Guri Fury...And Beyond

By Deepspace5, in X-Wing Squad Lists

Greetings fellow pilots!

It has been some time since I've captained a squadron of pilots in X-Wing, but I wanted to get back into the swing of things with an upcoming Regional tournament.

I'm considering the following list:

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Guri Fury
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100 points

Pilots
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Guri (34)
StarViper (30), Intensity (2), StarViper Mk. II (-3), Autothrusters (2), Virago (1), Fire-Control System (2)

Fenn Rau (34)
Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Zuckuss (32)
G-1A Starfighter (28), A Score to Settle (0), Boba Fett (1), Fire-Control System (2), Mist Hunter (0), Tractor beam (1)

The base of my list is Guri. It seems I always have to run her when flying scum...even before Guns for Hire was out. This will be my first time using her with Intensity. I figure a standard Fenn loadout to help threaten the board was a solid choice. Finally, we have Zuckuss. While he is my favorite Bounty Hunter, he is the problem I am having right now. Tractor Beam at PS 7 doesn't allow Fenn to take advantage of it...while it could still be useful to mess with lower PS ships that are trying to drop munitions on my squad. Boba Fett is just for flavor because I think it would be nice to rep him over a longer tournament and make for some interesting moments.

I'm mainly flying for a fun experience, but is there any way to improve this list to stand a better chance in today's meta?

Edited by Deepspace5

I really like all 3 of those ships too and was also trying to get better with Guri even before G4H. Haven't used all three of them in the same list but now my curiosity is piqued.

Putting Veteran Instinct (1) on Zuckuss could really pay off for Fenn, especially if a bad guy got pulled into Fenn's Range 1 zone of death. Maybe swap the Boba Fett for the VI or downgrade the PTL to a cheaper Elite such as Fearlessness (1) or Intensity (2).

4 hours ago, Arctic Dragon Games said:

I really like all 3 of those ships too and was also trying to get better with Guri even before G4H. Haven't used all three of them in the same list but now my curiosity is piqued.

Putting Veteran Instinct (1) on Zuckuss could really pay off for Fenn, especially if a bad guy got pulled into Fenn's Range 1 zone of death. Maybe swap the Boba Fett for the VI or downgrade the PTL to a cheaper Elite such as Fearlessness (1) or Intensity (2).

Thank you for the response! I will look at what I like better for Fenn. PTL on him just seems so natural...especially with half-way decent flying/predicting, you can double up on offense with Focus/Target Lock. I like the intensity option, but unfortunately I only have one TIE Aggressor.

Boba Fett isn't mandatory, but I like VI a lot more. I know the 'meta' is filled with PS 10+ ships with hard hitting ships, so I am not too worried about the initiative bid. Making Zuckuss the same PS as Fenn will get that mileage out of the Tractor Beam, and I think that's what the real threat would be.

I haven't really flown against a swarm of Harpoon missiles...do you think Zuckuss would survive a few of them? I'm guessing he'd take two and one more attack to finish off if I am taking the Evade action. I have considered replacing him outright with Manaroo...maybe something weird like Wired, Bossk, and Feedback Array (32 points). Lowers the offensive power of the list a bit, but brings in some staying power with support.

I also thought about dropping FCS on Zuckuss, but if that was the case, most of my actions would be the Target Lock, so that decreases his staying power even more.

Dropping FCS on Zuckuss would be painful. His low agility really is helped by taking Evade. I haven't used Manaroo or any of the Jumpmasters yet as I didn't want to waste time learning about a ship & pilots that were going to be nerfed, so no comment.

I really don't know what can survive a swarm of Harpoon missiles. Focusing on a very offensive list with Fenn & Guri means accepting the risk of less survivability but I like the Scum "high risk/glass cannon" play style.

Another option would be to have 4-LOM (27) piloting the Starfighter w/ a BMST on him and Guri. Fenn would benefit from the stressed bad guy's maneuvers becoming predictable as they go for the green. Guri's low PS 5 isn't such a hindrance when she is using the BMST against bad guys with higher PS that have been stressed. Since BMST is so thematic for Scum I am always finding ways to use it.

3 hours ago, Arctic Dragon Games said:

Dropping FCS on Zuckuss would be painful. His low agility really is helped by taking Evade. I haven't used Manaroo or any of the Jumpmasters yet as I didn't want to waste time learning about a ship & pilots that were going to be nerfed, so no comment.

I really don't know what can survive a swarm of Harpoon missiles. Focusing on a very offensive list with Fenn & Guri means accepting the risk of less survivability but I like the Scum "high risk/glass cannon" play style.

