Moralo Theocrafting - Maximum Trigger / Activation

By 187-Leon, in Star Wars: Armada

I played at the tournament against the โ€žSmallโ€œ Moralo list and got tabled. I realized early that I had to take out Moralo at all costs. In hindsight, i could have done it one crucial turn earlier than I did, but it was too little to late. The VCX with the full kitted Pelta helped as did Tycho jumping around and Lando pumping damage but still it was terrible and after the game we concluded that he could have slaughtered me even more easily by just going for first player and picking my intel sweep.

I agree with him being broken.

This were the lists:

12th - BS2019
Author: tournament

Faction: Rebel Alliance
Points: 398/400

Commander: General Rieekan

Assault Objective: Surprise Attack
Defense Objective: Asteroid Tactics
Navigation Objective: Intel Sweep

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
= 65 total ship cost

[ flagship ] Modified Pelta-class Command Ship (60 points)
- General Rieekan ( 30 points)
- Phoenix Home ( 3 points)
- Adar Tallon ( 10 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Intensify Firepower! ( 6 points)
= 115 total ship cost

CR90 Corvette B (39 points)
- Tantive IV ( 3 points)
= 42 total ship cost

Hammerhead Scout Corvette (41 points)
- Cham Syndulla ( 5 points)
- Slaved Turrets ( 6 points)
= 52 total ship cost

GR-75 Medium Transports (18 points)
- Ahsoka Tano ( 2 points)
- Comms Net ( 2 points)
= 22 total ship cost

1 Ketsu Onyo ( 22 points)
1 Lando Calrissian ( 23 points)
1 Gold Squadron ( 12 points)
1 Tycho Celchu ( 16 points)
1 Rogue Squadron ( 14 points)
1 VCX-100 Freighter ( 15 points)
= 102 total squadron cost

8th - BS2019
Author: tournament

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Sloane

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

Victory II-Class Star Destroyer (85 points)
- Harrow ( 3 points)
- Admiral Ozzel ( 2 points)
- Fighter Coordination Team ( 3 points)
- Disposable Capacitors ( 3 points)
= 96 total ship cost

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Sloane ( 24 points)
- Squall ( 3 points)
- Darth Vader ( 1 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 92 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Fighter Coordination Team ( 3 points)
- External Racks ( 3 points)
= 77 total ship cost

1 Black Squadron ( 9 points)
1 Major Rhymer ( 16 points)
1 Moralo Eval ( 22 points)
1 Zertik Strom ( 15 points)
1 JumpMaster 5000 ( 12 points)
3 Lambda-class Shuttles ( 45 points)
1 TIE Advanced Squadron ( 12 points)
= 131 total squadron cost

@Tokra I knltw this is loosing some FCT triggers but Onager's payback seems at least interesting to explore.

With 11 triggers on Moralo you should be able to reach the enemy and shoot at it.

Also, Onager will thank you those beacon support.

The main problem could be the bid.

Moralo Onager (128/384/400)
==========================
Onager-class Testbed (96 + 37: 133)
+ Admiral Piett (22)
+ Admiral Ozzel (2)
+ Fighter Coordination Team (3)
+ Orbital Bombardment Particle Cannons (5)
+ Cataclysm (5)
Quasar Fire I-class Cruiser-Carrier (54 + 14: 68)
+ Hondo Ohnaka (2)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
Gozanti-class Assault Carriers (28 + 2: 30)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Moralo Eval (22)
Major Rhymer (16)
6 x Lambda-class Shuttle (6 x 15)
Targeting Beacons
Fire Lanes
Sensor Net

54 minutes ago, ovinomanc3r said:

@Tokra I knltw this is loosing some FCT triggers but Onager's payback seems at least interesting to explore.

With 11 triggers on Moralo you should be able to reach the enemy and shoot at it.

Also, Onager will thank you those beacon support.

The main problem could be the bid.

