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Made in gb
Battlefield Professional





England

Just curious, what do people use this USR for mostly? I've not yet played any games against a unit that has it (or if I have, they haven't used it). I'm wondering what it's main uses are.

The unit with H&R moves 3d6, but the enemy unit may consolidate (so 2d6) and opt to chase after them, in which case they'd almost certainly be shot at and assaulted in the enemy's next turn. The only thing that springs to mind is retreating into cover to try and get first swing next round... but is that really it?


 
   
Made in us
Rotting Sorcerer of Nurgle





I think you have some details to work out, please read the rules again on the H&R and the Consolidation rules.

That aside, my experience with H&R is limited to Khan.

I have him in the following squad in a 2500 points total doubles:

Khan, bike
Chappy, bike
8 SM bikers, fist, 2 meltas, Hvy bolter attack bike.
Techmarine, bike, harness, PW.
Techmarine, bike, harness, PW.
Techmarine, bike, harness, PW.

14 man DeathStarish unit.

Their favorite target is armies that are stubborn and fearless.
They conga line and slam into half the models on a board side and focus on setting up models where the will best use the Furious charge ability.

Fist attacks at str 9 will go at any vehicles present.
Techmarines focus on rank and file with 4 str 5 I5 PW attacsk + fist attacks, etc etc.

Hit and Run is best used at the end of combat on the opponent's close combat phase. So that you have disengaged and are ready to maximize productivity when it's your turn to act.

The fallback move granted by H&R can be used offensively and defensively.
Defensively includes moving away from the enemy, back into cover or back to an objective. It gives you that fallback move and the next turns' movement to get out of enemy effective range.
Offesnively, H&R can be used to move furthur into the opponent's deployment zone or army. You are able to get closer to non-combat supporting elements in the backfield, or just back armor on stuff. This can also be a distractionary move, you can charge the back of an enemy squad and due to the pile in and reaction moves, that's a possible 12" move back into their deloyment zone.

H&R can be used very creatively, but:
1. Random distance: which is annoying at times.
2. Unreliable, as you must pass an initiative test.

So... it's one of those, nice when it works, not so great when it doesn't, there is the possiblility that it can screw the squad over as well.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







First, H&R is 3d6 in a straight line in any direction
Second, consolidation is only 1d6

Other than that, pretty much what Sanctjud said.

I use it on Khan and a command squad on bikes, decked out with meltas, stormshields and LC. So...

Blow up a vehicle with 4 melta guns
Assault whomever got out with furious charge kicking in
If you get tied up/bogged down by another unit the following turn (Plague Marines), hit and run away
Now on your next turn you can melta, furious charge something else....

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Made in gb
Battlefield Professional





England

It's amazing how much a rule can change with one word! I just re-read H&R... I originally thought it said at the end of your assault phase, not the assault phase. I see! That instantly makes it excellent. How did I miss that? As for the consolidate thing, that was a type-o, but it still stands that there's a very good chance somebody moving 3d6 is going to be caught by somebody moving 1d6 + 12 (Consolidate > Move > Assault).

Still, thanks for clearing that up. I was wondering what force to play next as it was, perhaps White Scars might be appealing, just to mess about with this rule

 
   
Made in us
Rotting Sorcerer of Nurgle





Dude, don't forget you need an initiative test.
In all likelyhood it will only work 2/3 of the time. That 1/3 is a pretty big margin for it to not work...

Just keeping it real

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in gb
Araqiel





Ards - N.Ireland

its handy for leaving combat at end of enemies CC turn to recharge them or other unit. or for gaining distance.

example, you race forward and charge into a unit, they live the combat, so end of this round or next ifyou think they'll live you hit and run further forward to an objective.

I did this by charging eldar unit then hitting and running on past them end of the combat round to try to get an objective behind them.
   
Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







Tantras wrote:It's amazing how much a rule can change with one word! I just re-read H&R... I originally thought it said at the end of your assault phase, not the assault phase. I see! That instantly makes it excellent. How did I miss that? As for the consolidate thing, that was a type-o, but it still stands that there's a very good chance somebody moving 3d6 is going to be caught by somebody moving 1d6 + 12 (Consolidate > Move > Assault).

Still, thanks for clearing that up. I was wondering what force to play next as it was, perhaps White Scars might be appealing, just to mess about with this rule



Well, you don't H&R on your turn, it allows the enemy to just run behind you and chase you off the board .

Do it at the end of their turn however, they won't have a chance to catch up...as it will be your movement phase next.

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Made in us
Rotting Sorcerer of Nurgle





Actually it doesn't matter.
They automattically regroup after the 'fallback' move when using Hit and Run.

The worst part of H&R on your turn is allowing the opponent a turn to react to your unit.

It's not really about 'catching up' to the unit...at least the terms used are not very clear in what they mean IMO.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







Sanctjud wrote:Actually it doesn't matter.
They automattically regroup after the 'fallback' move when using Hit and Run.



