Jarakin Posted June 4, 2010 Share Posted June 4, 2010 Hi guys, quick query on the Hit & Run universal rule. The Rulebook states that "Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase.". Now reading that as worded, it reads to me like as if this can be at the end of an enemy's assault phase too, however sense says that that's less hit, more run, and so a little contrary to what I think the intention is for this rule. How do you guys play it? I'd imagine this has been asked and resolved before, so any advice appreciated. :) Link to comment Share on other sites More sharing options...
chewielight Posted June 4, 2010 Share Posted June 4, 2010 I have been using it during either assault phase. It works like a champ. I have found it makes units more deadly in the long run provided they survive the enemy's charge. The wording in the rule book provides both instances. This way you dont have a troop stuck in combat and it works to your advantage. Might as well since they took most of Dauntes cool abilities away from him. This is his one redeeming factor in my book, well that and his no scatter. If you get charged hit and run out to pop somthing else. It helped me make the smifinals for ard boyz. Link to comment Share on other sites More sharing options...
Black_Sky Posted June 4, 2010 Share Posted June 4, 2010 Hit and run is can be used at the end of either players assault phase. in fact, it is much more usefull to use it in your opponents assault phase, as you can then avoid getting shot at while locked in melee, and at the same time gain charging bonuses in your own turn once again. Usually hit and run are given to much weaker assault squads who need the charging bonuses to be effective, or avoid getting smashed in HTH combat (Sisters Seraphim and Eldar Swooping Hawks comes to mind), although i know at least one other hard hitting unit has the special rule (Eldar Shining Spears). None of these units have the staying power to remain locked in combat, unlike our marines. Link to comment Share on other sites More sharing options...
Jarakin Posted June 4, 2010 Author Share Posted June 4, 2010 Excellent, thanks guys! ;) Link to comment Share on other sites More sharing options...
stinkenheim Posted June 4, 2010 Share Posted June 4, 2010 yep, hit and run is during either players turn. i would never use it in my own turn instead use it in your opponents as it saves you from being shot and means you get to charge back in straight way. Link to comment Share on other sites More sharing options...
TrentL Posted June 5, 2010 Share Posted June 5, 2010 yep, hit and run is during either players turn. i would never use it in my own turn instead use it in your opponents as it saves you from being shot and means you get to charge back in straight way. Absolutely bang on, I wouldn't never hit and run on my own turn because then my unit gets shot and CHARGED. Instead I would disengage at the end of his assault, allowing me to shoot his unit, and then re-charge and hopefully wipe it out :D Link to comment Share on other sites More sharing options...
Priest33 Posted June 5, 2010 Share Posted June 5, 2010 dont have a rules book with me at the moment but what happens with the enemy unit then? do they sweeping advance as if they won combat? Or are they locked there looking dumbfounded that everyone disapeared? Link to comment Share on other sites More sharing options...
SamaNagol Posted June 5, 2010 Share Posted June 5, 2010 You leave combat at the end of the Assault phase. So there is no consolidation move for the enemy. Link to comment Share on other sites More sharing options...
Priest33 Posted June 5, 2010 Share Posted June 5, 2010 Hrm.. dante and a honour guard doing this sounds tasty! Link to comment Share on other sites More sharing options...
SamaNagol Posted June 5, 2010 Share Posted June 5, 2010 Dante and anyone doing it is tasty. TH/SS terminators doing it is hilarious. Link to comment Share on other sites More sharing options...
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