->''"We can cross Arabia while Johnny Turk is still turning around. I'll smash his railways. And while he's fixing them I'll smash them somewhere else."''
-->-- '''T.E. Lawrence''', ''Film/LawrenceOfArabia''

A favored tactic of the FragileSpeedster, both in RealLife and in VideoGames. Get quickly into range, attack (either from range or in a sudden, surprising and hard-hitting charge), and flee before the enemy have the time to react. Rinse and repeat.

Long term, this tactic involves defeating a much stronger but slower melee opponent by repeatedly moving away from them and bombarding them with weak attacks which will eventually [[DeathOfAThousandCuts overpower the enemy through sheer volume]]. Needless to say, expect this to frustrate anyone you use this on in multiplayer. Alternately, a character who is [[LightningBruiser high on DPS and speed]] but [[GlassCannon low on hit points and armor]] might rush in, smash their target as hard and fast as they can, and then run like hell before their enemy can return the favor.

This can lead to some fairly epic running battles across the plains in some games if the opponent is particularly resilient. The bane of the person using this tactic is [[TheCavalry other enemies joining in the fight]]. This is particularly true if the MightyGlacier opponent you're fighting is reinforced by a FragileSpeedster type {{Mook}}. Also be wary of getting cornered, or stopping for too long and getting caught by a sudden charge. And there's always the possibility you'll run out of ammo. That, or your enemy will start shooting back. (This doesn't work too well on enemies with their own ranged attacks.) And then there's the small matter that some enemies can heal themselves or others. [[ShootTheMedicFirst Shoot them first.]] In some very hard games, or games where you've set the difficulty very high, or in situations where you're just plain underlevelled, this can be the only possible recourse. You'll need a {{Road Runner PC}} to pull it off though. [[BossBattle Boss fights in particular]] tend to encourage, if not ''require'', this sort of strategy to come out on top.

The absolute worst thing a hit-and-runner can do is get TiredOfRunning and turn and try to face their weakened opponent toe-to-toe. There's a reason for not going toe-to-toe with the MightyGlacier, even a weakened one, and people who get impatient and decide to go it mano-a-mano are going to find themselves either {{continuing|IsPainful}} or rolling up a new character sheet. If you can keep away from them long enough to weaken them into being vulnerable in melee, you can keep away for long enough to finish them off. Its not sporting, but this is war.

Confusingly, both this tactic and FishingForMooks are called "kiting". (The metaphors are opposite; with FishingForMooks, you look like a kite with a tail of mooks following you in a straight line when you do it, while with HitAndRunTactics, you're ''holding'' the kite string, and your target is the kite.)

Compare InstantDeathRadius, where your opponent doesn't necessarily need to move away: you'll be dead before you reach melee combat.

Common in video games, but also found in other works. And in RealLife, this is a very effective and well-used military tactic, also known as '[[HorseArcher Parthian Tactics]]' and guerrilla warfare.

