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Originally posted by Zaxx Just because the attackers are legal when you declare the attack doesn't mean the attack effect automatically gets added to the chain.
The entire team must be legal in order to begin the attack. If it is not, the attack is canceled and you may try again.
This is how I initially felt but Mitchell_W, who is now a UDE NetRep has confirmed from UDE that in order to make a team attack illegal, you have to make ALL attackers illegal.
Basically the rule is... removing one attacker from a team attack (by making them illegal before exhaustion or by removing them from the attack after exhaustion) does not stop the team attack.
Originally posted by erick This is how I initially felt but Mitchell_W, who is now a UDE NetRep has confirmed from UDE that in order to make a team attack illegal, you have to make ALL attackers illegal.
Basically the rule is... removing one attacker from a team attack (by making them illegal before exhaustion or by removing them from the attack after exhaustion) does not stop the team attack.
Removing an attacker is not the same as making an attacker illegal prior to the start of the attack.
It's important to recognize the timing of this issue. I'm speaking of the window between attack declaration and attack initiation. The declaration puts an effect on the chain that says "if this attack is still legal when I resolve, initiate the attack."
A member of the attacking team being made illegal prior to resolution of that effect negates the effect when it checks for legality as all members of a team must legally target the proposed defender.
Okay... remember I said 'basically' because I was trying to cover both cases.
1. During Attack Declaration: If any proposed attacker and defender are still legal, exhaust the proposed attacker.
2. During Attack: If all attackers are removed from the attack, the attack does nothing.
Remember, I was arguing your same point prior to Mitchell's ruling. I agree that if one member of the team attack is illegal than the entire attack should be illegal but that's not how UDE has ruled it.
Originally posted by Zaxx Removing an attacker is not the same as making an attacker illegal prior to the start of the attack.
And by making a proposed attacker illegal prior to the start of the attack is pretty much the same as removing the proposed attacker from the proposed attack. I'm not talking about removing him from play, I'm talking about removing him from the proposed attack.
Originally posted by erick
Remember, I was arguing your same point prior to Mitchell's ruling. I agree that if one member of the team attack is illegal than the entire attack should be illegal but that's not how UDE has ruled it.
I think there's been a misunderstanding somewhere. I've yet to see any UDE reps state that attacks of any type with illegal attackers are allowed to commence beyond declaration.
Originally posted by Mitchell_W Oh, BTW it's official. I'm the official UDE Netrep for VS system TCG.
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In order to make a team attack illegal, you must make all attackers illegal (for example by exhausting/stunning them all).
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1. Before proposing a set of attacks you have to check for legality of that set of attacks. For example I can't have a character without range attack from the back row, or an exhausted character attacking. Neither player has priority during this.
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2. Put an effect on the chain that says "when this resolves, if the proposed attack is still legal (i.e. proposed attacker and defender are still in play, the attacker is still ready, etc.), exhaust the proposed attacker and have him gain the attacker characteristic. Have the proposed defender gain the defender characteristic." Attacking player gets priority.
Notice, you do NOT get to respond prior to putting the effect on the chain, there is no possible way for the opponant to stop the declaration from going onto the chain.
AFTER step 2 is your time to play effects that would exhaust attackers.
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Keep in mind that until the above effect on the chain resolves, neither the attacking character nor defending character has characteristics "attacker" or "defender," meaning you can't yet play savage beatdown or nasty surprise (since they target an attacker or a defender). This is the last possible time you can use dazzler's ability to stop the attack.
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3. Once the above effect resolves, if the proposed attack is illegal (i.e. I used dazzler on the proposed attacker). The attack never starts. Otherwise, you follow the instructions of the effect (exhaust attacker, give him characteristic "attacker," give defender characteristic "defender.") This is when the attack starts and this is when "Whenever ~this~ becomes attacked..." or "When ~this~ attacks..." triggered powers trigger. Attacking player gets priority.
In the case of a team attack, you have to make ALL the attackers illegal to completely cancel the attack. If there is at least one, the attack continues.
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This is your time to play combat modifiers that have targeting restricted to attackers and defenders, like nasty surprise and savage beatdown. Powering up and reinforcement also happens here. You can use Boris here, however this removes a defender from the attack, so follow the appropriate outcome of the attack in 4.
All the quotes are from Mitchell, the official Net Rep for UDE
Now show me where team attacks are referred to in any of that.
The team is a single attack. Either it is legal or it isn't, there is no "mostly legal". When the games checks the legality of the proposed attack prior to actually initiating it, the game finds that one or more attackers are illegal thus making the entire attack illegal. The attack cannot proceed.
You seem to be confusing removing attackers prior to initiation with making them illegal. The two are not the same at all.
Removing an attacker allows the attack to proceed. Making an attacker illegal does not.
After declaring a team attack, but before attackers exhaust, if one of the team attackers is exhausted, the attack still goes through. That character that is now an illegal attacker does not get the "attacker" characteristic, and does not contribute to the ATK/DEF comparison during the Attack Outcome.
The attack is still considered a Team Attack. The attack will not cause Breakthrough Endurance Loss(unless it was a Team Attack Attacking Directly).
Originally posted by Mitchell_W
After declaring a team attack, but before attackers exhaust, if one of the team attackers is exhausted,
How can you exhaust an attacker before the attack begins? Are you saying I can declare a team attack, activate an attacker (or exhaust him via some other effect) and push the attack through?
If so, I'm going to start abusing this in a most degenerate fashion.
Of course you can exhaust a would-be attacker before they exhaust to attack, but then that character doesn't get to be an attacker or part of the team attack. The point is that would-be team attackers can exhaust like this, but if at least one of them is still ready and able to attack the team attack will go ahead, minus the disqualified chars.
________ Yamaha shs-10 history
Originally posted by bizzarnage Of course you can exhaust a would-be attacker before they exhaust to attack, but then that character doesn't get to be an attacker or part of the team attack. The point is that would-be team attackers can exhaust like this, but if at least one of them is still ready and able to attack the team attack will go ahead, minus the disqualified chars.
Very well then. I stand corrected.
(I'm sitting if truth be told but you know what I mean)
Lets see if I can restate the steps relating specifically to team attacks in a different way to help make it more clear.
1. Declare PROPOSED team attackers. At this time it is NOT on the chain. The game will look at your proposed attackers and proposed defender to insure they are legal. IF they are legal, procede to step 2.
2. This is the where the effect will go onto the chain. At this time they are STILL proposed attackers and propsed defenders. This is when you can do something to make one or all of the attackers illegal. When the effect resolves it will look at all the remaining proposed attackers and defender. If the defender and at least ONE attacker is still legal, it will exhaust the legal attackers and give them the "Attacker" Characteristic and give the proposed Defender the "Defender" characteristic.
There is "break" if you will in the attack sequence so to speak. This is were players will have the opportunity to respond and place effects onto the chain. Once all players pass with an empty chain, the attack sequence will continue. This is a defenders last opportunity to "stop" the attackers. The attackers could be stunned and/or removed from the game, returned to owners hand, or KOed in some way. Once all players pass on an empty chain, move on to step 3.
3. The game will check again to see of there is still a defender and at least 1 attacker, if so it will resolve the attack with the remaining attackers. If the defender is missing, the attackers will re-ready and the attack sequence is over. If the All the attackers are missing, then the attack sequence is over. If at any time the "Team Attack" is reduced to 1, it is still a team attack with any benifits or penelities that apply to a Team Attack.