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Made in fi
Lead-Footed Trukkboy Driver





Boston

Hey Everyone,

I was just curious what peoples experience was with this. Any tricks that you realized you used to get an opponent into an unwinnable fight and leave them there for several turns? Ways in which your opponent outwitted you and got out?

I expect to run into some death stars at NOVA this year and am looking for things to remember.
   
Made in us
Fixture of Dakka





Blocking Hit and Run isn't impossible, but there's almost no way for it to ever occur in a real world game.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 DarknessEternal wrote:
Blocking Hit and Run isn't impossible, but there's almost no way for it to ever occur in a real world game.

Exactly. If you have enough models from other units to surround the combat in such a way (spaced out over a large potion of the board), then you are winning so incredibly hard that letting them Hit & Run will not change that game at all.
Or, you have compromised your position by focusing too much on one area of the board and are about to be lose the mission.

In either case, there is no reason to try stopping Hit & Run. The best thing to do is to "guide" where the unit will go. Put units where the enemy wants to go, so that they cannot go there.
But failing an Initiative test is the only real way of stopping Hit & Run.

-

   
Made in us
Krazed Killa Kan






Hold them to properly following the written rule for hit and run. Make sure they pick their direction first and then do their distance roll. Hold them to maintaining 1" distance from your models and need to take any dangerous terrain tests. Not likely to stop them but if they roll poorly it can force them to be in a position they may not want to be in or they may have trouble clearing their farthest model from your unit and thus failing the hit and run.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

 Vankraken wrote:
Hold them to properly following the written rule for hit and run. Make sure they pick their direction first and then do their distance roll. Hold them to maintaining 1" distance from your models and need to take any dangerous terrain tests. Not likely to stop them but if they roll poorly it can force them to be in a position they may not want to be in or they may have trouble clearing their farthest model from your unit and thus failing the hit and run.


yeah, this was something I think is important. It's kind of being obnoxious as an opponent. "Mark with a dice where you going"

Also, it seems like I should be able to do it, depending on the size of the unit. I can summon two units of seekers which can make a 3 foot perimeter with just the two units.
   
Made in ru
!!Goffik Rocker!!






It's possible to form a chain around the unit. You could use fast stuff. But than it's most likely going to get shot down by the rest of his list. So, it's a 1-turn solution.
   
Made in us
Tunneling Trygon





The House that Peterbilt

 vercingatorix wrote:
Hey Everyone,

I was just curious what peoples experience was with this. Any tricks that you realized you used to get an opponent into an unwinnable fight and leave them there for several turns? Ways in which your opponent outwitted you and got out?

I expect to run into some death stars at NOVA this year and am looking for things to remember.

If you can find the videos, NoVa a couple years ago Nanavati kept Aleongs deathstar from hit and running to grab an objective. They still left combat but couldn't really move (and grab VPs that turn) because one of the TWCs had been strung out from the others and surrounded by models not in the combat.

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 us
Rough Rider with Boomstick




USA

Played Nick Nanavati at a local NOVA style tourney weeks ago, mission was the Relic. I ran a semi-death star comprised of Command squad on bikes, Kahn, chaplain, and libby conclaves(3) all on bikes with my Gladius.

He ran a daemon army, Screamer star, Dronestar, and 2 flyrants. He won the roll off and made me go first. I fell into his trap and went for the relic with my death star. He basically surrounded my star. Dronestar covering the left, a summoned unit of drones covered the right, and one flyrant at the bottom. Screamer star covered the top with a unit of nurglings behind it. He then proceeds to charge my deathstar with his 2++ reroll Screamer star, successfully preventing me from HnR by blocking all sides.
Next turn he proceeds to summon units to cover the bottom where the Flyrant was.
   
Made in us
Lead-Footed Trukkboy Driver





Boston

 SonsofVulkan wrote:
Played Nick Nanavati at a local NOVA style tourney weeks ago, mission was the Relic. I ran a semi-death star comprised of Command squad on bikes, Kahn, chaplain, and libby conclaves(3) all on bikes with my Gladius.

He ran a daemon army, Screamer star, Dronestar, and 2 flyrants. He won the roll off and made me go first. I fell into his trap and went for the relic with my death star. He basically surrounded my star. Dronestar covering the left, a summoned unit of drones covered the right, and one flyrant at the bottom. Screamer star covered the top with a unit of nurglings behind it. He then proceeds to charge my deathstar with his 2++ reroll Screamer star, successfully preventing me from HnR by blocking all sides.
Next turn he proceeds to summon units to cover the bottom where the Flyrant was.


Do the drones assault move before or after the hit and run attempt? I imagine that would help stop any pile ins leaving room for escape.
   
Made in us
Rough Rider with Boomstick




USA

 vercingatorix wrote:
 SonsofVulkan wrote:
Played Nick Nanavati at a local NOVA style tourney weeks ago, mission was the Relic. I ran a semi-death star comprised of Command squad on bikes, Kahn, chaplain, and libby conclaves(3) all on bikes with my Gladius.

He ran a daemon army, Screamer star, Dronestar, and 2 flyrants. He won the roll off and made me go first. I fell into his trap and went for the relic with my death star. He basically surrounded my star. Dronestar covering the left, a summoned unit of drones covered the right, and one flyrant at the bottom. Screamer star covered the top with a unit of nurglings behind it. He then proceeds to charge my deathstar with his 2++ reroll Screamer star, successfully preventing me from HnR by blocking all sides.
Next turn he proceeds to summon units to cover the bottom where the Flyrant was.


Do the drones assault move before or after the hit and run attempt? I imagine that would help stop any pile ins leaving room for escape.


He had cursed earth off so the summoned drones was placed where he wanted to without scatter and did a assault jump move only to make sure he's blocking all potential paths for HnR. A HnR move cannot be made if all models In a unit cant successfully move clear any unengaged enemy models

This message was edited 1 time. Last update was at 2016/08/31 04:13:21


 
   
Made in jp
Regular Dakkanaut





I think if its your turn and you also have hit and run - and you elect to hit and run first your opponent only gets to consolidate? not 100% sure.
   
Made in us
Krazed Killa Kan






peirceg wrote:
I think if its your turn and you also have hit and run - and you elect to hit and run first your opponent only gets to consolidate? not 100% sure.


If both sides have hit and run with both sides wanting to disengage then its a roll off to see who attempts to go first.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Lead-Footed Trukkboy Driver





Boston

But the Drones have the assault move of 2D6. I looked it up and it says hit and run at the end of the phase and assault moves are during the phase. So basically you do your pile ins for the big combat. then you can move drones to be exta sure of blocking, then the opponent has to try to get out.
   
Made in us
Storm Trooper with Maglight



In Warp Transit to next battlefield location, Destination Unknown

Off the top of my head, if you can hit the unit with a Pinning weapon and they fail their leadership check, that forces them to go to ground, does it not? Which in turn, only allows them a 3" move during their own turn.

Cowards will be shot! Survivors will be shot again!

 
   
 
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