Moralo's Immovable Fortress

By Eladain, in X-Wing Squad Lists

So I've been flying a Bossk/Boba duo and have had quite a bit of success with it. However, I really like the idea of Moralo + HLC and a support ship with Wingman. Essentially pick a strategic spot on the map and setup "camp" where you can red stop every turn and your wingman clears the stress. Obviously you'd need to pivot occasionally, but you get the idea. The issue I'm having is settling on Moralo's support ships. I've toyed around with a lot of different pairings and was hoping someone may have some insight or suggestions on the following...

Moralo (34)

  • HLC (7)
  • Gunner (5)
  • Bossk (2)
  • Outlaw Tech (2)

Support Options #1

Palob (20)

  • Wingman (2)
  • TLT (6)
  • Recon Spec (3)
  • Moldy Crew (3)

Kaa'to (15)

1pt Initiative

Support Options #2

Serissu (20)

  • Wingman (2)
  • "Heavy Scyk" (2)
  • "Mangler Cannon (4)

N'Dru (17)

  • Lone Wolf (2)
  • "Hot Shot" Blaster (3) [Could drop for a HLC on the scyk]

Support Options #3

Tansarii Point Veteran (17)

  • Wingman (2)
  • "Heavy Scyk" (2)
  • "Mangler" Cannon (4)

Cartel Spacer (14)

  • "Heavy Scyk" (2)
  • "Mangler" Cannon (4)

*5 Points (Possibly Fins + EU on Moralo for when he does need to pivot?)

Any feedback or suggestions would be greatly appreciated.

Bossk crew activates least frequently with an HLC since you're already throwing so many dice. And even when it does activate, Gunner only lets you fire your Primary weapon and doesn't synergize well with HLC either.

Instead of Bossk & Gunner, you're better off with just K4 Security Droid and Outlaw Tech. That gives you 4 points to work with as well. If you really want to spice things up, give Moralo Greedo :D

The cheapest Wingman platform is Kaa'to, so I would recommend just sticking it on him if you're intent on running Wingman.

It's worth mentioning that you can easily castle without Wingman as well. Deploy any Binayre Pirate either facing head-on or perpendicular with Moralo and you can park both ships indefinitely. That would shave off another 5+ points.

In terms of support, glass cannons and jousters work well with Moralo. Palob is a good choice, but a mini-swarm of Binayres is also useful for mucking up the path to Moralo.

Also look into using Tasarii Point Vets. I would keep Gunner and Outlaw Tech and switch out Bossk for Merc Copilot. Also Mangler Cannons are your best bet with Moralo.

Bossk crew activates least frequently with an HLC since you're already throwing so many dice. And even when it does activate, Gunner only lets you fire your Primary weapon and doesn't synergize well with HLC either.

Instead of Bossk & Gunner, you're better off with just K4 Security Droid and Outlaw Tech. That gives you 4 points to work with as well. If you really want to spice things up, give Moralo Greedo :D

The cheapest Wingman platform is Kaa'to, so I would recommend just sticking it on him if you're intent on running Wingman.

It's worth mentioning that you can easily castle without Wingman as well. Deploy any Binayre Pirate either facing head-on or perpendicular with Moralo and you can park both ships indefinitely. That would shave off another 5+ points.

In terms of support, glass cannons and jousters work well with Moralo. Palob is a good choice, but a mini-swarm of Binayres is also useful for mucking up the path to Moralo.

Ya, I'm aware of the non-synergy between HLC and Gunner. I just really want Moralo to be doing damage every turn. So when the HLC does miss, I'm ok settling for 3 attack dice (4 in range 1) with a target lock + focus. Greedo is super tempting though. I'll have to toy around with him this afternoon when I play a couple games. I'd probably want "Mangler" in that crit scenario as well.

I'm probably going to keep wingman since it's just 2 points. The cheapest other Castle alternative would be the 12 point pirate and once they see what I'm attempting will be easy enough to avoid his arc. That being said Wingman can easily be moved from Palob to Kaa'to in Scenario #1.

Also look into using Tasarii Point Vets. I would keep Gunner and Outlaw Tech and switch out Bossk for Merc Copilot. Also Mangler Cannons are your best bet with Moralo.

That would be Option #3, I just had to bump up 1 vet to get an EPT for Wingman. As far as Merc Copilot I just haven't gotten much mileage out of it. It's just very situational and fairly easy to avoid for most small ships which will usually move after Moralo. If I'm going for crits, the afore mentioned Greedo would likely be the choice for the high risk/high reward.

My Moralo fortress uses Ion Cannons on him and his SCYK flankers.

I'm immobile, but if you come into my range, you're heading inevitably to the edge of the universe...

My Moralo fortress uses Ion Cannons on him and his SCYK flankers.

I'm immobile, but if you come into my range, you're heading inevitably to the edge of the universe...

Interesting! Is that just a pair on Tansarii Point Veterans or do you used the named Scyk pilots?

My Moralo fortress uses Ion Cannons on him and his SCYK flankers.

I'm immobile, but if you come into my range, you're heading inevitably to the edge of the universe...

Interesting! Is that just a pair on Tansarii Point Veterans or do you used the named Scyk pilots?

sometimes twin tansarii, sometimes Serisseu and a non-tansarii.

Depends :)

I also find it works in Escalation :D

I like option #2 with Serissu as the wingman. Sounds fun! Could you park her behind Moralo and give him Tactical Jammer to obstruct shots to Serissu?

I like option #2 with Serissu as the wingman. Sounds fun! Could you park her behind Moralo and give him Tactical Jammer to obstruct shots to Serissu?

Theoretically, but I prefer they be on either side, so that you can get 2 ion tokens on a single large ship per turn.

I like option #2 with Serissu as the wingman. Sounds fun! Could you park her behind Moralo and give him Tactical Jammer to obstruct shots to Serissu?

Theoretically, but I prefer they be on either side, so that you can get 2 ion tokens on a single large ship per turn.

Oh, I was talking about the OP's option number two with N'dru and Serissu as support ships. You'd have to drop the "Hot Shot" Blaster to get Tactical Jammer in there, but then you've got 2 points left to spend.

Another thought I had -- and this is probably working too hard to force something to work -- is to put Guri with Advanced Sensors and Wingman behind Moralo and give Moralo Tactical Jammer. That way Guri doesn't lose her actino as she runs into Moralo turn after turn. Unfortunately, that's not going to leave you points for a third ship, so it isn't viable, but the combo is cool. Also, without a cannon of some sort Guri's offensive capability will be limited as she fires from behind Moralo and may end up making a lot of range 3 shots.

Ya I actually like the Tactical Jammer idea and it seems really fun which is what this build is for. I managed to get 4 games in this afternoon, and the Scyks seems like the way to go. At least until my K-wing gets here and I can try a pair of TLT Y-Wings with Moralo. It does mean sacrificing Gunner/Bossk which are great when they trigger, but a 2nd scyk with HLC is just more consistent damage. So after some play testing and suggestions I'm thinking...

Moralo (34)

  • "Mangler" Cannon (4)
  • K4 (3)
  • Outlaw Tech (2)
  • Greedo (1)
  • Tactical Jammer (1)

Serissu (20)

  • Wingman (2)
  • "Heavy Scyk" (2)
  • HLC (7)

Cartel Spacer (14)

  • "Heavy Scyk" (2)
  • HLC (7)

It puts me at 99 for either a 1 pt initiative bid or Greedo can become Tactician.

The Cartel Spacer could still be replaced with N'Dru w/Lone Wolf and I'd have 5 points free Or just a TLT Y-wing for 24. It'll just require some more play testing.

Edited by Eladain