History Main / HitAndRunTactics

13th Aug '16 7:38:48 PM UmbrellasWereAwesome
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* In ''VideoGame/HaloCombatEvolved'', this tactic is integral for fighting your opponents - virtually all of your enemies would still shoot you, yes, but since your health didn't regenerate while [[BodyArmourAsHitPoints your shields did]], the player must avoid getting hit while their shields are down since there were a limited amount of [[HealThyself health packs]] reachable at one time in the level (or if you didn't use one, it could be very inconvenient to run all the way back to where you last saw one.) Thus, the player would be best off shooting their enemies until their shields went low, at which they should retreat a little bit away, take cover and regenerate their shields. The sequels made this less necessary since [[RegeneratingHealth all of your health regenerated if you waited long enough without being hit]], so a player who survived a fight would not be permanently penalized with health damage they would be unable to fix without a health pack.
** The general method of shooting at range to avoid melee combat of hit and run tactics is still prefered in ''Halo: Combat Evolved'' against enemies who can melee attack you in the game also, since even if you beat them at melee range, their melee attacks would still deplete your shields and possibly harm your health.
* This is the only way you'll beat the final boss of ''VideoGame/{{Halo 2}}'', even on the easiest difficulty setting (unless you managed to wedge a banshee into that place, of course).

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* ''Franchise/{{Halo}}'':
**
In ''VideoGame/HaloCombatEvolved'', this tactic is especially integral for fighting your opponents - virtually all of your enemies would still shoot you, yes, but since your health didn't regenerate while [[BodyArmourAsHitPoints your shields did]], the player must avoid getting hit while their shields are down since there were a limited amount of [[HealThyself health packs]] reachable at one time in the level (or if you didn't use one, it could be very inconvenient to run all the way back to where you last saw one.) one). Thus, the player would be is best off shooting their enemies until their shields went low, at which they should retreat a little bit away, take cover and regenerate their shields. The sequels made This particularly applies to enemies who can melee, since their melee attacks are often stronger than their guns.
** Subsequent mainline games make
this less necessary since [[RegeneratingHealth all of your health regenerated now regenerates if you waited wait long enough without being hit]], so a player who survived a fight would not be permanently penalized with health damage they would be unable to fix without a health pack.
** The general method of shooting at range to avoid melee combat of hit and run tactics
but on Legendary difficulty, your best tactic by far is still prefered in ''Halo: Combat Evolved'' against enemies who can melee attack you in the game also, since even if you beat them at melee range, their melee attacks would still deplete to run and hide every time your shields and possibly harm your health.
*
are down.
**
This is the only way you'll beat the final boss of ''VideoGame/{{Halo 2}}'', even on the easiest difficulty setting (unless you managed to wedge a banshee Banshee into that place, of course).
7th Aug '16 8:33:00 PM Kalmbach
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* The concept of [[https://en.wikipedia.org/wiki/Shoot-and-scoot Shoot-and-scoot tactics]] is a form of this. Field artillery are the military equivalent of a SquishyWizard, able to deal out massive damage from a long range but unable to resist a determined counterattack. It's made even worse by the use of rocket weapons, which not only give visible smoke trails but require a longer time to reload than gun artillery. Therefore, standard tactics are to fire, then immediately leave the area before the enemy can determine your position, then fire again, and repeat as needed.
27th Jun '16 9:24:28 AM hullflyer
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** This was actually tried with pistols. It never worked out as the pistols of the time were to unreliable as compared with horse archers.

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** This was actually tried with pistols. It never worked out as the pistols of the time were to too unreliable as compared with horse archers.
19th Jun '16 3:09:24 PM Pseudoname
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* The Wraith of ''VideoGame/{{Evolve}}'' needs to be played this way for success. It's traversal is excellent for getting in and out of combat, Warp Blast combines getting into combat range with attacking, and Abduction lets you bring an opponent to you while isolating them from their team.
11th Apr '16 8:11:48 PM Doug86
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* A particularly hilarious version shows up in the early ages of ''VideoGame/EmpireEarth'', where the AI focuses solely on attacking units. Meaning you can take an archer, have it attack, move it behind your main army, and watch the enemy get shredded as they try to kill the archer while making no attempt to fight the other units attacking them. It's possible to win the three huge battles against the Persians in AlexanderTheGreat's campaign without losing a single unit.

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* A particularly hilarious version shows up in the early ages of ''VideoGame/EmpireEarth'', where the AI focuses solely on attacking units. Meaning you can take an archer, have it attack, move it behind your main army, and watch the enemy get shredded as they try to kill the archer while making no attempt to fight the other units attacking them. It's possible to win the three huge battles against the Persians in AlexanderTheGreat's UsefulNotes/AlexanderTheGreat's campaign without losing a single unit.
21st Mar '16 11:04:01 AM Nemesis_QQ-Type
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* In ''VideoGame/PlayStationAllStarsBattleRoyale'', Jak's moveset lends itself to this approach. Some others like Cole and Sackboy can pull it off too.



* ''VideoGame/FinalFantasyVI'' and ''VideoGame/FinalFantasyIVTheAfterYears'' has Doom Gaze. This boss appears randomly as you fly or walk around a map, casts Death upon a start of a battle, then runs away after a few turns. Fortunately, its HP does not regenerated between each battle, so beating him up is just a matter of patience.

