Let the Wookies win - Let's discuss those Pesky Carpets

By Mackaywarrior, in X-Wing

Hi everyone!

I would like to open a discussion on the Auzituck Gunship. More specifically, I would like to discuss whether it is a fluke or here to say.

Now, Lowhhrick makes sense. He is a great defensive support craft that can hit hard. What I am more curious is the phenomenon that is the Magic Carpet Ride. You would think that the 4 ship build would be as successful as BBBZ but the reinforce action, the health, and the 180 arc really makes this list potent. It is by no means unbeatable but it does seem like the new Quad TLT Y-Wing list.

So what do y'all think? Is this going to be a variable list for the foreseeable future like Quad TLT or do you think it is just the new hotness that will phase out soon?

Seems tier-two for the long-haul.
Support: Three-dice primary, 180-degree arc, lots of hull/shield, and 1.X evades every turn.

I think it's a legit list, especially in these times. It suffers from the same problem all efficient generic lists do: It really struggles vs Dash + Miranda. I can never bear to bring a list that mostly loses to Dash + Miranda (cause **** that list), but if you're OK with that hard matchup it's a good list.

Edited by CRCL

I'd be more worried about the Trip Wookiee Liberators each with Expertise, Tactician, and either Breach Specialist or Intel Agent. 180 arc Tactician and way more potent attacks.

So i think you cant go into these matchups planning to win by destroying all the wookies.

Re-enforce wookies feel like they could potentially be worth half pts each sitting on 9 hull. Depending on what th dice are doing it can sorta approach the equivalent of 4 falcons in terms of how much dmg these things can tank.

Im pretty sure I can take down Dengar, Rey, or a Lothal faster than 1 wookie.

Need more reps though before they start really bothering me.

Theres still hope.

Its Quad TLT 2.0 for sure. Alot of the same rules apply. Get behind them, bump one. Never go to range 2. Ion Bombs are good fun against them. So are tractor beams. Brings their defense down to earth.

Edited by Boom Owl
6 minutes ago, Boom Owl said:

So i think you cant go into these matchups planning to win by destroying all the wookies.

Re-enforce wookies feel like they could potentially be worth half pts each sitting on 9 hull. Depending on what th dice are doing it can sorta approach the equivalent of 4 falcons in terms of how much dmg these things can tank.

Im pretty sure I can take down Dengar, Rey, or a Lothal faster than 1 wookie.

Need more reps though before they start really bothering me.

Theres still hope.

Its Quad TLT 2.0 for sure. Alot of the same rules apply. Get behind them, bump one. Never go to range 2. Ion Bombs are good fun against them. So are tractor beams. Brings their defense down to earth.

I believe you touch on a lot of good points. With bombs around the wall of TLT seems easier to deal with. Same with Wookies in formation. I wonder if the advantage of this list is how easy it is to fly. Great introductory list to X-Wing and seems no one feels cheated when they lose to them.

1 hour ago, Mackaywarrior said:

I believe you touch on a lot of good points. With bombs around the wall of TLT seems easier to deal with. Same with Wookies in formation. I wonder if the advantage of this list is how easy it is to fly. Great introductory list to X-Wing and seems no one feels cheated when they lose to them.

It depends on whose flying them. I have had some matchups against these were i spent the entire game behind 2-3 wookies at all times and the opponent made terrible choices on the direction to re-enforce.

Others against better players where no where felt safe the entire game and even shooting 14 dice at one wookie only resulted in it dropping to 5 hull.

I primarily i have to stop thinking about them as 1 agility high hull ships.

Its more like each ship is a 9 hp turret that can reduce all of your ships attack dice by 1.

Depending on whose flying them 4x wookies can feel like 2 VCXs that each have 2 agility and shoot twice.

But there still are ways to deal with them. Highly mobile turrets come to mind.

Edited by Boom Owl

Reinforce is pretty ridiculous on a 1 agility small-based ship. Especially en masse. As long as you pick the correct section, that Reinforce is going to mitigate so much damage. It's obviously better than 1 agility without Reinforce, but it's also just straight better than 2 agility. Imagine taking a 2 agility ship and guaranteeing one die to always be an Evade. That's 1 agility with Reinforce. Only thing that beats it is 3+ agility.

