Scum List: Palob, Guri & Kaa'to

By CBMarkham, in X-Wing Squad Lists

I was thinking about a list that looks like this:

Guri (40)

StarViper (30), Predator (3), Virago (1), Autothrusters (2), Sensor Jammer (4)

Palob Godalhi (32)
HWK-290 (20), Expert Handling (2), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3)

Kaa’to Leeachos (16)
Z-95 Headhunter (15), Draw Their Fire (1)

Binayre Pirate (12)

It's kind of a mid-range thing with 3 pilots at PS5. You should be able to steal important actions from the big ships using Palob and shoot first vs. swarms, with enough firepower and accuracy that you should be able to pop a ship or two before they can fire back.

I like Palob with Expert Handling because it's harder to deal with him if he could steal your focus, or break your target lock. The synergy between both of the other named pilots and Kaa'to should be obvious, and it's a third volley of shots to help bring down an enemy ship in the initial salvo vs. lower PS swarms. Also, Palob really helps Guri's Sensor Jammer to shine.

Thoughts? Critiques? Your input is appreciated.

I actually really like this squad.

I've been meaning to run Expert Handling on Palob as a way to make him even harder to hit. I just find he dies too easily otherwise. I really do hate Blaster Turret as it takes an action to use. I'd personally just run an ICT and K4 Security droid and drop the title. You'll be doing green maneuvers to clear the stress you are getting from EH anyway. That way you can get an unblock able action out of it. Your offense will likely decrease a bit, but you can get a little more control. That saves 2 points to throw in Intertial Dampeners on Guri and Palob or Feedback on the Pirate. Hell, maybe even deadman switch on Palob as he usually dies in the action.

Jo Jo, love where your head is at. I've considered that exact same 30 point Palob many times, for the reasons you just listed. I'm just not convinced you gain more than you lose, however. On the plus side, you get 2 points, added accuracy, and added control, which is all great news. The bad news is that you get less damage, you loose access to your pool of defensive focus tokens (which can really help in the late game), and your pool of sharing tokens for Kaa'to (which adds to the squad's group accuracy on the turn 2 opening salvo).

I like the 30 point Palob, I just feel like I'd miss the damage and defensive tokens. It seems to me that the only reason for Kaa'to in the list is so that you have enough PS5 shots to make something explode before a low PS swarm hits back. Losing some turret damage could seriously hinder that. If I change to an Ion Palob, Kaa'to's purpose is somewhat reduced.

Life and X-Wing are both full of tough choices.

I love the idea of running Guri & Palob together, but its tricky.

Throw in Serissu and you get:

Palob w/ Expert Handling, ICT, K4 droid & moldy crow = 33

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Serissu w/ VI, title, flechette cannon = 25

The ion+stress combo could give your opponent serious headaches, provided they both hit, and Guri equipped that way is a nightmare closer.

With Leechos you can throw in a bit more punch but Draw Their Fire may or may not help Palob stick around longer:

Palob w/ Opportunist, Blaster, K4 droid, moldy crow & engine = 38

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Leechos w/ draw their fire & shield upgrade = 20

I love the idea of running Guri & Palob together, but its tricky.

Throw in Serissu and you get:

Palob w/ Expert Handling, ICT, K4 droid & moldy crow = 33

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Serissu w/ VI, title, flechette cannon = 25

The ion+stress combo could give your opponent serious headaches, provided they both hit, and Guri equipped that way is a nightmare closer.

With Leechos you can throw in a bit more punch but Draw Their Fire may or may not help Palob stick around longer:

Palob w/ Opportunist, Blaster, K4 droid, moldy crow & engine = 38

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Leechos w/ draw their fire & shield upgrade = 20

Wat?

I want you to think about the fact that you made a list with Serissu and only 2 other ships, and one of those other ships has Lone Wolf. You later went on to make a squad where you put a Shield Upgrade on a ship that can be equipped with Autothrusters. I expect a 15 page report on these transgressions tomorrow. You will read it in front of the entire class.

...but thanks for your input. <3

I love the idea of running Guri & Palob together, but its tricky.

Throw in Serissu and you get:

Palob w/ Expert Handling, ICT, K4 droid & moldy crow = 33

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Serissu w/ VI, title, flechette cannon = 25

The ion+stress combo could give your opponent serious headaches, provided they both hit, and Guri equipped that way is a nightmare closer.

With Leechos you can throw in a bit more punch but Draw Their Fire may or may not help Palob stick around longer:

Palob w/ Opportunist, Blaster, K4 droid, moldy crow & engine = 38

Guri w/ Lone Wolf, Virago, sensor jammer, inertial dampeners & shield upgrade = 42

Leechos w/ draw their fire & shield upgrade = 20

Wat?

I want you to think about the fact that you made a list with Serissu and only 2 other ships, and one of those other ships has Lone Wolf. You later went on to make a squad where you put a Shield Upgrade on a ship that can be equipped with Autothrusters. I expect a 15 page report on these transgressions tomorrow. You will read it in front of the entire class.

...but thanks for your input. <3

That attitude isn't needed around here.

Unless your opponent is spreading their fire for some reason there is no benefit to flying Serissu with more ships because only a single ship is only really going to benefit from her ability each round. She's not like Howlrunner, she doesn't scale. She's more like Biggs, her entire purpose is to influence your opponent's target prioritization.

