Altering the Guri Fury

By Deepspace5, in X-Wing Squad Lists


I'm looking to improve my Guri Fury list (Standard 40 point Guri with 3x Cartel Marauders). Playing around with some ideas, but here is one that stuck out the most to me.


Guri Fury 5.5


Guri (39)

StarViper (30), Predator (3), Virago (1), Autothrusters (2), Advanced Sensors (3)



Cartel Marauder (20)


Trandoshan Slaver (40)

YV-666 (29), Gunner (5), Bossk (2), Tactician (2), Anti-Pursuit Lasers (2)


-=99 Points=-


The thing I am hesitant about the most here is the switch from Sensor Jammer to Advanced Sensors. Probably a poor choice in the stress meta, but I suspect the T. Slaver will draw some heavy fire because of the low agility. I like the options it gives Guri for maneuvering in the furball or getting even more actions in. The second thing I am hesitant about is the lack of Engine on T. Slave. I have only played a handful of games with the YV-666...all without Engine, but I know how important it is to turn around if I am not drawing enough fire. I could see my opponent seeing through this weakness and saving the T. Slaver for last and plan to get behind it.


Thoughts? Improvements?


Do you think this T. Slaver is more useful than two Cartel Marauders? One of the reasons that prompted the change was the susceptibility to crits the previous lists have. With a total of 4 shields across 4 ships, Mangler cannons were just wrecking me...especially from Ten Numb.

Hmmm, is the slaver more durable than 2 marauders? Crits are a problem for marauders, no question, but I'm not convinced the slaver is going to bring you a lot more value than the 2 marauders would.

Not saying its a bad choice though, and that build you have is pretty good. Nice combo of upgrades there, for sure. I wouldn't worry about engine on it, although it can be useful (not just for turning around, but for making surprise blocks).

My feeling is that your best bet is to go with z-95s. You could either run 3 binayre pirates, and have more points for goodies, or run 3 blacksun soldiers. Either way, a trio of z-95s are great against b-wings. Block with one shoot r1 with the other 2 and watch it melt. They are generally good against any other type of jouster too.

As for the question of advanced sensors vs sensor jammer: they're both good for different reasons. I think its a matter of personal preference. Although if it were me, I would run push the limit with advanced sensors (not that predator isn't good, just that advanced sensors is all about adding mobility options, and push the limit doubles down on that benefit). Just remember that activating push the limit is best through advanced sensors when you are revealing green moves so you don't end up with a stress token (can't always do it that way, but try to most of the time...)

Examples:

Guri w/ predator, virago, jammer & autos = 40

Marauder w/ glitterstim = 22

3 binayre pirates = 36

98

For the last 2 points you could add something to Guri: cloaking device or glitterstim are both nice.

Or:

Guri w/ push the limit, virago, advanced sensors, autos & flechette torps = 41

Cartel marauder = 20

3 blacksun soldiers = 39

100

Edited by blade_mercurial

Thanks for the sanity check Blade. I have been thinking about Zs for blocking as well...though I tend to try and fit Feedback Arrays in them for added grief to agile targets.

Stress was pretty heavy in my local 'meta' the last go-around, so I will be sticking with Predator. I know stress also shuts down Adv. Sensors, but I would still get some modification put in. I'll go back to the board and see if I draw it up the same way or can tweak what you suggested a tiny bit.

If your meta is heavy on the stress and your missing SJ anyway switch back. Heres a radical idea lose autothrusters. Unless your swamped in turrets your not gonna miss em especially if the choice is them or SJ. In a different build then what you've got going on you might even consider lonewolf + SJ instead (like say palob or thugs for example).

I like the setup you have going on currently but I think with a ps 2 cheaper is better. You could upgrade that K fighter to a BSA if you find the upgrades aren't working out. Idk I've been impressed with my lone K fighter personally, wish I had picked up another one at the same time. Blades alternatives are probably both better than the slaver honestly.

