Hit and Run Special Rule
April 19, 2012 by darrell
Darrell talks about Tau in combat.... Wait hang on? Yeah looks like it there's a Tau in combat, how did that happen? Well anyway there's a bit of war gear that helps him run away that's called vectored retro-thrusters, they give you the hit and run special rule.
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I agree that the upgrade for the suit is a bit of a waste of time. Its a special kit, you can only take it on one model and tau have low initiative. There are armies out there that have good assault and high initative. I think the new dark eldar have this option available to them (I could be wrong). For them it would be great, especially if it is used in the opponents turn. It allows you to get out and then maybe reassault gaining extra attacks on your turn.
Anyway, good upgeade but only in some armies.
Deffkoptas have it as well. It is only good as said by redshane. Use it for the off chance that you can re assault, gaining the charge attack. Or maybe gettn away if u know your not going to last another round. But its not often usefull.
A lot of Slaneeshi Daemons from Daemons codex can take an upgrade called Soporific Musk, which grants the H&R rule.
It worries me that Darrel sets himself up as an authority on 40k and its rules yet can only think of a couple of examples of units that have Hit & Run. Of the top of my head Shining Spears, Harlequins, Warp Spiders have it. Dante gives it to any unit he’s attached to, I’m pretty sure there’s a Sister’s of Battle unit that has it (been a while since I’ve played against them)
yes but he doesn’t play any of though’s armies so I guess its ok not to know all there rules.
Also this is a woeful demonstration of Hit & Run. He’s picked the worst possible example and used it in the most prosaic manner i can think of. Hit & Run is an awesome rule that when used correctly is one of the hardest things to counter. You can use it to make ground by assaulting one unit (protecting your own unit from shooting) then disengage using the 3d6 move, plus your own move to position yourself to assault your next target. Keep bouncing off units making your way up the board. You can also mask your primary target by… Read more »
Eldar shinning spears have s6 power weapons on the turn they charge, so H&R really helps in getting as many charges as possible. However high price and low unit size restricts their use.
Clear 100%, Thanks Darrell!
Edgar
One thing to remember (or not, depending on how fair you play) is that your opponent gets to make a consolidation move when you do this. They’re unlikely to catch you (1d6 vs 3d6) but if they’re smart they can make it tougher for you to re-assault (move to cover, move out of range, etc.). As mentioned, Dante has it and gives it to whatever unit he’s joined. Works great with Honour Guard (or any squad with Furious Charge or other charging bonuses). Jump away at the end of your opponents assault phase and then charge straight back in on… Read more »
So Hit & Run can be used in the opponents turn??? so i get charged, used Hit & Run to get out and then my turn i can back into them assult as normal?
As long as your unit survived combat from getting charged, yes
Kor’sarro Khan
im a tau player and i totaly agree with darrell its a useless piece of kit, especialy becouls we can give it only to one guy and it kosts like 10 points , i can buy better stuff for 10 points.
this kit would only begin tot be an bit good if tau had it for free. but thats not the case 🙁
maybe in about a 1000 years wen tau wil have an new codex
I play Dante in a squad of Sanguinary Guard and attach a Sanguinary Priest. This gives me furious charge, hit and run and feel no pain. With infernus pistols or plasma pistols, you use hit and run on your opponents assault phase then shoot and re assault the same, or different unit.
To me that is the ultimate use of the H&R rule tater! It works like a jackhammer! I don’t know of too many units that will be able to withstand 2 or more assaults of Dante, Nipple guard and a priest (and maybe a banner to add a little insult to the machine)!
@tater I use that combo all the time, in my mind the rule should be called ‘Run and Hit’ in this case as that’s exactly what you’re doing.
i believe a few the of dark eldar units now have this rule…
I run a twin-mawloc army, and i find it great that I can move out of combat on the opponents turn, giving me the oppertunity to burrow in my turn, protecting them from fire and letting me use terror from the deep.
I know that the new Necron Tomb Stalker has Hit & Run in it’s experimental rules. I’m gonna try and do a 40k game with mine to see how this rule works and how the model plays as a whole.
I have a question about de initiative tests! In the rule book I don t remember of reading anything about this subject. I have some eldar harlequins and they have the “hit and run” special rule. When I m trying to pass the initiative test, normally I roll 2D6. All other test (moral, pinning, psychic or leadership) are based on the leadership valour of the model and the rule book says that you should roll 2D6. In this video the test is performed with one dice only (1D6). My question is how many dices should be roll in an initiative… Read more »
only one, however even with models who have I6 and above a roll of 6 is a fail. but long and short is one d6
thx 😉
all characteristic tests (that do not use the leadership value) are taken on 1D6 this can be found on page 8 of the rule book (mini rule book)
When I hear hit and run I think of eldar shining spears. Those guys can hurt when fly away at the end of your assault phase only to pop off a few shots and hit you again.
sly marbo has hit and run