Moralo-88

By CDKENNE, in X-Wing Squad Lists

This is just an idea I've been tossing around with a friend. Upgrades are not set in stone but it has potential.

IG-88B

VI

FCS

HLC

Autoblaster

Glitterstim

AT

IG-2000

Moralo

HLC

IG-88D

Bossk

Zuckuss

100 points

Thoughts?

I like it.

I'm not skilled/knowledgeable enough with IG-88 to know how to build that ship, but everything else looks great. Bossk is a good way to get focus with a ship that cannot perform actions and it pairs really well with the IG-88 crew card.

I'd probably drop Autoblaster on IG-88B. You'll be rolling 8-16 red dice a turn as is. Throw Dampeners onto the YV-666.

The Autoblaster allows a range 1 shot that can be repeated if missed. The odds of zero hits on 3 dice are low but possible. Dampeners is a good option. Not sure how I missed that...

Drop the Autoblaster to trade Zuckuss for Gunner.

  1. Shoot with HLC.
  2. Enemy defends.
  3. Acquire TL+Focus from Bossk.
  4. Shoot HLC again thanks to IG88-D.
  5. Enemy defense.
  6. Acquire TL+Focus from Bossk.
  7. Shoot primary weapon thanks to Gunner.
  8. Murder Soontir even with tokens and Palp.

Trolololololo.

But then I would be less stressed and less susceptible to BMST and what fun is that?

ANother option

IG-88B

VI

FCS

HLC

Glitterstim

AT

IG-2000

Moralo

HLC

IG-88D

Dengar

Zuckuss

I think 97pts so still an option for SLAM or black market slicers -- you could drop VI for crackshot as well. 8 > 6 only by a little

ANother option

IG-88B

VI

FCS

HLC

Glitterstim

AT

IG-2000

Moralo

HLC

IG-88D

Dengar

Zuckuss

I think 97pts so still an option for SLAM or black market slicers -- you could drop VI for crackshot as well. 8 > 6 only by a little

8 Allows you to shoot back against most of the current meta Imperial Aces.

I'm not opposed to dropping Autoblaster, but from what I've run IGs against, I prefer the 8.

Edited by CDKENNE

Don't Autoblaster Cannon, it never has been and never will be good. Mangler is always usefull, HLC packs more punch.

I agree with above posts about Autoblaster. Mangler and HLC let you take full advantage of IG-88B pilot skill, Autoblaster not so much.

Apart from that, list looks decent. Moralo looks really scary!

I guess I don't understand how Mangler and HLC are better than Autoblaster and HLC. Against a ship with little or no defense, sure. Against a ship with 3+ though?

Autoblaster is very sitational (range 1) and if you get just one hit, IG-88B pilot ability wont trigger.

I maybe interpreting the other replies wrong, but I'm pretty sure they mean to take HLC OR Mangler, not both on one IG-2000. The advantage of IG-88B's ability is to force your opponent to waste some tokens to stop the first salvo of shots or take at least one damage. This helps setup your other ships in the same round because now that target (if you're focus firing) has been weakened or has used up their tokens on IG-88B's shots. If you use Autoblaster Cannon, it doesn't give the opponent a chance to use up their evade or focus tokens. It sounds a bit backwards, but you need to be range 1 for Autoblaster and the easiest thing for people to do is avoid it. Whereas if you take HLC for example, you are shooting 4 dice at all ranges, which can be pretty powerful.

I guess I don't understand how Mangler and HLC are better than Autoblaster and HLC. Against a ship with little or no defense, sure. Against a ship with 3+ though?

Not both! Only equip one cannon unless there is a point for Tractor Beam.

The thing about Autoblaster is that it is way too expensive for what it does. Even worse, against Ghosts or Decimators it is entirely useless! And then it makes a trigger of IG-88s ability highly improbable, which is not good with how strong that ability can be. This ability also already helps punching through aces well enough already with both Mangler or HLC.

The Autoblaster allows a range 1 shot that can be repeated if missed. The odds of zero hits on 3 dice are low but possible. Dampeners is a good option. Not sure how I missed that...