Moralo Onager (128/384/400)
==========================
Onager-class Testbed (96 + 37: 133)
+ Admiral Piett (22)
+ Admiral Ozzel (2)
+ Fighter Coordination Team (3)
+ Orbital Bombardment Particle Cannons (5)
+ Cataclysm (5)
Quasar Fire I-class Cruiser-Carrier (54 + 14: 68)
+ Hondo Ohnaka (2)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
Gozanti-class Assault Carriers (28 + 2: 30)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Moralo Eval (22)
Major Rhymer (16)
6 x Lambda-class Shuttle (6 x 15)
Targeting Beacons
Fire Lanes
Sensor Net

Needs more Chiraneau.

Otherwise all enemy squads need to do is jump into the furball and Moralo canโ€™t get going.

7 hours ago, ovinomanc3r said:

Onager's payback

Moralo Onager (128/384/400)
==========================
Onager-class Testbed (96 + 37: 133)
+ Admiral Piett (22)
+ Admiral Ozzel (2)
+ Fighter Coordination Team (3)
+ Orbital Bombardment Particle Cannons (5)
+ Cataclysm (5)
Quasar Fire I-class Cruiser-Carrier (54 + 14: 68)
+ Hondo Ohnaka (2)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
Gozanti-class Assault Carriers (28 + 2: 30)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Moralo Eval (22)
Major Rhymer (16)
6 x Lambda-class Shuttle (6 x 15)
Targeting Beacons
Fire Lanes
Sensor Net

I thought as well about it. But i am waiting for the remaining cards. Sadly the Onager is so much more expensive, compared to the VSD. But it is a really good ship. At it will force your opponent to get closer to you.
But i would use only 5 shuttles, and add one escort. I even thought about 1 Jumpmaster + 1x Reserve hangar bay. This would free Moralo and the shuttles if you need it.

9 hours ago, ovinomanc3r said:

Moralo Onager (128/384/400)

This won't work. You have to play my objectives without tokens ...

Second try, same fleets, same objective.

Moralo lost.

But was a really close match.

Once again Moralo got tabled, but the only remaining force in the table this time was the dictor which finished again in the squadron cloud. Hopefully it was full so the round finished with the dictor with 3 hull left.

I'm really happy the ability of Vader fleet to deal with Moralo considering it is not tool up against him. It's basically the same against any 134 points on squadron fleet: ignore those 134 and wipe out everything else. It's not awesome but I was really worried. Proximity Mines force opponent mistakes. They with obstacles control hurts the Quasar a lot.

One advantage I found is the timing of the objective, the mines, g7 and GSR. As Moralo have to place te objective tokens after placing obstacles and mines and dictor stuff come before deployment, you get a good idea where Moralo is going to be. Also as he tends to place the station, so you get three damaging obstacles to place.

I think Moralo's power is more noticeable against squadrons when he actually get easily 8-9 attacks without answer with a really powerful dice pool. Against only ships he feels like almost any other bombing force as you can't do anything anyways and 2 blue dice are not as good as they seem at first. He really hurts when the Quasar activates 5-6 lambdas (during round 2 and after) taking attacks from Moralo AND the Lambdas as well.

During this second match I don't even care about engineering. I went all the hull up with the Cymoons, I sent one to the sacrificial pit while softing the arquitens and the other to hunt down the Quasar. Actually the ISD would have survived just nailing the limit of the battlefield but a random asteroid turn it into space dust. After that the dictor killed the last arquitens.

I will try with Tokra's fleet as the VSD with Thrawn will work as an auxiliary carrier. The Moralo fleet here has its weakest point on the Quasar. When it is down you only have arquitens and they won't like to be close enough to avtiva squadrons. On the other hand those Arquitens with Romodi are really helpful. Romodi is a blast!

