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![[Post New]](/s/i/i.gif) 2015/04/04 08:48:17
Subject: Hit & Run
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Ork Boy Hangin' off a Trukk
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I do not understand how Hit & Run works. "A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase". So when can unit leave CC? After certain initiative step or after all initiative steps at the very end?
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![[Post New]](/s/i/i.gif) 2015/04/04 08:54:12
Subject: Hit & Run
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Tunneling Trygon
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Remember the breakdown of the Assault Phase itself. It's also not 'at the end of one combat' it is at the end of the Assault Phase. The whole Assault Phase. So after all combat is resolved.
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![[Post New]](/s/i/i.gif) 2015/04/04 08:58:53
Subject: Re:Hit & Run
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Violent Space Marine Dedicated to Khorne
Ottawa, Ontario
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I always thought it was both teams strike blows and then you calculate who won and who lost. If the unit with H&R still lives, it can leave combat.
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BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES!
 3000+
3000+ |
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![[Post New]](/s/i/i.gif) 2015/04/04 10:04:55
Subject: Hit & Run
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Tunneling Trygon
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At the end of all the fight phases of that player turn technically.
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![[Post New]](/s/i/i.gif) 2015/04/05 03:15:26
Subject: Re:Hit & Run
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Decrepit Dakkanaut
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GearheadXII wrote:I always thought it was both teams strike blows and then you calculate who won and who lost. If the unit with H&R still lives, it can leave combat.
No, as the rule says. At the end if the Assault phase, meaning the end of the phase, not before.
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![[Post New]](/s/i/i.gif) 2015/04/05 13:55:46
Subject: Hit & Run
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Longtime Dakkanaut
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I didn't want to start another thread on the same rule. When you successfully hit and run out of combat, do you have to move the full 3d6"?
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![[Post New]](/s/i/i.gif) 2015/04/05 14:03:29
Subject: Hit & Run
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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Lythrandire Biehrellian wrote:I didn't want to start another thread on the same rule. When you successfully hit and run out of combat, do you have to move the full 3d6"?
"...the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result..."
Yes, you must move the full 3D6 inches.
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![[Post New]](/s/i/i.gif) 2015/04/05 14:12:55
Subject: Hit & Run
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Decrepit Dakkanaut
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Move is defined as up to. The must means you must make a move, not make a full 3d6 " displacement, so you can indeed use only 8 of a 13 inch roll if you wish.
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![[Post New]](/s/i/i.gif) 2015/04/05 15:53:17
Subject: Hit & Run
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Tunneling Trygon
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But it does say 'equal to the 3D6 result'. I think that ignores the previous definition. 'Equal to' is a very precise term if they meant 'up to'.
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![[Post New]](/s/i/i.gif) 2015/04/05 16:28:59
Subject: Hit & Run
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Decrepit Dakkanaut
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A move is up to, by definition. You have a move equal to 3d6. An infantry model usually has a move equal to 6". Both are up to, not exactly.
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![[Post New]](/s/i/i.gif) 2015/04/05 17:32:24
Subject: Hit & Run
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Stalwart Veteran Guard Sergeant
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nosferatu1001 wrote:A move is up to, by definition. You have a move equal to 3d6. An infantry model usually has a move equal to 6". Both are up to, not exactly.
CItation needed. The wording for Hit and Run is clear that the unit must move the required distance unless they would come within 1" of an enemy unit. Similiarly, if I fail a morale check and roll 2d6 for my fall back distance, getting a 9, I can't choose to ony fall back 7, I must move the required number of inches.
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![[Post New]](/s/i/i.gif) 2015/04/05 17:49:41
Subject: Hit & Run
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Lieutenant Colonel
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nosferatu1001 wrote:Move is defined as up to. The must means you must make a move, not make a full 3d6 " displacement, so you can indeed use only 8 of a 13 inch roll if you wish.
that is incorrect factually,
you *must* move the full 3d6, the BRB literally tells use to move a distance equal to the resulf of 3d6, not up to, equal means equal, not up to. So it breaks the rules to move "up to" 3d6 when they explicitly state you move equal to 3d6
the wording is the same for fall back moves, so unless you want to argue that we can "choose" not to fall back the full distance, Id put that argument on a shelf because it doesnt have any RAW backing, is most certainly isnt how people generally play it, nor is it balanced/fair/fun.
H+R, you roll inititative tes, IF its passed, pick a direction (and confirm it with your opponent or a dice on the table) then roll 3d6 and move all your dudes the full amount in that direction (stopping if you hit a different enemy unit, or impassable).
The H+R will *fail* if this move does not bring all your models outside of 1" from the unit they want to disengage with.
