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Pojo's Star Wars
Minis Site
Mini of the Day
Darth Maul on
Speeder
Set: Universe
7/60
Date Reviewed: May 26, 2006
Image from
Wizards.com
Rating:
4.0
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating. |
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Sith Dragon
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Darth Maul on
Speeder
Separatist
Cost: 57
HP: 140
DEF: 21
ATK: +14
DAM: 20
Accelerate; Charging Assault +10; Cleave; Deadly
Attack; Double Attack; Melee
Force 3
Lightsaber assault (F1); Sith Rage (F1)
Monday we had a mount that stunk. Wednesday we had a
mount that was very good and whose only drawback was
the base size. Today we look at what happens when
you cross a worthless piece with a piece that is
pretty good.
With the exception of costing 2 more points, his
stats are the same impressive stats as CS Darth
Maul. He also has the crit on 19 and 20 and sith
rage. From here, though, we begin to see changes.
His triple attack has been reduced to a double, but
he has gained a host of powers to make up for the
missing attack.
Maul on Speeder can go 24 squares if he doesn't
attack, which gives him the ability to either get to
a fight quickly, or he can outrun deadly enemies.
The downside is that his speeder does not have
flight, so he cant disengage without provoking an
attack of opportunity, ignore difficult terrain, or
ignore characters to move. This has seriously hurt
him even though it is accurate to the speeder from
the movie.
His cleave has lost its roll, but that would be hard
to envision on a speeder anyway, so its not such a
big deal.
He has charging assault so if your target is within
12 squares, you can charge him for some serious
damage. You can even add sith rage onto it for a 40
DAM hit. If he is within 6 squares or you won init
and want to get away from your opponent, you can use
lightsaber assault, which will let you get two
attacks in and still move. This is perhaps the best
power in the game, and he is one of only three
characters that have it.
All in all Maul on speeder is a great piece. So why
then is he never played? the lack of flight really
makes it hard to use his powers more than once
without giving up an AoO. he also suffers from the
same problem as all the CIS Jedi. They are WAY
overcosted for what they can do and have absolutely
no mid point support like the Jedi have outside of
Asajj Ventress. The best pieces that support him end
up creating a squad that leaves you with 4-6
activations due to high point costs.
100pt: Do not run him here. He simply lacks the
power and support pieces to be run here. Even if you
run him with Asajj or Aurra, he simply outruns them
and gets taken out quickly despite his 140 HP. The
speed will help him with shooters that are trying to
hold their distance.
200pt: Here he at least stands a chance, but as i
said, he lacks the right kind of support to be as
effective as he could be. He makes a great fun piece
and is very powerful in casual games. The sculpt is
great and he is Darth Maul after all, but this one
has limits. We shall have to see what his new
version brings. ;)
"Dude, the fat guy totally just blew up!" -Pink 5
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Ten-Eyed
Man
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Any figure
that can start twelve squares away from you and hit
you in melee for 40 damage deserves some respect.
Darth Maul on Sith Speeder trades some of the raw
offensive potential of the original Maul for
incredible mobility, and it's a trade worth making.
The general problem with melee beatsticks is that
they usually get shot on their way to the fight.
This was definitely the problem with the original
Darth Maul, who has terrific damage potential
(Triple Attack + Sith Rage is completely
terrifying), but no defensive abilities at all.
Against Boba Fett or Aurra Sing, he's lucky if he
manages to get an attack in before he dies. Biker
Maul, on the other hand, gives us Accelerate and
Charging Assault. Accelerate lets you move more than
half the length of the map, so if you're playing the
DCI tournament rules involving points for occupying
the center of the map, Maul can get there during the
first round, and beat the snot out of almost anyone
who joins him there with Charging Assault.
Continuing Maul's offensive arsenal we have the
always crowd-pleasing Sith Rage, which stacks with
Charging Assault's +10 bonus, for the aforementioned
12-square, 40-damage attack. Mmmm... goes down
smooth. Obviously Sith Rage is also useable with
Double Attack, letting him get in a solid 60 if he
gets to stand still.
