Valid combinations of thrusters for turning include straight line (EG: N+S) and Y shapes (EG: S+NE+NW) that provide a net torque.
The more off-center the thruster, the more it can provide turn rate, but the less effective it will be at actual acceleration. Pairing up symmetrical thrusters allows you to have the best of both worlds, since individually they have lots of torque, but combined the have zero torque and 100% efficiency (Efficiency is shown in brackets after the accel number).
Note:
For game physics here, thruster based turn rate is limited to that which you can accomplish without any net acceleration.
To turn clockwise, the ship can use the left side booster engine, plus the right side retro thruster.
Since there is equal thrust north and south, the ship doesn't drift (1N + 1S = 0), but because the two thrusters provide lots of torque on a long arm, the ship can spin really fast.
If one of the retro thrusters is destroyed, then it will only be able to turn well in one direction.
If both are destroyed, then it has to resort to using the two small splayed thrusters (facing NE and NW) plus one of the forward boosters at maybe 5% thrust to get the turning torque (1S + 1NE + 1NW = 0). That works out to about 0.35 turn rate (when you count the fact that the fury is lighter after the engines are gone), which sucks, but is better than nothing and will let you get home eventually