!!Video Game Examples


[[folder:Action Games]]
* It can happen in ''VideoGame/BatmanArkhamAsylum'', mainly in rooms with a group of gun toting thugs. Although the game gives you enough moves to use other tactics like traps, or sending them over ledges with your weapons.
* This is the second best way to deal with a Tank in ''VideoGame/Left4Dead'', provided you're not injured. The best is with [[KillItWithFire a molotov.]]
* A viable tactic in ''VideoGame/DarkCloud2''. Be careful, though; every time an enemy in that game is hit, no matter how weakly, it takes a point off its rage meter. When it's raged, it temporarily becomes stronger.
* In ''VideoGame/{{Freelancer}}'', a good tactic when outnumbered is to use your afterburner to run away while dodging enemy fire, turn when your afterburner is about to run out. Proceed do launch a massive AlphaStrike at the closest ship, dodge until your afterburner recharges. Repeat as needed.
* This is ''only'' way to beat the large monsters that make up the core gameplay of ''VideoGame/MonsterHunter''. Monsters can take down a player in three or four consecutive hits, while even the strongest weapon types deal a small fraction of a monster's health at a time, meaning players must learn a monster's tells, how to dodge attacks, and how to time their own attacks so they won't be trapped in an animation when two tons of wyvern comes crashing into them in order to win.
* ''VideoGame/StarControlII'':
** The Spathi Eluder is among the fastest ships in the game, with a rearward-firing guided missile weapon that is tailor made for this sort of tactic. Lampshaded in the game:
--> '''Spathi captain''': "Our ships are made for a single purpose: RUNNING AWAY! And if something decides to run after us, we launch volleys of missiles with our B.U.T.T. technology!"
** The Arilou Skiff is another great ship for this. It's fast, turns on a dime, its laser auto-targets toward the enemy to make strafing runs very simple, and it can teleport to a random place in the battlefield as an emergency escape.
** The Mmrnmhrm X-Form on its "Y" form qualifies too. While it has the maneuverability of a brick and its missiles cause very little damage, they both cost almost no energy and their range are among the best in the game. Plus the ship is quite fast.
* Very viable in the Ground missions in ''VideoGame/{{Drakengard}}''. Don't try it when on the Dragons though...
* So common in the ''VideoGame/EscapeVelocity'' games that it's got a nickname: The ''Creator/MontyPython'' Maneuver.
* These sort of tactics are recommended for lightly-armored characters in the ''VideoGame/TwistedMetal'' series when fighting a more heavily armored opponent.

[[folder:Fighting Games]]
* As ComicBook/{{Spawn}} in ''VideoGame/SoulCalibur II'', you can potentially do this using the acid/fireballs he shoots out as one of his signature moves. Any reasonably competent AI or player will be able to dodge them though.
** Dampierre's mobility and quirky, stun-heavy moveset makes him excellent for this.
* The ability to do this with some characters in ''VideoGame/BlazBlueCalamityTrigger'' is what makes Nu and Arakune [[CharacterTiers top-tier]] and [[MightyGlacier Tager and Hakumen]] [[CharacterTiers bottom-tier]].
* You can do this with ranged characters in ''VideoGame/SuperSmashBros''. Link, Samus, Fox, Falco, Ness, Lucas, Dedede, etc. are all capable of just staying the hell away from their opponent while racking up damage with arrows, bombs, boomerangs, lasers, energy bolts, or even {{Mook}}s. If done well, you'll have racked up a ton of damage before your enemy can even get close to you.
** Dedede is particularly frustrating, because getting within his [[InstantDeathRadius grab range]] is just asking to get chain-grabbed to death.
** FragileSpeedster Sonic also can function as a Hit-and-Run more in line with the page introduction.
* In ''VideoGame/StreetFighterIV'', some matchups go down like [[http://www.youtube.com/watch?v=7Gz-sIzQRRU this.]]
* In ''VideoGame/PlayStationAllStarsBattleRoyale'', Jak's moveset lends itself to this approach. Some others like Cole and Sackboy can pull it off too.