I'm still not sure about him. As far as I can tell he is powerful enough to be worrysome but 16 2 blue non-bomber attacks are not much more powerful than 8 1 black bomber with BCC. Maybe it's just due to using ISDs with a free contain token to reroll. Small ships which care more about just cards may get the loosing side. However big ships don't like crits and Moralo is gentleman enough to please them.

1 hour ago, ovinomanc3r said:

I'm still not sure about him. As far as I can tell he is powerful enough to be worrysome but 16 2 blue non-bomber attacks are not much more powerful than 8 1 black bomber with BCC.

He is more powerful. He can move and attack and the Lamdas can also attack in their activation. He also can go in, destroy some squadrons and move back, bombers can't. He can move to the opposing deployment zone in Round 1 and kill Raddus. He is way more versatile than a bomber list ...

2 minutes ago, spike2109 said:

He is more powerful. He can move and attack and the Lamdas can also attack in their activation. He also can go in, destroy some squadrons and move back, bombers can't. He can move to the opposing deployment zone in Round 1 and kill Raddus. He is way more versatile than a bomber list ...

If you read the paragraph you will notice I'm talking from the perspective of him bombing ships. More specifically against a fleet like the one I've been using. I'm not sure 8 y-wings witn BCC would have dealt less damage than he dealt.

Also notice that versatile and powerful may not be the same thing.

I just played two games both with the same fleets and objectives. In both games Moralo was tabled and only in the first one he managed to table back just thanks to a tournament rule.

I'm not saying all this is definitive. As best those two games are just anecdotes. I'm not saying he is not OP but I'm not saying he is either. I didn't see him enough. I just placed a fleet not tooled against Moralo or squadrons at all in front of him and I played as I would do against any other full squadron fleets and it didn't preformed bad at all. Considering Vader fleet is also for playing second and it's being forced to play first even when the games comes to 5-6 and a 7-4 I think it's ok to least.

Other popular fleets are more able to deal with squadrons than my Vader fleet on one hand I think they will do better. On the other hand, as I said I also think he is more powerful in squadron vs squadron combat AND squadrons fleets relay more on their own squadrons to table their opponent so they win defensively but loose offensively.

An ISD can take 20 damage before falling. That makes 20 Moralo attacks as average. So it can be said Moralo needs 2 rounds or a round and a quarter even adding 3 damage as aver from 6 Lambdas, considering a safe average triggers could be 16 times. Being first that ISD is gonna shoot. And after he dies there is another ISD and a dictor. Against a squadrons fleet, Moralo mat need the same time to hear down the enemy squadron force. The problem for the squadrons fleet is that without it's 134 points on sqiadrons there is not much left to kill the Quasar for example. That's why, in theory, I think big ships fleets may do ok against Moralo, just ok though.

A bomber wing may take the same to destroy an ISD but they get the advantage of critical effects which hurts but ships.

Maybe the weakest fleets against Moralo are MSU as activation advantage means nothing to Moralo, he has enough mobility to hunt down one ship after another and his average damage is ok against low hull ships.

But all this is just a quick impression after seeing him in play just twice.

Is it possible just to run away against this fleet and take a 5-6? It seems with the limited range of FCT you could put distance between yourself and the VIC.

You are right. Moralo is fine the way he is, and does not need a fix ๐Ÿ˜‰ ๐Ÿ˜„ . If he remains this way, i know at least what fleet i am playing for the next few tournaments. ๐Ÿ‘

4 minutes ago, ovinomanc3r said:

An ISD can take 20 damage before falling. That makes 20 Moralo attacks as average. So it can be said Moralo needs 2 rounds or a round and a quarter even adding 3 damage as aver from 6 Lambdas, considering a safe average triggers could be 16 times. Being first that ISD is gonna shoot. And after he dies there is another ISD and a dictor. Against a squadrons fleet, Moralo mat need the same time to hear down the enemy squadron force. The problem for the squadrons fleet is that without it's 134 points on sqiadrons there is not much left to kill the Quasar for example. That's why, in theory, I think big ships fleets may do ok against Moralo, just ok though.

