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![[Post New]](/s/i/i.gif) 2013/09/09 15:00:18
Subject: Hit and run explanation....
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Been Around the Block
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Sorry if this was answered earlier, I did a quick search and found nothing...
So, here goes: recently I have seen multiple people praising hit and run ( due to new White Scars ), and according to their explanation:
" ...you get in, hit them, and get out...". Which seemed awfully uber to me so I did a quick BRB search and in the hit and run explanation it says
that after an ASSAULT you can break off, which means:
1.You charge
2. Higher initiative unit strikes
3. Lower initiative unit strikes back
4. You can try to get out of the assault
Is this right, or can white scars totally wipe low init units by charging in, striking, and then getting out before they get a power fist to the face due to it striking after them, on init 1?
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![[Post New]](/s/i/i.gif) 2013/09/09 15:05:33
Subject: Hit and run explanation....
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Jealous that Horus is Warmaster
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Your understanding of the hit and run usr is correct. It's powerful because it allows you to assault and stay in combat (assuming you don't break them), avoid a turn of shooting.
Then after your opponent's assault phase you can get out of combat to assault them again, or find something better. Automatically Appended Next Post: Also, if you don't want to be in combat for two turns you leave the turn you assaulted. If you get assaulted again, you leave after first round. It works out :-D
Just gives you options to help control the flow of battle.
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This message was edited 1 time. Last update was at 2013/09/09 15:07:58
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![[Post New]](/s/i/i.gif) 2013/09/09 18:25:37
Subject: Hit and run explanation....
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Captain of the Forlorn Hope
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Thulsa look up the Hit and Run USR, it explicitly tells you when you use the Hit and run rule.
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![[Post New]](/s/i/i.gif) 2013/09/09 18:56:44
Subject: Re:Hit and run explanation....
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Been Around the Block
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The problem is that on several different forums/blogs I saw people going on how the new White Scars rock - being troops in groups of 5 or more, having hit and run so you can just jump in combat, hit them in the face and they jump out before they start swinging PK or TH 's.
Found that extremely fishy/stupid/ OP so re-read the hit and run rule but also came here to verify...just to be 100% sure
Anyways, thanks for the answers and I can't wait for someone to try that trick with me - and I am sure some people pulled it off...
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![[Post New]](/s/i/i.gif) 2013/09/09 18:58:33
Subject: Hit and run explanation....
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Lieutenant Colonel
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people often try to pull hit and run shenanigans with the relic too,
make sure they dont cheat and move "up to" 3d6, when they have to move the full 3d6, and potentially drop the relic
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![[Post New]](/s/i/i.gif) 2013/09/09 23:39:16
Subject: Hit and run explanation....
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Been Around the Block
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I thought they FAQed that and stated that it was a "consolidation move" and therefore they did not have to move the full distance.
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![[Post New]](/s/i/i.gif) 2013/09/10 02:52:21
Subject: Re:Hit and run explanation....
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Plummeting Black Templar Thunderhawk Pilot
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ThulsaDoom wrote:The problem is that on several different forums/blogs I saw people going on how the new White Scars rock - being troops in groups of 5 or more, having hit and run so you can just jump in combat, hit them in the face and they jump out before they start swinging PK or TH 's.
Found that extremely fishy/stupid/ OP so re-read the hit and run rule but also came here to verify...just to be 100% sure
Anyways, thanks for the answers and I can't wait for someone to try that trick with me - and I am sure some people pulled it off...
I read hit and run as end of any assault phase you can use it, if you have it, meaning all 10 initiative steps, not sure where they are getting that you strike then run before initiative step 1.
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2013/09/10 02:55:22
Subject: Hit and run explanation....
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Powerful Phoenix Lord
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I love it when my enemy charges in, swings ad runs away. It gives me the chance to shoot, and charge in myself.
Now a smart player will weather the second round of assault and then run away, thus getting to shoot and/or charge back in.
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![[Post New]](/s/i/i.gif) 2013/09/10 03:09:59
Subject: Hit and run explanation....
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Plummeting Black Templar Thunderhawk Pilot
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Happyjew wrote:I love it when my enemy charges in, swings ad runs away. It gives me the chance to shoot, and charge in myself.
Now a smart player will weather the second round of assault and then run away, thus getting to shoot and/or charge back in.
That's how I use Seraphim Sisters. Flame/shoot with re-roll to wound(w/ faith) charge, battle, stay till end of opponents assault phase, then use Celestine's Initiative 7 to run, then repeat. this of course is assuming I live to the next turn.
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2013/09/10 04:23:27
Subject: Hit and run explanation....
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Sister Vastly Superior
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Better yet, don't charge and make them charge so they can eat an overwatch sandwich then jump out.
If hit & run is going to be the new thing a tip for everyone to make sure your opponents play it right. They must declare their direction first than roll the 3d6 and if they don't roll far enough to be unengaged from combat they are still locked in.
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![[Post New]](/s/i/i.gif) 2013/09/10 04:41:10
Subject: Hit and run explanation....
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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Col. Dracus wrote:I thought they FAQed that and stated that it was a "consolidation move" and therefore they did not have to move the full distance.
They did in 5th. It's not the case anymore. Hit and Run is pretty clearly exactly the 3d6", not up to.
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