[[folder:First Person Shooter]]
* ''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). Thus, the player 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. 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 now regenerates if you wait long enough without being hit]], but on Legendary difficulty, your best tactic by far is still to run and hide every time your shields 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 into that place, of course).
* If you can't take down psycho types and skags before they can close to melee, you'll be using this tactic a lot in VideoGame/{{Borderlands}}.
* In ''VideoGame/TeamFortress2'', the Scout does a very high amount of damage close up with their scattergun, moves faster than any other classes in the game, and has a pistol that is reasonable as a far-ranged weapon. They flank around, kill any of the weaker classes, and hopefully run away before their allies have a chance to respond in kind (or even fire out of the general range of some classes with their pistol while still moving so fast most classes' best weapons won't quite stick it to them).
** Pyros used to built for this tactic. With not too high health, but quite decent speed, and even a weapon that does continues damage after you've stopped firing, a Pyro who knows the ol' "set 'em on fire and then run the Hell away" tactic is extremely effective. Though later additions to the game gave the players much more ways to stop burning, making this tactic less reliable.
** Spies usually have to do this by design. Their BackStab is great at eliminating a single target, especially those who aren't paying attention, but when they cannot achieve a OneHitKill they are fragile and lightly armed, and have no business hanging an area around once they've made a kill because someone will eventually wise up to their antics. Many spies pick off a target, then scurry away to a new, less suspicious location. Rarely, spies will get chains of stabs, but even after such good fortune, few will linger when a large portion of the enemy team is now angry ''and'' paranoid.
** The ''Team Fortress 2'' mod 'VS Saxton Hale' is built around this. One player is chosen as the Saxton Hale character at the beginning of the round, and all the other players are trying to kill him. Saxton has massive health and can kill most classes in one punch, but he is restricted to melee, with a couple of charge and stun special moves. Basically the only way to beat him is for everyone to kite him from afar, maybe rushing in for a daring (and profitable) melee attack if he's not looking. If he catches you, it's all over!
* The Incinerate! Plasmid from ''VideoGame/BioShock1'' encourages this tactic in its description!
* Evoked in achievement in the ''VideoGame/Left4Dead2'' DLC ''The Passing'' that requires four players to "kill" a Tank in the finale by simply running around and letting the original Survivors whittle away its health. It's called "[[PunnyName Kite Like A Man]]".
* The [[EliteMooks SBDs]] in ''VideoGame/StarWarsRepublicCommando'' are incredibly predictable when it comes to melee combat. Run up, melee, run back while they swing their arm at you, run up before they can aim their blasters, melee, run back, etc...
* Killing stronger enemies in ''VideoGame/{{Doom}}'' with GoodOldFisticuffs (powered up or not) generally entails a lot of this, dashing in and out before they can fire off a PainfullySlowProjectile. And in general, fighting the [[DamageSpongeBoss Cyberdemon]] frequently entails this due to its speed and salvos of slightly-less-painfully-slow rockets. And since you can't dodge {{Hitscan}} shots, fighting the [[DemonicSpiders Spinder Mastermind]] pretty much requires this (unless you gamble on a point-blank {{BFG}} shot).
* 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.
* In ''VideoGame/{{Overwatch}}'', the character Sombra has a translocater that she places where she which to be later. She then makes herself invincible, runs off reveals herself and starts to shoot at an opponent and when injured, she can press "E" to return to the position where she dropped her translocater.

[[folder:Puzzle Games]]
* In ''VideoGame/{{Gruntz}}'', this tactic is used by yellow enemy gruntz, which are appropriately known as "Hit and Runners".

* An essential part of ''VideoGame/NetHack'' is getting a speed boost, allowing you two turns for every one turn a normal-speed enemy takes. This allows this tactic on any enemy that lacks a ranged attack, letting you wear down especially dangerous enemies unharmed. In general, this is a common tactic in any roguelike with a turn-based system complex enough to allow varying speeds.