Yes, in theory Moralo need two turns for a large ship. For the ISD you need the support from one FCT or one other attack (VSD or Arquitens).
A bomber wing can do the same. And a bomber wing can take out Moralo really easy. 7 attacks and he is gone (if you find a way to activate 7 squadrons).
The only problem is to reach him. He is so mobile, that he can easy come in, attack a few times, and fly out of the range again. Look at the two pictures that i made earlier. he was flying all over in this two activations. And was able to hide again.

1 hour ago, icedbecker2007 said:

Is it possible just to run away against this fleet and take a 5-6? It seems with the limited range of FCT you could put distance between yourself and the VIC.

The range is not really limited.
Quasar with Boosted Comms and Relay give you really a long distance.
And Moralo can even fly without any ship. A shuttle moves in the squadron phase, moves a token, and Moralo get a free attack. This give you 6 attacks (with 5 shuttles) with Moralo without a single squadron command.

14 minutes ago, Tokra said:

And Moralo can even fly without any ship. A shuttle moves in the squadron phase, moves a token, and Moralo get a free attack. This give you 6 attacks (with 5 shuttles) with Moralo without a single squadron command.

Which in practice is like turning those 5 lambdas into yv-666 with an extra blue die on their battery armament. For 15 points per lambda is really good (if we don't open again the discussion about yv being overpriced). No doubt about it.

After being bombarded by him with no squadron command my impression was not OMG!

What really hurts is when activated by ships cause then you take a squadron 5x2 activation. That makes 10-11 average damage (against ships) and 27-28 (against squadrons) counting in Squall with just one activation . That's insane. Against ships is not much different from a Maarek, Jendon Morna and 3 t bombers, but it's really far from an alpha strike by Howl, Ciena, Valen, Mithel, Saber and Soontir with flight controllers against squadrons.

That's what makes me think he is more powerful against squadrons fleets. He may wipe out the opposition like anything else til now and then what is left is just a couple of useless carriers.

And after that single activation he may still working as he wasn't activated at all and FCT of other activacions triggers him again 2-4 more times. And, as said, his ability to easily dodge incoming threats and repair, if the station is given, makes him harder to kill that he seems at first.

How has killing the Lambdaโ€™s instead of Moralo worked for people?

brace, 7 hull, BS movement capacity, grit makes him really hard to kill. But smoking 6 hull generics seems quite a bit easier. If youโ€™re counting activation and one FCT movement, then every dead Lambda is 2 less Moralo attacks. Most squad heavy fleets have a squad activation that should kill 2 lambdas.

Edited by Church14
16 hours ago, Church14 said:

How has killing the Lambdaโ€™s instead of Moralo worked for people?

brace, 7 hull, BS movement capacity, grit makes him really hard to kill. But smoking 6 hull generics seems quite a bit easier. If youโ€™re counting activation and one FCT movement, then every dead Lambda is 2 less Moralo attacks. Most squad heavy fleets have a squad activation that should kill 2 lambdas.

It should work. The problem is if it is possible to alpha them.

I mean, yesterday I tried Tokra's version with Harrow which is far stronger than the fleet I was facing for several reasons. The main one is Ozzel on a squadron 4 ship with FCT.

When you fly an alpha strike squadron force you can account your opponent speed which is basically distance and work on that along with the activation advantage and order. Moralo hasn't got a distance limit and if he has one it's just over the top.

I'm not saying that it's impossible. Technically you could work on the need of several activations for him to shorthen distance and hunt them in the middle, but Ozzel+Quasar activation is enough if you're just in front of them. And if you're too far he may use his fake-rogue lambdas during the squadron phase (through as many rounds as needed) to get onto you without taking more than 2 attacks if any.

I should try it though.

1 hour ago, ovinomanc3r said:

It should work. The problem is if it is possible to alpha them.

