Side question, seeing as how you brought up linked actions:
I heard something about when you fail an action you now get a stress. Is that right? Or is it only if you fail a RED action that you still have to take the stress?
Side question, seeing as how you brought up linked actions:
I heard something about when you fail an action you now get a stress. Is that right? Or is it only if you fail a RED action that you still have to take the stress?
Play her either way, You stack a lot of potential extra's on her and pay the points. If you're wondering if it's too much or too little build out a Slave-1 to similar specs or compare to using Fenn Rau on the lower end. Guri is like two different ships with the amount of points you can sink into her.
Edited by Zorprime7 minutes ago, BlastyMcBlasterFace said:Side question, seeing as how you brought up linked actions:
I heard something about when you fail an action you now get a stress. Is that right? Or is it only if you fail a RED action that you still have to take the stress?
Only if you fail a red.
A lot probably depends on how you fly her. Watching some of the Gold Squadron Open games, I think Outmaneuver was necessary for how Matthew Cary flew her, just barrel rolling off to a side, no dice mods, and often at a reasonable distance. If you're flying like that, you'll need the agility reduction in order to actually push damage. I didn't notice him using Advanced Sensors that often, but I've only seen a few games. I'm sure another player will fly Guri a lot closer, a lot tighter, and perhaps Predator would be better for those players.
My gut says I kind of want Collision Detector on Guri. That seems really nice on a lot of ships. I need to fly more of them to be sure, but I kinda think I'd rather have a generic Sigma Squadron Ace TIE Phantom with Juke/ColDet over an Echo or Whisper with just Juke.
32 minutes ago, BlastyMcBlasterFace said:Side question, seeing as how you brought up linked actions:
I heard something about when you fail an action you now get a stress. Is that right? Or is it only if you fail a RED action that you still have to take the stress?
Red action failures get stress. White action failures do not. This has probably already been ninja'd but hey.
Edited by theBitterFig9 minutes ago, theBitterFig said:My gut says I kind of want Collision Detector on Guri.
Your gut is 100% right. It's super good for being unpredictable, but it's also nice because those rolls can be a bit tough to judge and it's super easy to just slightly clip a rock.
I like to have my Guri in range 1 to enemy ships, so I need AS on her. You can Calculate/TL and then bump or S-loop. Or barrel roll to not bump (with S-loop).
15 hours ago, Cuz05 said:Correct me if I'm wrong, this came up against me recently and I let it go (jovially). If Guri Adv Sensors a pre move roll, she cannot link it to the red calculate, due to the 1 action restriction on AS. Although she can obviously still gain a focus at R1. My opponent believed she could (innocently).
Funnily enough, it made him kind of predictably tied to her blue moves and relatively simple to kill box. I was scared of the 1 hard into barrel roll + R1 focus. She's soooo hard to trigger Outmanoeuvre against at short range, when not stressed.
Looked up the advance rules on linked actions. If you perform an action that has a linked action you can perform the linked action regardless of source of the triggering action. So performing the action with AS would still allow linked actions.
Page 12 of the advance rules.
Edited by klaw646The answer to the question of how heavily to kit out Guri is not any particular list of upgrades, but rather her wingmate(s). She is best suited (in my opinion, of course) as a flanker, as *not* the focus of your opponent's attention. Her wingmate needs to be scarier than she is, and tough enough to withstand that attention.
I've run Fett, and we've all seen the videos and read the blogs - Fett is undeniably strong and will rightfully draw attention. I've flown him a couple times with Guri, and it is a beastly pairing. The points required to build him at his strongest put just the slightest restraint on Guri's build, and I definitely expect a number of increases on the various pieces that make up a strong Fett which would of course further reduce Guri's effectiveness. It's still **** good, if just slightly dull to fly - Fett doesn't have a lot of zoom, but certainly has modifications to spare.
I've run Asajj alongside Guri. Two problems there. No, three. One, Asajj is so very expensive. Two, there aren't currently any truly exciting upgrade options for the slots available on the Lancer. Three, even if you opponent does decide that Asajj is somehow scarier than Guri, she can't take as much heat as Fett. He sets the bar so very high. I want to love the Lancer - I've got a sweet LED model and *love* the dial - but seriously, it's current load-out is so expensive and so uninspiring. It's a large-base interceptor but without quite the same fizz.
