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Hello everyone. Everytime one of us tries to use hit and run in a game, it ends up turning into a big argument. The rules are terribly worded and don't help at all. Could someone help? We have no idea how it works. Do morale rolls affect it? Is it negated if the squad using it is completely surrounded? Do you have to move the full 3 d6? Please help!
Ok first off its done at the end of a combat in which you are still locked. So here are a few situations:
1. At the end of a combat you lost, if you failed morale, you would have to fall back and be subject to possible sweeping advance. You do not get to hit and run.
2. You just finished a combat with a vehicle. You are not locked and can not hit and run.
3. You win combat and either sweep and get a 1d6 consolidate move or you lose the init check and the enemy runs and you get a 3" consolidate move. Either way, you can not hit and run.
So basically, unless you are locked, you do not get to hit and run.
Specifically:Only in the loser of the combat must pass the morale check and remain in combat. At that point if still locked, you will automatically disengage and move 3d6 away in a straight line.Do morale rolls affect it?It doesn't matter if you are completely surrounded, you break contact. Your enemy would get a 3" consolidate move.Is it negated if the squad using it is completely surrounded?Yes, you have to roll the 3d6 and move in a straight line the whole movement. No, you cannot engage another unit on a hit and run move. It doesn't allow you to consolidate into contact.Do you have to move the full 3 d6?
Does that help?
Hit and Run is only usable in a situation where the loser made their Morale check and thus the combat would continue next turn. The big question would of course be why the heck would you H&R?
If the next turn will be your turn, you'll want to H&R to enable your unit to move, shoot and assault again. This seems to me (as a Tyranid player) clearly the most beneficial way of utilizing H&R.
If the next turn will be your opponent's turn, you might want to H&R in case the enemy has reinforcements close by that would otherwise endanger your unit. Of course, by disengaging you free the enemy unit up to do what they will in their turn and make your own unit a target for enemy shooting.
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Another fun use is to pinball around the table farther than you would normally be able to. Since oftentimes units with H&R have bonus movement, you can use a hapless squad between yourself and where you want your squad to be to springboard off of for some crazy movement. For instance, with a unit of Seraphim set up to tank-hunt, you might want to get to the backfield quickly to take something out (their inferno pistols have very short range). Ordinarily, you'd have to hop around, moving at most 12" per turn. With H&R you can move, assault (extra 6"), stay in the (relative) safety of close combat till just before your next turn, H&R away (even more movement), and are free to move and assault again.
Pretty sneaky =).
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Hit and run is a completely redicoulus rule. The name implies that it should be used to hit an enemy and then run back into cover/hiding. As it is, this never happens.
1. 3D6" is too much. It makes bouncing of a unit for movement boost the primary use of this rule. Why can you run so fast suddenly? WH40K is filled with these "special rule extra movement phases" that just makes the game completely counter-intuitive.
2. You cant run fom vehicles. If there were any case where hitting and running was supposed to be easy, its when infantry hits a vehicle. But no, they arent locked so they cant run??!! You have to wait in the open until the vehicle has fired opon you next turn.
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The rules regarding “Hit and run” are just that – rules and nothing more and they are not designed to make sense by translating into real life events.
1. 3D6” is not too much if you roll 1’s
2. And Hit and Run is designed for close combat only and it is possible to Hit and Run against a vehicle that has a weapon skill.
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Chess isn't logical! how does a queen move that quickly? why can the queen move 5 times and the rest of the army stay static, and not flinch as the other army kills it in a series of swift blows, slowly but surely whitling away at your pieces friends!
but i agree on this hit and run debate, while it seems a little illogical, tis what happens.
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