Does Maul provide one reroll on both TLT attacks, if both attacks hit?
Maul & TLT
Maul can only provide one reroll on one volley of the TLT - either you don't use him on the first, and you can use him on the second, or you use him on the first, and you're then stressed, and can't use him on the second.
Either way, he will only remove one stress token from the ship, because there's only one 'after attacking' step for a TLT volley.
This is mostly just a wordier version of the same:
- Maul can only be used if not stressed, but can reroll any number of dice on that single attack.
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Maul can remove 1 stress from having hit with an attack in step 8 of the flow chart.
- More stress than 1 can be removed if something like Inspiring Recruit is nearby.
- When attacking with TLT or Cluster Missiles or any hypothetical future "perform this attack twice" attacks, there is only one "step 8" in the attack flowchart. As such, Maul only clears stress after both attacks have taken place.
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By convention, we only require Maul to hit on one of the two TLT attacks in order to clear a stress.
- "(Miss) and (Miss)" is obviously going to be treated as a Miss. "(Hit) and (Hit)" is obviously going to be treated as a Hit. "(Hit) and (Miss)" or "(Miss) and (Hit)" are interpreted to be (Hit). This matches the way we interpret Gunner or Munitions Failsafe, where the "did not hit" clause in those cards is only triggered when both attacks miss, so by reversing the logic gates, we'd don't need both attacks to hit in order for Maul to trigger.
- Sorry, the logic-gates of the "perform this attack twice" are fascinating to me.
- Maul does not provide rerolls on both TLT attacks, because he cannot clear the stress between the two attacks . At least, not under any current card interactions and the current understanding of the FAQ and the Attack Flowchart.
Thanks! Good info!
On 3/2/2018 at 11:46 AM, theBitterFig said:Maul does not provide rerolls on both TLT attacks, because he cannot clear the stress between the two attacks . At least, not under any current card interactions and the current understanding of the FAQ and the Attack Flowchart.
Hypothetically, Maul could provide rerolls on both TLT attacks, if he had some way to remove stress in the middle of an attack. This actually is possible if Maul is riding with Keyan Farlander, though there are currently no weapons that attack twice (like TLT or Cluster Missiles) equip-able to a B-Wing. Thus, as @theBitterFig states, as of Wave 13, there is no current card interaction that would allow this.
On 3/4/2018 at 5:07 PM, emeraldbeacon said:Hypothetically, Maul could provide rerolls on both TLT attacks, if he had some way to remove stress in the middle of an attack. This actually is possible if Maul is riding with Keyan Farlander, though there are currently no weapons that attack twice (like TLT or Cluster Missiles) equip-able to a B-Wing. Thus, as @theBitterFig states, as of Wave 13, there is no current card interaction that would allow this.
What about no tokens?
I had a game tonight with keyan and Maul and the roll was 1 Crit 3 focus. Can I reroll 1 focus and then activate keyans ability?
1 hour ago, FlyingAnchors said:What about no tokens?
I had a game tonight with keyan and Maul and the roll was 1 Crit 3 focus. Can I reroll 1 focus and then activate keyans ability?
Absitively Posolutely! Say you roll hit-focus-blank-blank. Maul for two, and hopefully end with hit-hit-focus-focus. Keyan removes a stress to get four hits, then when the attack (probably) hits, Maul eats the remaining stress. It's a solid combo, provided that you get Ezra somewhere in your squad (I favor the Stressbug variants).
8 hours ago, emeraldbeacon said:Absitively Posolutely! Say you roll hit-focus-blank-blank. Maul for two, and hopefully end with hit-hit-focus-focus. Keyan removes a stress to get four hits, then when the attack (probably) hits, Maul eats the remaining stress. It's a solid combo, provided that you get Ezra somewhere in your squad (I favor the Stressbug variants).
Nice! Thank you.
Inspiring recruit certainly allows maul to mod multiple dice for both TLT shots.
3 minutes ago, GrimmyV said:Inspiring recruit certainly allows maul to mod multiple dice for both TLT shots.
No it doesn't.
Maul can literally never mod both volleys of a single TLT.
Unless you mean the combat phase shot and the end phase shot of a Ghost with a docked Phantom 1, in which case, yes, he can.
3 minutes ago, GrimmyV said:Inspiring recruit certainly allows maul to mod multiple dice for both TLT shots.
How so?
1) Fire TLT (1st shot) -> hit, blank, blank
a) Maul the blanks -> now have hit, hit, focus + 2 stress
2) Fire TLT (2nd shot) -> hit, blank, blank
a) can't maul again because still stressed.
3) End of attack (at least one hit), remove stress (remove extra stress because of IR).
Maul still only removes stress once during the sequence.
Uh if maul removes a stress after the first shot and second shot, he can mod the first twice and get two stress gone due to IR, then mod the second shot twice and remove only one stress. But that’s ok, cause both shots were modded.
right?
I mean if you got another shot at the end he can’t mod it at all but hey that’s how the cookie crumbles.
or was this FAQd? I guess I might be wrong after all....?
Edited by GrimmyV8 minutes ago, GrimmyV said:Uh if maul removes a stress after the first shot and second shot ,
He doesn't. As noted several times upthread. And in the FAQ. And even if it wasn't in the FAQ, the timing chart is very clear on when 'after attacking' triggers take place.
