Guri

By Icelom, in X-Wing Squad Lists

I want to fly a starviper specifically guri as it interests me the most but am having issues fitting it in. The ship just feels to expensive for what you get.

Here is what I have come up with.

StarViper: · Guri (30)

Predator (3)

Autothrusters (2)

Z-95 Headhunter: Binayre Pirate (12)

M3-A Interceptor: · Laetin A'Shera (18)

Stealth Device (3)

"Heavy Scyk" Interceptor (2)

Ion Cannon (3)

Y-Wing: Hired Gun (20)

Twin Laser Turret (6)

Unhinged Astromech (1)

Pretty simple, wanted to try a tlt y-wing as I have yet to fly one and guri. I personally love laetin and thought an ion canon may be interesting, and filled the last bit of points with a blocker.

Any advice for tweaks or other guri lists would be appreciated.

Guri really wants sensor jammer and lonewolf

also M3As are fun to fly but just arent worth puttingont he table in a competitive setting

a buddy of mine has a had pretty good results flying:

gurin+LW+AT+SJ

Kavil+TLT+pred

2Xblack sun

Id be tempted to trade the black suns for a thug but he uses them as blockers and they shoot before TLT Ys

I've seen a few builds with Sensor Jammer, but I'm unsure where it's place is in a build.

At least locally, nearly every ship uses focus every round (plus something else if actions allow) so it doesn't really stop damage often. Maybe in conjunction with Palob?

a ship there does feel expensive for what you get

but it's not Guri

it's the scyk

cut out that deadweight and you'll have a far more effective list

Palob + Guri is pretty fun when Guri's packing jammers; had some hilariously effective games with her playing bouncer for a TLT Palob and Thug

another way to go about it is just

guri (predator + thrusters)

Mux (blaster, recon, moldy crow)

3 bloody pirates

Mux + predator = happy fun times, and Guri's just a solid pilot on her own. When she gets to use predator + her focus before the enemy shoots, she becomes deadly

Interesting list. I have only played a Scyk once and it didn't go well at all, but Laetin's ability is cool and Ion control is always useful.

I played Guri last night actually, using the following build:

Talonbane (Crackshot, Glitterstim, Engine Upgrade)

Guri (Predator, Virago title, Sensor Jammer, Autothrusters)

Syndicate Thug (Twin Laser Turret, Unhinged Astromech)

100 points

First time ever using Sensor Jammer, I usually use Advanced Sensors or Fire-Control System. It was a revelation. hehe So strong. I faced the following Rebel list:

Dash (Veteran Instincts, Navigator, Heavy Laser Cannon, Outrider)

Bandit x4

100 points

I won initiative but gave it to my opponent, as it's usually better to move after Dash, especially since Talonbane had Engine Upgrade to get close and deny the HLC shots. Very close game with huge swings. I lost the Y-Wing way too soon, flying too close to the Headhunters early on. All it did was 1 damage on Dash! Then Guri and Talonbane went to work mostly on the Headhunters, one-shoting (Talonbane at range 1!) a full health one and reducing two others to their 2 hulls each. So one Z was still full health by then and Dash had lost 2 shields. Another Z went down the following turn and Dash lost 2 more shields. Then Guri was reduced to 1 hull by a range 3 shot from Dash! But, both Talonbane and Guri shot at Dash and managed to get 3 hits each, so the 6 needed to destroy him (he rolled 1 evade but 1 crit was a Direct Hit). The following turn, Talonbane destroyed the Z with 2 hulls left and Guri managed to one-shot the full health one (4 dice at range 1 with Focus and Predator).

Another game proving that it's never really over until all your ships are gone. When Guri went down to 1 hull at about mid-game, I was sure I would lose. Talonbane had only 2 hulls left too at that point. His setup was really usefull: Crackshot ensured one Z was destroyed and Glitterstim made him survive a round of enemy concentrated fire as well as boost his 5 dice attack on a full health Z. Of course, Engine Upgrade was stellar, even though it made him do two unmodified attacks at range one on Dash (5 dice) that rolled 1 hit each only...