The YV already has the 0 stop maneuver though, seems like a waste of points

The Autoblaster allows a range 1 shot that can be repeated if missed. The odds of zero hits on 3 dice are low but possible. Dampeners is a good option. Not sure how I missed that...

The YV already has the 0 stop maneuver though, seems like a waste of points

You cannot perform the native red stop when stressed. ID will allow you to pull it out of the bag when ever you want.

EDIT: Zuckuss on board means you're probably stressed.

Edited by ghotio

IG-88B

VI

FCS

HLC

Tractor Beam

Glitterstim

AT

IG-2000

Moralo

HLC

IG-88D

Bossk

Zuckuss

Inertial Dampeners

Now we're at 97 points. Seismic charge on IG? Anti-pursuit on Moralo?

I would probably include 4-LOM in your crew for Moralo. That leaves you with 2 points to which then I don't really know what else to recommend. Other than potentially staying at 98 pts for initiative bid since both ships are sitting at 6.

I maybe interpreting the other replies wrong, but I'm pretty sure they mean to take HLC OR Mangler, not both on one IG-2000. The advantage of IG-88B's ability is to force your opponent to waste some tokens to stop the first salvo of shots or take at least one damage. This helps setup your other ships in the same round because now that target (if you're focus firing) has been weakened or has used up their tokens on IG-88B's shots. If you use Autoblaster Cannon, it doesn't give the opponent a chance to use up their evade or focus tokens. It sounds a bit backwards, but you need to be range 1 for Autoblaster and the easiest thing for people to do is avoid it. Whereas if you take HLC for example, you are shooting 4 dice at all ranges, which can be pretty powerful.

The reason for consideration is situational. Say you have a 3 Agility ship at range 1. Drop the primary attack dice naked. Force them to reroll blanks and foci. Hopefully miss. Then Bossk triggers for TL + Focus Autoblaster. It was primarily to fill the extra points. 5 Points doesn't but another ship. Please don't confuse this with my standard IG load out.

EDIT: I need coffee or something. Obviously Autoblaster was on IG and not Moralo. The scenario sets itself up to gain target lock if not previously acquired.

I guess I don't understand how Mangler and HLC are better than Autoblaster and HLC. Against a ship with little or no defense, sure. Against a ship with 3+ though?

Not both! Only equip one cannon unless there is a point for Tractor Beam.

The thing about Autoblaster is that it is way too expensive for what it does. Even worse, against Ghosts or Decimators it is entirely useless! And then it makes a trigger of IG-88s ability highly improbable, which is not good with how strong that ability can be. This ability also already helps punching through aces well enough already with both Mangler or HLC.

HLC doesn't hit Soontir Fel. I know he's not as big a threat as he once was but I've experienced it first hand. 4 consistent hits round after round and he shrugs it off. On the off chance that Soontir gets stuck at Range 1, the Autoblaster will pay for itself.

Edited by CDKENNE

I would probably include 4-LOM in your crew for Moralo. That leaves you with 2 points to which then I don't really know what else to recommend. Other than potentially staying at 98 pts for initiative bid since both ships are sitting at 6.

IG is at 8 with VI. I would have to drop Bossk or Zuckuss to include 4-LOM, which would leave me with even more points to spend.

Oh wait, my bad. I read it wrong thinking you had an open slot in the YV-666. Keep it as is, for the 3 points left over, I'd just try things out from there. Probably Anti-Pursuit Lasers or Ion Projectors first since the YV-666 seems to be a magnet for ships bumping them with the 0 and ID.

Here's how I'm running my YV-88 list.

