Moralo Theocrafting - Maximum Trigger / Activation

By 187-Leon, in Star Wars: Armada

14 minutes ago, Tokra said:

In the end i might even go back to Sloane ( @187-Leon was using her with his Moralo, and it is really nice).

Played against him during the Autumn Vassal Tournament. Decided to run away, still lost 7:4 as Moralo can follow and shoot you effectively at 1,5 long range.

As I understand it, btw, FFG argued that Moralo was fine since it can (supposedly) be countered by an SSD with Squad Counter Setup.

7 minutes ago, RapidReload said:

Played against him during the Autumn Vassal Tournament. Decided to run away, still lost 7:4 as Moralo can follow and shoot you effectively at 1,5 long range.

As I understand it, btw, FFG argued that Moralo was fine since it can (supposedly) be countered by an SSD with Squad Counter Setup.

Unless Moralo is attacking via Rhymer. In this case there is no counter...

1 hour ago, Tokra said:

Unless Moralo is attacking via Rhymer. In this case there is no counter...

The entire reason is highly questionnable if true.

15 minutes ago, RapidReload said:

The entire reason is highly questionnable if true.

That entire argument is poor regardless of whether it’s true or not. Rock Paper Scissors is bad game design.

Eeh i think my standard sqd support will be fine. Jan ors, Ewings and yt1300s.

Hes gonna be powerful, boring to play but with so many counter plays i cant see him becoming a must take.

10 hours ago, RapidReload said:

As I understand it, btw, FFG argued that Moralo was fine since it can (supposedly) be countered by an SSD with Squad Counter Setup.

This is very much a <citation needed> kind of comment.

6 hours ago, Formynder4 said:

This is very much a <citation needed> kind of comment.

I understand your point, but it is not. It was someone I trust.

Tokra can you explain how you managed to activate first on turn 3 if you were second player? I didn't understand that bit.

27 minutes ago, flatpackhamster said:

Tokra can you explain how you managed to activate first on turn 3 if you were second player? I didn't understand that bit.

He was first player. Which is pretty bold.

27 minutes ago, flatpackhamster said:

Tokra can you explain how you managed to activate first on turn 3 if you were second player? I didn't understand that bit.

Because he played against my Moralo Fleet and choosed to be first. Free Token and first Player for Moralo is crazy²

59 minutes ago, 187-Leon said:

Because he played against my Moralo Fleet and choosed to be first. Free Token and first Player for Moralo is crazy²

So does that mean that he had to choose one of your objectives and presumably he picked the one with objective tokens?

Tokra, what are your thoughts on Moralo's effectiveness when facing either:

a) A fleet which is much more spread out than has typically been the case;

b) A fighter wing consisting more of generic A-Wings and TIE Interceptors?

ISTM that every time Moralo has to move, he isn't shooting, and that diminishes his effectiveness. Spreading out more would do that. The other thing that would work on him (I imagine) is having him frequently pinged for damage every time he attacks.

Don't forget to bring a Station. Even in the game against 187-Leon Moralo went down to 2 hit points....and was back up at full hullpoints shortly after. He can fuel up multiple times a turn. So...A-Wings and Interceptors will hurt, but he can heal like a Borg-Cube on steroids if he needs to...

Of course as first player Tokra gets to position the station - so another tactic would be to steer well clear of it. That would reduce his chances of healing on it.

Edited by flatpackhamster
4 minutes ago, NewGandhi said:

Don't forget to bring a Station. Even in the game against 187-Leon Moralo went down to 2 hit points....and was back up at full hullpoints shortly after. He can fuel up multiple times a turn. So...A-Wings and Interceptors will hurt, but he can heal like a Borg-Cube on steroids if he needs to...

He is Super-Jendon and Super-whisper packed on an Onager particles cannon, lol

1 hour ago, flatpackhamster said:

So does that mean that he had to choose one of your objectives and presumably he picked the one with objective tokens?

187-Leon was playing as well a Moralo fleet (Moralo + 3 Shuttle). I knew that he had a mission with objective tokens. And Targeting Beacon (the only red with tokens) is a good call. It does not really help him, and i can place two Tokens on my own.
This was the reason i could pick first. And with 4 activations, versus his 3, i was in a really good position.

1 hour ago, flatpackhamster said:

Tokra, what are your thoughts on Moralo's effectiveness when facing either:

a) A fleet which is much more spread out than has typically been the case;

b) A fighter wing consisting more of generic A-Wings and TIE Interceptors?

ISTM that every time Moralo has to move, he isn't shooting, and that diminishes his effectiveness. Spreading out more would do that. The other thing that would work on him (I imagine) is having him frequently pinged for damage every time he attacks.

a) Moralo is fast. I can try to pick the enemy ships one by one. if the ships are speading out this much, i can go against one with my ships as well, without much danger.

b) as long as i am second player, i can place the station. If it is well in the middle of the map, you can always fly back on the station and repair. In the second round my Moralo was on 2 Hull. One turn later he was back on 7.
A-Wings are maybe a bit more dangerous than TIE Interceptors. An A-Wing last for two attacks. Interceptors, with only 3 hull, can die in one attack.
You need to go in way more carefull. Go in (maybe even obstructed), kill 2, and fly out for repair again. And against these Counter squadrons, i would even use the Shuttles for attack. Their two black are deadly, and they can easy take the counter attacks. Don`'t forget. Each Shuttle activation is an attack from the shuttle and from Moralo.

