I have toyed with using Moralo Eval's Flee tactic in the past. I thought of a way to make it better:
Moralo Eval: YV-666 (74) + (24)
- Marksmanship, 4-LOM, Hound's Tooth
- Binayre Pirate: Z-95 DOCKED with Moralo
Captain Seevor: Modified TIE/LN (35)
- Juke
Palob Godalhi: HWK-290 (66)
- Lando Calrissian, Moldy Crow
Total: 199
Main idea here is to have the Binayre Pirate Docked to Moralo at the beginning. On turn one, Moralo flies off either the right side or left side of the playing area. On turn two, instead of just positioning Moralo behind Enemy Lines, you bring a Z-95 with you as well.
On Planning Phase, position Moralo on the side he flew off on, slightly higher or lower than where you expect the enemy to be after maneuvers.
During System Phase, deploy the Z-95 with a Soft 1 Maneuver in the direction that will mostly put the enemy in Arc.
During Activation Phase, move Moralo either straight or a Soft 3 Maneuver.
Moralo and the Z-95 will not have bumped each other, and you will have two Craft flanking the Enemy. All this time, Palob and Seevor were moving right up the center or slightly banking left or right to catch the enemy in the cross hairs. Palob strips tokens, 4-LOM prevents other Greens from being used on a ship, and Seevor has a chance to strip a green or Jam a target.
This is all similar to how I used Moralo in the past, but having an additional 2 Attack Dice from the Z-95 on turn two on the enemies flank seems quite Scummy.
If needed, I can pull Juke off Seevor, and switch Binayre out with Kaa'to Leeachos with a Marksmanship addon for a slightly beefer Z-95.
Ok ... your turn. Destroy my idea. Please and Thank You!