Deadly Attack is always nice, doubling the chance of
a critical, and combines nicely with Cleave, so even
if you don't think you're going to knock out the
target, you should always try to position Maul so
that, in the event of a surprise kill, Cleave can go
off and let you keep slicing up enemies.
Lightsaber Assault is normally one of my favorite
powers in the game, but it's all but wasted on
Speeder Maul. Since the champion of the Sith can
spend a Force Point on Sith Rage to move 12 and hit
for 40, it's strange that he can also spend a Force
Point to move 6 and hit twice for 20 each. The two
possible reasons to do this are (a) because you want
to hit two different targets, or (b) you want to
maximize the chance of a critical (at the expense of
another possible miss, depending on the Defense of
your target). Your mileage may vary, but I'll
usually take the Charging Assault option.
Like his predecessor, Darth Maul on Sith Speeder has
no defensive abilities whatsoever. He does pack a
very respectable Defense score of 21, and a great
Hit Point total of 140, but he'll probably get shot
up in short order if you're not very careful with
your positioning. The main advantage of this Maul is
that, thanks to his enhanced maneuverability, he's
got a good chance to do a bunch of damage before he
dies. I therefore recommend you treat him as Darth
Sidious treated Maul in the movie: a powerful but
expendable weapon whose main job is to kill off
other powerful characters in an all-out offense.
Overall rating in 100: 3 (difficult to support with
only 43 points left)
Overall rating in 200: 4 (kills guys real good)
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Vesuvan |
Darth Maul on
Speeder
The last of the Mean Mounts this week and quite
easily the meanest one out their. Darth Maul has
always been a powerhouse in the Minis Game since his
release in Clone Strike and his Universe variant
holds true to Maul's legacy of death and
destruction. So what is the big change in Maul's new
variant? They dropped an attack and made him mobile.
The stats are the same at 140 hp, 21 def, +14
attack, and damage 20. The mounted version has a
nice set of abilities that his predecessor lacked
like: Charging Assault, Deadly Attack and
Accelerate. He is also given the great force power
Lightsaber Assault. He still has double attack, sith
rage and cleave even though it is not rolling
cleave. He is able to squeeze so you don't have to
worry about them trying to hide. Of all the mounted
figures out he is by far the best and of the current
Mauls out he is considered by many to be the better,
until Champions of the force is released. If you
like raw power with speed then look no further. I
would love to tell this mini's drawbacks but there
are none. Maul is no Vader Jedi Hunter but with his
speed and power you can easily build a squad to
bring Vader down.
Tournament
100pts 5/5 at 57 points you still have room for good
support
200pts 5/5
300pts 5/5
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vornargith
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Darth Maul on
Speeder
Cost: 57
HP: 140
DEF: 21
ATT: +14
DAM: 20
Abilities: Accelerate 24 / Charging Assault +10 /
Cleave / Deadly Attack / Double Attack / Melee
Force 3: Lightsaber Assault / Sith Rage
D-Maul on da Speeda! The sith know how to ride in
style … D-Maul on Speeder is designed with damage in
mind. A charging assault does 30 damage and gives
him the possibility of an encore attack. Deadly
attack in unreliable, but the increased chance of a
critical is undeniable (bad poetry). Even after the
initial charge, his double attack still makes a
cleave follow-up very possible. It’s a good thing
this figure doesn’t have Flight, but from my
understanding, the speeder model Darth Maul is
riding is limited in its vertical capabilities.
What’s bad about Darth Maul? … I have no clue?
Ratings by Skirmish Size
100 pt: 4/5 – He’s a bit expensive to build a small
squad around … any support would effectively be
fodder… although a team-up with Darth Sidious may
make for a deadly duo.
200 pt: 5/5 – With plenty support, D-Maul can be a
nasty thorn – flanking the enemy while grunts harass
them from the opposite end.
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