14 times Moralo

By Tokra, in Star Wars: Armada Fleet Builds

This is just a list to show how broken (or extreme) Moralo might be. I would even say boring, if you cannot do anything against it (i mean, if you don't have the right counter against him).
It could be be turned to 16 attacks (taking out the Gozanti for another Arquitens with FCT). But this would lower the bid too much.
Or change the two Arquitens for a Harrow VSD with FCT. It is even 45 points cheaper (could add another Gozanti or Raider, or make sure you are second player with a 70 point bid 😁 ).
The Squall alone can let Moralo attack for 9 times. Same with the Harrow VSD.

I am not saying that this list is too strong (or unbeatable). It will be counterable. But only by a handfull lists, or by really special cards. All other can just go down in two turns. Even an SSD can go down really fast against 28 blue dice.
Counter from squadrons can be harmless as well. If you are near to the station, you can just heal him back to full every turn (even two or three times every turn 😉 ).

Faction: Galactic Empire
Points: 377/400
Commander: Grand Admiral Thrawn

Assault Objective: Targeting Beacons
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Grand Admiral Thrawn ( 32 points)
- Fighter Coordination Team ( 3 points)
= 94 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Hondo Ohnaka ( 2 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 68 total ship cost

Arquitens-class Command Cruiser (59 points)
- Fighter Coordination Team ( 3 points)
= 62 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

6 Lambda-class Shuttles ( 90 points)
1 Major Rhymer ( 16 points)
1 Moralo Eval ( 22 points)
= 128 total squadron cost

http://armadawarlords.hivelabs.solutions/view_list.php?token=215430&key=9377a0f369fd83da3bb3a06dafa4b6c9

I only hope there will be a new FAQ before this one is legal for tournaments 😁

We had a tournament this past weekend and someone took a similar idea. Only 3 Lambdas and with more protection for Moralo to make sniping him out harder but it was still nasty. Trivially getting 7+ attacks from one squad is just obscene.

Edited by Rikash

Wait, walk me thru how you get extra attacks?

squadcard_moralo-eval.png

@Blail Blerg There's a big bid for 2nd player. All 3 objectives have tokens to be manipulated. Squall and/or FCT moves the Lambdas which moves the tokens that are near Moralo Eval. Each time they move, Moralo Eval gets to move up to distance 1 and attack. Then you rinse and repeat by actually activating the lambdas and Moralo Eval. You can move him a huge distance and have him attack a huge number of times only limited by how many FCT/Squall/etc moves you get with the Lambdas.

One alpha strike and you're dead without escort though. Or Intel/Chiraneau for that matter, because the shuttles need to be moving, and so does Moralo if he doesn't feel like eating Ciena's counter 4 x times.

Edited by The Jabbawookie
2 hours ago, The Jabbawookie said:

One alpha strike and you're dead without escort though. Or Intel/Chiraneau for that matter, because the shuttles need to be moving, and so does Moralo if he doesn't feel like eating Ciena's counter 4 x times.

Well. Let's start with that.

This almost sounds like some sort of anime move, like

14 hands Ninjutsu-oodle-doodle style

Woldar could be pretty good in this list, giving Moralo and even the Lambdas rerolls.

LOL and then park him on the station to re-gen like crazy at the same time - Let him take an SSD down single-handed. Who even needs Green Squadron...?! XD

This needs some kind of FAQ, a player on Table Top Simulator brought the following list and I refused to play it when it so obviously breaks the intentions of the game. FFG we need some kind of fix or FAQ for this ASAP.

Name: Broken ****
Faction: Imperial
Commander: Admiral Piett

Assault: Targeting Beacons
Defense: Fire Lanes
Navigation: Salvage Run

Interdictor Suppression Refit (90)
• Admiral Piett (22)
• Fighter Coordination Team (3)
• Expanded Hangar Bay (5)
= 120 Points

Victory I (73)
• Admiral Ozzel (2)
• Harrow (3)
• Fighter Coordination Team (3)
= 81 Points

Quasar Fire I (54)
• Squall (3)
= 57 Points

Squadrons:
• Moralo Eval (22)
• Tempest Squadron (13)
• Zertik Strom (15)
• 3 x Lambda Shuttle (45)
• Dengar (20)
• TIE Advanced Squadron (12)
= 127 Points

Total Points: 385

That list is awful, I can name 8 different list archetypes that would murder it.

1 hour ago, Kelorn said:

This needs some kind of FAQ, a player on Table Top Simulator brought the following list and I refused to play it when it so obviously breaks the intentions of the game. FFG we need some kind of fix or FAQ for this ASAP.

What's the frequently asked question here that so urgently needs an answer? I fail to see any issue.

The immediate choice there is salvage run. He either takes the 80 points or gets them near your ship and you take it and leave.

On 9/19/2019 at 11:23 AM, Kelorn said:

This needs some kind of FAQ, a player on Table Top Simulator brought the following list and I refused to play it when it so obviously breaks the intentions of the game. FFG we need some kind of fix or FAQ for this ASAP.

It is the way Moralo was to intended to work. It *might* be dumb (and the world champion thinks it’s dumb, so you’re in good company) but it’s not some kind of glitch.

Run a Sloane list, and trash him badly enough he doesn’t do it again.

Or run 2-ship with a 20+ point bid, take second and win that way.

Also, an important thing to note: if you engage the Lambdas, even if they have intel, you’re hurting them. Without FCT and Squall, they get one token move, which gives Moralo one trigger per shuttle, which is worse than just bringing TIE Defenders instead.

