Wazat 1,244 Posted October 4, 2018 This is a thread for discussing lists with Auzitucks, the more the better. Whether your list uses 2, 3, 4 Auzitucks, or you just want to contemplate a crazy Wullffwarro build and who to pair with him, this is the place to do it! (This thread is a continuation of the old triple auzitucks thread, which started back in 1.0) An example Triple Tuck list: Quote Wullffwarro — Auzituck Gunship 56 Selfless 3 Saw Gerrera 8 R2-D2 (Crew) 8 Ship Total: 75 Lowhhrick — Auzituck Gunship 52 Selfless 3 Kanan Jarrus 14 Ship Total: 69 Kashyyyk Defender — Auzituck Gunship 46 Leia Organa 8 "Zeb" Orrelios 1 Ship Total: 55 An example Two Tuck list (suggested by @wurms? Quote Kashyyyk Defender (46) Kashyyyk Defender (46) Biggs Darklighter (48) Esege Tuketu (50)Perceptive Copilot (10) And a Four Tuck list: Quote Lowhhrick — Auzituck Gunship 52 Ship Total: 52 Kashyyyk Defender — Auzituck Gunship 46 Jyn Erso 2 Ship Total: 48 Kashyyyk Defender — Auzituck Gunship 46 Leia Organa 8 Ship Total: 54 Kashyyyk Defender — Auzituck Gunship 46 Ship Total: 46 And of course, single Auzitucks can make their way into lots of lists! Quote Share this post Link to post Share on other sites
Rich P 907 Posted October 4, 2018 Triple Tuck and a HWK (46) Kashyyyk Defender Points 46 (52) Lowhhrick (3) Selfless (2) Jyn Erso Points 57 (46) Kashyyyk Defender Points 46 (38) Kyle Katarn (12) Moldy Crow (1) Trick Shot Points 51 Total points: 200 Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 5, 2018 I like the addition of Moldy Kyle. Focus sharing and Jam can be handy, and his weapons are solid. Between Lowhhrick and Kyle+Jyn, a ship in danger could have double Evade + Reinforce to weather focus-firing. Or Kyle could give a focus to a reinforced ship to help its attack. You might consider moving Jyn onto one of the Kashyyyks though. Lowhhrick attracts a lot of shots and tends to be the one targeted first in my games, and if not, he'll be absorbing damage with Selfless anyway. Putting a valuable crew on another ship helps spread the threat (and the points), and Jyn hardly cares about who carries her. 1 Rich P reacted to this Quote Share this post Link to post Share on other sites
Rich P 907 Posted October 5, 2018 I think the idea is that Lowhhrick reinforces and the Wookiees focus. The list is trying to focus attention on him to leave the other two to focus up and deal damage. I do agree that spreading cost a bit more might be wise, but maybe that just makes the Jyn Wookiee public enemy #1? 1 Elkerlyc reacted to this Quote Share this post Link to post Share on other sites
FriendofYoda 377 Posted October 5, 2018 Just love that Leia is a thing now and you don't have to spend extra money to get her. Have to try to work her into a few lists (with a Wookie of course!) Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 5, 2018 Yea, I'm impressed at how strong she is. She got a raw deal in first edition, but now she's back with a vengeance! Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 5, 2018 Not sure what I want to pair with him, but a cheap/effective Wulff would be with Chopper/Hera crew. Stop/barrel roll once to become stressed, stop/take actions a couple more times to proc your pilot ability. Doesn’t have regen, so it might be better to bring R2 in place of Hera if you have three points, and if you have Leia elsewhere in the list it still gives you the option to stop. Hull upgrade would be good too. Any way you cut it, budget Wullff is here Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 6, 2018 I do recommend Hull Upgrade even on a budget Wullff if you can afford it; it's a paltry 3 points and it helps him a lot. Trick Shot + Chopper + Hull Upgrade is 62 points, only a third of your fleet for a relatively tough and damaging ship. With my experience I'm more skittish about that strategy of damaging Wullff at the start of the game, though admittedly I've never tried it (maybe I should!). The fact that Wullff tends to be left alone because enemies are afraid of triggering his ability actually gives him a lot of leeway in the early game to be aggressive. In contrast, chopping 3 of your 8 health to get +1 attack dice early may quite expensive, not in points but in effectiveness & lifespan. Wullff gets stronger while he's bleeding, but he's also only 5 hull away from death, defended only by 1 agility (and perhaps reinforce), and he's a suddenly-valuable target due to the high offense. As soon as he's bloodied and extra dangerous, all incentive to avoid him can switch on a dime to a strong incentive to kill him immediately (though I've noticed this doesn't always happen, especially if I maneuver him right or have a more valuable target like Lowhhrick or Biggs). And Reinforce is no longer the powerhouse it used to be. If the enemy targets him, you might only get another 1 - 2 rounds of combat from him before he dies. So whether you trigger it mid-game or early-damage him at the start, make him count. With Chopper I like getting actions in that are meaningful, e.g. focus or reinforce during rounds where