Aggressor: IG-88B (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Fire Control System (2)

Autothrusters (2)

IG-2000 (0)

Black Market Slicer Tools (1)

YV-666: · Moralo Eval (34)

Heavy Laser Cannon (7)

IG-88D (1)

Bossk (2)

Gunner (5)

Moralo Eval (34)
Heavy Laser Cannon (7)
Zuckuss (1)
IG-88D (1)
Bossk (2)
Feedback Array (2)

IG-88B (36)
Veteran Instincts (1)
Fire-Control System (2)
Heavy Laser Cannon (7)
Thermal Detonators (3)
Feedback Array (2)
Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

I am going with this for now Maybe ID-88 B doesn't want a Feedback Array, but it covers both ships arc dodging weakness quite nicely. I have given IG-88 VI for now, to avoid being just PS6, but I not set on that. I might put Advanced Sensors with PTL or Predator instead. I am not a fan of the FCS/Glitterstim/Crackshot alpha strike combo with only one ship to carry it.

Oh, and believe me how a repeatable Zuckuss backed 180° HLC can punch through Soontir!

Edited by Admiral Deathrain

Oh, and believe me how a repeatable Zuckuss backed 180° HLC can punch through Soontir!

Repeatable should help, so long as the first shot hits hard enough.

I flew against 2 Soontir - Decimator lists at Regionals last year and Dash couldn't hit. Round after round dropping 4 solid hits.

In arc, hopefully range 2, and repeatable should help.

Yeah, Dash doesn't have Zuckuss to reroll the lucky evades, you are a victim of Autothrusters very often and the IG B ability - thats a very stacked deck against Soontir! I reworked the list by the way, because i noticed how it hinges on IG-88-Bs survival:

Moralo Eval (34)
Heavy Laser Cannon (7)
IG-88D (1)
Zuckuss (1)
Bossk (2)
Feedback Array (2)

IG-88B (36)
Predator (3)
Advanced Sensors (3)
Heavy Laser Cannon (7)
Glitterstim (2)
Autothrusters (2)
IG-2000 (0)

Total: 100

View in Yet Another Squad Builder

B has some pretty good defense now and I believe Moralo is reliable enough on the offense.

I have been running this list since the spoilers. Best Moralo-88 list for me personally i have found.

Personally i feel Moralo-88 is outmatched by dual aggressors in almost every way in my local meta, but it is fun to fly the aggressor with a different ship pairing, so its a nice change up to my normal competitive list, which currently is dual VI bots.

Moralo-88 is fun.

IG-88B
36
PS 6 (8) 3 3 4 4
Once per round, after you perform an attack that does not hit, you may perform an attack with an equipped secondary weapon.
Veteran Instincts
1
Increase your pilot skill value by 2.
Fire-Control System
2
After you perform an attack, you may acquire a target lock on the defender.
Heavy Laser Cannon
7
2-3 4
Attack: Attack 1 ship.

Immediately after rolling your attack dice, you must change all of your results to results.
Tractor Beam
1
1-3 3
Attack: Attack 1 ship.

If this attack hits, the defender receives 1 tractor beam token. Then cancel all dice results.
Black Market Slicer Tools
1
Action: Choose a stressed enemy ship at Range 1-2 and roll 1 attack die. On a () or () result, remove 1 stress token and deal it 1 facedown Damage card.
Autothrusters
2
When defending, if you are beyond Range 2 or outside the attacker's firing arc, you may change 1 of your blank results to a result. You can equip this card only if you have the action icon.
Ship Total: 50
Moralo Eval
34
PS 6 3 1 6 6
You can perform secondary attacks against ships inside your auxiliary firing arc.
Heavy Laser Cannon
7
2-3 4
Attack: Attack 1 ship.

Immediately after rolling your attack dice, you must change all of your results to results.
IG-88D
1
Scum only.
You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).
Bossk
2
Scum only.
After you perform an attack that does not hit, if you are not stressed, you must receive 1 stress token. Then assign 1 focus token to your ship and acquire a target lock on the defender.
Zuckuss
1
Scum only.
When attacking, you may receive any number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice.
Inertial Dampeners
1
When you reveal your maneuver, you may discard this card to instead perform a white (0 ) maneuver. Then receive 1 stress token.
Anti-Pursuit Lasers
2
Large ship only.
After an enemy ship executes a maneuver that causes it to overlap your ship, roll 1 attack die. On a or result, the enemy ship suffers 1 damage.
Ship Total: 48