The Auzituck?

By SDCC, in X-Wing

I picked up a 1e Auzituck for £5. I have the Rebel Conversion Kit.

So I want to try it!

Initially I figured I'd like a 4 ship list. So Jan/Wullff/XX. Not much space for anything after applying Moldy Crow.

This was then suggested.

Wull - Saw
Cavern Angel x 2
Roark - Moldy Crow
199 points

This isn't for a tournament. It's just to enjoy. Hence not looking for serious critique in the Squad List part of the forum.

What happened to them? I didn't play Rebel in 1e, and rarely saw them. Now in 2e? Never seen one!

I don't know if they're bad or not, but reinforce will always let a hit through in 2e, so they might not be as attractive, and other ships might just do things better, I'm guessing. I've never flown one.

52 minutes ago, SDCC said:

What happened to them? I didn't play Rebel in 1e, and rarely saw them. Now in 2e? Never seen one!

2nd Edition killed all their dirty tricks, and it was for the best.

  • Generic Auzitucks relied heavily on passive offensive dice mods.
    • Lower-generics would go Wookiee Commandos for focus-rerolls (weak, but cheap) in a four-ship list. 2e probably isn't too far off for it, since they could easily add Hull or Shield, but the total lack of red dice mods when reinforcing is kind of a bummer.
    • Higher generics would run stuff like Expertise and Tactician. I played a fairly large amount of that variant, and it was solid. Control, plus hard hitting, plus slow-dying.
      • I don't want strong passive mods like Expertise, or easy and frustrating stress control like Tactican, but it would have been nice to have talented Auzituck generics. I think Trick Shot looks like a neat upgrade on Auzitucks, and being able to run a squad with 3 with TS and toys would be fun-but-surely-bad.
  • Wullffwarro was probably never more than Jank, but there were more jank options, IMHO.
  • Lowhhrick was strong in squads that focused on damage spreading and damage prevention, and those just don't work as well in 2e.

Another factor is that U-Wings are just better now at doing something kinda similar to what a 2e generic Auzituck can do. Medium base is better than large. Their stall/rotate options are a lot better now, and Leia crew is really good.

52 minutes ago, SDCC said:

This was then suggested.

Wull - Saw
Cavern Angel x 2
Roark - Moldy Crow
199 points

Seems decent enough. Two CAZ + Wullff seems like a good start to a squad. I'd swap Moldy Roark out for something more independent. Maybe test out the new B-Wing S-Foils on Ten Nunb, maybe support them with a Leia U-Wing, or just pack a boring but solid Wedge.

Edited by theBitterFig
2 minutes ago, theBitterFig said:

2nd Edition killed all their dirty tricks, and it was for the best.

  • Generic Auzitucks relied heavily on passive offensive dice mods.
    • Lower-generics would go Wookiee Commandos for focus-rerolls (weak, but cheap) in a four-ship list. 2e probably isn't too far off for it, since they could easily add Hull or Shield, but the total lack of red dice mods when reinforcing is kind of a bummer.
    • Higher generics would run stuff like Expertise and Tactician. I played a fairly large amount of that variant, and it was solid. Control, plus hard hitting, plus slow-dying.
      • I don't want strong passive mods like Expertise, or easy and frustrating stress control like Tactican, but it would have been nice to have two different Auzituck generics. I think Trick Shot looks like a neat upgrade on Auzitucks, and being able to run a squad with 3 with TS and toys would be fun-but-surely-bad.
  • Wullffwarro was probably never more than Jank, but there were more jank options, IMHO.
  • Lowhhrick was strong in squads that focused on damage spreading and damage prevention, and those just don't work as well in 2e.

Another factor is that U-Wings are just better now at doing something kinda similar to what a 2e generic Auzituck can do. Medium base is better than large. Their stall/rotate options are a lot better now, and Leia crew is really good.