you'll fire or be fired upon, instead of slow-rolling to self-damage at the start of the game (though that could still be a strong strategy if used well). I like using Saw just because that lets me get really solid use out of Wullff while he's healthy (3 - 4 dice with token-free modification is glorious on a pilot that welcomes the self-damage), while still offering some control over how quickly he becomes bloodied (e.g. if the enemy avoids attacking him, I can still be cutting into his health on my terms). But Saw is not a budget 8 points, and Chopper can do similar things: making Wullff more reliable. Ignoring my caution, if you want to strategically cut into Wullff's health and then start reinforcing, that could let you deliberately draw a lot of fire onto Wullff during the early approach, or mid-game right when your allies need a break. Once he's damaged, enemies ignore him at their peril. And Chopper can allow Wullff to focus and maximize offense, or reinforce and maximize defense, even when the situation dictates taking stress (stop maneuver, plow through debris for a surprise homicide, etc), making him less predictable. So Chopper could be pretty nice for both triggering Wullff and maximizing his strength once he's triggered. If anyone does a budget Wullff and pre-damages him, I'm interested in hearing how that turns out! I imagine it could be pretty strong if he survives to do some harm. Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 6, 2018 (edited) 3 hours ago, Wazat said: If anyone does a budget Wullff and pre-damages him, I'm interested in hearing how that turns out! I imagine it could be pretty strong if he survives to do some harm. I wasn’t trying to imply that you should necessarily take on all that damage immediately in every situation, but just being able to get him going whenever you want without relying on rolling focus results (Saw) or taking hits was interesting to me. Chopper and Hull Upgrade is probably a better core for Budget!Wullff, for sure. Bringing Leia along somewhere would allow for that stop when necessary, or if you take the red-turns crit at any point, and is generally a great crew to have along. I just don’t usually get his pilot ability going until my other ships are dead or nearly dead, so any way to bring the heat a little faster/when I want it is a fun idea. Edited October 6, 2018 by SpiderMana Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 6, 2018 Agreed, Chopper offers a reliable way to cook his ability quickly, and for cheap. Quote Share this post Link to post Share on other sites
Rich P 907 Posted October 9, 2018 I've packed the 3xTucks and Kyle list for game night tonight ... lets see what happens! 1 SpiderMana reacted to this Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 9, 2018 (edited) Another idea... in the EPT thread when I mentioned I don’t use Juke because I fly Rebel, someone suggested throwing Juke with Perceptive Copilot and Jyn on a U-Wing. So why not on a Wookie? Wullff has always been my go-to, but if you’re fond of Lowhrick’s Damage mitigation, bringing a focus/evade kit doesn’t sound so bad for him either. Edited October 9, 2018 by SpiderMana Jyn/Jan, Potayto/Potahto Quote Share this post Link to post Share on other sites
Rich P 907 Posted October 9, 2018 I've had the notion of juking wookiees in my head for a bit, but haven't given it serious thought. Points to think about 1. Lowhhrick gives either himself or Wulf an evade when they get shot at ... so they can have focus and Juke for offense. 3. Kyle katarn can sling a focus to the other wookiee which Jyn converts to an evade ... So ... Lowhhrick (52)Juke (4) Wullffwarro (56)Juke (4)Jyn Erso (2) Kyle Katarn (38)Juke (4)Perceptive Copilot (10)Moldy Crow (12) Total: 182 View in Yet Another Squad Builder 2.0 Season to taste 1 Wazat reacted to this Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 9, 2018 (edited) 1 hour ago, Dreadai said: I've had the notion of juking wookiees in my head for a bit, but haven't given it serious thought. Points to think about 1. Lowhhrick gives either himself or Wulf an evade when they get shot at ... so they can have focus and Juke for offense. 3. Kyle katarn can sling a focus to the other wookiee which Jyn converts to an evade ... So ... Lowhhrick (52)Juke (4) Wullffwarro (56)Juke (4)Jyn Erso (2) Kyle Katarn (38)Juke (4)Perceptive Copilot (10)Moldy Crow (12) Total: 182 View in Yet Another Squad Builder 2.0 Season to taste Hm... The timing of Lowhhrick’s ability makes me wonder how much use it could really get out of Juke. It has to be before whomever attacks, and the wookies are probably interested in spending that evade token on the defense they get it. I guess even my Wullff version might want to spend the evade before he shoots half of the time. Coordinating him a Reinforce would help tons, or just running him alongside Lowhhrick for the extra evade. Give me a sec to work out what I’m thinking in the app. K. Juking Wullff Auzituck Gunship - •Wullffwarro - 92 •Wullffwarro - Wookiee Chief (56) Juke (4) Perceptive Copilot (10) •Kanan