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Originally posted by Funky Jett I believe this will be corrected in the FAQs so that resolving the Taunt will be the first thing the Taunted figure has to do on his turn. And if it is, they will also say the activating the Taunt will be the last thing that happens on your turn.
I hope not, and I doubt it'll happen. WK has been pretty loath to wade into "order of play" considerations. Can you perplex/outwit before/after the taunt? Why or why not? The timing of this should be left vague.
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Since (I hope) complying with the Taunt will be the first theing the figure has to do, then no other figure will get to take an action first.
And I hope it's the opposite. I like the idea of Iceman, seeing his buddy Wolverine taunted into making a stupid attack, throwing up a barrier around him so he can "cool down" and rethink his action. And yes it may lead to figures being healed before they launch their attacks, but that's just part of tactics - don't taunt someone weak who's adjacent to a medic.
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Now, if the Barrier was put up prior to applying Taunt, then he must attempt to comply with the requirements of Taunt. He will have to try to bust out of the Barrier, or L/C, Phase, or fly over it (if outdoors) in an attempt to come adjacent.
I'm going to back up azs's point here. The card only gives the taunted figure two options, and "bust out of barrier" ain't one of them. The move options, sure, but not a different action other than the two permitted. Move or attack. If you can't do either, it's a pass, just like a half-completed charge against a Skrull.
Originally posted by TheSpirit
[b] And I hope it's the opposite. I like the idea of Iceman, seeing his buddy Wolverine taunted into making a stupid attack, throwing up a barrier around him so he can "cool down" and rethink his action. And yes it may lead to figures being healed before they launch their attacks, but that's just part of tactics - don't taunt someone weak who's adjacent to a medic.
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But Iceman has other things to do in this battle (assumedly). Yes Iceman has "trapped" him to make him cool down before. But never in the all out heat of the battle, which the hero clix game represents.
and the point to taunting someone who is adjacent to a medic is so that that figure won't stay around to be healed. (if the taunted figure must act first). It stops your opponent from making the healing attempt to save Wolverine, thus the tactics in it.
Let me say this... if some sort of order isn't ruled for Taunt, then it will lead to problems. So Iceman sees Wolverine get Taunted and throws up a Barrier. Wolverine can't move to comply with the Taunt, so nothing happens. Wolverine laughs at the Taunter and does something else. That's NOT complying with the intent of Taunt.
Worse still is Taunting a figure and then having someone taxi/TK you further away than the movement of the Taunted figure. So how can the Taunted figure even attempt to comply?
Or, your figure gets Taunted, but you taxi him away from the Taunter yourself. Since he was taxied, he can't take an action due to NAAT, so you have effectively cancelled Taunt? That seems wrong to me.
If you allow other actions occur between activation and the completion of Taunt, you will have figures getting healed, moved away, blocked off, and other possibilities that will just negate Taunt. Then why bother spending the points for Taunt in the first place if it's so easy to cancel? The only way to prevent the other actions is to make it one of the "beginning of your turn" actions. You would still get to decide the order for Poison, Leadership, Outwit, Perplex, and resolving Taunt though. By the same token, if you initiate Taunt, you shouldn't be able to prevent your opponent from complying with the Taunt. The only way to do that, would be to make Taunt the last thing they do.
And saying WK is loathe to set the order of play is pure bunk. They set an order of precidence. Leadership can't occur past your first tokenable action. Outwit ends right before your turn starts. Poison occurs at the beginning of your turn. You cannot use Perplex or Outwit in the middle of another action. You can use SHIELD and Enhancement in the middle of a ranged combat attack. On and on, WK has set the timing rules. Taunt will just be another thing to the list.
Last edited by Funky Jett; 11/25/2004 at 17:00..
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Originally posted by Funky Jett Let me say this... if some sort of order isn't ruled for Taunt, then it will lead to problems. So Iceman sees Wolverine get Taunted and throws up a Barrier. Wolverine can't move to comply with the Taunt, so nothing happens. Wolverine laughs at the Taunter and does something else. That's NOT complying with the intent of Taunt.
