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					Pojo's Star Wars 
					Minis SiteMini of the Day
 
 
						
							| 
							Darth Maul on 
							SpeederSet: 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 
							    | 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
 
 |  
							| Ten-Eyed Man
 
 | 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)
 
 |  
							| 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
 
 |  
							| vornargith 
							
							  | 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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