Another option would be to have 4-LOM (27) piloting the Starfighter w/ a BMST on him and Guri. Fenn would benefit from the stressed bad guy's maneuvers becoming predictable as they go for the green. Guri's low PS 5 isn't such a hindrance when she is using the BMST against bad guys with higher PS that have been stressed. Since BMST is so thematic for Scum I am always finding ways to use it.

Yes, that is the acceptable risk for this type of list. I have to fly with the confidence that my ships can hurt the opponent as well and focus fire will drop a ship off the board before it can shoot.

I like the 4-LOM idea. Maybe "A Score to Settle" with Zuckuss crew, BMST, FCS, and the title (32 points) would be a good way to fill it out. 32 point is also enough space for a YV-666 with 4-LOM crew and Bossk.

Now I want a Guri Fury list! I want to try Guri, Fenn & 4-LOM and I want to try Guri, Fenn and Trandoshan Slaver with a Flechette Cannon with BMST.

Here is a rough example of my Guri Fury list.

Guri — StarViper
Intensity
Advanced Proton Torpedoes
Advanced Sensors
Scavenger Crane
Autothrusters
StarViper Mk. II
Virago
Ship Total: 43
Fenn Rau — Protectorate Starfighter
Expertise
Autothrusters
Concord Dawn Protector
Ship Total: 35
Sunny Bounder — M3-A Interceptor
"Mangler" Cannon
Pulsed Ray Shield
"Heavy Scyk" Interceptor (Cannon)

Ship Total: 22

I can make Guri go around a rock facing away from it. Rau is just a powerhouse unless he is stuck going up against a PS 10. Sunny is funny with manglers and target locks because remember you can reroll 0 dice. You could swap the mangler for autoblaster cannons if you feel like being a complete ****. If you do that then you can reduce Scavenger Crane down to Contraband Cybernetics.

Here's what I'm thinking I might fly with Guri soon. Not so much a suggestion for you, but just things I'm musing about with Guri. Seemed an OK place to ramble.

Guri (Push the Limit, S.V.MK.II, Autothrusters, Virago, Fire Control System, Glitterstim) 37 points

2x Contracted Scout (Intimidation, Intelligence Agent, Burnout SLAM, and Anti-pursuit Lasers) 31 points each

//

So if I know where my opponent is going to land, PTL Guri and big blocking Jumpmasters seem strong. Intimidation kind of covers the weak post-nerf offense of a 2-dice PWT, since reducing an opponent's defense dice is statistically about as good as adding a focus or TL to your own dice. It doesn't quite make up for the loss of R4 Agromech with Attanni, but ought to be OK. Guri's map of where she can get to from PTL Boost/BR with those bank-BRs is pretty crazy. If you no longer have to guess where your opponent is going, well.

I dig this. So, you c o u l d save some points by using Attani on Fenn and Guri. It's a lovely combo, but it has less long - term reward than PTL on Fenn. Intensity on Guri, is okay. Other things can also be okay.

Zuckuss is the challenge. VI could be really good to soften up a target for Fenn, so I support that choice. However, if you really felt you wanted a different EPT, Ketsu crew can store those Tractor Beam tokens into future rounds. Frankly, I'd advise using her no matter what EPT you go with.

I don't know what qualifies for "fury" guri, but I'd like to share my plan with guri.

Haven't flown it yet (will do after my current dual Firespray obsession). My idea, in difference to your Zuckuss, was to include a solid tank with which I want to block as hard as I can. Thus the loadout of the bumpmaster.

Don't know about stealth device, but I will find out I guess...

Guri (30)
Attanni Mindlink (1)
Advanced Sensors (3)
Stealth Device (3)
StarViper Mk. II (-3)
Virago (1)

Fenn Rau (28)
Attanni Mindlink (1)
Autothrusters (2)
Concord Dawn Protector (1)

Contracted Scout (25)
Snap Shot (2)
Intelligence Agent (1)
Feedback Array (2)
Ion Projector (2)

Total: 99

View in Yet Another Squad Builder

Edited by flooze
On 1/14/2018 at 10:04 AM, theBitterFig said:

Here's what I'm thinking I might fly with Guri soon. Not so much a suggestion for you, but just things I'm musing about with Guri. Seemed an OK place to ramble.

Guri (Push the Limit, S.V.MK.II, Autothrusters, Virago, Fire Control System, Glitterstim) 37 points

2x Contracted Scout (Intimidation, Intelligence Agent, Burnout SLAM, and Anti-pursuit Lasers) 31 points each

//

So if I know where my opponent is going to land, PTL Guri and big blocking Jumpmasters seem strong. Intimidation kind of covers the weak post-nerf offense of a 2-dice PWT, since reducing an opponent's defense dice is statistically about as good as adding a focus or TL to your own dice. It doesn't quite make up for the loss of R4 Agromech with Attanni, but ought to be OK. Guri's map of where she can get to from PTL Boost/BR with those bank-BRs is pretty crazy. If you no longer have to guess where your opponent is going, well.