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This message was edited 1 time. Last update was at 2015/04/05 17:50:59
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![[Post New]](/s/i/i.gif) 2015/04/05 17:49:46
Subject: Hit & Run
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Using Inks and Washes
St. George, Utah
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Actually, nosferatu, Hit and Run is pretty clear you don't have a choice on the distance your guys move.
Second sentence, 3rd paragraph of the Hit and Run rule on page 165:
""As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with."
Bold/italics emphasis my own.
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![[Post New]](/s/i/i.gif) 2015/04/05 17:58:28
Subject: Hit & Run
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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You can circumvent long hit and run distances by intentionally aiming for a unit, table edge, or impassable terrain that will stop you, assuming you want to stay near where you are for a re-assault.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2015/04/05 18:07:13
Subject: Hit & Run
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Using Inks and Washes
St. George, Utah
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Luckily the vast majority of units with Hit And Run are Jump Infantry or Bikes, so at worst you're only looking at a 6" assault charge.
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![[Post New]](/s/i/i.gif) 2015/04/05 18:43:19
Subject: Hit & Run
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Decrepit Dakkanaut
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Bold, page 18, says you're wrong. 3d6 is your maximum move distance. No override. The equal is showing that this is your move distance now, not your normal move.
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![[Post New]](/s/i/i.gif) 2015/04/05 18:55:15
Subject: Hit & Run
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Using Inks and Washes
St. George, Utah
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There's nothing on page 18 saying what you're suggesting. The bold text is referring to how you move during the movement phase.
Specific special rules supercede basic rules, anyhow, therefore you'd play Hit and Run as it's written, not how the basic movement phase rules would dictate.
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![[Post New]](/s/i/i.gif) 2015/04/05 21:48:20
Subject: Hit & Run
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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nosferatu1001 wrote:Bold, page 18, says you're wrong. 3d6 is your maximum move distance. No override. The equal is showing that this is your move distance now, not your normal move.
You are wrong. Hit & Run distance is not a model's movement distance.
Additionally even if it were, as SRSFACE says, Hit & Run is an advanced rule and so overrides the basic rule for a model moving up to its maximum distance as Hit & Run clearly states the model must move the number of inches equal to the result.
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This message was edited 1 time. Last update was at 2015/04/05 21:49:10
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![[Post New]](/s/i/i.gif) 2015/04/05 22:20:08
Subject: Hit & Run
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Tough Tyrant Guard
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As easysauce noted the wording is the same for fall back moves, as this is a special kind of movement I believe the full distance is required.
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It's my codex and I'll cry If I want to.
Tactical objectives are fantastic |
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![[Post New]](/s/i/i.gif) 2015/04/05 22:42:35
Subject: Hit & Run
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Decrepit Dakkanaut
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It overrides when there is a conflict. There is no conflict with the basic rule ; all that Is Mandatory is the requirement to move. The distance is not. Automatically Appended Next Post: SRSFACE wrote:There's nothing on page 18 saying what you're suggesting. The bold text is referring to how you move during the movement phase.
Specific special rules supercede basic rules, anyhow, therefore you'd play Hit and Run as it's written, not how the basic movement phase rules would dictate.
Page 18 defines how you move. Not just in the movement phase. There is no conflict, as shown. As the must is must move, not must move and csnnot move less than the maximum move.
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This message was edited 1 time. Last update was at 2015/04/05 22:44:02
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![[Post New]](/s/i/i.gif) 2015/04/05 22:50:26
Subject: Hit & Run
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Dark Angels Librarian with Book of Secrets
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nosferatu1001 wrote:It overrides when there is a conflict. There is no conflict with the basic rule ; all that Is Mandatory is the requirement to move. The distance is not.
Automatically Appended Next Post:
SRSFACE wrote:There's nothing on page 18 saying what you're suggesting. The bold text is referring to how you move during the movement phase.
Specific special rules supercede basic rules, anyhow, therefore you'd play Hit and Run as it's written, not how the basic movement phase rules would dictate.
Page 18 defines how you move. Not just in the movement phase. There is no conflict, as shown. As the must is must move, not must move and csnnot move less than the maximum move.
Then how come when you fall back when failing Leadership you must go the full distance, but not with Hit and Run? H&R clearly says you must move 3d6".
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![[Post New]](/s/i/i.gif) 2015/04/05 22:51:53
Subject: Hit & Run
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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nosferatu1001 wrote:It overrides when there is a conflict. There is no conflict with the basic rule ; all that Is Mandatory is the requirement to move. The distance is not.
Okay, let's play your game (even though it's wrong).