Worse still is Taunting a figure and then having someone taxi/TK you further away than the movement of the Taunted figure. So how can the Taunted figure even attempt to comply?
Or, your figure gets Taunted, but you taxi him away from the Taunter yourself. Since he was taxied, he can't take an action due to NAAT, so you have effectively cancelled Taunt? That seems wrong to me.
If you allow other actions occur between activation and the completion of Taunt, you will have figures getting healed, moved away, blocked off, and other possibilities that will just negate Taunt. Then why bother spending the points for Taunt in the first place if it's so easy to cancel? The only way to prevent the other actions is to make it one of the "beginning of your turn" actions. You would still get to decide the order for Poison, Leadership, Outwit, Perplex, and resolving Taunt though. By the same token, if you initiate Taunt, you shouldn't be able to prevent your opponent from complying with the Taunt. The only way to do that, would be to make Taunt the last thing they do.
And saying WK is loathe to set the order of play is pure bunk. They set an order of precidence. Leadership can't occur past your first tokenable action. Outwit ends right before your turn starts. Poison occurs at the beginning of your turn. You cannot use Perplex or Outwit in the middle of another action. You can use SHIELD and Enhancement in the middle of a ranged combat attack. On and on, WK has set the timing rules. Taunt will just be another thing to the list.
Yet again I totally agree with you, but still not sure on the taunt having to be the actual action.
If I taunt you and then taxi my figure to be further away, you can still move towards me. You can still make every attempt to follow through on your requirements on the taunt. I'm taunting you, I'm suckering you in, forcing you to make a "mistake"
It's how Spidey gets villians and a fight out from a populated area. Calls Rhino a name then moves his but so somewhere civilian free. (granted he can't do 2 actions in the game but you get my point)
Let me say this... if some sort of order isn't ruled for Taunt, then it will lead to problems. So Iceman sees Wolverine get Taunted and throws up a Barrier. Wolverine can't move to comply with the Taunt, so nothing happens. Wolverine laughs at the Taunter and does something else. That's NOT complying with the intent of Taunt.
I would disagree with it not complying with the intent of Taunt.
Taunt (to me) is just a unique version of Incapacitate.
In your Iceman / Wolvie example I see nothing wrong with Iceman dropping a Barrier to stop Wolverine. Wolverine would still have to take an action - whether it be a move for 0 spaces or attempting to remove the Barrier.
And from the opponent's point of view this is great. On one turn I've managed to burn 2 of my opponent's actions - the Barrier and then Wolvie's must use reaction to the Taunt.
I see nothing wrong with a Taunted Cyborg using Pulse-Wave while the Taunter is in range instead of moving or making a single attack.
I think that IS the intent of Taunt. Not to totally cripple a figure, nor hamstringing an opponent's strategy with must use orders.
It's a clever way to tie up / push a more powerful figure with a weaker one while still allowing the powerful figure to be effective against that specific target.
Visible Dials and Pushing Damage need to be optional. This is the way.
I understand what you're saying, but if Taunt isn't the last action, then you can have the situation as asz (I think) mentioned --
We are indoors and I Taunt some figure of yours that only does 2 damage, then put a Barrier around him. If it is ruled that you must attempt to resolve Taunt during the beginning of your turn, and you can't destroy a Barrier square, should you consider that complying? Does your figure get a token for trying to comply with the Taunt?
The way to prevent this quandry is to make Taunt the last and the first parts of the actions. You can't prevent me from trying to comply with the Taunt, and I have the opportunity to Perplex and Outwit, but not taxi or TK my figure closer or further away.
Honestly, I could live with it not being the last thing on my turn. I just think it alleviates any potential problems by ruling it that way.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Originally posted by tyroclix I would disagree with it not complying with the intent of Taunt.
