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Wazat

3 Tactician Auzitucks? It'll never work! (also Daredevil Wulf)

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I kinda think Expertise/Rey is kinda redundant.  I think I'd grab the familiar Tactician.  Alternately, switch to C-3PO and drop Breach Specialist.  That's just me and redundancy, though.  Other folks value consistency more, but I'd rather trim back a bit on that to try to gain an edge in another area.

I guess another thing to consider is Inspiring Recruit over Breach Specialist. That helps with Maul, and it also helps Lowhhrick recover from stress mechanics.  I do like Breach Specialist for clearing out crits, though.

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I like the list overall. Auzitucks are good uses for dice mod crew.

Saw and Magna are cool, and I like what they'll do for rebel transports.  Though Empire is still the king of crew.  ^_^  I wonder if Saw + Maul would be a fine combo, supported by an Ezra + Inspiring Recruit tuck nearby.

A lot of people are excited to fly Saw on Wullffwarro.  I don't know if it'll be more than casual-worthy, but I kinda like jank like that.  If it does turn out to be properly powerful, woo what a gamble!  Wulffwarro, expert lure.

But for proper casual jank I'll always have Advanced Proton Torpedoes + Saw + Opportunist on Nera, supported by Jan Ors and maybe a Hot-Shot Co-Pilot on Lowhhrick.  I want my absurd 7 dice crit-rich attack, please.  Maybe something like this nonsense:

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!48:170,120,-1:-1:-1:;89:49,186,-1,34,126:-1:11:U.261;251:235,213,167:-1:-1:&sn=Saw-7&obs=

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Hey - I was just keeping in theme of the triple auzitucks ... The notion was that Rey was there for defensive focus ... or emergency offensive mods in case of stress. Pondering lightning reflexes on the Maul liberator but crackshot is a really good way to push a crit once hull goes. 

I'll test it once the packs come out, and as ever report back.

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12 hours ago, Wazat said:

So... 2.0.  Auzitucks may take a while to get converted, and who knows what they'll be in that format.

I noticed the Firespray has what is almost surely a reinforce action, and it's red.  Perhaps Auzitucks have their Reinforce turned into stressful actions?  I don't think that'd necessarily be too bad from a balance perspective.

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Reinforce is changed. it now reduces damage by one to a minimum of 1. They have also needed the coverage so the enemy must be wholly in the reinforced portion for it to take effect.

im interested to see what they do with Wookiees  but I’m not holding my breath for them to be spoiled in advance of the iconic trilogy ships  

 

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Yeah ... wishing I'd not fallen out with the triple wookiees 3 months ago ... got them out again last night and wrecked face in 2 games... smashed Lothal Fenn and Assaj/Scout at league night. Using the Expertise Liberators with Predator C-3PO Lowhhrick ... just made both lists sad with multi stress and modded shots.  Lovely. Probably going to fly them on the run in to v2 ... hope it's still viable as a ship other than as part of rebel salad.

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Took a new version of triple auzitucks to store champs. 6th place with 2nd highest MOV. My losses were very close, losing by 6pts and 1pt.

New Wookiee Order

Wookiee Liberator (26) w/ Predator (3), Saw Gerrera (1), Rey (2)

Lowhhrick (28) w/ Expertise (4), "Chopper" (0), Magva Yarro (2), Multi-spectral Camouflage (1)

Wookiee Liberator (26) w/ Selflessness (1), Maul (3), Ezra Bridger (3)

BATREP HERE

Predator/Rey/Saw was nasty in most of my games. This wookiee fired last in the order to push crits through. I used Rey early game until shields are gone and then unleash crits. All three wookiees have full passive mod capability, dealing with any jam, any sensor jammer, any fenn raus, even Ezras or Wes Jansons.

Edited by wurms

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5 hours ago, Dreadai said:

Has anyone looked at wookiees since the launch of v2? 

You can fit 4 into a list ... but with no passive mods, or good, cheap crew, I think they struggle to be relevant.  

Dont think 4 will be any good until a few waves when more crew choices are available. But as for Auzitucks:

Kashyyyk Defender (46)

Kashyyyk Defender (46)

Biggs Darklighter (48)

Esege Tuketu (50)
Perceptive Copilot (10)

Total: 200

View in Yet Another Squad Builder 2.0

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I theory-crafted a triple-tucks list, but haven't had the chance to try it yet.