I started out with Lone Wolf Guri and did not have any success with it. Predator offers a much more consistent damage output and allows me to fly close to my other ships. I rarely get as much use out of AT as I could, but in those games where turrets are around, Guri is my turret hunter. Most of the time I get the triggers from being at range three.

I'm back to Guri + Palob + Something lists right now. Looking at Mangler Laetin, TBC, and Cartel Marauder + Pirate. I have a lot to experiment with to find what is right for me.

Here's a list I flew a couple of times last week. It wasn't bad at all but I wasn't totally sold on the value of the Khiraxz fighter. Having everything at PS5 was pretty sweet though!

Starviper: Guri (30 + 10)

+ Predator (3)

+ Virago (1)

+ Autothrusters (2)

+ Sensor Jammer (4)

HWK-290: Palob Godalhi (20 + 10)

+ Twin Laser Turret (6)

+ Greedo (1)

+ Moldy Crow (3)

Kihraxz Fighter: Black Sun Ace (23 + 7)

+ Crack shot (1)

+ Concussion Missiles (4)

+ Glitterstim (2)

+ Guidance Chips (0)

Scrubby Guy- I might take your version for a spin today with a tweak or two. I've been flying something similar only with TBC instead but downgrading him would get me more toys elsewhere.

Consider replacing the K fighter with N'dru (Lone wolf, clusters glitterstim, hull upgrade) and taking greedo off of Palob. It's a scary list and a friend is doing quite well with it.

I have had a LOT of fun with the trandoshan slaver, but I'd drop the anti-pursuit for the sensor jammer on guri. I think the list looks ok... but I have such a hard time with Guri versus Aces. That said, the Slaver with his threat of double stress may help, but you'd have to keep guri safe in the early game.

Consider replacing the K fighter with N'dru (Lone wolf, clusters glitterstim, hull upgrade) and taking greedo off of Palob. It's a scary list and a friend is doing quite well with it.

I've used this squad a few times and had fun with it. When Guidance Chips are available, I'll stick them on N'Dru. In 5 games with it or so I haven't had Tactician fire off once so switching Palob's crew out is probably something I'll start trying. Denger+Expert Handling might make a nice replacement for Predator+Tactician.
Guri (30)
Predator (3)
Sensor Jammer (4)
Inertial Dampeners (1)
Autothrusters (2)
Virago (1)
Palob Godalhi (20)
Predator (3)
Twin Laser Turret (6)
Tactician (2)
Moldy Crow (3)
N'Dru Suhlak (17)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)
Total: 100

Down/sidegrading the K fighter does buy a lot. I'm kinda partial to that ship though. Meh. I've found tactician might not trigger more than 0 to 1-2 times in a game but what it does do is control how your opponent moves and forces readjustments. I've been running him with just TLT/crow lately though, sometimes with coolhand + ID which is pretty kickass combo actually, made better with tactician.

With sensor jammer, I have not had problems against aces in the last 6 or 7 games I have played. At worst, it is Guri left against one ace, but the 40 point Guri is more expensive than a lot of aces out there (save Corran) in my area so I would end with a Modified Win. However, I usually gun for the aces early with my other ships. Previously having run 3 Kihraxzs, it takes some work to set ace traps, but I have done it quite a few times.

With my current thoughts on a Guri/Palob pair...N'Dru is a serious contender for the third position. I have used him before in a 3-ship list and he was a great distraction before going up in flames.

I agree N'dru is a great inclusion because he hits just as hard/harder with his ability active, plus he allows for a fully tooled guri/palob. Losing those 1 turns and 5k turn hurts. Hmmm check this out:

Guri- virago, predator, SJ, AT

Palob- crow, EH, dengar, TLT

N'Dru- VI, homer, chimps, cloak device

The CD helps N'dru set up his shot and possibly reposition after his payload is spent. EH gives palob repositioning and makes him OLs worst nightmare along with dengar to make sure he's punching at full capacity every turn.

