evade to negate the damage from the slash (nor would evade be able to be used if the attack was a miss) as Evade only works on attacks and the splash damage is not an attack. Similarly, you cannot bodyguard the splash damage either as it is not damage generated by an attack


I thought there might be something in there that would get me hung up. Exactly what I was looking for. Thank you very much!
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