I think what really hurts them is the combination of a nerfed Reinforce and very few passive mods (though force crew like Maul and Kanan do work well).  That said, they now live in a kinder, gentler, harpoon-free meta.  So there's hope!  ;)

Wullffwarro — Auzituck Gunship56

Selfless 3

Saw Gerrera 8

R2-D2 (Crew) 8

Ship Total: 75

Lowhhrick — Auzituck Gunship52

Selfless 3

Kanan Jarrus 14

"Chopper" (Crew) 2

Ship Total: 71

Kashyyyk Defender — Auzituck Gunship46

Cassian Andor 6

Ship Total: 52

 

Saw grants Wullffwarro potent dice modification for a cost that he's uniquely qualified to use well.  R2-D2 plays nice with Wullff's ability too, providing action-free shield-regen (though at some considerable risk with that die roll).

Lowhhrick takes Kanan for free force dice mods, and sometimes helping buddies clear stress.  Chopper allows reinforcing (to save self or an ally) or barrel rolling even if clearing stress has failed, which could be what he needs to stay effective on a bad round.

The kashyyyk scrub offers the superior rebel Informant, Cassian.  Nevermind correctly guessing maneuvers; even without that, it's an informant that works on any ship in range, not just one you picked out.  Knowing whether to barrel roll for a block, reinforce front or back, or just focus for power could be very handy.

 

But entirely untested.  I haven't even put a tuck on the table yet, so don't trust my wisdom.  :)

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BTW, I wonder if it's worth it to try to find a way to put Maul on Lowhhrick.  I can fly Lowhhrick with 2 Kashyyyk scrubs and Ezra in an attack shuttle, and that just barely fits maul into the list with basically no other upgrades.  But with Lowhhrick being the highest priority, that's a lot of force regen to help his single defense die and attacks.  Reinforce will always let a bit of damage slip through, recharging maul's force point.

I'm not sure if the 4 ships are better than 3 with a few upgrades.  Ultimately all that hull is probably worth quite a bit, and the free dice mods on Ezra and Maul are nice, but Maul may not pull his weight in the end, especially compared to a 4-tuck list.

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I kinda think 4-Auzitucks doesn't seem too bad.  Reinforce isn't as good, but it's still good.  They can all get a shield upgrade, due to the spare points.  You have the 180 degree arcs.  You've lost the Wookiee Commandos, but that was half a focus token per ship.  A great many lists lost half a token's worth of action economy on each of their ships.  I dunno.  Maybe the eventual half-points-for-small-ships will be large factor, but at first glance, it still looks like a hard list to kill within a reasonable time frame.

Edited by theBitterFig

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4 Auzitucks with Leia crew .... good for that one turn stop and focus for everyone.

I think the reduction in dice mods means that switching between focus and reinforce depending on number of incoming shots is possible.

The sheer amount of health in the list would put the auzitucks in the 'hard to kill' list, but they aren't fast enough to run away effectively to deny MOV.

I'll be scrutinizing every release for a generic crew at <4 points that will revive the archetype!

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I like adding Leia, that's a cool setup.  Also helps with Damaged Engines, which I consider brutal and often lethal for Auzitucks.

I hope running away to deny MOV isn't something that comes back in vogue.  It gave Auzituck lists a really bad name (as with other lists) and it's not fun to play against.  It's why I never purchased a 4th tuck.

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I played a couple of games with my list (see above).  Here's some quick-fire reactions:

  • They are much weaker defensively.  Reinforce being weakened lets a lot of crits through, and without Breach Specialist, this starts to hurt a lot.  Lowhhrick's ability is trickier; it got the Palp Nerf treatment.
  • They are much weaker offensively.  Passive mods are few and limited in power, and I don't like the idea of tying a Tuck to its bullseye or even forward arc.  Their dials don't lend themselves to it.
  • The stop maneuver is nice for blocking or forcing a foe past you.  That's good on a small base against ships like Fang or TIE Fighters.
  • Kanan belongs in every tuck list, particularly on Lowhhrick.  The free dice modification or ability to clear stress on a white is really useful.
  • Selfless turned out to be really effective.  Distributing damage around helped keep me from dying a lot sooner than I would have, especially with Wullff's shield regen.  Also, shedding that damage from Lowhhrick helped trigger Wullff's and R2-D2's abilities sooner.
  • I may want to put Shield Upgrade on Lowhhrick.
  • Saw is neat, but the dice were not kind to me today.  There's nothing like getting 3 crits and 1 hit, only to be met by the enemy's 4 natural evades.  Or rolling 5 dice with Wullff and getting only one focus result.  ?  Maybe it'll prove itself better in future games, but Tucks now feel awfully delicate to be volunteering to hurt themselves.
  • R2-D2 is neat on Wullff.  I actually did pretty well with it, and along with Lowhhrick's protection, it extended his life span quite a bit.
  • I started getting really good at guessing maneuvers with Cassian.  ^_^  But I rarely needed to change maneuvers, it's enough to look at any ship's dial in range.  That is a **** fine upgrade from Informant.
  • The change to Lowhhrick's ability really hurt me.  I didn't learn until the opportunity had passed that the timing had changed, and I kept doing it wrong throughout the game.  I'm going to need to work on that.
  • I got ravaged on my first game, but did significantly better on the second.  Both had devastating dice rolls that kinda skewed the results, so I don't necessarily want to pass judgement so early.  But triple tucks definitely feels like it could be relegated to casual only.  Very few passive dice mods and a heavily limited offense ended up really stacking up, and it was just too hard to finish off ships before I was dead.  I'm sure quad tucks will be decent simply for the raw health total, but it seems like it'd be kinda boring to play.  I like upgrades.  ;)
  • I'm going to play this list again, but I'm also considering alternatives.  Wullff + Lowhhrick + Jake/Kyle, and Jyn Erso crew... that could be interesting.