I've been wondering for awhile if the YV had a way to get reinforce if that would be broken or not. The point cost would be the biggest factor I'm sure.

It's the ship most similar to the auzi. The YV has more hit points, but being a large base it's more clumsy to fly and easier to bump to not get that sweet reinforce action.

2 minutes ago, markcsoul said:

I've been wondering for awhile if the YV had a way to get reinforce if that would be broken or not. The point cost would be the biggest factor I'm sure.

It's the ship most similar to the auzi. The YV has more hit points, but being a large base it's more clumsy to fly and easier to bump to not get that sweet reinforce action.

I think at that point I would make the YV an epic ship. After all, that ship is massive lol

Fighting three wookies feels like fighting triple jumps. Shots come from everywhere every round, and always modified, and its so much hp to chew through.

And tactician is just the cherry on top. A big F.U. to kturning jerks who enjoy their actions.

They have a weakness and I dont feel they are OP, people just have to get use to fighting them. You need to spread your forces, just like fighting Dengar. 1 or 2 behind and another in front so they cant reinforce both sides. A blocker is very powerful against them.

Ps4 stresshog can shutdown two expertise liberators before they fire.

Lots of counters to them, people just need to start taking them.

3 hours ago, CRCL said:

I think it's a legit list, especially in these times. It suffers from the same problem all efficient generic lists do: It really struggles vs Dash + Miranda. I can never bear to bring a list that mostly loses to Dash + Miranda (cause **** that list), but if you're OK with that hard matchup it's a good list.

**** Miranda/Dash, I hate that **** list. Just about every store champ this year I had to face it. Ugh!

46 minutes ago, wurms said:

**** Miranda/Dash, I hate that **** list. Just about every store champ this year I had to face it. Ugh!

Yeah it's a bit off topic, but IMO Dash remains one of the biggest unaddressed problems in the game. He's pretty much always on my mind when I build a list, because you really do need to tech specifically against him (particularly the PtL + Kanan version). If you don't it can be a really uphill battle, and he's popular enough that you'll probably need to face him at some point. A poorly flown Dash can give certain lists a really rough time, even if you vastly out-play him.

Miranda will be stupidly good until FFG nerfs the TLT into something reasonable. From what I've observed as soon as you remove the TLT she shifts from being one of the best pilots in the game to being merely a good pilot. I was really surprised it escaped the recent FAQ to be honest.

3 hours ago, CRCL said:

Yeah it's a bit off topic, but IMO Dash remains one of the biggest unaddressed problems in the game. He's pretty much always on my mind when I build a list, because you really do need to tech specifically against him (particularly the PtL + Kanan version). If you don't it can be a really uphill battle, and he's popular enough that you'll probably need to face him at some point. A poorly flown Dash can give certain lists a really rough time, even if you vastly out-play him.

Miranda will be stupidly good until FFG nerfs the TLT into something reasonable. From what I've observed as soon as you remove the TLT she shifts from being one of the best pilots in the game to being merely a good pilot. I was really surprised it escaped the recent FAQ to be honest.

I like dash.

He makes PS7 relevant.

I plan for him while I'm planning for decimators, ghosts, regenerators, and the odds of facing an arc dodging Ace: which is to say, I plan for him to be a thing that I must be aware of in list building, but he's hardly at jumpmaster levels... Just the epitome of 'arc dodging turret'.

Back to wookies, I must note they're not exactly fans of fighting defenders. Or stress. They're annoyingly tough, yes, but they can be killed yet... I mostly don't get why they have double crew. Did they start the ship as large, then get bummed out on official scale, or something?

Edited by Reiver
18 minutes ago, Reiver said:

I mostly don't get why they have double crew. Did they start the ship as large, then get bummed out on official scale, or something?

Particularly given, from the point of view of the overall game, them getting double crew almost completely invalidates the poor U-wing.

I think they are a well balanced ship... there are a lot of hard choices to make in putting a list together with them. They have weaknesses ... believe me, I've flown triple wookies enough to spot them, but the issue comes that the things that can batter the wookies still get battered by the current bomb/turret meta.

The anathema to wookie gunships by the way, is expertise Dengar. Large base barrel roll moving after them - rolling 3-4 hits per attack. I lost 2 games with the wookies, both vs expertise Dengar and entirely down to the fact that he can reposition in or out of the reinforced arc and use the broll to ensure he isn't in range 2 ever (or at most of 1 ship, so that he can clear his 1 stress every turn, after he has fired)

I guess Dash is the same, but without the ridiculousness of K4 security droid while self bumping into things.