Seems decent enough. Two CAZ + Wullff seems like a good start to a squad. I'd swap Moldy Roark out for something more independent. Maybe test out the new B-Wing S-Foils on Ten Nunb, maybe support them with a Leia U-Wing, or just pack a boring but solid Wedge.

Appreciate the time spent on the response :)

I'm not chasing anything too serious; just working through ships and lists that are new to me. For example, finally flying the Falcon recently and really enjoying it!

Moldy Roark is mainly there as I haven't had a chance to fly the new HWK, and I love that ship.

I've been using the new foils, and they are great stuff. Lando/Ten/Braylen has been nice.

7 minutes ago, SDCC said:

Moldy Roark is mainly there as I haven't had a chance to fly the new HWK, and I love that ship.

Mostly, I'm not a Rebel Moldy Crow fan.

Scum Moldy? All in. Torkil Mux and Palob Godalhi are good (but perhaps expensive), and Dace Bonearm is trash but so cheap.

I kind of oddly like HWK generics. They seem best at getting into a scrum, blocking, and shooting from odd angles with focus tokens.

Edited by theBitterFig
2 minutes ago, theBitterFig said:

Mostly, I'm not a Rebel Moldy Crow fan.

Scum Moldy? All in. Torkil Mux and Palob Godalhi are good (but perhaps expensive), and Dace Bonearm is trash but so cheap.

I kind of oddly like HWK generics. They seem best at getting into a scrum, blocking, and shooting from odd angles with focus tokens.

Moldy Crow will always tickle me as I lurve Dark Forces 2: Jedi Knight. Looking forward to Katarn entering Disney Canon at some point..........tumbleweed.

In 1e I was a Scum/Imp player, and one of the main reasons I went Scum was so I could use the HWK. Torkil and Palob were awesome! I'm not great at blocking, but their abilities were great.

Since moving to 2e I started Imp, then took on Rep, and have recently begun my career as a Rebel. Turns out the faction suits me well. Picking up Rebel models or on the cheap or being given them as I have the kit is a nice gentle way of getting into the faction.

The Auzitucks are overcosted, as FFG has some 1st ed terror in their bones, and does not trust reinforce.

They have problems turning, but having 180deg firing makes it hard for aces to escape their firing arc. They melt rather fast.

Wulffwarro hits pretty hard, once damaged, esp. with Saw on board! And thus will draw all the aggression, which you can use to your advantage.

If he can get a target lock he is brutal. One option is Magva crew, but I would go for Dutch!

13 minutes ago, Managarmr said:

If he can get a target lock he is brutal. One option is Magva crew, but I would go for Dutch!

Hrm... VTG Dutch is about the same price as Roark...

1.0 had the Wookiee Liberator that sat nicely between the named pilots and the I-1s plus it had the benefit of taking a Talent; I miss that poor Liberator.

The Auzi needs a fix like a new slot. Switch out a crew for a gunner and/or allow it to take devices (bombs/mines). Realistically though, it is likely the developers have abandoned it.

1 hour ago, Force Majeure said:

1.0 had the Wookiee Liberator that sat nicely between the named pilots and the I-1s plus it had the benefit of taking a Talent; I miss that poor Liberator.

The Auzi needs a fix like a new slot. Switch out a crew for a gunner and/or allow it to take devices (bombs/mines). Realistically though, it is likely the developers have abandoned it.

For a gunner slot to belp the Auzituck, Rebels would need to have Gunners that aren't variations on veteran turret gunner.

4 hours ago, SDCC said:

Wull - Saw

I see this a lot and I feel like it's a waste. He already gets focus mods easy enough without sacrificing health for it. What he really wants is re-rolls.

The Synergy with Saw Pilot is not to be underrated. Wulff then becomes someone that the opponent doesn't want to tough for fear of the repercussions. As soon as he has a damage card, he gets to roll 4-5 dice with a passive reroll and probably a focus.