There are quite some "fixes" that might work. But the way he is right now is insane 😊 .

1 hour ago, flatpackhamster said:

Of course as first player Tokra gets to position the station - so another tactic would be to steer well clear of it. That would reduce his chances of healing on it.

The second player place the station 😁 . Normally it is me who is placing it.

Against 187-Leon he could place the station, and placed it in a way he could use it himself. Basically where his ships and squadrons are. Only bad when my Moralo could abuse it way better.

I think the key vs Moralo is to target the Intel and tie up the Shuttles. It's difficult for the escorts to cover both Moralo and the Intel squad. I wonder if Chiraneau could be useful here?

Strategic vs Moralo is also helpful as you can 'steal' the tokens and pull them away from where they are most dangerous, even if you're potentially triggering Moralo whilst doing so.

Perhaps there is a place for Rapid Launch Bays and Flight Commander to, as first player, kill off Moralo. There are all sorts of problems with this. I think it requires a bit of “cooperation” by player 2 to place Moralo in reach of carrier. It also seems a shame to have 9 points dedicated to trying to counter a single fleet build (and the opportunity cost of having flight commander in the officer chair).
Alternatively, I just envision hanging a fighter screen in the very back edge of the board until Moralo is in range (presumably multi-attacking one’s ships) until they can pounce.

14 minutes ago, ptownhiker said:

Perhaps there is a place for Rapid Launch Bays and Flight Commander to, as first player, kill off Moralo. There are all sorts of problems with this. I think it requires a bit of “cooperation” by player 2 to place Moralo in reach of carrier. It also seems a shame to have 9 points dedicated to trying to counter a single fleet build (and the opportunity cost of having flight commander in the officer chair).
Alternatively, I just envision hanging a fighter screen in the very back edge of the board until Moralo is in range (presumably multi-attacking one’s ships) until they can pounce.

A strategic reserve of 2 or 3 fast cheap hard hitting fighters, held back behind the main fleet line, might help.

On 11/24/2019 at 3:46 PM, Tokra said:

Sorry again for this. I just wanted to test him, i had no idea that it will be this bad. 😰

No problem, for me it was impressive to see this. But I think I had learned more against your standard competitive list.

I also don't know what I could have done better. Besides the fact that I had a squadron less fleet (besides the Malee Hurra drop for black crits). Fly away and hide is hard against this setup. I think confront you and kill of 1-2 carriers was the best option. Perhaps concentrate on the VSD ... but for me it was not obvious that the ships go down THAT fast.

Edited by spike2109

Hm. Does a strategic squadron pinned down by engagement still move tokens? I don’t think so but didn’t see it in a quick read of rules.

Edited by Church14

I am not interested in Moralo vs Moralo. You can all burn together.

Moralo as second player please. This could be extreme as well, but lets see.

40 minutes ago, Church14 said:

Hm. Does a strategic squadron pinned down by engagement still move tokens? I don’t think so but didn’t see it in a quick read of rules.

No, it has to move the trigger the strategic effect.

I've played against Moralo once but way lucky I had Rieekan squads with Adar and Yavaris and was able to kill him pretty quick. But mine's an unusually good anti-squad squad build. For most fleets he's going to cause lots of trouble

Today I give him a quick try.

It finished double ko, but Moralo was nasty. A dictor was destroyed on round 2 and the only thing that helped were two Cymoon tearing Moralo's fleet down as I'm used to do when playing without squadrons. It was a victory for the Cymoons but the last ISD finished in the middle of the squadron force. Moralo basically add 1 blue die to the anti ship armament of the lambdas destroying the remaining Cymoon. So double ko.

The obstacles control and 6 prox mines helped considering Moralo was flying against a non-squadron fleet.

Not sure yet if he is so overpowered as it's said but he is definitely nasty.

The clashing fleets

Double Cymoon Objective (0/380/400)
====================================
Interdictor Suppression Refit (90 + 44: 134)
+ Darth Vader (36)
+ Proximity Mines (4)
+ G7-X Grav Well Projector (2)
+ Grav Shift Reroute (2)
Cymoon 1 Refit (112 + 11: 123)
+ Gunnery Team (7)
+ Proximity Mines (4)
Cymoon 1 Refit (112 + 11: 123)
+ Gunnery Team (7)
+ Proximity Mines (4)
Surprise Attack
Abandoned Mining Facility
Volatile Deposits

Vs.

Moralo QAA (128/379/400)
=======================
Arquitens-class Command Cruiser (59 + 30: 89)
+ General Romodi (20)
+ Fighter Coordination Team (3)
+ Linked Turbolaser Towers (7)
Arquitens-class Command Cruiser (59 + 12: 71)
+ Admiral Ozzel (2)
+ Fighter Coordination Team (3)
+ Linked Turbolaser Towers (7)
Quasar Fire I-class Cruiser-Carrier (54 + 12: 66)
+ Boosted Comms (4)
+ Expanded Hangar Bay (5)
+ Squall (3)
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

Targeting Beacons was the objective.

Edited by ovinomanc3r