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Hi all, I'm a new 40k player (4 games or so under my belt) and I play daemons.
I played planetstrike at a GW store the other day and thought my daemons did pretty well (fiends and bloodthirster ate many vehicles). After every game I play, I do some research to try to figure out specials that I may have missed or how I could have done better.
The fiends have "hit and run"; I have yet to use this abillity. From what I've read, it looks like I can assault and, if I pass a leadership test, can withraw from combat at the end of my assault phase or at the end of my enemy's assault phase.
Are 6 fiends too killy to make it to the end of my enemy's assault phase? In other words, should I make my fiend units smaller if I want to use hit and run to slingshot around the field?
Also, am I reading right? 3D6 when breaking from the assault and, assuming I do this at the end of my enemy's assault phase, I can move 6, run D6, and then assault 12? If so, holy frijoles.
I've got to say, I love the fiends even without hit and run, but man, if I got all of this ^^ right, is there a more vicious assault unit in the game? High initiative, huge attack range, tons of attacks, and rending (does a number on vehicles). Wow.
Anyhow, I tried searching, but had a hard time.. "Hit and run" turned up nothing? Thanks in advance for any guidance any of you can provide.
Basically everything you have is right but its not a leadership test its an Init test which means anything but a 6 you break combat. Also the Hit and run is really just a bonus. You want them to assault multiple units and wipe one out completely and then kill the other on their turn or hit and run and reassault another unit(s) the next turn.
My upcoming blog in the works:
Hey there.. Thank you very much for the correction on the initiative test bit and thank you also for the link to the daemons blog - there is all sorts of great info there, I will read it and then read it again.
I have some questions about this:
I had figured the two possibilities were:
1) Assault a unit and at the end of the assault phase (both sides have rolled their attacks), I could break away, but would be left out in the open for my opponent's turn (not good).
2) Assault a unit and at the end of the assault phase do nothing. My opponent would have his turn next and if my fiends and whatever I was locked in assault with were still alive at the end of that assault phase, I could break away from the assault. My turn would come next and I could either re-assault the same unit or assault a different unit.
Option 2) is what prompted my question because I thought it seemed unlikely that something could last that long with a group of 6 fiends (and have enough left to warrant the re-assault).
Your post leads me to believe that I may be able to assault 2 units in my own assault phase?
EDIT: I re-read what you wrote and then checked the rules. It looks like you are saying: In your assault phase, assault 2 units (hopefully there are two nearby that are arranged so that this is possible). Completely wipe out one unit, and then use hit and run at the end of my opponent's assault phase to re-assault the other one.
Thanks again for taking the time to help a newb out.
Last edited by mgraham; July 27th, 2009 at 14:37.
Even that is not entirely accurate. If you assault two units and kill one, then hit and run out, the next time you will have an assault phase with that unit is either when you get assaulted by the enemy on their turn, or assault again on your next turn.
Just as you don't get to shoot during their shooting phase, you can't assault during their assault phase. (Notice I didn't say you couldn't fight during their phase. Obviously if you are locked in combat you will get your attacks in Init. order)
All hit and run really does is prevent your unit from getting stuck in combat during your opponents turn, where having that unit trapped might be less than advantageous.
As to doing multiple assaults, you can charge multiple units with one unit, providing the closest model in your unit charges the primary target and you maintain unit cohesion. Other than that, if the enemy is dumb enough to have 3 units in a line where you can hit them all with superior force, that's their bad. (I love when tau and IG players do this and my bloodletters dance all over them)
Last edited by loki_tbc; July 27th, 2009 at 14:49.
Loki, the strategy is to use hit&run at the end of the Opponent's assault phase, because then you are safe from shooting and can assault another unit if needed