Also - here is the squad list thread that started the wookies on their road to superstardom

I've been flying an all wookiee list for a few months now. Not quite 4 defenders, but 2 defenders and Chewie.

The Bowcasters

(OT) Chewie - Predator, Jan Ors, Recon Spec

2x Kashyyyk Defender - Wookiee Commandos

I'm W7L2 and I came fourth in my last store championship with it. I made it originally as a bit of fun with a themed wookiee list, but its turned out to be fairly competitive.

I think the gunship is very well designed in that if you play it well its a formidable beast, but if you make a mistake, it will melt like a B-wing. Lowwhrick has shown his mettle post Biggs, and even Wulffwarro can be a handful in the right scenario (Range 1 face jousting Fenn with shields down [I've come off the victor twice in that scenario]).

I think the gunship is here to stay, quad wookiees maybe not. Having only gunships exacerbates the weaknesses of the ship the most in my opinion. Their dials make them vulnerable to bombing runs, and once you get behind them they become much less of a problem. Obviously a strong player can work around these issues but I think the simplicity of the list will mean opponents work it out quickly. So I'd say quad wookiees may drop off, but the gunship will be around for a while.

Edited by BVRCH

I by no means meant to suggest they are OP. I was just wondering if they are a fad or the real deal. Sounds to me like most are having a similar experience I have had. It’s a strong list that’s beatable.

i have now bought 3 more. They are now my teaching list for new pilots who like rebels.

Edited by Mackaywarrior

It's a potent list, second in local store championship. But it's unforgiving. Very difficult to recover from a mistake (bump, landing on obstacle, etc.). As was posted above, struggles against Dash with EU. Used to have problems with RAC, but have been pretty successful with better flying.

My2%

Wookies suffer from a lack-of-fun factor. I can't imagine playing them for 6+ hours in a single day.

I disagree, it has a decent, if difficult, dial; with reinforce, can just focus on flying. (Must plan ahead, making few if any mistakes)

Man, am I happy that bombs didn't catch on so much in my local meta. So far I've actually had quite decent success with split tag-teams of Strikers or Interceptors to get shots off in both reinforce arcs. But I will happily admit that if in any way possible, I leave them alone until everything else is gone. To beat these things, you need a classic bully circle or a lot of time and firepower.

I've been flying 3 Defenders with the sheathipede shuttle to some success. Deals a lot of stress, good survivability, and lots of arcs

Panic Attack 2.1 aka Wookipede

Ezra Bridger (Sheathipede) (17)
Cool Hand (1)
"Chopper" (0)
R3-A2 (2)
Pulsed Ray Shield (2)
Phantom II (0)

Kashyyyk Defender (24)
Courier Droid (0)
Tactician (2)

Kashyyyk Defender (24)
Courier Droid (0)
Tactician (2)

Kashyyyk Defender (24)
Courier Droid (0)
Tactician (2)

Total: 100

View in Yet Another Squad Builder

6 minutes ago, DampfGecko said:

Man, am I happy that bombs didn't catch on so much in my local meta.

"Bombs" didn't really catch on in any meta. With one exception, bombs never had any sustained success. Which, naturally, led to them being castrated by FFG because some really silly people demanded it, and FFG caves pretty easily to really silly people.

(The exception, of course, was Miranda. Who is still around. (Yes, yes, Nym; flash in the pan before he was nerfed.))

20 minutes ago, Jeff Wilder said:

"Bombs" didn't really catch on in any meta. With one exception, bombs never had any sustained success. Which, naturally, led to them being castrated by FFG because some really silly people demanded it, and FFG caves pretty easily to really silly people.

(The exception, of course, was Miranda. Who is still around. (Yes, yes, Nym; flash in the pan before he was nerfed.))

This is laughable.

The tournament before the nerfs I played 4/5 games against Nym or Miranda loaded up with... Bombs. Also, FFG didn't castrate bombs, because they didn't even nerf bombs, they nerfed two specific ships ability to easily drop them wherever the wanted to. Bombs remain just as dangerous as they ever have, they are just now a little harder to use.