I mean, yesterday I tried Tokra's version with Harrow which is far stronger than the fleet I was facing for several reasons. The main one is Ozzel on a squadron 4 ship with FCT.

When you fly an alpha strike squadron force you can account your opponent speed which is basically distance and work on that along with the activation advantage and order. Moralo hasn't got a distance limit and if he has one it's just over the top.

I'm not saying that it's impossible. Technically you could work on the need of several activations for him to shorthen distance and hunt them in the middle, but Ozzel+Quasar activation is enough if you're just in front of them. And if you're too far he may use his fake-rogue lambdas during the squadron phase (through as many rounds as needed) to get onto you without taking more than 2 attacks if any.

I should try it though.

Ignore

Edited by ovinomanc3r

I've played two more games.same Vader list, same objective, but against Tokra's list.

Moralo wiped out Vader without effort. Vader managed to kill both gozantis y both games, crippled Harrow during one match and killed the Quasar during the other.

Tokra's list is just much more effective. I liked the arquitens for the support fire they provided but Ozzel+FCT on 4 Lambdas is just much more effective. It's fun cause the difference at first glance is not too much. Same quantity of FCT moves despite those 2 extra by Ozzel but there are a couple of differences. Those two extra lambdas allow Moralo to get into position before the Ship Phase so he doesn't need to spend any trigger on just positioning. He can just attack on every trigger during first round. The other advantage is that you need less activations to get the same triggers decreasing the windows your opponent may use to disrupt you.

Other advantages are:

A tougher fleet. VSD is not great but is tanky enough. It requires at least one shot more than the Quasar and the arquitens and that shot counts cause Moralo is able to prevent it.

A support carrier. I gave squadron commands to the VSD just in case the Quasar blew up or got out of range somehow. Not needed most of the time but it helped during the match on which the Quasar was destroyed.

After those 4 matches I got more used to Moralo and I would say no squadron fleets have few to non chance of winning. It's obvious they usually have hard times against full squadron fleets but Moralo's mobility makes a huge difference. Normally I get some control over engagement. A speed 2 ISD with a banked nav token and nav commands may slow down to delay the bombing run one round or jump right at the face using its round of "assured" survival to fight back enough and finish the carriers just in time. Against Moralo such control of engagement doesn't exist at all. He may bomb you round 1 so he has got totally control over you. The best you could do is to put enough distance, but again, you need to wipe out the ships, and to speed-X Moralo ships at speed 1 to 3 means nothing.

So IMHO a non-squadron fleet don't made against him will have a hard time dealing with him. Maybe the anti squadron SSD may do something, I dunno.

Besides that there is the fact that Moralo gets boring as ****.

I'll see what I can do with squadron fleets.

I hope I meet moralo list on upcoming Polish Nationals. Had some suprise for him/his support (read Lambdas) if youbare able to clean them off moralo is just another squadron. IMO this is his Achilles heel.

Reading all gathered here experiences I assume that there is only one chance during whole battle to hit them to reduce moralo power.

Hope will chceck my idea how to cope with the problem. Tokra pls hold your info for you till sunday about our talks ;)

1 hour ago, ovinomanc3r said:

So IMHO a non-squadron fleet don't made against him will have a hard time dealing with him. Maybe the anti squadron SSD may do something, I dunno.

Besides that there is the fact that Moralo gets boring as ****.

I'll see what I can do with squadron fleets.

This reflect my experience with it. Non Squadron fleets have no real chance (unless they are able to kill the VSD and Quasar really fast).

I doubt that any SSD might have a change against it AND remain competive enough for all other fleets. Yes, you can use an SSD with Kallus, Ravenger, Needa, TRC, LTT, ... just for the good shot on Moralo (6+ red dice with Auto ACC). But what are you doing against a non squadron fleet? You might just go down, because the whole ship was build against one squadron. And in worst case, you will never be able to shoot Moralo at all. it is not this hard to get out of the blue range and being obstructed. Two turns, and the SSD might be on half hull. Even if Moralo is dying at this time, it is a fair deal (~150 points vs. 22 points).