Edited by admat

I've seen a few builds with Sensor Jammer, but I'm unsure where it's place is in a build.

At least locally, nearly every ship uses focus every round (plus something else if actions allow) so it doesn't really stop damage often. Maybe in conjunction with Palob?

Yes, given the opportunity, opponents will take focus to deny the benefit of sensor jammer. But frankly, if you are letting your opponent focus, you're doing it wrong ;)

Basically, you have to guess what moves your opponent is likely to do, and then either block it, not be in the firing arc, or force them to take a different action in order to keep you in arc (like they have to boost or barrel roll if they want to shoot at Guri). Palob does make this task easier, of course.

Regardless of that though, sensor jammer really starts to shine against jousting lists (where they k-turn a lot) and you can confidently waltz right in front of an enemy ship at range 1 and because its Guri, you get a free focus so your attack will hurt and their attack back on you probably won't (not recommended to do this against multiple enemy ships!).

Edited by blade_mercurial

Thanks for your input everyone i will have to think about it.

As for sensor jammer i have only seen it used against me and never used it... was a waste of points every time i fought against it (maybe i like focus to much)

The M3A, specifically Laetin has done serious work for me in the past and I wanted to see how an ion cannon worked with it. The ship is very hard to kill and against things like twin laser turrets its almost immune.

Tweaked it without Laetin not sure i like it better but gives gury some extra toys.

100 Points

24 points
Black Sun Ace
Kihraxz Fighter
talent.png
Crack Shot
38 points
• Guri
StarViper
talent.png
Predator
title.png
Virago
modification.png
Autothrusters
system.png
Fire-Control System
25 points
Syndicate Thug
Y-Wing
turret.png
Twin Laser Turret
salvaged_astromech.png
Unhinged Astromech
13 points
Binayre Pirate
Z-95 Headhunter
illicit.png
Inertial Dampeners

Thanks for your input everyone i will have to think about it.

As for sensor jammer i have only seen it used against me and never used it... was a waste of points every time i fought against it (maybe i like focus to much)

The M3A, specifically Laetin has done serious work for me in the past and I wanted to see how an ion cannon worked with it. The ship is very hard to kill and against things like twin laser turrets its almost immune.

Tweaked it without Laetin not sure i like it better but gives gury some extra toys.

Most people focus given the choice. Its the default action for a reason afterall. However, it sounds to me like your opponent was not using Sensor Jammer on a list that could take advantage of its benefits. But you don't have to take sensor jammer if you aren't keen on it.

However, there is no point giving Guri FCS and Predator. Sure pred might help on the very first shot (before FCS kicks in), but after that its a waste of 3 points. So that leaves advanced sensors. Which is actually quite good on Guri. It lets you not care about bumping, take an action before your segnor's loop (which you can now use without fear of Guri getting killed because no token for defense) and gives you the option of flying right through asteroids if it means getting a superior position on your opponent.

If you really like Laetin, I say go with him. I think the Scyk has some potential, and Laetin does help a bit with one of its biggest problems (dies too quick), but also has a problem with dealing lots of damage (assuming his token is being used on defense).

For example:

Guri w/ Predator, virago, advanced sensors & autothrusters = 39

Laetin w/ 'heavy scyk' & mangler = 24

Thug w/ twin laser turret & unhinged = 25

Binyare pirate = 12

100

Its almost the same as your list but slightly more optimized and with Laetin instead of the Blacksun Ace with crack shot (you could sub him back in if you find Laetin not pulling his weight). I think mangler is better than ion cannon on Laetin because you want him to be a damage-dealing threat so people actually shoot at him (and you get value out of his ability because they are not shooting at Guri or the y-wing, both of which you want to keep around as long as possible). Lastly the binayre pirate is there for no other reason than blocking. Actionless ships are much easier to kill...