It's kind of silly, especially with current points, but my favorite Auzituck list is:

Saw Gerrera (52)
Juke (7)
Advanced Sensors (10)
Jyn Erso (2)
Perceptive Copilot (8)
Pivot Wing (0)

Wullffwarro (56)
Juke (7)
Perceptive Copilot (8)
Hull Upgrade (3)

Gray Squadron Bomber (30)
Ion Cannon Turret (5)
R4 Astromech (2)
Veteran Turret Gunner (10)

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z35X123W111W40W54WW140WY58X123W54WW164Y30X138WW5WWW90&sn=Unnamed Squadron&obs=

Obviously it's a super-bad list but it's tons of fun. Definitely has both Wulff and Saw over-kitted, but this Wulff build can easily one-shot most things, especially at range 1. Five dice with reroll and focus and defensive negation is incredibly powerful, even at I4, and a 180° arc gives you tons of coverage.

Naturally Saw becomes the priority target to turn off the re-rolls before they start, but that's good since it lets you light them up with your actual offensive pieces. Taking some upgrades off of Saw can make room for another/better ship:

Saw Gerrera (52)
Intimidation (3)
Fire-Control System (2)
"Zeb" Orrelios (1)
Pivot Wing (0)

Wullffwarro (56)
Juke (7)
Perceptive Copilot (8)
Jyn Erso (2)
Hull Upgrade (3)

Norra Wexley (Y-Wing) (41)
Expert Handling (2)
Ion Cannon Turret (5)
R4 Astromech (2)
Ezra Bridger (14)

Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z35X122W113WW65WW140WY58X123W54W40W164Y25X120W138WW5WWW81&sn=Unnamed Squadron&obs=

Could drop Ezra to a VTG if you really want Afterburners on her or something, but the defensive force seems like it could be worth the 4 points when you don't have a shot.

Double offensive re-rolls for most of her health also seems like a plus. Wonder if this list could have legs...

I am a fan of Jan Ors with or without the crow. Plus combo that with Wullf and you have a 5 dice (6 at range 1 ) attack.

6 minutes ago, Amc879 said:

I am a fan of Jan Ors with or without the crow. Plus combo that with Wullf and you have a 5 dice (6 at range 1 ) attack.

I've tried it but it's a lot of expense for a fun trick that falls apart pretty quickly.

Jan always gets killed before Wulff gets damaged so the dream rarely comes true. She's just too fragile and predictable for this IMO

I’ve wanted to try this for a while, I loved 1.0 Wookiees....

Militant Wookiees

(52) Saw Gerrera [UT-60D U-wing]
(0) Pivot Wing
(4) Hera Syndulla
Points: 56

(44) Kashyyyk Defender [Auzituck Gunship]
(7) Leia Organa
Points: 51

(44) Kashyyyk Defender [Auzituck Gunship]
Points: 44

(44) Kashyyyk Defender [Auzituck Gunship]
Points: 44

Total points: 195

49 minutes ago, urbanyeti said:

I’ve wanted to try this for a while, I loved 1.0 Wookiees....

Militant Wookiees

(52) Saw Gerrera [UT-60D U-wing]
(0) Pivot Wing
(4) Hera Syndulla
Points: 56

(44) Kashyyyk Defender [Auzituck Gunship]
(7) Leia Organa
Points: 51

(44) Kashyyyk Defender [Auzituck Gunship]
Points: 44

(44) Kashyyyk Defender [Auzituck Gunship]
Points: 44

Total points: 195

Saw U-Wing does make a bunch of sense with high-hull/low-shield Auzitucks.

3 hours ago, ClassicalMoser said:

I've tried it but it's a lot of expense for a fun trick that falls apart pretty quickly.

Jan always gets killed before Wulff gets damaged so the dream rarely comes true. She's just too fragile and predictable for this IMO

New Squadron

(41) Jan Ors [HWK-290 Light Freighter]
(2) Jyn Erso
(18) Moldy Crow
Points: 61

Total points: 61

Very pesky. Also seen SD or S/H U