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Made in us
Longtime Dakkanaut





Indiana

Something thats bothered me since I bought my Eldar codex, but never thought much about until now, is why anyone would use hit and run. As I understand, you charge in, then leave combat moving 2-3d6, leaving you open to being charged yourself and shot. I can see on a last turn doing it to gain extra momentum to hop onto an objective, but thats about it.

So what is it good for?



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Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Charge in your turn - likely win combat. If terrain is nearby, or the opponent has a countercharge unit nearby, jump back to avoid the countercharge.

OR, if they don't have a countercharge ready or they have too many guns in the area, stay locked in combat. On their turn fight again [hopefully you still win, or at least don't run away] and THEN jump back. On your turn, re-charge the unit you were fighting for more damage or zip away to jump down the throat of something else, and finish off the surviving enemies with shooting or something.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Longtime Dakkanaut





Indiana

Oh. i thought you had to do it the turn you charged. I can see doing it to charge again. That could be pretty nasty.



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Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Nope, on any turn in which neither you nor the opponent run away, you can disengage and back off.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Missionary On A Mission





The best thing is that you can do it to lock up stuff for a turn, then break off at the end of the opponent's assaut phase. Then rapid-fire the crud out of the unit with the other forces. It works well for Sister's Seraphim. Warp Spiders or Shining Spears should work even better.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Very useful IF you can survive one round of combat in your opponent's turn...

You can back off during his assault phase and then in your following turn, shoot and charge in again or fly off and take on a different target.

You have an autarch with a mandiblaster, laser lance on a bike and 5 shining spears... exarch with hit and run and starlance.

He has 16 berzerkers in a unit....

You fire at them 6 6 strength shots... and manage to kill 1 berzerkers... You charge in and go first...

12 S6 power weapon attacks and 3 S8 power weapon attacks... You kill 9. The seven swing at you and after hits, wounds and saves you lose 1. He lost by 8 and being fearless makes 8 saves and loses 3 more. You decide to stay in combat so the rest of his army can't shoot you to pieces...

Next round of combat he kills 2 and you kill 1 but you don't run so you decide to use hit and run and back off..

So... now the autarch, exarch and the 1 spear fire 3 shots... hit but dont kill and charge in again.

6 S6 power weapon attacks and 3 S8 power weapon attacks... You easily slaughter the 3 remaining berzerkers...

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Made in se
Regular Dakkanaut





North Coast, NSW, Australia

And then in 5th edition you are stuck out in the cold...

Correct?

'Anyone can win, but it takes a good man to lose.'
-Louis Guzman 
   
Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

No, unless you choose to be.

The rule changes very little from 4e to 5e.

"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Main thing that changed in 5ed is you have to make an I test to break away. Means you have to roll under your I to actually break away, with a 6 being a fail no matter what.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in ca
Decrepit Dakkanaut





It's good for Harlequins, Warp Spiders, Shining Spears, and other units with I5+.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

I tried to cut costs on my Shining Spears and not take this skill, its not worth the saving. Yes it is expensive, ys there arew times when you can do without it. Namely if you want to tie up a unit, or more commonly you waste it on a single charge.

However without it Shining Spears are slightly reusable Rough Riders, at triple price. you have nasty high strength power weapons on the charge - plus a decent shooting attack - a long stick in a drawn out melee. Really you must get in a charge each of your turns of combat.

This means running in your own or your opponents turn, which is up to you and is situational depending on terrain, what you are in combat with and what units are around, friendly or enemy. Personally I opt to flee immediately behind cover of terrain or better yet a guardian squad, it is not usually worthwhile trying tro keep the spears in combat for the oppponents turn, unless what they have really cannot hurt you much even on good rolls.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Longtime Dakkanaut





Indiana

Nurglitch wrote:It's good for Harlequins, Warp Spiders, Shining Spears, and other units with I5+.


Yeah I guess for the most part units with hit and run have high initiative anyway, but the possiblity to fail is still there.

Thanks for clearing it up guys.



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Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Er no. initiaive doesnt have too much to do with it in the case where in my mind it is best used. To me its far more about the charge bonuses. All hit and run does is prvoide multiple charges or get you out of drawn out combats, whether or not you strike first or last in each combat is not really relevant. I wouls still hit and run my Shining Spears if my opponents were all I10 or I1.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in se
Rough Rider with Boomstick





Swerike

And that I test really messes with the Ork Deffkoptas Hit-an-Run...

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

Banesword wrote:And that I test really messes with the Ork Deffkoptas Hit-an-Run...


Yeah I was gutted when I realized the I test would mean all my kunnin deffkopta planz were wrecked.

How could the pilots not just fly away? Guess the I test reflects their orky tendency to get "stuck in" to a good fight (literally)

   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

One very important aspect of hit and run is the fact that it puts you in control. the fight begins and ends when you decide.

another often ignored aspect of hit and run, your hit and run movement ignores the engaged foe(s). Therefore, if someone throws their preventative charge units at you (say, kroot/gun drones facing a Tau army) hoping to tie you up/annoy the crap out of you, you hit and run through them. Next up? Your turn. And look, you're 2" away from those tasty fire warriors. Shoot them with whatever you like, then bash their faces in.


Oh, another example of hit and run serving me well. an Ork opponent of mine intentionally offered up his 30 boy mob as a tasty treat, hoping to get me stuck in and then the following turn smash into me with the PK nobz just around the bend. I, however, ate as many of his boyz as I could, and went right back behind cover, quick as you please.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Kapitan Montag wrote:
Banesword wrote:And that I test really messes with the Ork Deffkoptas Hit-an-Run...


Yeah I was gutted when I realized the I test would mean all my kunnin deffkopta planz were wrecked.

How could the pilots not just fly away? Guess the I test reflects their orky tendency to get "stuck in" to a good fight (literally)


why dio youi want to assault with deffkoptas unless it is to tie up something weak and shooty, which really defeats the object of hit and run. orks are not short of assault units but a relocatable rokkit that has a decent chance of hitting, that is a real bonus.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
 
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