The movement phase rules state:
"In your turn, you can move any of your units – all of them if you wish – up to their maximum movement distance."
Then Hit & Run states:
"... must immediately move a number of inches in the chosen direction equal to the 3D6 result..."
Basic rule states may move up to the maximum movement distance. Hit & Run states must move equal to the result. That is a conflict, so Hit & Run overrides.
You are wrong.
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![[Post New]](/s/i/i.gif) 2015/04/05 23:01:17
Subject: Hit & Run
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Decrepit Dakkanaut
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Not playing a game, cheers for the condescension.
Move is 'up to' as proven, even by your quotes. Up to a number of inches equal to the 3d6 result.
3d6 sets the maximum movement distance.
No, I'm not. Try again, just less condescendingly this time?
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![[Post New]](/s/i/i.gif) 2015/04/05 23:05:49
Subject: Hit & Run
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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nosferatu1001 wrote:Not playing a game, cheers for the condescension.
Move is 'up to' as proven, even by your quotes. Up to a number of inches equal to the 3d6 result.
3d6 sets the maximum movement distance.
No, I'm not. Try again, just less condescendingly this time?
I'm not being condescending; I am stating the fact that you are wrong.
Please provide a rules quote that the 3D6" is the maximum Hit & Run move distance the unit may make.
You cannot because the rules for Hit & Run state:
"...must immediately move a number of inches in the chosen direction equal to the 3D6 result..."
Must move equal to the 3D6" result. Not up to. If you are moving up to the 3D6 result you are breaking the rules for Hit & Run which state the move must be equal to the 3D6 result.
Not only are you wrong but you are making up rules without providing evidence.
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This message was edited 1 time. Last update was at 2015/04/05 23:06:30
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![[Post New]](/s/i/i.gif) 2015/04/05 23:06:15
Subject: Hit & Run
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Lieutenant Colonel
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just goes to show, often times its just people not being able to read properly that causes these kinds of mis understandings.
when the BRB tells you to move a distance *equal* to 3d6, that means you move a distance *equal* to 3d6, not a distance of your choosing up to 3d6 nosferatu1001
The fall back rules also state you move distance equal to 2d6 or 3d6 for faster units nos,
what you are incorrectly asserting would allow me to "choose to move 0 inches when I fall back cause its movement and every time I move i get to choose how far"
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![[Post New]](/s/i/i.gif) 2015/04/05 23:13:54
Subject: Hit & Run
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[MOD]
Making Stuff
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Normal movement is ' up to ' the maximum distance.
Hit & Run quite clearly specifies that you move the distance rolled. No less.
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![[Post New]](/s/i/i.gif) 2015/04/05 23:20:11
Subject: Hit & Run
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Decrepit Dakkanaut
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You were being condescending by calling it a game. Avoid phrases if you don't want text yo be taken one way and only one possible way.
Move is defined using "up to"; cite permission to ignore the up to, when the must move is placing a requirement on moving, not on the distance in addition to the need to moves
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![[Post New]](/s/i/i.gif) 2015/04/05 23:24:00
Subject: Hit & Run
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[MOD]
Making Stuff
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It is placing a requirement on the distance by specifying 'equal to' in the rule.
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![[Post New]](/s/i/i.gif) 2015/04/05 23:28:10
Subject: Hit & Run
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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nosferatu1001 wrote:You were being condescending by calling it a game. Avoid phrases if you don't want text yo be taken one way and only one possible way.
Move is defined using "up to"; cite permission to ignore the up to, when the must move is placing a requirement on moving, not on the distance in addition to the need to moves
You took it as condescending because you are on the defensive. You have still failed to cite rules to support your argument.
Hit & Run tells me to move a distance equal to the 3D6 result.
If I move up to that distance, am I moving a distance equal to the 3D6 result?
The answer is no, so I would therefore be breaking the rule for Hit & Run.
As for permission to ignore the 'up to':
"Where advanced rules apply to a specific model, they always override any contradicting basic rules."
Does the 'equal to' contradict the 'up to'? Yes it does, so Hit & Run overrides.
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This message was edited 2 times. Last update was at 2015/04/05 23:30:32
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![[Post New]](/s/i/i.gif) 2015/04/05 23:32:17
Subject: Hit & Run
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Using Inks and Washes
St. George, Utah
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It's clearly just talking about how to move in the movement phase there on page 18.
Every other movement you're capable of doing is described when it's relevant, ie: running, jet pack moving, turbo-boosting, zooming flyers, falling back, etc. And then any pertinent special rules regarding movement always clearly state "up to X" when that's the case.
But Hit and Run says "equal to" which is pretty specific.
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