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Hit & Run Rules Question...


Jarakin

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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. :)

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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.
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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.

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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

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