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Made in us
Human Auxiliary to the Empire





Hit and Run seems pointless to me. With my harlequins, they are safest in CC. Why would I exit CC?

Common Sense is not so Common-

Voltaire 
   
Made in us
Tunneling Trygon






So that the weapons that deliver Hammer of Wrath at increased value can do it again. You Hit and Run at the end of your opponent's turn, meaning their turn is done, you move forward again, shoot again and charge again.
   
Made in us
Human Auxiliary to the Empire





Oh, on their turn... that makes a lot more sense. I forgot it was any assault phase.

Common Sense is not so Common-

Voltaire 
   
Made in us
Judgemental Grey Knight Justicar




USA

I've love to see Hit and Run tweaked to be similar to getting hit with a sweeping advance, but instead of losing the unit, if you fail you're just stuck in combat. Getting away from an Initiative 8 Daemon Prince shouldn't be as easy as getting away from Initiative 2 Plaguebearers.

Check out my list building app for 40K and Fantasy:
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Made in us
Painlord Titan Princeps of Slaanesh





 SharkoutofWata wrote:
So that the weapons that deliver Hammer of Wrath at increased value can do it again. You Hit and Run at the end of your opponent's turn, meaning their turn is done, you move forward again, shoot again and charge again.


That is how Mephiston defeats Kaldor Draigo. Or anything with jump packs or cavalry.
   
Made in gb
Jealous that Horus is Warmaster





 Filch wrote:
 SharkoutofWata wrote:
So that the weapons that deliver Hammer of Wrath at increased value can do it again. You Hit and Run at the end of your opponent's turn, meaning their turn is done, you move forward again, shoot again and charge again.


That is how Mephiston defeats Kaldor Draigo. Or anything with jump packs or cavalry.

Mephiston doesn't have Hit and Run... Neither do Jump packs or Cavalry.
PS: Draigo would destroy Mephiston on his own.

This message was edited 1 time. Last update was at 2015/04/06 20:53:44


 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Hit'n'run can also be used to ''spring board'' your Harlequins/Solitaire to were they want to be. 3D6 is quite a long way really, especially if you do it in the opponents turn, as then you also get your 6'' move, run and charge.

 
   
Made in us
Shadowy Grot Kommittee Memba






Either A) directly through a wall so you can't be attacked (flip belts FTW) B) into rough terrain if the Hit'n'runner is, say, a Path of Heroes Solitaire, C) onto an objective for maelstrom, D) away from enemy combatants if you have Veil of Tears up E) back into a Starweaver if you wanna move....

Just because a rule isn't always good to use 100% of the time don't mean it's bad to have

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

If both players have a unit with Hit&Run locked in CC, which one will go first? Highest Int?

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Auspicious Daemonic Herald





DaKKaLAnce wrote:
If both players have a unit with Hit&Run locked in CC, which one will go first? Highest Int?

Turn player chooses
   
Made in us
Regular Dakkanaut




 CrownAxe wrote:
DaKKaLAnce wrote:
If both players have a unit with Hit&Run locked in CC, which one will go first? Highest Int?

Turn player chooses


I thought it was a roll off. Or was that older editions?
   
Made in us
Norn Queen






 JP Hatecraft wrote:
Hit and Run seems pointless to me. With my harlequins, they are safest in CC. Why would I exit CC?


You assault on your turn and stay in combat. Their turn, they cannot shoot you, assault phase ends, use hit and run to leave combat. It's your turn again. Shoot them and their charge again. You basically gain all the invulnerability of being locked in combat while getting both your shooting attacks and bonuses for charging over and over again.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
 
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