Jarrus (14) Afterburners (8) Auzituck Gunship - •Lowhhrick - 57 •Lowhhrick - Escaped Gladiator (52) Elusive (3) •Jyn Erso (2) BTL-A4 Y-wing - •“Dutch” Vander - 51 •“Dutch” Vander - Gold Leader (42) Swarm Tactics (3) Ion Cannon Turret (6) Total: 200/200 View in the X-Wing Squad Builder I’m thinking fly in formation, Auzi’s in front of Dutch. Put Wullff on whichever side seems like it’ll be closer to the enemy. Wullff wants his focus action, swap the second token out for an evade. Lowhhrick wants to reinforce, ideally giving Wullff a second evade, though let’s be honest they never shoot Wullff first unless they really think they can kill him. Dutch wants a lock so he can let Wullff piggyback off of that, allowing—whoops—Wullffwarro to have the fullest dice mods ever. Juke, Focus, Force, TL. Even if you miss one step he’s not looking bad. Dutch also lets Lowhhrick shoot with the two of them, because why not, it’s cheap. Kanan and Afterburners are just cards I really love on Wullff, since he ends up on his own eventually most of the time when I fly him. The white destress is great and all, but you also basically get a calculate on turns you don’t want to use that ability, which makes Kanan that much better. And Afterburners helps him turn around or disengage, if ever necessary. Edited October 9, 2018 by SpiderMana 1 Wazat reacted to this Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 9, 2018 I'm liking these Juke ideas. Jyn seems like a good idea on Tucks anyway, since Evade nicely complements Reinforce. When you're approaching death, 1 or 2 evade tokens could save you when reinforcing would have simply let the 1 damage through. If you're going Juke, maybe it'd be helpful to strip enemy tokens too, e.g. Jam or Hot Shot Copilot etc on your non-auzituck friend...? Though that may not be necessary. Simple blocking tactics could deny tokens at least as well, and stressed enemies often don't have tokens either. 2 Rich P and SpiderMana reacted to this Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 9, 2018 (edited) 40 minutes ago, Wazat said: I'm liking these Juke ideas. Jyn seems like a good idea on Tucks anyway, since Evade nicely complements Reinforce. When you're approaching death, 1 or 2 evade tokens could save you when reinforcing would have simply let the 1 damage through. If you're going Juke, maybe it'd be helpful to strip enemy tokens too, e.g. Jam or Hot Shot Copilot etc on your non-auzituck friend...? Though that may not be necessary. Simple blocking tactics could deny tokens at least as well, and stressed enemies often don't have tokens either. I came real close to putting hotshot on Dutch, there, with the 6 points I spent on Dutch’s and Low’s EPTs, I’d have to cut another point somewhere else, is all. Gosh I’m loving the double-Auzi-arc with the angled 180 arc behind them, thinking about this. Line up against one edge, should be able to handle a joust pretty well if it comes down to it. Edited October 9, 2018 by SpiderMana Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 11, 2018 (edited) So after trying that list yesterday, this is what I'm looking to fly at my first 2.0 tournament this weekend: Auzituck Gunship - •Wullffwarro - 70 •Wullffwarro - Wookiee Chief (56) Juke (4) •Jyn Erso (2) •Saw Gerrera (8) Auzituck Gunship - •Lowhhrick - 74 •Lowhhrick - Escaped Gladiator (52) •Kanan Jarrus (14) •Leia Organa (8) BTL-A4 Y-wing - •“Dutch” Vander - 55 •“Dutch” Vander - Gold Leader (42) Ion Cannon Turret (6) Hotshot Gunner (7)Total: 199/200View in the X-Wing Squad Builder I want to try Saw instead of Perceptive. Tad cheaper for a little less token stacking but bringing the heat a bit, and allowing me to control Wullff's ability a little if I want. Elusive isn't great for one-die agility rolls, and there's only one red maneuver on the Auzi anyways. Pushing Kanan to Lowhhrick balances the points out a bit, gives him the force for dice mods, and can still help Wullff out on stress removal if need be. Leia's here so that I can stop without dropping my Juke, because that would've been really nice for one round of my game yesterday. And Dutch just dropped Swarm Tactics, since it doesn't do a ton and was mostly there because I had the points for it, instead bringing Hotshot Gunner to improve Juke's effectiveness. Oh and I dropped Afterburners because as much as I love them, they aren't very useful when I really need to fly in formation to get the most out of this list. I failed at that, in part thanks to a Jakku Gunrunner. He managed to tractor a stressed Wullff into a debris cloud, I rolled a crit which happened to give me two more stress. So with one action he quadrupled my stress and damaged me. Eesh, it hurts to think about. Edited October 11, 2018 by SpiderMana Swapped out one last card whoops Quote Share this post Link to post Share on other sites