Damn, they do? I didn't know that, as it doesn't list that under the USR?

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I have been on the recieving end of a H&R deathstar

Kaven Shrike and assault termies.

Assault terminators with furious charge and hit and run are brutal.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Willing Inquisitorial Excruciator






Utah

And I don't think the chance of a leadership test failing isn't 1/3.

I don't have the rule book handy, but it is leadership 9 right? Roll a 9 or below and you succeed.

out of 36 possible dice combination there are only 6 ways to get higher than 9, so 1/6.

Like I said, assuming I remember everything right.


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Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







riplikash wrote:And I don't think the chance of a leadership test failing isn't 1/3.

I don't have the rule book handy, but it is leadership 9 right? Roll a 9 or below and you succeed.

out of 36 possible dice combination there are only 6 ways to get higher than 9, so 1/6.

Like I said, assuming I remember everything right.




Hit and Run is an initiative test, not a leadership test. Roll equal to or under 4 and they break away. That = 2/3 chance of happening or 66% of the time.

What I don't see is where Sanctjud is getting you auto-rally after you break away. From what I understand, you must wait until the start of your turn to rally following the normal ATSKNF rules (Enemy not within 6).

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Made in us
Rotting Sorcerer of Nurgle





@AgeOfEgos:
If I recall correctly, the 'auto-rally' is there because the Hit & Run movement is exactly like a fall-back move but in a direction of your choice...hence the need for auto-rally within the rules of hit and run.

I had no intentions of talking about actual rallying and ATSKNF rules.
If I am in error, then I am sorry, but it doesn't really change anything as they get to move in a direction after combat is done, it's just a minor detail, but a detail I intend to correct when i get home.

@riplikash:
You are right, but like AgeOfEgos has said, the Leadership test has nothing to do with it. If you had read my post clearly, I had called it an initiative test.

The more I try to cover my bases the more it seems it doesn't work...

@Grey Templar:
Yea, that works too.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

I've tried to use it with deffkoptas once in awhile, tying up something like a Devastator squad for a turn, but at I2, the ability is not very useful.

 
   
Made in us
Longtime Dakkanaut







Calling the movement granted by the Hit and Run ability a fallback movement is incorrect, although I can see why it might seem like that due to the reference prohibiting sweeping advances. Also, the consolidation move is for the unit being left behind, not the units leaving combat. A person can argue about whether or not the unit performing the hit and run can adjust its formation since the unit and not the models in the unit is moving in a straight line, but that's a rules forum issue.

I don't remember seeing any situations in which it would be useful to assault on my turn and then use Hit and Run during my assault phase. I'm sure that there are situations in which it would make sense, but it seems like those would be really specific situations like "It's the bottom of turn five and there's an object you could contest 12" away" or "You rolled a fist full of ones during your assault and your opponent's counter charge is right behind you".
   
Made in ca
Decrepit Dakkanaut





I'm pretty sure Hit and Run is going to be a basic rule in the 6th edition, much like how Fleet bifurcated into Run and Fleet. We'll see a basic "Hit and Run" options for regular units, and an advanced "Hit and Run" options for units with the universal special rule.
   
Made in us
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GW Public Relations Manager (Privateer Press Mole)







Sanctjud wrote:@AgeOfEgos:
If I recall correctly, the 'auto-rally' is there because the Hit & Run movement is exactly like a fall-back move but in a direction of your choice...hence the need for auto-rally within the rules of hit and run.

I had no intentions of talking about actual rallying and ATSKNF rules.
If I am in error, then I am sorry, but it doesn't really change anything as they get to move in a direction after combat is done, it's just a minor detail, but a detail I intend to correct when i get home.



Hey Sanct,

After rereading the rule, it doesn't say auto-rally...but it doesn't say 'fallback move' either. It just says they break from combat, nothing about falling back. So I guess you don't need to rally at all when doing this, as it's not a fallback move to begin with....which makes it even better.

Now that's clear, hit and run on your assault phase would actually be pretty good. If you want to do damage to something that has a nice counter attack unit waiting behind it...hit and run allows you to move up, shoot, hand to hand to damage...then run away so their counter assault unit can't pile in.

Adepticon TT 2009---Best Heretical Force
Adepticon 2010---Best Appearance Warhammer Fantasy Warbands
Adepticon 2011---Best Team Display
 
   
Made in us
Rotting Sorcerer of Nurgle





It's good if you want to avoid the combat unit, but allowing the opponent to shoot them could be as lethal...damned if you do and damnded if you don't.

Better to set that situation up where breaking in the second round gives you the maximum utility with respect to that combined 'speed'.

Thanks for looking it up BTW.

This message was edited 1 time. Last update was at 2010/03/08 22:50:49


This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
 
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