A full squadron list, with Rieekan or Sloane, might be still the best answer for it. But Rebells are so damm slow, and they don't have Squall. It could be that they get ripped one after another from far distance Moralo attacks.

I was playing Thrawn. With him these commands were never a problem. All ships had 3 turns their fixed squadron command. And because of the Comms net, the Quasar always had his squadron token as well.
On the downside i had only Boosted Comms on the VSD. With Hangar Bays (for the 4 FCT moves) it might have been even better.

The part with "get boring": Yes. And especially when you have to play against him, and the opponent (Moralo player) is doing so much stuff, while you only can and have to, watch doing his stuff. And the most anoying part is that you cannot attack anything. You sit there with your ships, and you have nothing to attack. I think my opponents only had less than 10 attacks against ships in the 3 rounds. All that they could do was some rare flak against a few squadrons. But rolling 1-2 dice against 6 hull shuttles is not really thrilling as well ๐Ÿ™„ . And when you see Moralo going back to 7 hull from 2 hull (in one turn) you are loosing hope.

So it seems like you just need a 40 point bid against Moralo.

1 minute ago, icedbecker2007 said:

So it seems like you just need a 40 point bid against Moralo.

He doesn't really need the gozantis. If a bid war ever started to counter him I would just drop Tokra's list to 317 points and it will do fine.

And that kind of counter when started at 29 points is not healthy I think.

The war around last-first when MSU and BTAvenger had a limit when you drop an activation.

This doesn't really need those activations, so you can find down the hill till the only things you need: Harrow and Squall.

Actually, just need a 30 point bid.

Plenty of Raddus fleets come close to that as it is.

Edited by icedbecker2007
3 minutes ago, icedbecker2007 said:

Actually, just need a 30 point bid.

Plenty of Raddus fleets come close to that as it is.

Coming close is not enough ๐Ÿ˜ . Raddus was always hard on the edge. 20-28 points. But with this bids, you start to loose control. You are giving up squadrons or ships. And with Raddus it will end with no drop anchor anymore.
You need a higher bid than the other. And this might end in a bid war that is not healthy for the non-Moralo fleet. As @ovinomanc3r said, Moralo can go up to 50-70 points, and still be strong. All other fleets will cripple at this point.

I just checked the last regional data from @Truthiness .
681 fleets. And only 5 had less than 370 points. And 3-4 (one fleet had no missions listed) of these would still have lost, because they had a mission with objective tokens :rolleyes: . Two of these Fleets were not top 8.
67 Raddus with an average bid of 10.6. Only 11 Fleets with a bit of 20 or more. Non with 30+.
Again a big thank toward Truthiness and Co for the data ๐Ÿ˜ . They are really
helpful.

Another try.

Tokra's fleet vs

Vs Moralo (102/400/400)
======================
Imperial II-class Star Destroyer (120 + 51: 171)
+ Admiral Sloane (24)
+ Hondo Ohnaka (2)
+ Gunnery Team (7)
+ Electronic Countermeasures (7)
+ XI7 Turbolasers (6)
+ Avenger (5)
Quasar Fire I-class Cruiser-Carrier (54 + 23: 77)
+ Captain Brunson (5)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Maarek Stele (21)
Colonel Jendon (20)
Ciena Ree (17)
Howlrunner (16)
Mauler Mithel (15)
Valen Rudor (13)

Which could pass as another Sloane fleet, not as a direct counter.

Moralo got smashed. As foreseen, no lambdas no Moralo. To be honest, tl play Moralo against a squadron fleet like this required a hard mindset change so mistakes were made and those finished on big defeat.

It is also true that Moralo squadron wing may be adjusted to cover the some flaws.

