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Made in us
Trollkin Champion




North Bay, California

If at the end of combat, multiple units have hit and run, what happens? Can only one unit hit and run because once one does, the other isn't engaged anymore? Does it happen at the same time? This came up today when my shining spears charged some seraphim --both of us had no idea how it was resolved.

On a related note, what happens when a unit hits and runs into impassable terrain? What about friendly models? Enemy models? This is based off the understanding that you must move the full distance. "A unit using the hit and run ability... ...will immediately move 3d6 inches in a straight line in any direction." "This move my not be used to move into contact with any enemy models" Do you roll before choosing direction? Does this mean you can't hit and run in a direction with an enemy within 18 inches because you might hit and run into them?

I looked in the rulebook faq, but it was as useless as usual.

-LE037

"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)

So it goes.

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Made in us
Stalwart Ultramarine Tactical Marine




Danville, California

I would honestly say this, as I don't believe that there is any true rules clarification.

Do both hit and run movements at the exact same time. Roll at the same time, move at the same time, etc.

It may not be the absolute best method, but our store had to do somethng about it, as it it just kept occuring after a while, over and over. EX: The same two units would keep charging each other...over and over...

This message was edited 1 time. Last update was at 2008/03/28 06:13:14







 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Total grey area not covered by the rules, so you attempt to play by as much of the RAW as you can.

That means both units should get to make their Hit-and-Run move, so exactly how you resolve that isn't important as long as both units get to do it.

As for what happens if they encounter enemy units, friendly units or impassable terrain. . .well, the rules don't say they're destroyed so they're not. Beyond that is anyone's guess so I'd say they simply stop moving if they encounter something they can't move through.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Trollkin Champion




North Bay, California

Wow. GW

They do have to move the full distance though?

-LE037

"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)

So it goes.

Support your LGS! Don’t buy online or from GW stores.  
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Cypher037 wrote:Wow. GW

They do have to move the full distance though?

-LE037



Well, the rule does state that they move that distance in a straight line, so yeah they'd have to move the full distance.


If you want to know how badly written the hit-and-run rule really is, it says it occurs as the end of the 'close combat phase'. . .something that doesn't even exist (it's the Assault phase).



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

The way we've played it is that both units get to move, with the higher initiative going first.

We say that you roll, THEN choose your direction.

You have to follow the rules (use your full movement & move in a straight line).
By "straight line," we do it by UNIT, not model. As long as each model moves the full distance & all models stay in your corridor (like with falling back), then you're fine.
As far as encountering other units... this can be a problem with Hit & Run.
We play it that, if you encounter enemy models (within 1"), you die.
It has never happened (encountering enemy models), but COULD happen in a sticky situation (huge combat, etc) and that is the potential cost for making such a risky move in the heat of combat.

I'd say they simply stop moving if they encounter something they can't move through.


Then, you're not followin the RAW, which states that they have to move the full distance.
If they encounter something that keeps them from moving the full distance allowed, they should crash & burn... Like with Deep Strike.


Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
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Made in sg
Executing Exarch





Then, you're not followin the RAW, which states that they have to move the full distance.
If they encounter something that keeps them from moving the full distance allowed, they should crash & burn... Like with Deep Strike.


That wouldn't be following RAW either.

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Made in us
Longtime Dakkanaut




Long Beach, CA

hahaha, I never though of this before. I would agree with yak. Just have both people roll 3D6 and move.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

tegeus-Cromis wrote:
Then, you're not followin the RAW, which states that they have to move the full distance.
If they encounter something that keeps them from moving the full distance allowed, they should crash & burn... Like with Deep Strike.


That wouldn't be following RAW either.


Please, show me where I said it was... or post something constructive.

Note that I said SHOULD, not DO. I was stating opinion.


Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in us
Fixture of Dakka






Lancaster PA

It probably would be a good idea for both players to secretly choose the direction they intend to go and mark it with the scatter die before rolling distance. That way it doesn't become "Hit and Pursue" for the player whose turn is coming up. It CAN still, but at least they intended to go that way anyway.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

Did someone say that there was no FAQ posted on this.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Trollkin Champion




North Bay, California

It probably would be a good idea for both players to secretly choose the direction they intend to go and mark it with the scatter die before rolling distance. That way it doesn't become "Hit and Pursue" for the player whose turn is coming up. It CAN still, but at least they intended to go that way anyway.

I had that same thought, but there has to be a better way than choosing in secret. The problem with implementing initiative, is that it basically just means eldar win. A roll-off is too random. Maybe a roll-off added to initiative. Maybe whoever won combat? I like to limit random factors as much as possible... hmmm...

How about for a house ruling:
When multiple units with the hit and run rule are engaged. The unit that won combat may elect to make his move first or second. In the result of a drawn combat, the unit with higher I 'wins'.

I think the most RaW ruling for the other bits is: Choose direction before rolling. The unit must move the whole distance, unless they encounter impassable terrain or other models.

-LE037

post 100

"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)

So it goes.

Support your LGS! Don’t buy online or from GW stores.  
   
Made in gb
Plummeting Black Templar Thunderhawk Pilot






Worcester, UK

I have two thoughts on this

a) whoever's player turn it is(not game turn) move's his Hit and Run units second, giving him the advantage that assualt phase. Next player turn the opponent would move his H&R units second giving himthe advantage.
(Got this idea from Battlefleet Gothic as they use it there)

b) Both H&R units have there ability voided, you could image that a unit that can H&R is more than capable of chasing another unit of the same so neither choose to run.

All the idea's I read here seem plausable but I think "MagickalMemories" idea would be fairer. Just threw my thoughts for consideration

 
   
Made in se
Regular Dakkanaut




Two units, both with Hit & Run.
I dont see the problem, the rules do not specify in what situation you may not hit & run, just when you may.
Thus the fact that the oponent does a hit & run makes no difference.

The only issue is if both players wish to hit & run in the same direction.

I would say the players whos turn it is has the initiative and allow his unit to hit & run first, when he has moved his unit the oponent gets to hit & run.

This is doable as a unit is considered to be in close combat untill the end of the close combat phase at wich point you get to consolidate, sweep... as the hit & run is declared before this happens the unit is still in close combat.

Now the second unit completes its hit & run move.

Followup question:
The rules state that the unit will move 3D6" in any direction, this seems to imply that you first roll the distance and then choose the direction as the distance is refered to first, is this so?
Is it possibly even so that you may measure where you can hit & run to and then choose between the spots?

Remember here that a hit & run move is not a frantic retreat, it is a calculated, well ordered and executed move designed to dissengage the unit from their foes.

Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol
In short GW rulings are void!  
   
Made in us
Trollkin Champion




North Bay, California

fester wrote:...This is doable as a unit is considered to be in close combat untill the end of the close combat phase...

Can you show me that? That would make hit and run much better because you wouldn't have to worry about wiped/fleeing enemies denying the move.

Another Hit and Run quirk: You can consolidate into a unit, then hit and run.

We should compile a YMDC for Hit and Run. It'll be gigantic.

-LE037

This message was edited 1 time. Last update was at 2008/04/02 00:08:39


"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)

So it goes.

Support your LGS! Don’t buy online or from GW stores.  
   
Made in se
Regular Dakkanaut




Ahh yes... wiping, true after wiping an oponent you dont get to hit & run as far as I know.
Thats what I get for trying to RAW proof a RAI interpretation

Ok, lets put it like this, If you at the end of a chose combat but before consolidation are in base to base with an enemy you may hit & run.

This would cover the consolidating issue too as you would have to declare hit & run before consolidation.

Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol
In short GW rulings are void!  
   
 
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