Need advice for my first regionals- Sunny/Guri/Asajj squad

By Cloaker, in X-Wing

Going to Houston regionals next weekend. A buddy has helped me alot to figure out a few things but was hoping for some help from the community also.

First, the list.

Gurjjly Power

Sunny (Cheerleader) Bounder- Linked Battery / Heavy Scyk

Guri - Autothrusters / Intensity / Starviper mk 2

Asajj - Lone Wolf / Glitterstim x2 / Countermeasures / Shadow Caster / Latts Razzi

Why am I flying this? Because it's fun. I know it isn't top tier. Sunny is my favorite pilot in the game, as she represents the best of x-wing to me. Fly smart, and mischievous. And linked battery is working amazingly well. I have flown Guri with Virago / FCS but after repeated games where she gets taken down her 34 points (or more) becomes too much in the MOV battle. 31 is a sweet spot it seems. Plus I can keep Shadow Caster title.

WHERE I NEED HELP

1) Obstacles; I am using the three smallest asteroids currently. In placement phase I look to corner the two biggest ones usually and use the third to cluster off whatever is emerging in the middle. Thought process being Asajj skirts perimeter, and the other two can reposition as needed in between. Is there a better strategy?

2) Approach; For awhile I placing Sunny on the inside of Guri, who was inside of Asajj, who was at range 2 in the far corner. But I don't seem to get Lone Wolf to work as well. (I usually run Asajj back and let the other two do the initial engagement) I toyed with just setting Guri behind Sunny last night in the middle, at range 3 of Asajj. in the corner. It worked a bit better, but it still seems to take Asajj too long to get into the scrum, especially against fast flankers like Dash and Poe.

3) Asajj; Is Lone Wolf that indispensable? I don't think I can consider Attanni with Guri right now as I think stress lists are going to be abundant. Is Fearlessness a viable option? VI to be over Dash? ****, even Snap Shot? (Crazy, I know.) I even have briefly considered Expert Handling, so I could put Gyroscopic instead of Countermeasures but the 1 point bid doesn't seem worth it.

4) Nemesis; What list should I fear most and best tactics against it? My friend's Stressbug/Miranda/Lowhrick (with Rey crew) list just destroys---it is so good. I don't know why we are not seeing more iterations of it out there right now. But is there something worse I should consider and how to gameplan for it?

Right now my overall arching strategy has been; Have Sunny outperform her cost (if she gets a block and three damage through in a game she's done her job I figure) have Guri knife fight and whittle a victim down or draw aggro, and Asajj slow rolls for cleanup or evasion to time. But I feel like I'm missing something. Maybe I need more detailed ideas. Thanks to any who consider to offer help!

1) Seems solid.

2) In a similar build I use which is Ventress/Fenn/Sunny, I set up Sunny as bait/blocker. Either your opponent will ignore her and get a roulette surprise or they will go after her and give your other ships more time to work their magic. Ventress is a tank who skirts the enemy's formations to take pot shots. You will need to be aggressive with her if you really want Shadow Caster to do some heavy lifting. For Guri, I would suggest flanking. Try to position her so she can come in on the side of enemy formations. She's fast and can reposition, so running her all the way to the other side of the mat as your other two ships slow roll opposite your opponent's list is workable. This does mean more difficulty with Lone Wolf, but...

3) I'm a little worried about trying to use Lone Wolf and Shadow Caster together. You want to get in close with Shadow Caster, but so are your allies (particularly Guri). Of your suggestions, I'd say Fearlessness. Embrace that you are battering ram and charge.

I would suggest dropping a glitterstim so you can upgrade the EPT to PTL and Countermeasures to Engine Upgrade. A big base boost does a lot for range control, potential allowing you to get inside ordinance range limits and making it easier to get into the range 1-2 needed for Ventress's ability and Shadow Caster. Now, if this suggestion doesn't gel with you for whatever reason, ignore it.

4) Stress is problematic, so stress givers (even other Ventress's) need to be handled carefully. The lower PS of Sunny and Guri (and to some extent Ventress) means that high PS Aces (like the Inquisitor, Fenn Rau, Kylo, and Poe) could just dance around you. Now, good positioning can keep most of those guys on the run, which can be good if you can get points else where in the enemy list.

Anyway, all in all, that list has some really fun ships in it. I particularly love that Sunny build. For 18 points, it's hard to think of a better option, what with her ability allowing her to hit above her weight.

I hope something in here is helpful for you.

Edited by SabineKey
1 hour ago, SabineKey said:

3) I'm a little worried about trying to use Lone Wolf and Shadow Caster together. You want to get in close with Shadow Caster, but so are your allies (particularly Guri). Of your suggestions, I'd say Fearlessness. Embrace that you are battering ram and charge.

