Moralo Pincer

By eljms, in X-Wing Squad Lists

I got a YV-666 recently and I'm trying to think through how I would best exploit Moralo's cool and crazy ability. For the uninitiated, it reads:

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 yourself within range 1 of the edge of the play area that you fled from.

I'd like to exploit it by getting Moralo in behind my opponent and force them to either turn and face him or have him shooting them from behind. I think I want to fly Moralo super cheap, I'm leaning towards just a single upgrade to leave as many points for the rest of the squad. I want to kit him out with Greedo to add a little bit of threat and also to incentivise my opponent to turn and face him. First question : "How can I make Moralo more threatening if ignored? (without blowing too many points on him!)"

And then I need to think through the rest of the squad. I've come up with two options. The first using Graz and Talonbane with Outmaneuver and Afterburners. The idea here is to really punish my opponents if they do turn to face Moralo with the ability to close in quickly and deal some damage. The problem with this is that the Khiraxz Fighters can go down a bit quickly. This is how I'd build it if I went down this route:

Kihraxz Fighter - •Graz - 64
•Graz - The Hunter (47)
Outmaneuver (6)
Contraband Cybernetics (5)
Afterburners (6)

YV-666 Light Freighter - •Moralo Eval - 74
•Moralo Eval - Criminal Mastermind (70)
Hull Upgrade (3)
•Greedo (1)

Kihraxz Fighter - •Talonbane Cobra - 62
•Talonbane Cobra - Scourge of Tansarii Point (50)
Outmaneuver (6)
Afterburners (6)

Total: 200/200

View in the X-Wing Squad Builder

My other idea is to go with double tapping Ion Turret / Vet Gunner ships. These will hit hard if they're ignored and are a bit more durable if my opponent faces them down first. With what I have currently, I think I'd build it like this:

Escape Craft - •L3-37 - 28
•L3-37 - Droid Revolutionary (26)
Tactical Officer (2)

Scurrg H-6 bomber - Lok Revenant - 53
Lok Revenant - (43)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

BTL-A4 Y-wing - Hired Gun - 43
Hired Gun - (33)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

YV-666 Light Freighter - •Moralo Eval - 76
•Moralo Eval - Criminal Mastermind (70)
Contraband Cybernetics (5)
•Greedo (1)

Total: 200/200

View in the X-Wing Squad Builder

If I had a second Scurrg I'd be tempted to ditch the Escape Craft and invest the points in Maul Crew for Moralo and a upgrade the Y to a Scurrg.

Second Question : What would you fly as the second part of the 'pincer'?

What about pure quantity over quality?

Moralo Eval (70)
Greedo (1)
Hound’s Tooth (1)

Binayre Pirate (24)

Crymorah Goon (31)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Crymorah Goon (31)
Dorsal Turret (2)
Veteran Turret Gunner (6)

L3-37 (Escape Craft) (26)

Total: 200

View in Yet Another Squad Builder 2.0

Start with the z-95 docked, and launch it after you warp with Moralo/or save it as a surprise blocker as undocking is the system phase iirc.

The 2 Y’s and the escape craft push up from your deployment.

Not sure how well it works as the lack of firepower 3 will be felt if you can’t get in range 1

Amother idea is dropping the double tap Y-wings, and the escape craft for 2 double tap scurrgs with 2 points spare...not a bad idea adding more firepower 3 into the list.

Its so sad, I love Kihraxz fighters and scyks, but there are just better options in most cases(scyks will return when a non-bullseye, damage focused cannon appears)

Edited by DakkaDakka12

I had it in my head that you couldn’t do that until Moralo was destroyed. My bad, that’s just the pup which makes this more interesting. Thanks for the idea!

Edited by eljms

Moralo to me just invokes movie scenes like battlestar galactica warping in and launching fighters.

I am thinking the 2 scurrgs might be better than 2 y’s + escape craft, but I am not sure.

Do you plan on having Moralo hop off the board turn 1? It might be better to have him hug the side of the board, but fly formation with the rest of the squad.

