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 Post subject: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 9:38 am 
Sith Infiltrator
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[spoiler="Darth Maul on Speeder"]Darth Maul on Speeder (57)
Hit Points: 140
Defense: 21
Attack: +14
Damage: 20

Special Abilities:
Unique
Accelerate
Charging Assault +10
Cleave
Deadly Attack
Double Attack
Melee Attack

Force Powers:
Force 3
Lightsaber Assault
Sith Rage[/spoiler]

[spoiler="Darth Maul, Champion of the Force"]Darth Maul, Champion of the Sith (53)
Hit Points: 150
Defense: 20
Attack: +13
Damage: 20

Special Abilities:
Unique
Deadly Attack
Melee Attack
Quadruple Attack

Force Powers:
Force 3
Force Leap
Lightsaber Assault
Lightsaber Deflect
Sith Rage[/spoiler]

In my opinion Darth Maul on Speeder isn't bad at all, maybe just as good as CotF Maul. But I've noticed people rarely use Maul on Speeder because they think he isn't worth it. I'm having trouble understanding why. I'd like to hear your opinion on this...

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 3:32 pm 
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People have a hard time resisting quad attack. But he is actually pretty decent.


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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 4:39 pm 
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I like Speeder Maul quite a bit actually; he's fast and has decent defense. His drawbacks are that base size and 14 base attack. He's good for a Maul, but he's no Dooku. I like him more than CotF without a doubt.

I like using him as a scrub/stealth killer. He'll zip around and get in your face before you can move them away. Wish he had flight though.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 4:41 pm 
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Speeder Maul needs Flight, or MotF 2.

Flight would help overcome his large-base-ness, which tends to slow him down, and get him stuck. Flight would allow him to zip in and get decent movement, allowing him to pull of a good Charging Assault every now and again.
MotF 2 would allow him to do a Rage+Assault, and then most likely Cleave. Or be able to Rage + Charging Assault and then re-roll if you miss.

CotS's Quad attack is a great draw, then chance to pull off 120 damage is sometimes irresistible, but his low-ish attack makes him miss more often then not. Also he actually has some defensive abilities, unlike Speeder Maul. Furthermore he is slightly cheaper, helps if you're building a squad around him.

In terms of true competitive play neither are really viable options, though some make a case for CotS in 100 points, but the GFC has shown me that both can be very deadly.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 4:48 pm 
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Ruhk wrote:
Speeder Maul needs Flight, or MotF 2.

Flight would help overcome his large-base-ness, which tends to slow him down, and get him stuck. Flight would allow him to zip in and get decent movement, allowing him to pull of a good Charging Assault every now and again.
MotF 2 would allow him to do a Rage+Assault, and then most likely Cleave. Or be able to Rage + Charging Assault and then re-roll if you miss.

CotS's Quad attack is a great draw, then chance to pull off 120 damage is sometimes irresistible, but his low-ish attack makes him miss more often then not. Also he actually has some defensive abilities, unlike Speeder Maul. Furthermore he is slightly cheaper, helps if you're building a squad around him.

In terms of true competitive play neither are really viable options, though some make a case for CotS in 100 points, but the GFC has shown me that both can be very deadly.

I know it's over the top to make this comparison, but with the newer high defense force users CotS seems as effective as Komari Vosa. Waste a turn to get adjacent and then swing and miss 4 times. Yaaaa hoooo.

Like you said for Speeder Maul; base size and lack of deflect are a big deal. I don't use deflect with him unless it's a crit though. 3 force points sucks big time.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Sun Jun 22, 2008 6:58 pm 
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Ah, I see now. I used Maul cotf a lot, he seemed to do ok but can go down quick. Maul on speeder could get out of trouble quick with accelerate.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Mon Jun 23, 2008 11:58 am 
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Yea I think CotF lost more stock than Speeder Maul with the recosting. Speeder is such a great scrub/mid tier killer and fast enough to get himself back out of trouble. I don't think either incarnation can be truly competitive right now though.

I can't wait to see the next incarnation of Maul in either KotOR/Clone Wars. I want to see him with renewal rather than 3 FP. He needs to be a Jedi assassin instead of a wildly swinging doofus.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Mon Jun 23, 2008 1:12 pm 
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I agree, I'm not a Maul fan-boy...But I really think they need to make an extremely powerful Maul, seeing as how he was truly powerful.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Mon Jun 23, 2008 2:55 pm 
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ARC-Fool wrote:
The Seps badly need a Tarfull type piece that gives +4 Attack against adjacent opponents - if they do that characters like the Maul's and Grievous's become Somewhat playable again.

Who knows, a Sidious who gives "Jedi Hunter" to an ally with a Force Rating might be huge as well.

I'd shoot for the Tarfull like piece though - Maul, Grievous etc.. all need help in their lower attack.


I like this middle one since it's slightly more open and includes damage bonuses on pieces that are kind of expensive for HP/abilities (Grievous especially), but any of the 3 would be great solutions to the current problem.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Tue Jun 24, 2008 8:34 am 
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Maul on speeder would be better with triple attack, or MR2. I do like him, but he's not good enough against other beatsticks.

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 Post subject: Re: Darth Maul on Speeder, why is he so neglected?
PostPosted: Tue Jun 24, 2008 3:58 pm 
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the main problem for maul is that he is quite expensive for what he does which is move 12 squares and hit you for 40 (with force).

Once he is in base he can only then followup with a double rage which will be the last thing he's likely to do. So for 57 points its quite steep.

he's good at taking on commanders and the like but at at least 1/4er of your squad its tough to justify that cost. he also doesn't have much force to deal with.

He's just ok. About 7 points cheaper and you might consider him.

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