Will Hyperspace jumps be useful?

By KaLeu, in X-Wing


Moralo Eval ( OMG! Who is coming up with these names?!)

If you would flee, you may spend 1 charge. If you do, place yourself in reserves instead. At the start of the next Planning Phase, place youself within range 1 of the edge of the play area that you fled from

So you can jump from one corner to the two adjacent corners, adjusting the facing of the ship. Is this a thing??

Edit: Spelling

Edited by KaLeu

I've not seen anyone talk about this who tested 2.0, but it seems like something that could be very strong for escaping.

I would imagine in this case you'd have to declare which of the two board edges you were escaping from.

Only if we get an Admiral Holdo crew card...

I think deliberately starting yourself in a corner so that he has to use his ability first turn is a mistake. It takes away your ability to be unpredictable.

One idea that I'm excited to try with Moralo would pair him with Seasoned Navigator and Inertial Dampeners. It gives you the flexibility to dial in and really control the edge of the board. You can slow-roll along the edge and control the engagement, while also having the flexibility to change your dial and fly off the board whenever you want.

If you really want to go all-in on his positioning, add Tobias Beckett and Boba Fett as the other two crew slots. After placing forces, you can move an obstacle into an ideal starting position, then set yourself at range 0 of it.

Moralo Eval with Boba crew, I dont know what I will do with it yet, but the fun is there!

I think Moralo's a great choice in some tournament-focused lists. If you play him right, he can't die in a 75 minute game.

15 hours ago, FTS Gecko said:

Only if we get an Admiral Holdo crew card...

Are you sure you don't secretly love TLJ for the memes? :P

1 hour ago, Admiral Deathrain said:

Are you sure you don't secretly love TLJ for the memes? :P

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STAW found the mechanic to be too good for tournament play and banned all of those cards. There were a few, ranging from doing it as an action to voluntarily doing it after a speed 5 maneuver. Some brought you back in right away and some at the end of the round. They all had the caveat that you couldn’t bring your ship back within distance 1-3 of your opponent’s ships.

Moralo Eval is a little more limited, as you can only do it on the opposite map edge. He can come back right behind an opponent. Also, you can pretty easily set yourself up to be able to go off two possible edges before setting a maneuver.

His text worries me a bit, but it is on a YV-666. So I’m not as worried. STAW let you take it as an upgrade so you could have something like the Ghost doing it.

Also, dumb caveat, but if Moralo is your last ship and you try to use his ability, you lose as you will end a turn with no ships on the table

Edited by Church14
18 hours ago, FTS Gecko said:

Only if we get an Admiral Holdo crew card...

Spend your charge during the movement phase. If you do, borrow your opponents 5 straight. Take your 5 straight and place your opponents 5 straight together. Any obstacle or ship overlapping your 10 straight is immediately removed along with the ship Holdo was on :P

Moralo is probably a good candidate for GONK!!! stall shenanigans

Also probably good with Qi'ra because of his bizarre positioning capabilities

Problem is dice mods. REALLY want to see these "Dark Side Upgrade" to see Maul be a happy camper

Ig-88d (crew) + Lando is a great combo, but not sure which IG is worth a **** with Moralo (also if calculate, no reinforce)

Edited by ficklegreendice
51 minutes ago, Church14 said:

Also, dumb caveat, but if Moralo is your last ship and you try to use his ability, you lose as you will end a turn with no ships on the table

Nope, you will lose the game if all of your ships are "removed from the game". Ships in reserve are not removed from the game.

Just now, Ubul said:

Nope, you will lose the game if all of your ships are "removed from the game". Ships in reserve are not removed from the game.

Ah. Cool. I misread that one