Post by Drychnath on May 15, 2006 17:11:55 GMT -5
Despite the emminent suitability of some armies for it, and the options of nearly every army, hypothetically, to exercise it, this ancient and proven tactic of real life warfare seems largely absent from Warhammer 40,000. As far as I can see, it only actually functions within the span of a single turn in a couple of instances. All of them involve units specifically designed for the purpose, with special rules allowing it. In example, Chaos Raptors, Eldar/Dark Eldar Jetbikes, Tau Battlesuits, whatever that annoying upgrade is on the Eldar vehicles allowing them to move, shoot, move again during the movement phase.
In all other instances, things like Cavalry, or Transport mounted troops, a hit-and-run tactic takes up at least two turns. This renders it of little tactical value, since another turn must be likely dedicated to the set up, and then said squad spends only one turn doing the hitting, and two turns preparing to hit or running. As the standard game length is 6 turns, it means a hit-and-run squad or formation will invest 1/3 of the game in a singular strike.
It seems to me that 40k is rather too small a tactical game for hit-and-runs to really work well. In addition, the game is quite fluid, and direction plays no role except for with vehicles. Given the nature of the similar ranges for a vast majority of the weaponry in 40K (namely, that in order to pack a serious punch on the move if you haven't got an armor value, you sit at 12 inches - also, incidentally, allowing you to be assaulted and either tied up or destroyed), the tactic is not particularly successful except in very large games, where it could be exercised on an entire portion of the battlefield, rather than in the limited squad vs squad microcosm we often envision it.
Thoughts?
In all other instances, things like Cavalry, or Transport mounted troops, a hit-and-run tactic takes up at least two turns. This renders it of little tactical value, since another turn must be likely dedicated to the set up, and then said squad spends only one turn doing the hitting, and two turns preparing to hit or running. As the standard game length is 6 turns, it means a hit-and-run squad or formation will invest 1/3 of the game in a singular strike.
It seems to me that 40k is rather too small a tactical game for hit-and-runs to really work well. In addition, the game is quite fluid, and direction plays no role except for with vehicles. Given the nature of the similar ranges for a vast majority of the weaponry in 40K (namely, that in order to pack a serious punch on the move if you haven't got an armor value, you sit at 12 inches - also, incidentally, allowing you to be assaulted and either tied up or destroyed), the tactic is not particularly successful except in very large games, where it could be exercised on an entire portion of the battlefield, rather than in the limited squad vs squad microcosm we often envision it.
Thoughts?