Guri&co and strategy

By Albertpalma, in X-Wing Squad Lists

Since I'm in love with Starviper and Guri in particular, I want to make it a little (if not super) competitive in my area. This is my recent build, with a decent success rate against rebels and empire:

-Guri: Crackshot, title, Sensor Jammer, Autothrusters. (38)

-Latts: Gunner, Bossk, tactician (42)

-Cartel Marauder or Syndicate thug+autoblaster turret (20)

100 points.

Possible changes: drop Bossk or tactician and add cloaking device or Glitt on Guri. Downgrade Latts to Trando slaver (but this change affects the synergy with Latts), to fit a cheap Palob with dorsal turret (dropping cartel marauder of course).

Strategy: The setup is Latts ponting to the side, and all ships behind in the same way. Dial full stop with Latts, bumping all your ships in a row. Why this movement? Latts has a difficult time if the enemy getts behind, so we want no space behind her for k-turning, the engagement at R1 has to be in one of your corners, you have to herd your enemy in a terrible mess were he cannot k-turn easily, everybody in R1 of Gury (triggering her ability). always TL with Latts and spending it when Guri attacks first. Then attack with Latts, if you fail, gunner+Bossk (and double stress with tactician if R2). Finally, Cartel Marauder or autoblaster to fry the remnants. In theory, the enemy will focus fire on Latts, while Guri murders them. If the enemy focus on Guri, she has AT and SJ for defense, then Latts will punish them.

Bad matchups: BBBBZ and scum Boba loves R1, TLT spam is not welcome.

Generally, on every game there is a moment when every ship is at R1. With this list you only have to control where it happens and... FUN TIME!!

Opinions and thoughts are welcome.

Edited by Albertpalma

I like your list and wrote up a similar list a while back but I have not yet played with it:

Latts

K4

Bossk

Guri

Crackshot

Virago

Sensor Jammer

Autothrusters

Cartel Spacer

Heavy Scyk

HLC

Here Lattz is more effecient at keeping target locks on enemies for Guri. Just alternate between red stop and a green maneuver of your choice for free target locks or whenever Bossk triggers. The Spacer will try to stay at long range and keep firing with its HLC, and Guri does her thing. You can also drop the Spacer and replace it with a Thug w/Autoblaster Turret (as you have in your original list), which should free up points to put a Weapon's Engineer on Lattz, for 2 target locks :)

I like your list and wrote up a similar list a while back but I have not yet played with it:

Latts

K4

Bossk

Guri

Crackshot

Virago

Sensor Jammer

Autothrusters

Cartel Spacer

Heavy Scyk

HLC

Here Lattz is more effecient at keeping target locks on enemies for Guri. Just alternate between red stop and a green maneuver of your choice for free target locks or whenever Bossk triggers. The Spacer will try to stay at long range and keep firing with its HLC, and Guri does her thing. You can also drop the Spacer and replace it with a Thug w/Autoblaster Turret (as you have in your original list), which should free up points to put a Weapon's Engineer on Lattz, for 2 target locks :)

A little redundant k4+Bossk, but perhaps it's my taste... and I just can't stop double-stressing with gunner+tactician... that moment when you fail, your opponent smiles and starts removing dice in his hands, then you "sorry sir, may I double-stress, TL AND focus on your shiny little ship?" (throw attack dice, reroll+modify, and blow up things).

The problem with this list, imho, is the third ship. You've got 2 decent ships that can do some work for you, but either of your 3rd ship options are too weak to contribute much in a list like this.

I would suggest opening up points to get something a little more potent in the 24 - 26 point range.

Examples of more effective 3rd ships:

Thug w/ TLT + R4 agromech = 26

Mux w/ TLT + greedo or intel agent = 26

N'dru w/ lone wolf, glitter & clusters (or VI + homing) = 25 (add in guidance chimps for even more damage)

2 binayre pirates = 24 (makes 4 ships, but blockers are always nice)

Blacksun ace w/ glitter + crack shot = 26

Also, I don't think crack shot is great on Guri. Yes, it works fine for her, but really, she would be more effective with either predator or lone wolf. The reason is because she is your closer, and since she should always be your last ship on the board, she will get so much more value out of a these cards over an expendable 'one-shot' card.

To make room for these changes, you would have to drop Latts. Either go with a very economical Trandoshan slaver, or change to an entirely different ship. Palob w/ TLT, recon + moldy crow for example (provides added benefit for Guri's sensor jammer). Of course, Palob dies much quicker than a YT-666, so that might not be what you are looking for.

Anyway, that's my take!

Edited by blade_mercurial

So last night I happened to be in a Barnes & Noble and there were X-Wing minis being sold there and I wound up getting a K-fighter as an impulse buy (since I didn't have one yet) and came up with this list after remembering this thread:

Guri

Opportunist

Autothrusters

Virago

Sensor Jammer

Palob

Wingman

TLT

Talonbane Cobra

Crack Shot

Glitterstim

Two hard hitting fighters with Palob with TLT support. It may be a challenge to try to keep Palob close enough to pull the stress off of Guri or Talonbane when their Opportunist, Glitterstim, or red maneuvers kick in but I think it will be awesome when you pull it off.

Use Palob to pull focus/evade tokens so you can trigger Guri's Opportunist at R1 and you have a nice 5 dice attack, and Talonbane is capable of his own 5 dice attacks as well. Maybe fly the squad in a loose formation so that Palob can Wingman the stress off of one of the other ships as needed. Its fragile, I know, but seems fun to fly and makes Guri the star of the list, which is what the OP wanted.

Edited by Zogwort

The problem with this list, imho, is the third ship. You've got 2 decent ships that can do some work for you, but either of your 3rd ship options are too weak to contribute much in a list like this.

I would suggest opening up points to get something a little more potent in the 24 - 26 point range.

Examples of more effective 3rd ships:

Thug w/ TLT + R4 agromech = 26

Mux w/ TLT + greedo or intel agent = 26

N'dru w/ lone wolf, glitter & clusters (or VI + homing) = 25 (add in guidance chimps for even more damage)

2 binayre pirates = 24 (makes 4 ships, but blockers are always nice)

Blacksun ace w/ glitter + crack shot = 26

Also, I don't think crack shot is great on Guri. Yes, it works fine for her, but really, she would be more effective with either predator or lone wolf. The reason is because she is your closer, and since she should always be your last ship on the board, she will get so much more value out of a these cards over an expendable 'one-shot' card.

To make room for these changes, you would have to drop Latts. Either go with a very economical Trandoshan slaver, or change to an entirely different ship. Palob w/ TLT, recon + moldy crow for example (provides added benefit for Guri's sensor jammer). Of course, Palob dies much quicker than a YT-666, so that might not be what you are looking for.

Anyway, that's my take!

I see your point, but believe me, everybody ignores the autoblaster y-wing... its a TIE killing machine! even better than cartel marauder. Anyway, if I drop Latts I lose the synergy, so maybe I could drop Crackshot and replace y-wing for autoblaster or dorsal turret Mux, losing hp but gaining his annoying ability. This list is for knife-fighting, a long range Ndru/TLT don't fit in the strategy of messing at R1.

I've been trying to make a Latts + Guri list like this for a week or so and not been able to get it right. The third ship is definitely the problem.

I've been trying to make a Latts + Guri list like this for a week or so and not been able to get it right. The third ship is definitely the problem.

Maybe we'll have a good solution with generic G-1A, crossing fingers!