I hate that timing chart so much.
I just can’t wrap my head around the fact that everything happens in step 8 and screw you if you want to do something cool during step 7 because it didn’t happen there.
ok, so why is everyone whining about maul TLT then? He mods one shot in a volley, then one shot in the second volley on the Ghost. With Ezra you get mini focus. Ok. Now do you see why the devs didn’t think it was OP? According to their stupid chart it sounds fine. Real play may differ...
The reason why Maul Ezra is so powerful is that you don't REALLY need to Maul all that often. Against low-agility ships, you take the 2 hits as they are, only stressing yourself if you blank out or need an Ezra focus-boost to push the damage through. Against high-agility ships, you only Maul if you have a good chance of pushing the damage through (a nice primary shot, for example, or when the enemy lacks defensive modifications). Maul provides Ezra with the stress he needs to modify attack dice (and he DOES work on every attack), then even if you only land one shot of the TLT, Maul takes the stress back, opening him up for the next shot. And perhaps best of all, the entire combo is passive; you don't need to perform any actions or have any tokens to make it work, so it avoids some of the biggest threats from Rebel Fenn Rau, Hotshot Co-Pilot, or (to some extent) stress effects.
It's an expensive combo, eating up 12 points and both of the Ghost's crew slots, but it remains VERY potent when it can be used on two TLT shots every round.
33 minutes ago, GrimmyV said:I hate that timing chart so much.
I just can’t wrap my head around the fact that everything happens in step 8 and screw you if you want to do something cool during step 7 because it didn’t happen there.
ok, so why is everyone whining about maul TLT then? He mods one shot in a volley, then one shot in the second volley on the Ghost. With Ezra you get mini focus. Ok. Now do you see why the devs didn’t think it was OP? According to their stupid chart it sounds fine. Real play may differ...
It's strong because it's completely action-free token-free full attack mods. It's not just extremely powerful on the Ghost (though that's the most common place for it) it's also great on basically anyone with two crew slots and a big honkin gun who doesn't want to spend their actions on modifying attack dice.
I think, for instance, it would be very solid on a PS11 OT Han (freeing the actions to boost or evade), on either Chewie, etc etc etc. And it's used very nicely alongside Rey to get a pair of ships with fully token-free mods and big honkin guns.
Plus, yeah, it gets you fullish mods on one of the two shots of the TLT, plus half mods on the other (Ezra works on both shots if you reroll on the first) and again, you need no actions at all, so you can save all your action investment for defence or manoeuvring.
It's stupid powerful.
But it's not the (only) thing making Ghost/Fenn not fine. PS11 Coordinate plus large-base Boost is a big, big part of that.
3 hours ago, GrimmyV said:I hate that timing chart so much.
I just can’t wrap my head around the fact that everything happens in step 8 and screw you if you want to do something cool during step 7 because it didn’t happen there.
ok, so why is everyone whining about maul TLT then? He mods one shot in a volley, then one shot in the second volley on the Ghost. With Ezra you get mini focus. Ok. Now do you see why the devs didn’t think it was OP? According to their stupid chart it sounds fine. Real play may differ...
It's great on an Auzituck, too. They love to use actions on something other than Focus. Wullffwarro with VI, Ezra, Maul, Engine Upgrade? *kisses fingers*
And while folks talk about Maul TLT, Ezra is the more important part. His ability is hugely powerful, but the hardest thing about him is that you've got to acquire a stress somehow, and that's actually fairly hard in a lot of situations. Maul, rerolling 1 die per 2 attacks, is OK, but more importantly he turns on Ezra, who can soft-focus both of those two attacks. Ezra has double the potential of Maul, but most of the time he just can't get the stress he needs. Meanwhile, the Ghost will be doing this twice, while being free to spend it's own actions to evade and boost (large base boosts are nutty, even when done at PS 3... oh the blocking potential).
Anyhow, a 3-dice attack (like the ones thrown by TLTs)? 1.5 hits. With Maul/Ezra together? 2.49 hits on the first attack, 2.08 on the second (so about 1.5 more evades per turn your opponent needs to roll to avoid damage). Or you could express it in the way that the chance of 0-1 hits goes down dramatically (from 50% per shot, to like 21-22% with just Ezra), or that the chance of getting 3-hit attacks (what you'll need to hit Poe, for example) will go up from around 12% to 30% with just Ezra, or nearly 60% with Maul/Ezra.
It's a lot of offense. It's also great with the primary weapon, unlike Accuracy Corrector, for example.
1 hour ago, theBitterFig said:And while folks talk about Maul TLT, Ezra is the more important part. His ability is hugely powerful, but the hardest thing about him is that you've got to acquire a stress somehow, and that's actually fairly hard in a lot of situations. Maul, rerolling 1 die per 2 attacks, is OK, but more importantly he turns on Ezra, who can soft-focus both of those two attacks. Ezra has double the potential of Maul, but most of the time he just can't get the stress he needs.
And best of all: after Ezra's done with the stress, Maul sweeps it away, giving you a FAR more open maneuver dial.