FriendofYoda 377 Posted October 11, 2018 Do you find that Wulf does enough damage? I love the Juke + Saw idea to push damage through, and while 3 wookies is the theme of the thread he might be a nice flanker for other lists. 70 also buys you an init 4 E-Wing with Juke and FCS though... Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 11, 2018 (edited) He did most of my damage in that game I think? I completely biffed Dutch’s ability though, thanks to a generally poor approach/bumping myself, and only got Wullff a couple of target locks, one of which he didn’t get to use. Oh, and Wullff’s first Damage card was weapons failure and he ended up 4x stressed so he never got to remove it. Edited October 11, 2018 by SpiderMana Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 11, 2018 Wullff with Lock + Saw... that's awesome even before adding Juke. Let us know how your tournament goes! 1 SpiderMana reacted to this Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 12, 2018 (edited) Heh. Locksaw sounds dope. Also, I’m gonna fly Dutch up front with Wullff to help him with range for TL and Turret. Lowhhrick can still spend his Reinforce to share an evade. Not really any downside there. Edited October 12, 2018 by SpiderMana Quote Share this post Link to post Share on other sites
Rich P 907 Posted October 12, 2018 On 10/9/2018 at 10:11 AM, Dreadai said: I've packed the 3xTucks and Kyle list for game night tonight ... lets see what happens! Things went badly ... I was out of practice flying the tucks and I turned away from a swarm for a single turn of firing on a higher value target ... any other list would have been able to turn back onto the swarm, but I died horribly. Then I got kill boxed by a 4 kimogila list and evaporated one ship/turn. Their bulls eye arc is the anathema of Reinforcing ships. I think the list has legs, but after a few months of flying x-wings and other ships that can turn around, I just didn't think like a wookiee pilot. I'm going to try them again next week. Our store is obsessing over redline+2 lists right now, be it vermeil, vader, soontir or whisper ... I think those big arcs should scare those aces with the removal of token stacking ... 2 Wazat and SpiderMana reacted to this Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 12, 2018 Thanks for the follow-up! Yea, I've found I fly wookies poorly if I'm out of practice or I haven't stopped to mentally shift gears. One technique I like is to bank (or sometimes turn) the wookies away from each other, then hard-turn inward, creating a killbox that the enemy flies into. >:D Good luck on your next game! Also I may at some point pilfer your list. 2 SpiderMana and Rich P reacted to this Quote Share this post Link to post Share on other sites
SpiderMana 2,606 Posted October 13, 2018 (edited) Well, Locksaw Wullff is winning so far. 2 rounds down, one more to go. Only ended up being 8 people here. I also pulled out Vet Turret Gunner instead of Hotshot accidentally, so I decided to stick with him since we’d started and I had shown him that card. So no one-point bid after all. First game I jousted Redline, Deathrain, and Whisper. Whisper managed to hit a rock on the engagement round, which was admittedly lucky, and killed herself on a proton bomb a few rounds later. Wullff and Dutch died pretty fast but I guess dished out enough damage, because Lowhhrick was able to clean up without even losing half points. Next game was vs Whisper/Soontir/Gideon/Seyn. Melted Whisper first engagement, picked off a TIE each round thereafter. Second or third round of engagement I ioned Soontir. Dutch bumped him just too close, and Wullff managed to get shot at range one before he could finish him off. Final round I had Dutch lined up on Soontir for the double tap out the front/side arcs, and Lowhhrick had a range one shot. Soontir biffed his final attack, not having any rerolls, and Dutch managed to get the final damage through with his primary, so I didn’t get to ion or shoot with the Wookiee. No half points, just traded Wullff. The last game is gonna be against Norra-Jan-Luke. I’ll update when it’s over. I must say, Juke has definitely helped push a few damage through. I wanted Hotshot to help out but I haven’t happened to need him today. The second attack has definitely been more worth it. **** I just traded Wullff for Luke round one. Aaand I completely forgot to consider Norra’s ability. Didn’t get any more points after Luke, and he wasn’t even Supernatural. I could have spent an evade and Wullff would have survived for one more round, but he wouldn’t have probably gotten a shot anyways. So I’ve got some practice to do, but hey it was a good day and the list is at least remotely viable. ✌️ Edited October 13, 2018 by SpiderMana 1 Wazat reacted to this Quote Share this post Link to post Share on other sites
Wazat 1,244 Posted October 14, 2018 Excellent! Congrats on the wins. I'll bet it'll be even more powerful with some practice and maybe some tweaking. So it seems like Turret Gunner is more valuable than Hot Shot too. That's good, it spreads some of the threat away from Wullff and now Wullff and Dutch are both damage dealers. Did Leia, Kanan, or Jyn play a large role, or did the opportunity/need not come up much? Quote Share this post Link to post Share on other sites