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 Post subject: Octo-Maul
PostPosted: Mon Nov 09, 2009 12:54 pm 
Mandalore
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--Octo-Maul--
53 Darth Maul, Champion of the Sith
38 Boba Fett, Enforcer
21 GenoHaradan Assassin
20 General Whorm Loathsom
18 Lando Calrissian, Dashing Scoundrel
10 San Hill
10 Caamasi Noble x2
15 Mouse Droid x5
15 Ugnaught Demolitionist x5

Preferred Reserves:
(San Hill) 20 Bodyguard Droid

(200pts. 18 activations)

Submitted for your approval, Octo-Maul 4 significant threats activation control and tons of ranged suppport, the final result would be of course to control the gambit zone with the shooters that shoot after the enemies have exhausted their assets. Base with Maul and move the mouse droid near the end of the round, Open the round with 8 attacks from Darth Maul, With Sith Rage it amounts to 240 damage.

Thanks to Grand Moff Boris for the beginning to this idea.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 1:19 pm 
One of The Ones
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Awesome. Will definitely have to try something like this at some point. The only thing I might consider would be to fit in Darth Sidious somehow to get Maul some extra FPs. Maybe not THAT critical though, as to some degree, you'd be shooting to use Maul as a one-hit wonder sort of scenario. :P

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 1:44 pm 
Jedi Battlemaster
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hmmm, with a little tweaks.. it could be a great TW squad!

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 1:55 pm 
One of The Ones
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Heh, perhaps Mar Tuuk, Sidious, a B'omarr Monk, and then the MTB, so you can go first, move Maul into position, then do a Pawn/Dominate or just straight up Dominate, to hopefully let Maul take a nice juicy Quad/Twin on something on the very first phase of the game. :P

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 2:01 pm 
Name Calling Internet Bully
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If you were going for Tile Wars nastiness, I might swap out for CS Maul instead. Rolling cleave can really keep that nasty 8 attack, pawn/dominate combo going strong.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 2:28 pm 
One of The Ones
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In Tile Wars, I played:

53 Darth Maul, CotS
49 Tyrannus, DLotS
37 Aurra Sing
20 Whorm
18 Lando, Dashing Scoundrel
10 San Hill
06 Ugnaught x2
04 Gran Raider
03 Mouse Droid x1

If I had it to do over, I would drop the Gran and San for Mar Tuuk, but other than that I was very pleased with the squad. Maul runs 6 and LS Assault + Twin, then next init Sith Rage x8. He is just a beast with Whorm. Tyrannus and Aurra were great support. Twin Riposte - and look at, multi-melee attackers. You hit me twice, I hit you back FOUR TIMES. :lol:

In a normal game, I'd drop back to San and dump Tyrannus. I think Carl's version in the first post probably has too much fodder. One Yobuck swap ruins your day.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 4:29 pm 
Mandalore
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While true Attacks of opportunity are twins, so a Yobuck who moves away gets a lot of damage in return, and because my opponent will be outactivated it is likely that I would have some time to kill Yobuck. However I am still looking for other pieces that can have more benefit from Whorm Loathsome. Also I am running this tonight in a 175 pt tournament at Castle. I droped 3 ugs 2 Camasi and 2 Mouse droids :p

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 5:09 pm 
One of The Ones
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Oh goodness...I just realized that you have 40 points of fodder there. Wow. With San Hill, do you really expect to ever need that much? Only Dodonna builds or other San builds are going to out-activate you at that point, and with some of those, there's not much you can do about it anyway. I might consider using Lobot CLO instead of some of those points. Move Maul, Mouse, and Lobot at the end of a round, to give greater chance of pulling off the Quad/Twin the following round. Then you have double chances for San/Lobot's Reserves as well.

But 40 points....yeah, definitely need to get some other form of backup piece(s) in there. Heck, just taking 20 of those 40 points and upgrading Boba to Mercenary would probably be a decent start. The option of Double/Twin/Cunning is absolutely brutal.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 5:29 pm 
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Enforcer is in there because of Mobile, I really want to keep my shooters from getting shot back. If I wanted to add more to this, I would say it has plenty of attackers and "Meat" but what I would probably do is add tech. Now I lost two games this weekend though to Dodonna squads with 18 and 19 activations respectively, so I may be over compensating for that.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 5:40 pm 
One of The Ones
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Boba Merc has "mobile" as well through Intuition. I was just suggesting him as an option. He has the nice factor of a little added oomph on attack rating and damage, plus the important possibility of the big Double/Twin/Cunning after using Intuition to get in place if necessary. Enforcer is great in this squad though too. I was just offerring it up as an alternative if you felt willing to concede a few activations.

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 Post subject: Re: Octo-Maul
PostPosted: Mon Nov 09, 2009 9:16 pm 
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Hey I just played a squad very similar to this tonight except I worked in Dooku Sereno as well and he turned out to the real star of the squad. Maul generally ran around scaring the crap out of weak units. :lol:

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