* This is the favourite tactic of the Rogue in ''VideoGame/{{Diablo}} 1''. Its also favoured by any ranged enemies. (Damn snow witches!) The sorceror can also do it with spells, and the warrior can try it with a bow, though he's not nearly as good at it.
** In ''VideoGame/DiabloII'', you could specialize in this strategy by using items and charms with FRW (faster run/walk) and self-guided missiles (the Amazon's Guided Arrow or the Necromancer's Bone Spirit.)
*** A Poison Bone Necromancer added a new level to this strategy by using Bone Wall, which created obstacles in your opponents' path and/or trapped them if they couldn't teleport (rather than speeding up themselves, they slowed down their opponent.)
*** In the .08 version of the expansion pack, this strategy was considered a game killer because of the skill Pierce. The guided arrow would pierce through the opponent, turn around, hit the opponent again, and again, and again. The Amazon could also release several Guided Arrows while the first one was still active, and thus 5-10 arrows would be automatically piercing through the opponent. People were killing game bosses offscreen in under a minute. Guided Arrow Amazons were routinely outlawed in player duels, and naked Amazons with only a weapon could defeat much stronger players.
*** A large number of area of effect ([=AoE=]) spells were used in this manner.
*** The Sorcerer's Blizzard, Firewall and Meteor spells were cast behind the sorcerer on enemies, then the sorcerer would run around in a circle around the spell's splash damage area so that the monsters would take the damage. With .09, the Druid and Assassin characters could also do this with their upgraded skills. The Sorceress' Blaze spell also worked very well for this at low levels, creating a line of fire wherever you walked. You didn't even have to turn around to hit them.
*** The Amazon's Lightning Fury would be used in a strategy called "herding." A large number of enemies were grouped together, and the Amazon would run in a circle casting Lightning Fury, avoiding damage. Sometimes, another player would help the Amazon by herding the monsters for them (usually they had skills or items to make them move faster.) As this strategy was first invented on the Cow Level, the helper became known as a "sheepdog."
*** The 1.10 patch brought in runewords, including Enigma which allows any class to use the Teleport skill, allowing for this tactic to be used far more effectively than running would among other things. Anyone can do this except the Amazon, as her slow casting speed means she'd be faster on foot.
* This is possible in ''VideoGame/KnightsOfTheOldRepublic'', but only in desperate times, and you'll still take a beating. A pattern of firing, taking a hit, retreating, healing, firing, taking a hit and so on can wear an enemy down. Against really strong foes or ones that keep dodging, mines will hasten the process considerably. You can beat the final boss this way if you can't disable his healing mechanism, but be prepared for a long fight, and pray you saved up as many healing items as could be mustered.
** There is a easy way to defeat the second-to-last gladiator in Taris using this technique: Equip melee weapon, charge, as soon as he changes to to melee, run, equip blaster, shoot, when he changes to blaster, repeat. This works against any enemy that had different melee and ranged weapons.
** One "realism" mod makes the game more like real StarWars movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by a about a hundred. This makes it dangerous to get involved in a blaster duel with a strong ranged opponent. Still, if you level up right, you can Force-stun enemy Force users and while they're unable to deflect your blasters, simply shoot them in the head. Taking down the BigBad this way was ... satisfying.
** In the second game, when attacked on the Ebon Hawk, you can run to different parts of the ship, where your friends will delay Visas or whomever attacked you. In some cases they can injure them, in others they switch the focus so that you can take pot-shots. Kreia was the best for the fight against Visas. Sadly being extra sneaky and setting up a room full of mines to kite enemies through ahead of time is impossible, since the 'peaceful' and 'under attack' Ebon Hawks are implemented as separate maps.
* A viable tactic in ''VideoGame/{{Fallout 3}}''. Your best bet against Rad Scorpions and Mirelurks, it can also be deployed against melee super mutants and raiders, though you'll eventually be caught up with. Your only recourse against a behemoth, unless of course you have a mini-nuke on hand.
** It is quite plausible to do the melee version against a Behemoth if you've got good reflexes and a fast character. Just time your attacks between its own, dodging back out of range inbetween. A Shishkebab and the Pyromaniac perk helps.
** An unarmed character could too, in principle, but it would take an unnervingly long time CherryTapping. Explosives do the job quicker, even at moderate skill, but still require a lot of hit-and-run.
* ''Franchise/TheElderScrolls''
