greatcrusade08 Posted March 8, 2010 Share Posted March 8, 2010 Ok something ive always got confused about. can hit and run be used in any players turn or can it only be used on the turn you charged.. what i was thinking was using it after your opponent s CC phase and then getting the charge in on your next turn? Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/ Share on other sites More sharing options...
bystrom Posted March 8, 2010 Share Posted March 8, 2010 Any player's turn. Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. So you move assaulting units defenders react resolve combats choose to use hit & run Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2308175 Share on other sites More sharing options...
greatcrusade08 Posted March 8, 2010 Author Share Posted March 8, 2010 Hit and run is used with scatter right? whats happens if you scatter onto an opponents unit? Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2308279 Share on other sites More sharing options...
stinkenheim Posted March 8, 2010 Share Posted March 8, 2010 doesn't use scatter mate. BRB pg 75 Hit an Run: Units with this ability may choose to leave CC at the end of the assault phase. You need to pass an I test. If failed nothing happens and you remain locked. If passed the unit breaks and immediately moves up to 3D6" in a straight line in any direction ignoring the units the were locked in CC with. No sweeping advance rolls are made. Enem units no longer locked in combat may cosolidate. I paraphraseda bit but thats the bulk of the rules there. you can try and break off in any turn, although its best to do it in the enemies turn for obvious reasons. then if you pass an I test simply move th models in any direction you want the distance rolled... then charge them straight back in.... Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2308288 Share on other sites More sharing options...
greatcrusade08 Posted March 8, 2010 Author Share Posted March 8, 2010 oooh thanks stinkenheim i should read the BRB a little more closely Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2308443 Share on other sites More sharing options...
imukuni Posted March 9, 2010 Share Posted March 9, 2010 so could the hit and run unit get sweeping advanced? I had a game with a guy earlier this week who said they just get away and that didn't sound right. Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2309582 Share on other sites More sharing options...
Ntin Posted March 9, 2010 Share Posted March 9, 2010 Your may not attempt to sweeping advance them it is all on page 75. Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2309741 Share on other sites More sharing options...
greatcrusade08 Posted March 9, 2010 Author Share Posted March 9, 2010 so if they cant sweeping advance and the enemy breaks and runs do they get the hit and run 3D6 move or do they have to use the basic D6 consolidation move? Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2310051 Share on other sites More sharing options...
stinkenheim Posted March 9, 2010 Share Posted March 9, 2010 you choose to use it at the end of the assault phase by wich time combat results have been worked out, if the unit your are fighting has broken obviously you can attempt to run them down (sweeping advance) and then can consolidate. if you break and run then the enemy can do the same to you. if neither side broke from combat and are still locked then you can decide whether you wish to use 'Hit and Run' to make a break for it. Should you pass the I test then your opponent does not get the chance to make a sweeping advance roll and can only consolidate. i posted a quote of the majority of the rule in my previous post which says no sweeping advance etc. Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2310071 Share on other sites More sharing options...
Commander Sasha Posted March 9, 2010 Share Posted March 9, 2010 Best to use H&R at the end of opponent's assault phase, but not yours: the former gives you shooting and charging benefits, the latter gives them to the other! Unless you're trying to leave that combat, but 3D6" isn't always going to put you 12+" away to be out of re-assault range. Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2310202 Share on other sites More sharing options...
Marshal Serion Posted March 9, 2010 Share Posted March 9, 2010 Besides, the rules clearly state that you move "up to" 3d6 inches away. Meaning if you roll 18", you can move any distance "up to" 18" as long as it's in a straight line and you're 1" away from any opponent model. Link to comment https://bolterandchainsword.com/topic/194157-hit-and-run/#findComment-2310568 Share on other sites More sharing options...
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