I've run a pair of Fangs. This was fun. Fangs dance almost as well as 'Vipers. But they are so unreliable, both in damage-dealing and -taking. And Guri becomes the obvious focus of the opponent's ire. She can dance around and tank a few shots here and there, but then the Fangs really need to punish your opponent's fleet, and they so far have not. They don't have the mods to be reliable, unlike, say, Bombers or most Rebel synergy lists. In the end, while each ship in the list was an absolute blast to fly, to throw around the table, it felt...weak. And week isn't that much fun.
I'm looking at Palob and 4-LOM together - both very nasty ships capable of some ugly shenanigans. I'm also looking at a couple different variations on Z95 and Scyk missile/cannon mini-swarms, mixed and pure. Both options have definite strengths, both will punish can opponent. And both lack that certain fizz (in my brain, at least). I keep coming back to the Lancer, and wishing it were just a little more capable - lining up the double arc for a title-powered tractor is extremely difficult, and the two-dice turret is...not so good versus a lot of what my opponents have been fielding. And I keep coming back to the Fangs, which are a blast to fly, but not such a blast to watch die.
So. Rambling on a bit, but having seen that the general consensus on Guri's build is "most anything will work, depending on how you want to fly," I'd like to turn this conversation over the the question of her wingmate. What have you all been flying? Who has been unexpectedly good? What pairing excited you most?
5 minutes ago, Kleeg005 said:What pairing excited you most?
So, I noticed that Guri with 2 Black Sun Assassins, all with Outmanoeuvre and AS, comes to precisely 200pt...
This excites me, but will almost certainly just die very fast.
6 hours ago, klaw646 said:Looked up the advance rules on linked actions. If you perform an action that has a linked action you can perform the linked action regardless of source of the triggering action. So performing the action with AS would still allow linked actions.
Page 12 of the advance rules.
Now look again at Advanced Sensors.
I make her super thick...like peanut butter.
Advanced sensors,outmaneuver virago,shield upgrade.
THICK.
1 hour ago, Velvetelvis said:I make her super thick...like peanut butter.
Advanced sensors,outmaneuver virago,shield upgrade.
THICK.
This is how I've been running her, and both of those extra shields have been solid in about half my games, denying crits that would otherwise have gone onto hull. To the point where I don't think I would run her any leaner. Unless her points came down substantially enough to allow for more strongly equipped wingmates.
On 9/27/2018 at 8:37 AM, nexttwelveexits said:I prefer Guri to be relatively scantily clad. (er... in a game sense)
I wonder if you would have used the same wording to talk about any other pilot. Do you like your Academy Pilots scantily clad as well?
3 hours ago, Tvboy said:I wonder if you would have used the same wording to talk about any other pilot. Do you like your Academy Pilots scantily clad as well?
That depends on how nice the curves are
on their barrel rolls
I played Guri a bunch in 1.0; I love the bendy BR. She was vulnerable on the approach; calculate in 2.0 adds to that, but I5 solidly puts her in the top tier of 2.0 aces.
In 1.0, I was a big fan of CD, but that is no longer an option. Perhaps I will try SD at some point.
With I5, AS is certainly viable; having boost and the bendy BR makes it incredible. Her ability gets around the missing linked action (with no stress to boot). In order to increase the chances of triggering her ability, you are going to want to get behind a target that moves before you, so outmaneuver will also be very useful. This will be my initial load out until I get a few games in with her.
The 100+ pt SuperGuri could be fun, but I am wary of dropping that many points into a small ship that doesn’t have force tokens to keep it alive.
20 hours ago, Tvboy said:I wonder if you would have used the same wording to talk about any other pilot. Do you like your Academy Pilots scantily clad as well?
I like Biggs naked except for that mustache, but the point is well taken.
Edited by theBitterFigAll my 2.0 games have been using Guri. After trying Debris Gambit, FCS, Predator, Daredevil and Elusive, I've come to love this build.
Guri (62)
Outmaneuver (6)
Advanced Sensors (8)
Afterburners (8)
Virago (10)
Total: 94p
She's been doing wonders in all my games. Her wingmates are IG-88A with just the title, and L3-37 in the escape craft with just IG-88D crew, which sets the list in 192p. That 8 point bid has been enough by now, but we'll see how the game evolves...
So far I'm 4-2, and having a blast with it. I even won the Launch Party kit going 3-0 with the highest MOV. Good times