I am looking for some opinion on my list.
Guri (30)
Virago (1)
Accuracy Corrector (3)
Stealth device (3)
Serissu (20)
Tansarii point veteran (17)
2X Black Sun Soldier (26 total)
100
Any advice is welcome to the list.
I am looking for some opinion on my list.
Guri (30)
Virago (1)
Accuracy Corrector (3)
Stealth device (3)
Serissu (20)
Tansarii point veteran (17)
2X Black Sun Soldier (26 total)
100
Any advice is welcome to the list.
Accuracy Corrector is meh on a 3 attack ship. Why be satisfied with a measly 2 damage when you have the power to deal 3 (or even 4 at range 1?). Its easy to get consistent 3-4 damage with Guri. First, she has the ability for a free focus at R1. 2nd, she can take an elite talent like predator or lone wolf to ensure her damage dice are not crapping out on you (or at least, very rarely).
Also, Autothrusters is quite good on a star viper. It will save more damage than a stealth device more often than not. Stealth is only worth considering when you can stack focus+evade tokens like an imperial interceptor (and even then it can crap out early without doing anything).
There's no real point in taking a tansarri point vet unless you plan on using him for a specific purpose. He is terribly inefficient as 'filler'. What makes the point vet worthwhile is the fact that he can take an EPT, so if you aren't using that, then take a different pilot/ship.
One last thing: I get the feeling you plan on flying this list in some kind of formation, but I don't think that works very well for star vipers (exception: Xizor). Vipers are very mobile and like to have space to get the most out of their movement shenanigans. If you keep it too close to other ships, you limit some of your movement options. When your opponent sees that, he can more easily guess your moves. Its very hard to predict where a star viper will go when none of its moves are blocked (by other ship positions or asteroids), although this is a good practice to get into with all of your flying, since keeping 'dial open' is always a good idea (you can do this by planning two moves in advance).
So my suggestion is (assuming these are the ships you want to run):
Guri w/ predator & autothrusters = 35
2 cartel spacers w/ title & manglers = 20 x 2
2 binayre pirates = 12 x 2
99
Keep your z-95s and scyks together (z's in front) but Guri to the side. Guri then approaches from a flank or at the very least, a different direction than your other ships. Keep Guri a bit back though. If she goes in too fast at first, she will get killed. You want the opponent to focus on your block of 4 ships and protect Guri.
Edited by blade_mercurial