Maul

By YodaPool, in X-Wing

2 hours ago, Chaotix said:

They haven't errata'd Zuckuss for huge ships yet...

2 hours ago, kris40k said:

Zuckuss wasn't able to be put on a corvette yet, so it wasn't an issue (only 1 weapon on a C-ROC), I expect him to be errata'd when it is possible. Now that FFG has done the same thing, but now on attack dice instead of defense dice, and it can be put on a corvette, they may see the issue and get around to it.

Exactly. Zuckass modifying one defense roll on the C-ROC isn't nearly as big as Maul being able to fully reroll up to four different attacks on the CR-90. Maul can, potentially, reroll up to 16+ attack dice PER TURN with no negative impact to the CR-90. A simple fix would be to make Maul either only be allowed on one attack per round, or non-huge ship only.

Edited by Slugrage
On 13/11/2017 at 9:21 AM, Slugrage said:

Exactly. Zuckass modifying one defense roll on the C-ROC isn't nearly as big as Maul being able to fully reroll up to four different attacks on the CR-90. Maul can, potentially, reroll up to 16+ attack dice PER TURN with no negative impact to the CR-90. A simple fix would be to make Maul either only be allowed on one attack per round, or non-huge ship only.

Or tweak the interaction of huge ships and self-stressing crews, I hope.

Been think of this one for a while

"Kill them first"

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Single Turbolasers (8)
Sensor Team (4)
IG-RM Thug Droids (1)
Supercharged Power Cells (3)
Hotshot Co-pilot (4)
Tantive IV (4)

CR90 Corvette (Aft) (40)
Maul (3)
Quad Laser Cannons (6)
Gunnery Team (4)
Backup Shield Generator (3)
Optimized Generators (5)

Roark Garnet (19)
Twin Laser Turret (6)

Jan Ors (25)
Veteran Instincts (1)
Twin Laser Turret (6)
Ezra Bridger (3)

Airen Cracken (19)
Adaptability (0)
Harpoon Missiles (4)
Guidance Chips (0)

Norra Wexley (29)
Veteran Instincts (1)
Plasma Torpedoes (3)
Bodhi Rook (1)
Flight-Assist Astromech (1)
Guidance Chips (0)
Alliance Overhaul (0)

Horton Salm (25)
Twin Laser Turret (6)
Extra Munitions (2)
Proton Torpedoes (4)
R2-D6 (1)
Veteran Instincts (1)
Guidance Chips (0)

Total: 300

View in Yet Another Squad Builder

My first thought was 4-LOM pilot.

Let's say you re-roll 2 dice and get a hit so lose 1 stress. End of round pass off the other stress to a nearby ship at range 1 or plan to pull a green maneuver.

Also since it is worded as "may remove 1 stress" if you are at range 1 of an enemy and have 1 stress left you can keep it to pass it at the end of the round.

I don't know if it is better than Zuckuss crew but it does free up Zuckuss to be on another ship.

Rage/Maul/Punishing One makes a Dengar that can clear his Rage-stress during the combat phase to open up his dial.

4 minutes ago, E Chu Ta said:

Rage/Maul/Punishing One makes a Dengar that can clear his Rage-stress during the combat phase to open up his dial.

If he hits twice*

By extension, if the opponent even attacks him within is firing arc while he's angry

4 minutes ago, ficklegreendice said:

If he hits twice*

By extension, if the opponent even attacks him within is firing arc while he's angry

True enough, but it has the possibility to clear the stress before your next move, unlike the Rage/Inspiring Recruit build.

Trandoshan Slaver (29)
Bossk (2)
Gunner (5)
Maul (3)

Total: 39

Use Maul first attack and you are either losing stress and doing damage or getting a full mod shot with bossk/gunner (bossk doesnt add stress) then you hit and lose the stress anyways.

Can also, do a stop maneuver, and you are getting two attacks, and if one hits, you lose the stress from stop maneuver, and get to do it all again next round :P Infinite stops as long as you are pushing damage. Or Hard 2's for life on a YV

Edited by wurms
31 minutes ago, wurms said:

Can also, do a stop maneuver, and you are getting two attacks, and if one hits, you lose the stress from stop maneuver, and get to do it all again next round :P Infinite stops as long as you are pushing damage. Or Hard 2's for life on a YV

It not perfect, but pretty cool.

After you perform an attack that does not hit, if you are not stressed , you must receive 1 stress token. Then assign 1 focus token to your ship and acquire a target lock on the defender.

You will not get to use Bossk after stressing yourself. So no re-rolls on the first shot from Maul and no stop maneuver or hard two for that build.

14 minutes ago, SEApocalypse said:

It not perfect, but pretty cool.

After you perform an attack that does not hit, if you are not stressed , you must receive 1 stress token. Then assign 1 focus token to your ship and acquire a target lock on the defender.

You will not get to use Bossk after stressing yourself. So no re-rolls on the first shot from Maul and no stop maneuver or hard two for that build.

Gunner/Bossk is an older combo, but its checks out ;) (see the FAQ)

If you dont have a stress, you get a stress. If you have a stress, Bossk doesnt add onto your stress, but you still get the target lock and focus. So you can use Maul once like Predator, and receive a single stress on first attack to either get 3/4 hits or roll a hit into a miss to try and trigger bossk/gunner.

B ossk

Bossk triggers each time the ship performs an attack that does not hit. If the ship is not stressed, it receives a stress token. If it is already stressed, it does not receive an additional stress token. Then, whether or not a stress token is received, 1 focus token is assigned to that ship and acquire a target lock on the defender.

4 hours ago, wurms said:

B ossk

Bossk triggers each time the ship performs an attack that does not hit. If the ship is not stressed, it receives a stress token. If it is already stressed, it does not receive an additional stress token. Then, whether or not a stress token is received, 1 focus token is assigned to that ship and acquire a target lock on the defender.

Cool. Thanks. So the combo works, great.