I am not sure if you can use it, but can you use the outmaneuver talent with the YV’s increased firing arc? It is still a front arc attack I think?

9 hours ago, DakkaDakka12 said:

can you use the outmaneuver

No :(

I'd originally included outmaneuver on Moralo but the rules reference explicitly rules it out.

10 hours ago, DakkaDakka12 said:

Do you plan on having Moralo hop off the board turn 1? It might be better to have him hug the side of the board, but fly formation with the rest of the squad.

I had been. The risk with leaving it too late is that you have a round where he doesn't shoot. Also, you may want to do two jumps off the board in a row to get from one corner to the other.

Right - need to get the squad builder out. I want to see what it looks like with Kaa'to Leeachos, missiles and Perceptive Copilot on Moralo. That might really persuade my opponent to turn around. Just hope it leaves enough points to punish them if they do!

Maybe this:

YV-666 Light Freighter - •Moralo Eval - 79
•Moralo Eval - Criminal Mastermind (70)
Perceptive Copilot (8)
Hound’s Tooth (1)

BTL-A4 Y-wing - Crymorah Goon - 41
Crymorah Goon - (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Kihraxz Fighter - •Graz - 47
•Graz - The Hunter (47)

Z-95-AF4 Headhunter - •Kaa’to Leeachos - 33
•Kaa’to Leeachos - Imposing Marauder (29)
Ion Missiles (4)

Total: 200/200

View in the X-Wing Squad Builder

On 2/22/2019 at 9:04 AM, eljms said:

YV-666 Light Freighter - •Moralo Eval - 79
•Moralo Eval - Criminal Mastermind (70)
Perceptive Copilot (8)
Hound’s Tooth (1)

BTL-A4 Y-wing - Crymorah Goon - 41
Crymorah Goon - (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Kihraxz Fighter - •Graz - 47
•Graz - The Hunter (47)

Z-95-AF4 Headhunter - •Kaa’to Leeachos - 33
•Kaa’to Leeachos - Imposing Marauder (29)
Ion Missiles (4)

Total: 200/200

I put this on the table yesterday and had fun. It isn't super competitive but it was good enough to make the games interesting and closely fought. I liked the Kaa'to / Moralo with Perceptive Copilot combination. Graz is just too squishy and too hard to proc. If I were to try it again I'd probably switch out Graz for another Goon and maybe do seismics or hull upgrades or even outmaneuver on Kaa'to.

For a MEAN pincer scheme, might I suggest

Moralo (Lando, IG, Hound's Tooth)

Binayre Pirate (Concs) (Starts docked)

AND

Bossk (0-0-0, BT-1) (leaving 14 pointa for seasoning)

OR

Ketsu (Shadowcaster, Fearless, 0-0-0) (brutal control/very respectable offense)

You put

N’dru Suhlak (31)
Predator (2)
Proton Rockets (7)

In the Hound's Tooth, and fly off the board, get behind Lt Dormitz and Procket him dead for bringing the HTD and ruining everyone's fun.

Edited by XPav
On 2/23/2019 at 10:23 PM, eljms said:

I put this on the table yesterday and had fun. It isn't super competitive but it was good enough to make the games interesting and closely fought. I liked the Kaa'to / Moralo with Perceptive Copilot combination. Graz is just too squishy and too hard to proc. If I were to try it again I'd probably switch out Graz for another Goon and maybe do seismics or hull upgrades or even outmaneuver on Kaa'to.

I would try Graz with Cloaking Device. 4 greens during approach, and decloak + k4 to get behind the enemy. Didn't testet it tho.

1 hour ago, Oldpara said:

I would try Graz with Cloaking Device. 4 greens during approach, and decloak + k4 to get behind the enemy. Didn't testet it tho.

Yeah - I've tried this. I've done it with a Quad jumper as well so that I can decloack, tractor a boost and then 4k. I add pattern analyzer to perform an action after the k-turn. It's a fun trick, but again, not very competitive.