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Wazat

Three Auzitucks walk into a bar... (Auzituck list discussion)

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Jyn is fairly critical to Wullff juking. I find myself passing a second evade to Wullff from Lowhhrick’s ability fairly often, so that he can spend one on defense and still have one for his attack, but that obviously depends on initiative and whether or not they focus Wullff to start.

Saw is incredible. I actually ended up doing the final damage to Wullff with Saw my first and last games, and I think it was very much worth it both times. I dealt three crits to Luke, none of which happened to be double damage, but if my luck had been any better Lowhhrick could’ve shot at Jan or Norra the first round instead of having to finish off Luke.

Kanan I certainly think is worth it. Just having the force charge for Lowhhrick to mod dice with comes in handy quite a bit, and his ability makes good use of Wookiee’s very white dials, especially turns. Also you can destress a Wookiee on a stop or Dutch on a K-turn, if you’re using Leia, and that’s pretty awesome.

Leia was great. I used her twice each game at least? Being able to stop my Wookiees shy of the traj-sim proton bomb in the first game was great. Lowhhrick was even able to dodge Redline’s arc thanks to Leia and barrel rolling, destressing from that using Kanan the next round. Outside of that I did a few full-stops/k-turns, and used it at least once just to let Dutch hard-3.

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Over the weekend I flew my wookie list again and got a couple of rounds in, winning both times (but coming really close on the second game, down to time, counting half points on one of my ships and lost wullff).  I really like how the list works.  My only lament is that the generic pilot lacks an elite slot, which I'd use on Expert Handling or Selfless.  I'd consider giving Lowhhrick Expert Handling, but Selfless can be really strong in certain circumstances.

It may seem curious to say this, but I'm glad the wookies got nerfed.  Now I can fly them without people panicking and just have fun with them.  They attract a lot less scorn now, but they're still good enough to warrant fielding in a tournament.  Though they still have a reputation from first edition, making a few people still very hesitant to fly against a triple tuck list.  ;)

I think what I like the most isn't Reinforce, though that's useful.  It's the 180 degree arc and the way the wookies fly.  Given that, maybe I should borrow some models to try a triple YV-666 list.  ;)  It'd be a very different experience, but it could be entertaining!

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Continuing from my idea above:   Hmm... I don't know if this can even hold a candle to Triple Tucks:

Trandoshan Slaver — YV-666 Light Freighter 58
0-0-0 3
Lando Calrissian 8
Ship Total: 69
Half Points: 35 Threshold: 6
   
Trandoshan Slaver — YV-666 Light Freighter 58
Latts Razzi 7
Ship Total: 65
Half Points: 33 Threshold: 6
   
Trandoshan Slaver — YV-666 Light Freighter 58
Zuckuss 3
L3-37 4
Ship Total: 65
Half Points: 33 Threshold: 6

 

Lots more hull, but the lack of certain crew (like Leia, Kanan, and Saw) hurts.  The tighter points squeeze limits my ability to equip really interesting things too.  There's neat stuff that can happen here, but it's not necessarily enough.  And that large base makes keeping foes in arc so much harder...  Maybe they should each have Electronic Baffle instead, so they can occasionally stop and still wipe the stress.

 

I think triple tucks still have this play style cornered.  Compare to:

Wullffwarro — Auzituck Gunship 56
Selfless 3
Saw Gerrera 8
R2-D2 8
Ship Total: 75
Half Points: 38 Threshold: 4
   
Lowhhrick — Auzituck Gunship 52
Selfless 3
Kanan Jarrus 14
Ship Total: 69
Half Points: 35 Threshold: 4
   
Kashyyyk Defender — Auzituck Gunship 46
Leia Organa 8
“Zeb” Orrelios 1
Ship Total: 55
Half Points: 28 Threshold: 4

And those tucks just seem like they'd do more, even with less health?  I don't know though, I haven't flown the Triple YVs yet.

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1 hour ago, Wazat said:

I think what I like the most isn't Reinforce, though that's useful.  It's the 180 degree arc and the way the wookies fly.  Given that, maybe I should borrow some models to try a triple YV-666 list.  ;)  It'd be a very different experience, but it could be entertaining!

Same! Though even if the LAAT is near identical, I don't know that I'll find it quite as endearing without the Wookiee paintjob. (Don't get me wrong, Clones are awesome and I will fly them in anything).

I finally flew Quadzitucks for the first time in a physical game, though! I'd only tried it out on Fly Casual once before, against some random list. My buddy flew Grand Inky/Duchess/Scourge just to have fun with maneuverable Imperial i5's, but the Wookiees ate it for breakfast, so a more competitive list seems beatable as well. I love the way they fly, and I'm sticking with two shield upgrades and Leia on a third.

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As someone that flies exclusively the Ghost +random wingman (and in 2nd edition the terrible-ness of the VCX has made this much more difficult) I have actually really enjoyed bringing in a basic naked Kashyyk Defender as 3rd or 4th ship to provide good arc-coverage and survivability and it has made it into many of my squadrons for that alone. 