The list looks promising with Wave 8 tech...unfortunately it is not out yet so I'll have to stick to something else for my list. Without guidance chips, I think a thug with TLT and unhinged might fit in that spot a little more nicely. N'Dru has the alpha strike boon going on, but over the course of the match I think I might get more steady damage from a TLT...or better yet, draw some fire away from Guri. My previous lists had more ships to help deal with aces...with less ships I might be reliant on turrets to keep up the damage.

Another option would be a VI Serissu with some type of cannon...cheap ace hunter?

I really like predator on Guri too, but you could try running something like this:

StarViper: · Guri (30)

Marksmanship (3)

Autothrusters (2)

· Virago (1)

Fire Control System (2)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Tactician (2)

Z-95 Headhunter: Binayre Pirate (12)

Z-95 Headhunter: Binayre Pirate (12)

Guri in R1 gets a focus for defence, marksmanship and target lock for offense. Couldn't think of a better EPT for Guri if she is running FCS. PTL isn't great on Starviper from my experience, the lack of greens makes them too predictable and slow.

Slaver is a bit lighter and has 2 z-95s running interference to either block your opponent at range 2 or block the YV to help it slow roll.

I really like predator on Guri too, but you could try running something like this:

StarViper: · Guri (30)

Marksmanship (3)

Autothrusters (2)

· Virago (1)

Fire Control System (2)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Tactician (2)

Z-95 Headhunter: Binayre Pirate (12)

Z-95 Headhunter: Binayre Pirate (12)

Guri in R1 gets a focus for defence, marksmanship and target lock for offense. Couldn't think of a better EPT for Guri if she is running FCS. PTL isn't great on Starviper from my experience, the lack of greens makes them too predictable and slow.

Slaver is a bit lighter and has 2 z-95s running interference to either block your opponent at range 2 or block the YV to help it slow roll.

Interesting take on Guri. I think Calcualtion is about 66% better than marksmanship... Guri isn't attacking twice or anything so the effect of getting the crit is the same...added bonus of having a focus for D outside of range 1 or double focus inside range 1.

Exploring options further on my end, I have dropped Palob as a necessity. Guri is the absolute anchor to my list and I want to build around her. Right now it looks like:

99 points
Pilots
------
Guri (40)
StarViper (30), Predator (3), Virago (1), Autothrusters (2), Sensor Jammer (4)
Black Sun Ace (26)
Kihraxz Fighter (23), Predator (3)
Talonbane Cobra (33)
Kihraxz Fighter (28), Predator (3), Glitterstim (2)
The other thing I was toying around with was dropping Sensor Jammer for two Black Sun Aces with Predator and a Bin. Pirate. But SJ Plus TBC and Glitterstim might be worth that trade off. I do not have a low PS Blocker, but I gain a hammer in TBC. No repositioning tools though, so his PS is mainly for shooting first. His ability is great though.
In the grand scheme of things, this trades an entire ship (Cartel Marauder) for an upgrade in offense via TBC and double Predators. The thing that hurt me the most previously was not having modifications after K-Turns (and crits...but this doesn't solve that). This should provide some very consistent damage to knock some ships off the board quickly.
I am toying around with Boba Fett as well...a simple two ship list that aces its way to Proton Bombs and Tactician stress shots. I also like the idea of a few Pirates, but again, I feel like I have to put feedback array on them...and then I need more than one... Not sure how effective they are, but they would draw some fire and be able to block.
One of the other thoughts I had was a simple Spice Runner with AutoBlaster Turret + Greedo and two cartel Marauders. The HWK is pretty slow, but it creates the Biggs Effect against other lists with high agility ships. Against efficiency lists it will probably be completely ignored.
TL;DR - Is a few Predators and PS boost worth the fourth ship?
Pairing Sensor Jammer with Palob is just amazing...the only question I have now is:


Palob Godalhi (26)

HWK-290 (20), Expert Handling (2), Intelligence Agent (1), Moldy Crow (3)


TLT or ICT and why?


