Good morning gamers,
I am solidly in the camp of the Clone Commandos (and maybe the new Strike Teams) when it comes to supports - but my son, Gorgoroth, is a big fan of AT-RTs. Having faced them a ton, I can see why - and my Rebel lists lean into them pretty heavily. AT-RTs in Republic lists are durable and can put out a lot of damage - and they're also not the kind of thing that can be chopped to bits by most power units in a single turn, either. All in all, they're a fabulous choice, unless you have a partiality for one of their competitors (Strike Teams not included, thanks to the Detachment keyword). Let's see what this guy brings to the table and how you can bring them to bear in Republic lists that are heavily strapped for points!
Republic AT-RT: The Profile
The defining part of the Republic AT-RT in the Support class is that it has red saves (no-surging) and Armor 2. If you want red saves (non-surging) with speed and cover, you want BARC Speeders and if you want red saves (with surging), you probably want Commandos. If you're okay with white (surging) saves, you can look into fluttercraft or swoop bikes, but the addition of Armor 2 and a good save on AT-RTs makes them incredibly durable. Fast they are not, but they're not slow (speed-2 with a big base) and Scout 1 on the first turn makes them decent at maneuvering on a durable line-of-sight-blocking chassis.
Their base weapon is actually pretty good with 1 black/2 white with Critical 1/surge to hit and Impact 1 - oh, and there's no Fixed: Front keyword on this weapon, so you can shoot in any direction with it. In melee, they can roll 3 red dice with Impact 1 (with surge to hit), but this always feels a bit like a let-down since they can't hide in combat. We'll look at other ranged weapon upgrades they can take, but their base weapons are fine (not great, but fine).