Thanks for your input everyone i will have to think about it.

As for sensor jammer i have only seen it used against me and never used it... was a waste of points every time i fought against it (maybe i like focus to much)

The M3A, specifically Laetin has done serious work for me in the past and I wanted to see how an ion cannon worked with it. The ship is very hard to kill and against things like twin laser turrets its almost immune.

Tweaked it without Laetin not sure i like it better but gives gury some extra toys.

Most people focus given the choice. Its the default action for a reason afterall. However, it sounds to me like your opponent was not using Sensor Jammer on a list that could take advantage of its benefits. But you don't have to take sensor jammer if you aren't keen on it.

However, there is no point giving Guri FCS and Predator. Sure pred might help on the very first shot (before FCS kicks in), but after that its a waste of 3 points. So that leaves advanced sensors. Which is actually quite good on Guri. It lets you not care about bumping, take an action before your segnor's loop (which you can now use without fear of Guri getting killed because no token for defense) and gives you the option of flying right through asteroids if it means getting a superior position on your opponent.

If you really like Laetin, I say go with him. I think the Scyk has some potential, and Laetin does help a bit with one of its biggest problems (dies too quick), but also has a problem with dealing lots of damage (assuming his token is being used on defense).

For example:

Guri w/ Predator, virago, advanced sensors & autothrusters = 39

Laetin w/ 'heavy scyk' & mangler = 24

Thug w/ twin laser turret & unhinged = 25

Binyare pirate = 12

100

Its almost the same as your list but slightly more optimized and with Laetin instead of the Blacksun Ace with crack shot (you could sub him back in if you find Laetin not pulling his weight). I think mangler is better than ion cannon on Laetin because you want him to be a damage-dealing threat so people actually shoot at him (and you get value out of his ability because they are not shooting at Guri or the y-wing, both of which you want to keep around as long as possible). Lastly the binayre pirate is there for no other reason than blocking. Actionless ships are much easier to kill...

I like what you have come up with, and ya fire control and pred is probably a huge waste.

Sometimes an upgrade like sensor jammer may not have an obvious benefit in a game but actually ended up being effective anyways. Sure, your opponent may have a focus token to change the eyeball back to a hit but if they only spent the focus token because of the sensor jammer, the upgrade essentially negated their action for the turn. Further, the token they spent isn't available to them on defense.

Sometimes an upgrade like sensor jammer may not have an obvious benefit in a game but actually ended up being effective anyways. Sure, your opponent may have a focus token to change the eyeball back to a hit but if they only spent the focus token because of the sensor jammer, the upgrade essentially negated their action for the turn. Further, the token they spent isn't available to them on defense.

Exactly this. That why Sensor Jammer is so wonderful.

The full benefit of Sensor Jammer is of course if your opponent doesn't have a focus to modify his roll: TLTs I'm looking at you!

But the real benefit is forcing your opponent into an action and spending a token he could have otherwise kept for defense.

Let's say you're up against IG-B and C. Usual tactics of those ship is to boost into range for the Evade, shoot at you, then shoot again if they missed with the TL from FCS. If you have Sensor Jammer, will they still boost to get the evade or just Focus? They have to make a choice, offense or defense? Same if going against a Fat Han that usually either Boost or Evade as an action, now what should he do? If he doesn't take a Focus, he's pretty much down to a 2 attack dice turret and no token to help defend himself. Same goes for pretty much any ship. ''Forcing'' an action can really mess with your opponent plan.

Now to actually spending the token. Like WWHSD said, maybe they would not have needed to spend it in the first place and still have it for defense (say against a ship with Juke). Against ship with multiple attack, like TLTs, unless it's a Recon Hwk, they won't have a Focus for both attack, so Sensor Jammer will help you negate at least one hit. If they have gunner, on which attack to spend the token? The first or the second? Let's say they roll a perfect 3 hit roll, you then change a hit to a Focus, so 2 hit+1F. From your side you still have your 3 agility and Focus (and Autothrusters if against a turret) to defend yourself. Should they spend the focus right now, or hope that you need to spend yours to defend now and then roll another roll without blanks with gunner.