My favourite beefy version of a VCX/Gunship pairing is this:

 

Fields of Fire

(76) Hera Syndulla
(2) Composure
(0) Ghost
(4) Dorsal Turret
(8) Veteran Turret Gunner
(7) Magva Yarro
Points 97

(30) AP-5
Points 30

(56) Wullffwarro

(1) Trick Shot
(5) Chewbacca
(8) R2-D2
(3) Hull Upgrade
Points 73

Total points: 200

 

Hera is about the only playable VCX build  that passes for remotely competitive and having Composure/docked Sheath means she can game herself to fail a coordinate and get a focus, that Magva helps to turn into a fully modded shot, and still lets you use your normal action to reinforce. Or she can pass off the focus to Wullff who is already hitting like a brick house and now has free regen that Chewie can further keep alive.

It's done me well so far.

 

For plugging a basic version that can get focus/target lock/reinforce in the same turn, and demonstrates Rebel synergy I like:

 

Synergy

(70) Lothal Rebel
(0) Ghost
Points 70

(30) AP-5
Points 30

(42) "Dutch" Vander
(9) Proton Torpedoes
(2) "Chopper"
(1) Crack Shot
Points 54

(46) Kashyyyk Defender
Points 46

Total points: 200

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After playing my fleet a few more times (two fights earlier this week, and a 4-game tournament today), I've reached two conclusions:

1) Zeb doesn't belong in the fleet.  He's a liability on a low-PS ship, allowing a bumped enemy to murder the blocking Kashyyyk (who would have otherwise been safe).  He's especially a liability if they bump into my back.  He's worth less than the value of the initiative bid of leaving him out.  The times I've been able to use him are very limited, and most of the time it was because my opponent didn't realize he could shoot the Zeb ship (sometimes I reminded them out of sportsmanship; I shouldn't have to rely on stealth to make the card viable).  Zeb has simply been nerfed too hard to be of use to this fleet.

2) The fleet is entertaining and occasionally has some bite, but it's also not competitive.  :(  Not a good idea to bring it to a serious tournament; lots of lists wipe it easily, ranging from swarms to torpedoes.  Some lists struggle against it, but even then it can be a real fight for me to keep my head above water (and too often for comfort it's dice luck or an opponent's mistake that saves me, not any tactical genius on my part).  After finishing 6th out of 10 players today, I've decided to stop trying to play this list except on casual nights.  There's a definite meta out there, and Tucks aren't in it.

 

I enjoy pulling out my Triple Auzituck list, but every time I do, the results are pretty mixed.  Good for casual fun, and that's actually fine.  I hope y'all are having a good time!

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On 1/19/2019 at 11:35 PM, Wazat said:

I enjoy pulling out my Triple Auzituck list, but every time I do, the results are pretty mixed.  Good for casual fun, and that's actually fine.  I hope y'all are having a good time!

Esege and perceptive copilot got cheaper. Opens some possibilities

Esege Tuketu (47)
Perceptive Copilot (8)

Lowhhrick (52)

Kashyyyk Defender (46)

Kashyyyk Defender (46)

Total: 199

Low protects esege, while she gives two tucks focus for attacks.

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What about good 'ol Quad'z'tucks?

I don't know, I just don't find 3 to be worth it? If they have a talent generic with their eventual ExPac, maybe, with Selfless to mitigate more of that damage that Reinforce no longer stops quite so effectively? But as it stands I like either 4 generic or just Wullff and/or Lowh in your choice of Rebel 4-ship (sometimes three but that's more messing around than it is actually good.)

Leia's dirt cheap and as effective as ever for these guys. Otherwise just... hull/shield upgrades, honestly? I dunno, maybe they're not great. I've only tried them casually.

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Yea, I keep meaning to pick up a 4th tuck to try it out.

Post-Jan-rebalance, here's how the fleet looks.  I'm basically adding Magva to Lowhhrick to create targeting concerns, since he's frequently targeted otherwise.  Also I stripped away Zeb, who more often was a liability not an asset.  That Kashyyyk is very cheap now and isn't worth many points on half damage or kill compared to the other two, though I worry it'll still get targeted simply because Wullff and Lowhhrick can become more powerful when shot.  Might be useful to reinforce that one and hide it behind a rock to waste more enemy shots.

Also the fleet will still die to alpha strikers, oh well.  :)

Wullffwarro — Auzituck Gunship 56
Selfless 3
Saw Gerrera 8
R2-D2 (Crew) 8
Ship Total: 75
Half Points: 38 Threshold: 4
   
Lowhhrick — Auzituck Gunship 52
Selfless 3
Kanan Jarrus 12
Magva Yarro 8
Ship Total: 75
Half Points: 38 Threshold: 4
   
Kashyyyk Defender — Auzituck Gunship 46
Leia Organa 2
Ship Total: 48
Half Points: 24 Threshold: 4
 

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