Jump to content
Sign in to follow this  
Kaimuund

StarViper Guri and Mercs

Recommended Posts

I'm planning on running this at the Store Championship 

 

I've had only one chance to play it so far, and did pretty well. I usually run Guri with the TLT Y and a Mandalorian Merc in a Firespray (predator/Tactician)

 

Guri (30)
Lone Wolf (2)
Autothrusters (2)
 
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
 
Cartel Marauder (20)
 
Cartel Marauder (20)
 
Total: 100
 
 
 
OR the previously mentioned:
 
Guri (30)
Lone Wolf (2)
Autothrusters (2)
 
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
 
Mandalorian Mercenary (35)
Predator (3)
Tactician (2)
 
Total: 100
 
 
 
I prefer Guri, and she really does some work, but I like to keep her cheap. As anyone who has played StarVipers knows, they can very, very quickly eat up all your points. Much like our friendly Defenders. Keeping her cheap and out on the fringe has been really good, as if the opponent goes for her, she can be very slippery with Autothrusters and Lone Wolf defensive reroll (which is why I like it so much, without the evade action), and if they go for your other force, she can slip in the back and do some real damage. 
 
The mandalorian merc is good, but I find he's too often out of position. I usually get two good rounds with him, then he's kind of out of place. i think the Khirax's that have those 1 turns and are so good at knife fighting might be better. It also doubles the firepower. I Fly the two of them with the Y wing in formation, ala x wings and y wings rebel style, and then put Guri as far away as i can. Slow roll formation, race Guri. 
 
Any thoughts?

 

Share this post


Link to post
Share on other sites

Guri wants to do his stuff at R1, and maybe you'll have trouble mantaining your other ships at R3 from her to trigger Lone Wolf. And if you do it, maybe she is unprotected and your enemy could focus fire on her...

 

In my experience, Guri loves to fly in a total mess, bumping (no problem with her ability) and murdering things. So I pair her with yv-666, autoblaster y-wings, blockers, Boba... If you load her with Sensor Jammer, try with Palob... VERY ANNOYING, everybody hates Palob, he will become the target, and Guri will punish them.

 

That's my opinion!

Edited by Albertpalma

Share this post


Link to post
Share on other sites

I would like to hear your results. It is hard to make the Star Viper work in most lists. I find it hard to get a good build on the table. The Cartel marauders I have had some luck with over the past few games. They are solid ships at 20 points. I would go for that list over the adding the merc.

Share this post


Link to post
Share on other sites

I'll post my results. I'm going to try and get some test games in. 

 

I like Albertpalma's thoughts on Guri, as the scrum can be a good spot for her. I try not to use her that way though, as she's pretty expensive, and can be point sink if you're not careful. No evade action and poor greens don't make her as tanky as some other similar ships. Her 5 health doesn't last long if she's too bold. 

 

I think I want to keep it with the four ships, as the new MoV with large ships basically means that the Firespray will have the same survivability as two Khiraxz's but with half the firepower and not nearly the knife fighting potential. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...