Food for thought.

In order for that list to work you have to go 2nd player, so what happens when you come up against someone with a tricked out Quasar with Wulff and EHB and boosted Comms sending 6 TIE interceptors with flight controllers against Moralo and his support wing?

Turn 2, first player activates Quasar, 6 interceptors wail on Moralo and his mates with 30 blue dice. Bye Dengar, bye Zertik. Oh and have 12 blue Counter dice too when you attack back. Turn 3, Quasar does its thing again and even if Moralo has pranced around the board like the sugar plum fairy and done a bit of damage he and his lambdas are dead.

I don't think it will be as all-conquering as people think.

On 9/21/2019 at 8:23 PM, flatpackhamster said:

... what happens when you come up against someone...

This is not the problem. There will always be a list that will work against any other list. Especially when you are building up a list only against this one.
Even if you have a 70 points bid someone else can make a 71 point bid list, just as answer against this one.
If you always say ahead what you pick in Rock–paper–scissors, i will also win each game.

But the question is, how does this list work in general. And how will it work against 90% (or more) of the general lists.
You don`t need a fleet that can beat one special fleet all the time. You need one that can beat most others with a good chance.

On 9/21/2019 at 8:23 PM, flatpackhamster said:

Turn 2, first player activates Quasar, 6 interceptors wail on Moralo and his mates with 30 blue dice. Bye Dengar, bye Zertik. Oh and have 12 blue Counter dice too when you attack back. Turn 3, Quasar does its thing again and even if Moralo has pranced around the board like the sugar plum fairy and done a bit of damage he and his lambdas are dead.

Made up scenarios are always working perfect 😄 .
But trust me, this sounds easier than it is. First you need to get through the Escort, and second: Who said you have the alpha strike? Just because Moralo has only speed 3? it can happen really fast that he has the first attack. And in this case your 6 TIE Interceports are dead really fast.

And on the other hand. As soon as you have to adjust your fleet against a possible Moralo (and you are just burning at least 131 points JUST as counter against Moralo), you already lost this discussion that he is not a problem 😉 .
Changing one or two cards to be prepared for a special setup is ok. But wasting this many points for it is a meta change.

Wouldn't it just be better to engage the Shuttles with one interceptor? Because they don't have intel,iIf they can't move this doesn't work right?

That being said, I am worried about this as I have never played against it.

Edited by icedbecker2007
4 hours ago, icedbecker2007 said:

Wouldn't it just be better to engage the Shuttles with one interceptor? Because they don't have intel,iIf they can't move this doesn't work right?

That being said, I am worried about this as I have never played against it.

How long does an Interceptor last against Shuttles? Shuttles are not good (in general), but their two black dice are really deadly against 3 hull squadrons.

Edited by Tokra
7 hours ago, Tokra said:

Made up scenarios are always working perfect 😄 .
But trust me, this sounds easier than it is. First you need to get through the Escort, and second: Who said you have the alpha strike? Just because Moralo has only speed 3? it can happen really fast that he has the first attack. And in this case your 6 TIE Interceports are dead really fast.[/quote]

For this fleet to work it has to go second. Otherwise your opponent can't force you to choose his objectives. So when facing it, you get to go first, and there's your chance to ruin his day. And of course you don't just have to target Moralo. Shoot the shuttles instead. Shoot the escorts, then the shuttles. Doesn't matter. Or put Soontir Fel and a couple of TIE Advanced near Moralo. He can't move, he can't shoot Soontir, only the Advanced, and every time he attacks them he takes 1pt damage. He can't scurry off to the space station for a heal if he's engaged by 2 ships, can he?

7 hours ago, Tokra said:

And on the other hand. As soon as you have to adjust your fleet against a possible Moralo (and you are just burning at least 131 points JUST as counter against Moralo), you already lost this discussion that he is not a problem 😉 .
Changing one or two cards to be prepared for a special setup is ok. But wasting this many points for it is a meta change.

Maybe you're right and it will make a huge difference, but from an Imperial perspective at least I can see plenty of options.

Great argument to bring Soontir Fel and Escort. Yes please keep attacking Moralo.

Vader, Soontir, Mauler, Dengar, Jendon, Mareek, Trel

Edited by icedbecker2007
6 hours ago, icedbecker2007 said:

Great argument to bring Soontir Fel and Escort. Yes please keep attacking Moralo.

Vader, Soontir, Mauler, Dengar, Jendon, Mareek, Trel

If he is really stupid enough to fly into range of two enemy squadrons at once, yes.

15 hours ago, Tokra said:

If he is really stupid enough to fly into range of two enemy squadrons at once, yes.

He has to fly somewhere. If he can't fly in to range of two enemy squadrons then you are constraining where he can fly. That's area denial and that helps you control the board, and you're forcing him to play your game, not playing his. You're inside his OODA loop. But here's the thing - you're aiming to be inside your opponent's OODA loop anyway, aren't you? So you're not having to change your game plan to meet this possible new threat.

I hope I'm right and he's not as tough as everyone is making out, but maybe I'm wrong and he will be the go-to squadron for Imperial players in tournaments. Time will tell.

Edited by flatpackhamster

We played a friendly tournament yesterday with really nice people and a perfect organization (Thanks again for that!). Tokra demonstrated how ludicrous this Moralo Evil Eval list is.

I can only hope this gets an Errata sooner than later. Any other experience in the meantime anywhere else?

I made a picture of the fly pass from Moralo on this tournament.

It is really insane how he can fly all over.