If you managed to engage the lambdas after they got activated Moralo may say goodbye. Without FCT, Squadron Phase and first player he's done.

However I'm quite sure that happened cause my fault. I was to eager to start shooting at the speed 3 ISD that was coming onto me. I could have waited til round 2 to engage in my terms. But whatever. Even with those mistakes the ISD was destroyed so despite being tabled it wasn't a 10-1.

I'll keep trying.

Yesterday I played again Moralo against another random Sloane fleet and, again, Moralo got wrecked.

Moralo's fleet

Moralo Escort (134/374/400)
==========================
Victory I-class Star Destroyer (73 + 45: 118)
+ Grand Admiral Thrawn (32)
+ Admiral Ozzel (2)
+ Expanded Hangar Bay (5)
+ Harrow (3)
+ Fighter Coordination Team (3)
Quasar Fire I-class Cruiser-Carrier (54 + 14: 68)
+ Hondo Ohnaka (2)
+ Expanded Hangar Bay (5)
+ Boosted Comms (4)
+ Squall (3)
Gozanti-class Cruisers (23 + 6: 29)
+ Commander Woldar (4)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Moralo Eval (22)
6 x Lambda-class Shuttle (6 x 15)
Tempest Squadron (13)
Black Squadron (9)
Targeting Beacons
Fire Lanes
Sensor Net

Against

Fleet 1260 (134/399/400)
=======================
Imperial II-class Star Destroyer (120 + 53: 173)
+ Admiral Sloane (24)
+ Gunnery Team (7)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
Quasar Fire I-class Cruiser-Carrier (54 + 13: 67)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Squall (3)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Maarek Stele (21)
Dengar (20)
Colonel Jendon (20)
Ciena Ree (17)
Howlrunner (16)
Mauler Mithel (15)
Valen Rudor (13)
Saber Squadron (12)

The match got resolved on round 2 by a miscalculation. I allowed an alpha strike on my force, basically cause it was going to be close to my AA and I had those escort. It worked as planned but not as well as I thought it was gonna be. Black and Tempest worth it. My opponent just managed to kill them but those attacks were enough to save the lambdas and Moralo. However the hole left by Tempest inside my bubble let Ciena to sneak in at speed 5 and to engage the furthest lambdas. I checked the distances to be sure he wouldn't be able to reach all my lambdas but I missed the space left by my casualties. Big mistake. No lambdas movement, no Moralo. At the end was a close match. Moralo hit back, also the Lambdas (Woldar is awesome), and he got casualties as well but not as much as mine.

I thought to swap Dengar in and Tempest and Black out but that won't fix anything. Without the escort Dengar will die the first and the it will be the same. I could hide Dengar at my table side but then I couple of Lambdas may die instead. I thought a version with Chireneau, which will keep the escort AND the movement going on. Chireneau is expensive though, so more changes were needed.

Moralo and Chirpy (134/376/400)
==============================
Victory I-class Star Destroyer (73 + 37: 110)
+ Admiral Sloane (24)
+ Admiral Ozzel (2)
+ Expanded Hangar Bay (5)
+ Harrow (3)
+ Fighter Coordination Team (3)
Quasar Fire I-class Cruiser-Carrier (54 + 22: 76)
+ Admiral Chiraneau (10)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
Gozanti-class Cruisers (23 + 6: 29)
+ Commander Woldar (4)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 4: 27)
+ Hondo Ohnaka (2)
+ Comms Net (2)
Moralo Eval (22)
6 x Lambda-class Shuttle (6 x 15)
Tempest Squadron (13)
Black Squadron (9)
Targeting Beacons
Fire Lanes
Sensor Net

The bid is getting closer to a dangerous point considering how it really needs going second but I think is big enough. The biggest threat will be other Moralo fleets.

I'm happy I loose. Not something definitive, but it seems Sloane archetypes will do really ok against Moralo without being invested against him. If that's enough to keep him far from wiping out through tournaments I dunno yet.