** Throughout much of the series, this is a very viable strategy, especially for FragileSpeedster ranged combat focused characters and GlassCannon mages. As long as you're able to drop most enemies before they can get into melee range of you, you can forgo things like armor and heavy melee weapons, allowing you to focus on mobility (and lowering your carry weight so you can haul more loot).
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** At the highest difficulty settings, this strategy is your best bet for survival. Forgo heavy armor and melee weapons. Instead, outfit yourself in normal clothes (or light armor at most), grab a bow, and focus on increasing your speed through the Athletics skill. (Substitute spells for the bow if you prefer playing as a mage.) Fire, fall back, fire, fall back...repeat until the enemy is dead. You still have to worry somewhat about enemy archers and mages, but it is better than the certain death that comes at the hands of the overpowered melee opponents in the highest difficulty settings.
*** Alternatively, but still in line with the trope, you can take advantage of the predictability of enemy melee attacks instead. When you see them going to swing (especially obvious with large two-handed weapons), use your speed to backstep and dodge. Get a couple of jabs in while they reset for their next attack, and repeat until they are dead.
* In ''Zoids Battle Legends'', H&R is one of the most overkill tactics available. A Blade Liger or Zero Schnieder with nothing equiped but a booster or Ultra Zs can take out practically any non-boss Zoid. The New Century Zero tournament mode is easy as hell because of its lack of boss zoids.
* If you're taking too much fire in ''VideoGame/MassEffect2'' and the enemies are encroaching on your position, giving ground and running back to an earlier position lets you hide behind cover and shoot at them again!
** On the level of story, this is how the asari prefer to fight - when forced into conventional combat, [[spoiler:they lose their homeworld Thessia within days.]]
* Franchise/{{Pokemon}}:
** The moves U-Turn and Volt Switch make an attack, then switch the user out for another party member.
** The ability Regenerator causes a Pokémon to regain 30% of its hit points whenever it switches out. Some of the Pokémon who have it can also learn U-Turn.
** There is also the Eject Button item which lets you switch after being hit, the Red Card item that forces your opponent to switch after hitting you, and various other moves (Whirlwind, Roar, Dragon Tail, Circle Throw) that force your opponent to switch, regardless of whether they want to or not. Combine with entry hazards and you can easily turn this strategy against the user, regardless of who is doing the switching.
* A variant in ''VideoGame/TheLastRemnant''. Using healing herbs when backed into a corner and waiting for the inevitable few misses, or reinforcements if a union in another melee is doing better, before counterattacking, is a good desperation strategy.
* Possible in the original two VideoGame/{{Fallout}} games for characters with enough Action Points. It only works on melee critters, but you can cripple the legs of just about anything to make walking a couple steps take up their entire turn. A PC would end up shooting once/twice and moving back with the remaining AP, or using a similar strategy for melee.
* Works pretty well in ''VideoGame/MightAndMagic''; in VI, you can lay waste to hordes of goblins simply by having bows when they don't, and keeping at a safe distance from them, since your bows don't need ammunition. In VII you can even use the tactic to dispose of one or two quest-significant dragons, since they're large slow targets and their breath weapon is slow enough to miss you entirely in real-time mode. In both games, the tactic will work many other times too.
* This tactic is a staple of most {{Roguelike}} games. Slowed monsters generally move once every two moves, allowing you to get a free attack each time you back up. It also carries over to other turn-based games where you have a ranged attack and can move faster than your target.
* ''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 is not regenerated between each battle, so beating him up is just a matter of patience.
* ''VideoGame/FinalFantasyXII'': Cast Decoy on the armored guy, give everyone else guns or bows, and start shooting. FFXII is notable in that you can use a lot of MMORPG tactics.
* ''VideoGame/DragonAgeII'' provides the Rogue class specialized skills based around this. Sneaking, evasion, quick charges and retreats, disorienting [=AoE's=] and additional {{Trick Bomb}}s. The range and speed of the standard attacks can be used to hit then evade by switching between more distant targets.
* In ''VideoGame/{{Spore}}'', this technique can be used in the Creature stage to kill an [[AttackOfTheFiftyFootWhatever Epic creature]]. You even get an achievement for it. Melee is out of the question due to the deadliness of the Epic's own melee attacks, though, so you have to use ranged spitting attacks.
* Vital in ''VideoGame/DarkSouls''. You can't take much, and multiple foes will easily circumvent what defenses you have, leaving drawing out foes from groups one by one and attacking and retreating against many bosses essential.
* You can even do this in the turn-based ''Franchise/{{Disgaea}}'' series. Enemy AI is generally programmed to rush at the weakest member of the team, so if an enemy is out of range, send a sacrifice forward to draw them out in range for your stronger characters. (Or, if your units have a ranged weapon equipped and/or can use magic, you can also do traditional hit-and-run tactics by staying outside of the enemy's effective range.)