I flew this Guri yesterday, along with a Deadeye/Synced Turret Kavil (4 dice + focus out of arc, 3 dice + focus + 2 rerolls in arc) and an almost-bare Autothrusters Thweek.

PTL Guri can move so well. I'm really digging it, but at least one of those Scouts will be replacing the Kavil. Thweek is still in the air.

The game also had a funny end. My Guri had just gotten tagged with Harpoon Missiles, down to 1 HP, and based on her position, had to fly over a rock. Roll the dice, take the hit. Boom. Only I was close enough to the Dalan Oberos who'd Harpooned! her and he was also only at 1 HP. Also boom.

2 hours ago, theBitterFig said:

I flew this Guri yesterday, along with a Deadeye/Synced Turret Kavil (4 dice + focus out of arc, 3 dice + focus + 2 rerolls in arc) and an almost-bare Autothrusters Thweek.

PTL Guri can move so well. I'm really digging it, but at least one of those Scouts will be replacing the Kavil . Thweek is still in the air.

The game also had a funny end. My Guri had just gotten tagged with Harpoon Missiles, down to 1 HP, and based on her position, had to fly over a rock. Roll the dice, take the hit. Boom. Only I was close enough to the Dalan Oberos who'd Harpooned! her and he was also only at 1 HP. Also boom.

I really do love this build on a scout right now, i think its really solid and compliments guri so well. How wold you feel about advanced sensors over autothrusters on guri? shes trying to stay out of arc at r1 anyway.

1 minute ago, ltetone said:

I really do love this build on a scout right now, i think its really solid and compliments guri so well. How wold you feel about advanced sensors over autothrusters on guri? shes trying to stay out of arc at r1 anyway.

You'll pry my Autothrusters from my cold, dead hands. I don't think Advanced Sensors is a bad idea, but Autothrusters are not the place I'm going to find the point for it. There was a 1 point bid in the double-Jump Guri list, I'd just swap FCS and run at 100 points.

22 minutes ago, theBitterFig said:

You'll pry my Autothrusters from my cold, dead hands. I don't think Advanced Sensors is a bad idea, but Autothrusters are not the place I'm going to find the point for it. There was a 1 point bid in the double-Jump Guri list, I'd just swap FCS and run at 100 points.

kCjWZ7j.png?1

On 2018-01-14 at 4:04 PM, theBitterFig said:

Here's what I'm thinking I might fly with Guri soon. Not so much a suggestion for you, but just things I'm musing about with Guri. Seemed an OK place to ramble.

Guri (Push the Limit, S.V.MK.II, Autothrusters, Virago, Fire Control System, Glitterstim) 37 points

2x Contracted Scout (Intimidation, Intelligence Agent, Burnout SLAM, and Anti-pursuit Lasers) 31 points each

//

So if I know where my opponent is going to land, PTL Guri and big blocking Jumpmasters seem strong. Intimidation kind of covers the weak post-nerf offense of a 2-dice PWT, since reducing an opponent's defense dice is statistically about as good as adding a focus or TL to your own dice. It doesn't quite make up for the loss of R4 Agromech with Attanni, but ought to be OK. Guri's map of where she can get to from PTL Boost/BR with those bank-BRs is pretty crazy. If you no longer have to guess where your opponent is going, well.

I like that list. My take on it/Gury Fury is as follows. Less reliable blocking, but potentially higher damage output.

http://xwing-builder.co.uk/view/793576/37-gurihelblocker#view=cards

Guri, Ptl, MkII, Virago, FCS, Glitterstim, AT 37

Viktor Hel, Deadeye, Vaksai, Harpoon Missiles, Guidance chips, stealth device, pulsed ray shield, scavenger crane 32

Contracted Scout, Fearlessness, Intel agent, Feedback array, Anti pursuit lasers 31

The scout is built to do damage at R1, or at contact. Hel profits with a straight harpoon shot, and Guri dances around. If succesfully blocked, the only viable target for an Arc ship is going to be Hel, meaning they'll end up stressed. Meaning the turn after most targets move green, i.e. pretty straight and short. So not only should you be able to dance after with Guri, but also used PRS to heal up Hel and probably still get off a good shot into a damaged and harpooned target. Then use crane to pick up another set of missiles or fix the stealth device. Rinse, repeat. :)

Two scouts is quite possibly overkill. I like the idea of putting a more bursty 3rd ship in there, @westiebestie . With Anti-Pursuit Lasers (and Feedback Array), could this be a time to use Captain Jostero? That's two ways to trigger his ability... Someone bumps and Jostero lights them up. To that end, I might go back to Intimidation. I also might go for Homing Missile over Harpoon, since the list likes to live at Range 1, and Guri's health is a pretty limited resource, even if the Jumpmaster has a few to give.