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* ''VideoGame/FinalFantasyVI'' and ''VideoGame/FinalFantasyIVTheAfterYears'' has Doom Gaze. This boss appears randomly as you fly or walk around a map, casts Death upon a start of a battle, then runs away after a few turns. Fortunately, its HP does is not regenerated between each battle, so beating him up is just a matter of patience.
4th Mar '16 9:28:35 PM FurryKef
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* Much of what we call "guerilla" and "conventional" warfare is a misnomer. "Guerilla" warfare and its cousins (espionage, vendetta, raiding, scouting, and for that matter crime vs law enforcement) are the normal way for humans to fight. So normal, in fact, that it is perhaps best to reserve the term "guerilla" to a coordinated strategy involving HitAndRunTactics, rather than the tactics themselves which are something known to all times and places. What we call "conventional" war is actually the abnormal kind and refers to strategy directed at the enemy's forces, territory or most vital infrastructure and designed to strike sharp rather than incremental blows; it is risky even for major states, and impossible for smaller organizations. The only reasons it is called "conventional" are probably that (a) it fits the RuleOfDrama and (b) it requires lots of personnel, so most soldiers and officers writing memoirs will be engaged in it. Any given state will only be engaged in "conventional" war about once a generation at most, but will be involved in HitAndRunTactics constantly.

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* Much of what we call "guerilla" "guerrilla" and "conventional" warfare is a misnomer. "Guerilla" "Guerrilla" warfare and its cousins (espionage, vendetta, raiding, scouting, and for that matter crime vs law enforcement) are the normal way for humans to fight. So normal, in fact, that it is perhaps best to reserve the term "guerilla" "guerrilla" to a coordinated strategy involving HitAndRunTactics, rather than the tactics themselves which are something known to all times and places. What we call "conventional" war is actually the abnormal kind and refers to strategy directed at the enemy's forces, territory or most vital infrastructure and designed to strike sharp rather than incremental blows; it is risky even for major states, and impossible for smaller organizations. The only reasons it is called "conventional" are probably that (a) it fits the RuleOfDrama and (b) it requires lots of personnel, so most soldiers and officers writing memoirs will be engaged in it. Any given state will only be engaged in "conventional" war about once a generation at most, but will be involved in HitAndRunTactics constantly.
4th Mar '16 9:26:28 PM FurryKef
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* A variation of this is to use conventional forces as the foundation or rallying point of a pro-insurgency campaign. In this the conventional army forces it's enemies to keep together lest it be defeated in detail while partisans harass logistics, dominate no-mans-land, and are able to do so with impunity because their enemies cannot disperse to pursue them. Examples of this synergy was UsefulNotes/TheAmericanRevolution and the [[UsefulNotes/TheNapoleonicWars Peninsular War]]. In both cases it was brought about the natural and political environment of the war rather then being deliberately set up by any one general.

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* A variation of this is to use conventional forces as the foundation or rallying point of a pro-insurgency campaign. In this the conventional army forces it's enemies to keep together lest it be defeated in detail while partisans harass logistics, dominate no-mans-land, and are able to do so with impunity because their enemies cannot disperse to pursue them. Examples of this synergy was UsefulNotes/TheAmericanRevolution and the [[UsefulNotes/TheNapoleonicWars Peninsular War]]. In both cases it was brought about the natural and political environment of the war rather then than being deliberately set up by any one general.



* Much of what we call "guerilla" and "conventional" warfare is a misnomer. "Guerilla" warfare and its cousins (espionage, vendetta, raiding, scouting, and for that matter crime vs law enforcement) are the normal way for humans to fight. So normal, in fact, that it is perhaps best to reserve the term "guerilla" to a coordinated strategy involving HitAndRunTactics, rather then the tactics themselves which are something known to all times and places. What we call "conventional" war is actually the abnormal kind and refers to strategy directed at the enemy's forces, territory or most vital infrastructure and designed to strike sharp rather then incremental blows; it is risky even for major states, and impossible for smaller organizations. The only reasons it is called "conventional" are probably that (a) it fits the RuleOfDrama and (b) it requires lots of personnel, so most soldiers and officers writing memoirs will be engaged in it. Any given state will only be engaged in "conventional" war about once a generation at most, but will be involved in HitAndRunTactics constantly.

to:

* Much of what we call "guerilla" and "conventional" warfare is a misnomer. "Guerilla" warfare and its cousins (espionage, vendetta, raiding, scouting, and for that matter crime vs law enforcement) are the normal way for humans to fight. So normal, in fact, that it is perhaps best to reserve the term "guerilla" to a coordinated strategy involving HitAndRunTactics, rather then than the tactics themselves which are something known to all times and places. What we call "conventional" war is actually the abnormal kind and refers to strategy directed at the enemy's forces, territory or most vital infrastructure and designed to strike sharp rather then than incremental blows; it is risky even for major states, and impossible for smaller organizations. The only reasons it is called "conventional" are probably that (a) it fits the RuleOfDrama and (b) it requires lots of personnel, so most soldiers and officers writing memoirs will be engaged in it. Any given state will only be engaged in "conventional" war about once a generation at most, but will be involved in HitAndRunTactics constantly.
14th Feb '16 1:48:29 AM jormis29
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* In Games Workshop's ''Literature/TheLordOfTheRings'' tabletop strategy game, a common tactic for Elf armies is to walk backwards at half speed while firing. It's been noted even in strategy articles that this tactic, if used in multiple games against the same opponent, may result in a heavily bruised throat as they lean over the table and throttle you.

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* In Games Workshop's ''Literature/TheLordOfTheRings'' tabletop strategy game, ''Literature/TheLordOfTheRings Strategy Battle Game'', a common tactic for Elf armies is to walk backwards at half speed while firing. It's been noted even in strategy articles that this tactic, if used in multiple games against the same opponent, may result in a heavily bruised throat as they lean over the table and throttle you.
13th Feb '16 11:31:32 PM Jake
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** The De Haviland Mosquito was originally designed around this tactic; a light bomber that sacrificed defensive armament for extra speed and dealt with enemy fighters by outrunning them.
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