I overall had fun, particularly on the 2nd game.  Maybe future games will shake out to show a stronger tuck than I saw today.  I could certainly improve as a pilot, dice rolls won't always be so crazy, and time heals all grumpy wounds to pride.  Good night, everyone!

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3 hours ago, Dreadai said:

The double crew slot is so good, if only we had good crew choices in rebels again!

So many Rebel options are garbage right now, with more releases and a few point reductions I think they'll be in much better shape. The stop is nice and I think they will end up being a good edition to other squads as crew carriers, rather than just running 3-4 of them together. Selfless Lowh with Jyn and Magva seems like a great wing man for Luke these days - if a little over costed.

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Today I flew my list again (twice), and did a bit better.  Dice were kinder, for sure!  My opponent had some bad dice luck at inopportune moments though, and made a couple costly mistakes with asteroids, so that skewed things in my favor a lot.  He flew 3 Fang Fighters: Fenn, Teroch, and Kad, each with Fearless.  It was brutal when he got fearless off, and it was hard to land damage on him, but when I did get damage on it hurt them a lot.

I have to say, Selfless + R2-D2 + Saw on Wullffwarro is turning out to be a fun combo.  R2 kept getting me a shield back (often for little or no penalty thanks to dice and draw luck), which allowed me to strategically absorb a crit from a buddy, or use Saw again.  This time I actually got some focuses to use with Saw, though usually the pick'ns were slim (one focus at a time, sometimes with no hits to go with it).  That one time though that I rolled 3 hits and 2 crits?  That was fantastic.  Saw is also really nice for having a passive dice mod even if I'm stressed, or I bumped, or I'm jammed or Teroch'd, etc.  Despite the costs and risks, Saw and Artoo are staying, maybe even Selfless.

I'm also re-learning how to fly my tucks the way I did in 1.0... which I'd inexplicably forgotten and so I've been flying like a moron.  Today I didn't fly them in a tight formation for Lowhhrick's ability, and it worked so much better.  Tucks do well when they swim somewhat independently, splitting and reconverging, turning past each other in different directions to cover area, etc.  Swooping out and then turning back in toward each other creates a nice killbox.  Cassian helped with bumps and arc a bit too, though not as often as I'd hoped today.

Stop is great.  Trading the 5 straight for that was a nice deal.

I considered switching to Expert Handling for better bumping & positioning, but I think I'll hold onto Selfless.  It's kinda useful to have.  Though maybe the bumps and arc/range adjustment will work better overall?

Also considering swapping Chopper out.  Not sure what should go in instead... Nien Nunb or Jyn are slightly tempting, maybe Chewie or Hera.  Or just a shield upgrade for Lowhhrick.  I'm thinking either shield or chewie (chewie will require downgrading a selflessness to expert handling).  Thoughts?

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14 hours ago, Wazat said:

Also considering swapping Chopper out.  Not sure what should go in instead... Nien Nunb or Jyn are slightly tempting, maybe Chewie or Hera.  Or just a shield upgrade for Lowhhrick.  I'm thinking either shield or chewie (chewie will require downgrading a selflessness to expert handling).  Thoughts?

Is cassian really needed? Magva on Low may be better. Zeb on Kashyyyk.

Another thought is drop chopper and add Leia onto Kashyyyk. You could really catch your opponents off guard by all three doing a WHITE stop and reinforcing.

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I've found Cassian to be useful, but I agree... Leia is an amazing choice, and she further spreads threat out so they don't have a clear attack priority (the Kashyyyk tends to be ignored right now).  I'll try that.

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If a list contains 3 auzitucks, is it ok to post here, even if that isn’t all it contains?

(52) Lowhhrick
(3) Selfless
(2) Jyn Erso
Points 57

(46) Kashyyyk Defender
Points 46

(46) Kashyyyk Defender
Points 46

(38) Kyle Katarn
(12) Moldy Crow
(1) Trick Shot
Points 51

Total points: 200

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