We're talking about what a Taunt is (somebody calling somebody on), not what the taunt card is (an action in the game). you are Interpreting it in that manner, and that may very well be right.
But until there is that ruling we don't know which way it is to go.
Yes Iceman throwing up that barrier would waste an action. but Wolverine actually having to stop out into the open so that my Thor can whack him has a whole other (much better) appeal to it.
Originally posted by tyroclix I would disagree with it not complying with the intent of Taunt.
Taunt (to me) is just a unique version of Incapacitate.
In your Iceman / Wolvie example I see nothing wrong with Iceman dropping a Barrier to stop Wolverine. Wolverine would still have to take an action - whether it be a move for 0 spaces or attempting to remove the Barrier.
As I just said, I could live with it not being the last thing on my turn. And I agree somewhat that Taunt is a limited Incapacitate, but more in the fashion of the old Mind Control. It is an way to force you to use an action. Unfortunately, a move action of 0 squares isn't an action. So you've done nothing to comply with Taunt, but the Taunt would end.
By not making it a "beginning of your turn" type of action, then there would be multiple ways to break Taunt, or at a bare minimum, delay Taunt. That seems counter to how Taunt should work.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
There are soo many valid points in this thread its great. I am really looking foward to an FAQ on this from wizkids. I love the potential of the Taunt Feat.
I think that the way we ought to examine this is in terms of how it should be used in gameplay. I will probably assign my taunt to either a fairly disposable character, or to someone who has an incredibly high defense value and powers. Taunt, in my opinion, is used when your opponent is just about to wallop your key figure. I use taunt, keeping my key figure safe by distracting the opponent. If that's the intent, then as long as my key figure isn't hit, I think the spirit of taunt is fulfilled. In other words, even if my target doesn't get to me, as long as he doesn't hit my key figure, Taunt is a success.
Originally posted by phylemon I think that the way we ought to examine this is in terms of how it should be used in gameplay. I will probably assign my taunt to either a fairly disposable character, or to someone who has an incredibly high defense value and powers. Taunt, in my opinion, is used when your opponent is just about to wallop your key figure. I use taunt, keeping my key figure safe by distracting the opponent. If that's the intent, then as long as my key figure isn't hit, I think the spirit of taunt is fulfilled. In other words, even if my target doesn't get to me, as long as he doesn't hit my key figure, Taunt is a success.
But what if you are taunting to stop the target figure from getting healed?
A near death Colossus makes his break roll and moves back to Xorn for some healing (say Xorn can't do the heal this turn). On my turn I taunt Colossus (say my only figure with line of site is my taunter and he only has 1 damgae so would not be able to hurt Colossus). If Colossus has to act first then he must move away from Xorn and come at me. If he doesn't have to act first then Xorn can heal him before he moved.
If i'm spending points on a feat card Iwould hope that there wouldn't be numerour loop holes to make it so much more less effective. Otherwise why would you use it.
I agree with Funky's analysis on everything exvept for when you have to make the taunt. I don't think they will require it to be the last action on the turn, even though usually that would make much more sense game wise.
Personally I think the best taunters will be those with long ranges and high AV's like Bullseye and Mandarin. Not many characters have a movement greater than 8 or so.
Christ did not come to condemn the world, but to save it.
the card says you have to move towards OR attempt to attack on your next turn
so if the character on the receiving end of the taunt has running shot could they move towards the taunter (fulfilling what the card requires you to do) then attack someone else?
Originally posted by WakandaMan Personally I think the best taunters will be those with long ranges and high AV's like Bullseye and Mandarin. Not many characters have a movement greater than 8 or so.
Long range doesn't matter when using Taunt. It has a cap of 6 range.
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Taunt:
Prerequisites:
Range value greater than 0
Modified Combat Values:
Attack +1
Choose a character.
Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has clear line of fire within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn.
Now high attack value will help, but you do get a +1 on the Taunt attacks.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.