Captain Jostero (32) Kihraxz Fighter (24), Vaksai (0), Deadeye (1), Homing Missiles (5), Scavenger Crane (2), Hull Upgrade (3), Guidance Chips (0), Pulsed Ray Shield (2)

Contracted Scout (31) JumpMaster 5000 (25), Cikatro Vizago (0), Feedback Array (2), Intimidation (2), Anti-Pursuit Lasers (2)

Guri (37) StarViper (30), Push the Limit (3), StarViper Mk. II (-3), Autothrusters (2), Virago (1), Fire-Control System (2), Glitterstim (2)

Edited by theBitterFig

Hadn't thought about Captain Jouster @theBitterFig ! That's a cool matchup. I'd still swap Homing for Harpoons though and put Intel Agent back on the Scout for the point saved. But it's a matter of taste of course, but this requres less exact manouvring of the Captain.

I think I need to try both lists and see which 3rd ship (Viktor Hel/Jostero) I like best. The 1p lower cost of the Captain makes me afford Intimidation on the Scout. Which I think you are quite right about synergizing well with both Guri and Cap J (twice!).

Edited by westiebestie

@theBitterFig

A bonus way to trigger Captain Josteros shoot twice ability would be to equip Seismic Torpedoes on Guri. With PtL it wouldn't hurt too much spending an action to use it. The points for it could come from Guris Glitterstim or the captains Hull upgrade. This way you could realistically trigger Josteros ability twice in a game, which would be doubtful if you pull off with just blocking/feedback array/anti-pursuit lasers.

After som dry practise I believe I will get more mileage out of an unstressed Guri, since S-loops are pretty essential . So I am switching PtL to Intensity in the Intimidation-Blocker+Jostero list. Hopefully Guri gets into R1 and can re-flip Intensity on the turn it's used. If not, there's still Glitterstim if needed the round after. The list sits at 99p so it also has a 1p bid for Guri and Jostero. Not that many PS4/5s out there but the big rock goes where I please.

http://xwing-builder.co.uk/view/796767/intensity-gurijosteroblocker#view=cards

Edited by westiebestie

PTL Guri felt wicked nice to me the two games I've flown with her so far.

I switched to PTL/SVMk.II/Autothrusters only on her at 32 points, a 31 point Contracted Scout (Intimidation, Inteligence Agent, Burnout Slam, Anti-Pursuit Lasers), and so that I'd have two strong Starvipers, I moved the Virago package over to Thweek (SVMk.II/Autothrusters/Virago/FCS/Glitterstim) also at 32 points--or 37 counting his 5-point bid. My experience with Thweek is that he got a lot of Range 1 out-of-arc shots in the first game, so adding modification to that would just be strong).

Dang those bank-barrel-rolls are good. At one point, I was behind a Starwing, and it Slammed 3 and 3. I'd dialed in a 1-bank in the wrong direction, but was still able to boost/barrel roll into a Range 1 shot.

Jumpmaster mostly just accomplished being shot a lot, but it ate a lot of fire. Would it make sense to drop the bid down to 3 points to swap Contracted Scout for Manaroo? That'll need on-table investigation, since I'm not sure how much I'll live at range 1 of her. Sigh. If they'd just done the Torpedo/Astromech nerf first (and Attanni), perhaps Manaroo could have gotten away with being range 1-2.

*edit* I wanted to add: at least for me, I don't think Intensity would make it. I wound up Boost/Barrel Rolling a lot . You can clear ridiculous amounts of space and wind up in all sorts of crazy angles.

Here's a partial picture of a Boost/BR from a 1-bank, linked from this blog ( https://suchanxwinghipster.wordpress.com/2018/01/07/battlestar-wars-galactica-so-the-fate-of-the-entire-human-race-depends-on-my-wild-guess/ ). I mean, you can wind up changing your facing 90 degrees from wherever you've ended your first move. I mean, even if Intensity is easy to flip (and I don't know that it is), this is just nutty.

one-bank-viper.jpg

Edited by theBitterFig
7 hours ago, theBitterFig said:

Sigh. If they'd just done the Torpedo/Unhinged nerf first, perhaps Manaroo could have gotten away with being range 1-2.

Exactly my thoughts when I was tinkering with the list above