EH and IA give me some added maneuverability to get out of range 1...or maybe into range 2 of a target (IA doesn't help with the latter though)...

Yea Palob has been key in every match I've used him so far and is insane with SJ as you say. I wouldn't cut him. With EH he hard counters OL better than anything I've come across in scum too.

TLT over ion because it's consistent damage at the same ps to strip shields/tokens and longer range. Ions damage is too low without a better primary or Y title. If you are considering ion go dace instead and add tactician. Now your damage is comparable and you get a control element.

IA is a nice touch with EH btw, somewhat filler IMO but then so are most our crew for him. I might have to Nick that for a few games to see how it does. I usually use tactician or coolhand if I have a spare point.

Edited by Carnor Rex

Yea Palob has been key in every match I've used him so far and is insane with SJ as you say. I wouldn't cut him. With EH he hard counters OL better than anything I've come across in scum too.

TLT over ion because it's consistent damage at the same ps to strip shields/tokens and longer range. Ions damage is too low without a better primary or Y title. If you are considering ion go dace instead and add tactician. Now your damage is comparable and you get a control element.

IA is a nice touch with EH btw, somewhat filler IMO but then so are most our crew for him. I might have to Nick that for a few games to see how it does. I usually use tactician or coolhand if I have a spare point.

Thanks. That's how I felt about TLT as well...more consistent damage. Enemies will not want to be that close because of Palob's ability...and I can position my other ships accordingly. I really like IA with EH. If wave 8 was out already, I would have some more viable cheap options for him. IA is also great with Guri depending on how I position to help me adjust to where enemy aces might go after the initial pass. However, Tactician seems pretty strong over IA in many cases. I have the points with my current list sitting at a 26-point BSA w/ Predator. If I keep IA I will throw on ID to either Guri or BSA and keep a small init bid.

I think I'll have to test a few runs with both Tactician and then IA...see which one helps out the most.

Yea Palob has been key in every match I've used him so far and is insane with SJ as you say. I wouldn't cut him. With EH he hard counters OL better than anything I've come across in scum too.

TLT over ion because it's consistent damage at the same ps to strip shields/tokens and longer range. Ions damage is too low without a better primary or Y title. If you are considering ion go dace instead and add tactician. Now your damage is comparable and you get a control element.

IA is a nice touch with EH btw, somewhat filler IMO but then so are most our crew for him. I might have to Nick that for a few games to see how it does. I usually use tactician or coolhand if I have a spare point.

Thanks. That's how I felt about TLT as well...more consistent damage. Enemies will not want to be that close because of Palob's ability...and I can position my other ships accordingly. I really like IA with EH. If wave 8 was out already, I would have some more viable cheap options for him. IA is also great with Guri depending on how I position to help me adjust to where enemy aces might go after the initial pass. However, Tactician seems pretty strong over IA in many cases. I have the points with my current list sitting at a 26-point BSA w/ Predator. If I keep IA I will throw on ID to either Guri or BSA and keep a small init bid.

I think I'll have to test a few runs with both Tactician and then IA...see which one helps out the most.

My fave Palob build is:

Predator, TLT, moldy crow & engine = 36

A bit pricey, I know, but damage output is excellent and engine is necessary to avoid getting killed by focus fire.

I think expert handling is good in place of engine though. It stresses you, but can be the difference between life or death sometimes (because everyone hates Palob!). So if it were me, this is how I'd run Palob + Guri:

Guri w/ predator, virago, sensor jammer, autothrusters & flechette torps = 42

Palob w/ expert handling, TLT, bossk & moldy crow = 33

N'dru w/ lone wolf, glitterstim & cluster missiles (+guidance chimps when available) = 25

100

You could of course run VI N'dru w/ homing missiles for the same cost, but ultimately, he's really only good at nuking a lower PS ship and then he's pretty much done (because without a PS bid, he's not going to nail Soontir, Vader or any other arc-dodger with the sense to stay away from N'dru).