Sensor Jammer role might not always be obvious, sometimes you might feel like that you just wasted 4 point on a useless upgrade. But believe me, it will mess with your opponent. Action economy is a big part of this game and having some kind of control on the economy of your opponent can be huge!

In addition to the comments above about sensor jammer on Guri, it forces ships firing after her into a tough decision. They take a focus action knowing one way or another they'll need it. Guri shoots at them first and if they roll up some focus results on defense they've got a tough choice. Do they spend the focus knowing their offensive potential goes down the toilet, or do they take their licks (assuming it won't kill them) and hope to do SOME damage before they die? Either choice is bad.

You will see, however, diminishing returns on the on the jammer if you're in arcs of multiple ships. She can only take advantage of one ship at a time, so multiple ships with focus don't care so much about it. That said, you should always endeavor to avoid being shot at multiple times regardless of your upgrades.

Guri with APT, VI and Autothrusters. She is deadly up close against small ships because you are getting a minimum of 3 hits per shot. Take Pred and you boost those chances of getting possibly 5 hits. Everytime i have taken this set up I have always gotten 5 hits and for some odd reason my opponent rolled blanks on defense which was enough for a one shot one kill moment.

My buddy played this list and had lots of success with it recently.

Guri (38)
StarViper (30), Outmaneuver (3), Virago (1), Autothrusters (2), Fire-Control System (2)

Binayre Pirate (12) x 2

Trandoshan Slaver (38)
YV-666 (29), Gunner (5), Bossk (2), Tactician (2)

I fly Guri a lot and I do mean, a lot and Sensor Jammer is pure troll, even more so in this current meta.

My local area has swung from two large ship dominance/three imperial aces to EVERYTHING MUST CAUSE STRESS and Guri loves both.

My flavour of the meta list:

Guri with Predator, Autothrusters, Title + Sensor Jammer

Palob with Predator, Recon Spec and Twin Laser Turret

2 x Black Sun Headhunters

98 points.

Palob with Pred and Rec Spec is THE most consistent TLT in the game. Both sets have re-rolls and focus and if in range 1 - 2, the target generally won't have a focus to modify. This makes Palob a huge target. Eventually, you will find that your opponents simply won't focus or evade as they don't want to fuel your ability so will start target locking, which is great.

So what does this mean for Guri? It means Sensor Jammer is working 24/7 and you can go ham. Remember the Viper isn't an arc dodging interceptor but it rewards balls deep play. Get Guri in range 1 at all costs and ensure Palob is there for the steal. Unless your opponent rolls crazy good, you will only be evading 1 maybe 2 hits, tops. Easily done with the focus. The mid range PS means you will mostly be using focus on defence and if still available, it just fuels the offence.

It also means that people won't even bother declaring Guri as the target of an attack at range 3. 4 agility with SJ and AT and focus? Yeah, why bother?

Also, as both Palob and Guri have abilities that are not stress related, you still retain some decent offensive power.

Alternatively, you can try:

Prince Xizor with VI, AT, Title + FCS

Palob with Opportunist, Blaster Turret, K4 Security Droid and Title

2 x Black Sun Headhunters

Keep them all in a block but Palob off to the side as in this list, he is priority number one and if he isn't, he will be when he smashes through 4 focus/re rollable hits in a range 1 - 2 band against a tokenless ship. You will need to slow roll at the start to build up your stack of Moldy tokens but that isn't so hard with decent asteroid placement and the 1 straight.

Xizor won't be the target due to his ability unless you make him range 1 and tasty enough to shoot at which is fine because you have the late game.