Not any closer than he needs to be for her ability.

Intense Guri is great but still lacklustre without FCS.

16 minutes ago, hawk32 said:

Not any closer than he needs to be for her ability.

True, but that's still within range 2. If you're also trying to get in range one with Guri, keeping her out of range 2 of Ventress could be tricky. Not impossible and probably manageable, but I would still worry about it.

Maybe not top TOP tier, but you have timewalk asajj.

As long as the other portion of your list can do some damage and be some sort of annoyance, you are fine. Timewalk asajj can pair with just about anything and be good enough to make a cut or better.

Lone Wolf is indespensible.

As far as formation, chuck your non Asajj ships out into the scrum and force your opponent to shoot them as Asajj gets to be the end game ship.

A bit of a simplification, but end game Asajj makes it easy.

Only time you may want to lead with Asajj is if you want to fish out Harpoons in her early and then sweep her out after she tanks them, but that can be risky.

Edited by Kdubb

Granted I've only run the 12-point Light Sunny, but I've run her enough to realize that, in a lot of match-ups, a PS 1 ship is going to die before it can even shoot. Make sure there is always a scarier target, and most people will ignore poor little Sunny... At least the first time they play against her. The second time, if you've flown her well, they will be wary of the damage she can bring for her cost.

And secondly, wooooo I won't be the only person at the Houston Regional running Sunny!

I was running naked sunny for awhile. It's a good value at 12 points, though your 18 point version is definitely the best version of her.

However if you want to shed a few points, might I suggest crackshot inaldra at 14 total points? For 2 more points than naked sunny, you get +2 PS, and crackshot gives you a "similar" effect to sunny's. And since I find sunny usually gets her ability once a game on average, using crackshot is just as good, and also you can use it sooner in the game before you die potentially.

With those extra 4 points you can put virago and fcs on guri.

20 hours ago, markcsoul said:

I was running naked sunny for awhile. It's a good value at 12 points, though your 18 point version is definitely the best version of her.

However if you want to shed a few points, might I suggest crackshot inaldra at 14 total points? For 2 more points than naked sunny, you get +2 PS, and crackshot gives you a "similar" effect to sunny's. And since I find sunny usually gets her ability once a game on average, using crackshot is just as good, and also you can use it sooner in the game before you die potentially.

With those extra 4 points you can put virago and fcs on guri.

But there's the rub. When i have 33+ on Guri i'm losing to MOV nearly every time. She is so expensive still.

I'd go with this version personally:

Asajj Ventress (37)
Attanni Mindlink (1)
Latts Razzi (2)
Glitterstim (2)
Scavenger Crane (2)
Countermeasures (3)
Shadow Caster (3)

Guri (30)
Attanni Mindlink (1)
Collision Detector (0)
Contraband Cybernetics (1)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Sunny Bounder (14)
Linked Battery (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

Lone Wolf is a fantastic EPT, but not mandatory. Asajj has succeeded in many forms and its removal makes your list far more flexible. Timewalk Asajj really operates best in a 2 ship list, preferably with a turreted wingman to keep range.

Attanni is a fantastic upgrade for both Guri and Asajj and makes them a lot more efficient, IMHO, overall. Timewalk Asajj only has focus+evade twice all game, and is agility 3 only once. After that, she only has re-rolls sometimes. Also Guri needs to pay careful attention to when to use intensity, and how to spend those focus tokens that she might have a hard time flipping it back even with her ability's natural synergy with it.

I really wouldn't worry about stress lists--not to the point of talking yourself out of taking Attanni. There's a bit of stress out there, but it's usually a single ship (Ezra, the odd tactician, another Asajj). If you feel it will really hold you back, make killing it a priority. And Guri's ability is a great insurance policy for stress.

This Asajj build will have focus+evade the majority of the game, and still has a glitterstim on the turn where you're not getting the focus from Guri. She's agility 3 1+the number of ships you're able to kill within both Shadowcaster and her ability's range. The defensive potential for this list is much higher and allows your ships to mutually support one another.

This Guri build is just far more flexible and unpredictable. Contraband Cybernetics acts not only as an insurance policy against stress lists but opens up some insane sloop+barrel roll/boost options. Remember that while she would take 2 stress from it, Asajj would still only take 1. The collision detector also allows you to wring every last drop of value out of those fancy barrel rolls. Guri is only PS 5, so her best ability is her unpredictability. See what I did there?

If you were up for it, you could also switch glitterstim to rigged chute on Asajj and switch cybernetics to cloaking device on Guri. Both upgrades synergize with collision detector and it makes Guri even more unpredictable. But for competition I'd probably stick with the list above.

Good luck!