Bossk is useful with TLT, and if you used expert handling, its nice because it doesn't add anymore stress and you get some extra tokens for another shot. And if you're in a situation where you aren't stressed and are not keen on being stuck with a green move next turn, you don't HAVE to activate Bossk...

But no matter what you pick, high PS aces are gonna be problematic. I think the flechette torps help a bit with that, but it will still be a tough matchup for you...

Edited by blade_mercurial

I really like that palob build. The synergy of EH and bossk is good, my only concern would be he's built to be perma stressed so hes banking on missing to maintain accuracy and keep the token count up. Have you ran into this?

I've looked at Bossk as well...but his ability reads as a mandatory trigger from what I could tell. It still might be worth it for the extra offense though. I recognized that aces are going to be difficult...but I am tired of bidding up to 9 or 10, only to lose out on initiative and have it not matter in the grand scheme of things. I think I will be able to manage with Guri and Palob. It seems much more difficult than with 3x Cartel Marauders, but I'm hoping Palob's ability forces my opponent into some tough choices.

I've looked at Bossk as well...but his ability reads as a mandatory trigger from what I could tell. It still might be worth it for the extra offense though. I recognized that aces are going to be difficult...but I am tired of bidding up to 9 or 10, only to lose out on initiative and have it not matter in the grand scheme of things. I think I will be able to manage with Guri and Palob. It seems much more difficult than with 3x Cartel Marauders, but I'm hoping Palob's ability forces my opponent into some tough choices.

Oh crap, you're right -- it is mandatory. Hmmm, its still pretty good though. I haven't run Bossk on Palob specifically, but for a while, I was using it on Mux w/ TLT + moldy + engine, and it was pretty handy (extra focus for the crow bank is always welcome!). In light of that, I think most of the time, bossk will be a positive, but there may be occasions where you wish you didn't get stressed from it (since with TLT, missing is gonna happen!). You could go with your original idea of intel agent instead----it does help a bit against high PS in the sense that either of your ships could be used more effectively as a blocker to allow the other one to get a shot on an actionless ace...

Edited by blade_mercurial

I've looked at Bossk as well...but his ability reads as a mandatory trigger from what I could tell. It still might be worth it for the extra offense though. I recognized that aces are going to be difficult...but I am tired of bidding up to 9 or 10, only to lose out on initiative and have it not matter in the grand scheme of things. I think I will be able to manage with Guri and Palob. It seems much more difficult than with 3x Cartel Marauders, but I'm hoping Palob's ability forces my opponent into some tough choices.

I agree on the PS bid. Aces are definitely manageable with this list, especially single action aces and in particular vader without EU who flies like a brick and gets outclassed by 1 turns easily.

On N'dru I'm liking homers more than clusters lately because a 5 shot no evade is the nuts but they still retain potency within 2 of a friendly. Clusters may outclass them for certain targets but become so much worse if N'dru can't pull off the separation, which forces different flying. However theres almost nothing as satisfying as throwing 8 non TLT dice fully modified from a little 23-25 pt ship.

Thanks for the sanity check Blade. I have been thinking about Zs for blocking as well...though I tend to try and fit Feedback Arrays in them for added grief to agile targets.

Stress was pretty heavy in my local 'meta' the last go-around, so I will be sticking with Predator. I know stress also shuts down Adv. Sensors, but I would still get some modification put in. I'll go back to the board and see if I draw it up the same way or can tweak what you suggested a tiny bit.

I have been running this list that you might be interested in.

Guri - PTL, Virago, Advanced Proton Torpedos, Auto Thrusters, Glitterstim

4x Z-95 - Feedback Array

I have been running this at my local store and it wrecked big ship lists and I have killed several ships with the Feedbacks.