While I don't get taking Sheild Upgrade over Autothrusters, Lone Wolf seems like a solid choice. If you choose to flank with Guri, Lone Wolf kicks in from the get go. Even if you don't flank with Guri, Lone Wolf combined with Guri's ability and sensor jammer makes for a great finisher. With Serissu and Palob around, no one will be shooting at Guri with her Sensor Jammer unless they don't have any other shots. A lot of games are going to come down to Guri flying around solo.

Edited by WWHSD

Autothrusters are not 'auto-include' (well, maybe for TIE interceptors). Basically, they are better in a turret heavy meta, but shield upgrade provides increased protection in every match. In those above lists, Guri is the closer. You absolutely want her to survive any match up, so shield upgrade is a good 'all-comer' boost in health. Of course you can take autothrusters instead if you like ;)

Wat?

I want you to think about the fact that you made a list with Serissu and only 2 other ships, and one of those other ships has Lone Wolf. You later went on to make a squad where you put a Shield Upgrade on a ship that can be equipped with Autothrusters. I expect a 15 page report on these transgressions tomorrow. You will read it in front of the entire class.

...but thanks for your input. <3

The whole point of Serissu in that list is to protect Palob because that's who your opponent wants to shoot first. By taking Serissu, now your opponent has a tough choice of who to shoot at first. Also, flechette + ion = bad day for one enemy ship. Guri flanks, obviously (unless not adviseable given opponent's squad/deployment)

I like the premise to the original list. Guri with Jammer and Palob is a great combo. Finishing the list is the hard part.

I'm with Jojo on the avoidance of blaster turret on Palob. It's not that I don't like the turret but it can be blocked, it takes the action you want for EH and it puts more points into a obvious & fragile target.

Also, I think one of the named Y-wings could replace the Z95s. To add more consistent damage. I'm keen to fly either of the following:

STAR VIPER: · Guri (30)

Predator (3)

Autothrusters (2)

· Virago (1)

Sensor Jammer (4)

Inertial Dampeners (1)

HWK-290: · Palob Godalhi (20)

Expert Handling (2)

Ion Cannon Turret (5)

Y-WING: · Drea Renthal (22)

Proton Torpedoes (4)

Ion Cannon Turret (5)

Unhinged Astromech (1)

Or

STAR VIPER: · Guri (30)

Predator (3)

Autothrusters (2)

· Virago (1)

Sensor Jammer (4)

Inertial Dampeners (1)

HWK-290: · Palob Godalhi (20)

Expert Handling (2)

Ion Cannon Turret (5)

Y-WING: · Kavil (24)

Veteran Instincts (1)

Blaster Turret (4)

R4 Agromech (2)

Kavil could take determination instead.

The only thing I'm hesitant about is that these are 3-ship builds. I also like having a blocker but the y-wings pack more punch than your 2 Z's.

I like the eh palob, it could be a really nice idea

I also don't think it's worth getting a none-blaster turret on him. The guy is surprisingly badass for flying the least impressive ship in the game, because between 3 dice his yoink of focus and moldy crow giving you very probably access to focus + TL

Edited by ficklegreendice

EH is an interesting, and not half bad choice for Palob if he has a stack of focus.

I am working on a similar squad, but I like the Prince in the endgame rather than a defensive Guri. Guri setup like this is a great formation flyer though.

I want you to think about the fact that you made a list with Serissu and only 2 other ships, and one of those other ships has Lone Wolf.

Serissu is not like Howlrunner! Her ability works based on the number of shots taken by your opponent at a target in range one of her. How many ships you build around her is completely irrelevant. She is an excellet choice to protect just a single ship, and works in two ship builds. In all honesty she's just likely to be a pseudo-Biggs if your opponent doesn't want you to get the Re-roll.

Edited by JFunk

Autothrusters still works on everything at range 3. Be shot at once at range 3, and you've already mitigated as much damage as shield upgrade for half the points. Vipers start with 1 shield too, for that 1 crit mitigation.

auto-thrusters for life!

besides, just the chance that you'll get so much more when run into the most horrible ships in the game is more than worth the 2 points <_<

Edited by ficklegreendice

Auto thrusters over another defensive mod is largely a meta driven choice.

It's very likely you will face down a fat turreted ship, and for two points it works on most of thier attacks and past one successful hit.

Autothrusters still works on everything at range 3. Be shot at once at range 3, roll a blank that turns into an evade that is needed to cancel a hit or crit result, and you've already mitigated as much damage as shield upgrade for half the points. Vipers start with 1 shield too, for that 1 crit mitigation.

FTFY. Just because Autothrusters triggers doesn't mean it actually did anything.

I've rolled four **** focuses before... Can't trigger ATs :angry:

Edited by Jo Jo

Bah technicality. The odds of rolling at least 1 blank on 4 dice is 85%. The odds of rolling 4 focus is 0.4%.

I retract my Serissu mockery and recant my generally dismissive tone, although I'm still not a fan of what it gets you for the cost.

Thanks for the input, all.

I retract my Serissu mockery and recant my generally dismissive tone, although I'm still not a fan of what it gets you for the cost.

Thanks for the input, all.

I've seen some very good players trying out various combinations of Guri, Palob, Serrisu, Kaato and similar. Whether they all work well is debatable, but if I see the likes of Kinetic Operator, Hothie & Theorist using stuff very similar to what I've been thinking or experimenting with, then I feel like I must be on the right track ;)