* ''VideoGame/RuneScape'' has two kinds of kiting, one of which makes sense and one of which does not:
** Mages have freezing spells they can use to hit and run in the conventional sense...
** ...but they can also freeze a target and run UNDER him. Since you can only use melee attacks on adjacent squares, ''overlapping'' your paralyzed opponent renders him incapable of fighting back.
*** [[Film/LordOfTheRings So the closer you are to danger, the farther you are from harm?]]
* ''VideoGame/CabalOnline'' has a character class called "Force Archer", which is basically the equivalent of a SquishyWizard (as opposed to the actualy ingame Wizards, which are more of {{Glass Cannon}}s). The only thing preventing the average Force Archer from being completely minced within seconds in a PVP scenario is the Fade Step skill, which is a sort of FlashStep in reverse. A smart Force Archer will take advantage of the skill to fire a few volleys at a foe, then Fade Step, launch a few more attacks, Fade Step, and repeat the cycle. Unfortunately, many players consider it equal to cheating, despite the fact that, ya know, its the '''entire point''' of the Force Archer class.
* ''VideoGame/EverQuest''. Possibly the only way anyone could level past, say, 15 without a group. And only a handful of classes could do it in the first place.
* In ''VideoGame/WorldOfWarcraft'' the hunter class has a quest at level 60 required to get an epic bow. The quest requires you to kill four elite demons with very nasty powers entirely solo, and for two of them {{Kiting}} is an absolute necessity, as they will [[OneHitKill instakill]] you if you get too close.
** While bosses are usually immune to this, some encounters still require kiting his flunkies until a proper time comes to finish them off. In addition to hunters, frost mages also excel at this.
** For a long time Lord Kazzak, a boss level demon who existed in the 'main world', had the potential to be kited out of his zone and all the way to Stormwind. Doing this was extremely difficult but was often very rewarding since Kazzak was impossible to kill after three minutes of engaging and would rampage through the city until a GM deleted him. Seeing a giant demon firing hundreds of shadow bolts and totally destroy the city. Priceless.[[http://www.youtube.com/watch?v=Jl0VWJdE01M See it here]].
** The hydra Ghaz'an is a rare example of a kiteable boss. Its slow movement speed meant that a favored way of handling it was to send a [[GradualGrinder shadow priest or warlock]] to solo it.
** The Maraudon instance features groups of green slimes that deal massive damage to anyone who near them but moved at an extremely slow speed. These days it is possible for a strong tank to face them down in melee with a good healer, but anyone else who approaches is likely to die very quickly. And a lot of groups don't know this, meaning that it's possible for everyone but the healer to wipe themselves out, leaving the healer alone to very very slowly kill them before resurrecting the rest.
** The Cataclysm expansion now gives us the Whale Shark, which one hit kills anyone who gets too close to it, and heals/resets if the person it's targeting gets too far away from it.[[note]]Originally, 20 yards was too far, and considering being 10 yards away meant death, players had a very small window to stay in. Later raised to 40 yards.[[/note]] A successful kill provides players with absolutely no loot, and an in-game achievement stating this.
** Patch 4.2 introduced a series of taming challenges for Hunters, as opposed to just casting Tame Beast on the target. Kiting is a requirement for taming [[http://www.wowhead.com/npc=54321 Solix]]; the challenge requires players to pull her out of the lava she sits in and kite her until she loses her "Too Hot To Tame" ability, ''then'' taming her before she eats your face. [[EpicFail Or cools down too much and dies instantly]].
* Kiting is a viable strategy for low-level Dark Magicians in ''VideoGame/{{Rappelz}}'', thanks to being marginally faster than most mobs and having access to a pair of single-target damgage spells with quick casting and cooldown times. You can cast one spell while the other cools down, resulting in a mostly uninterrupted stream of direct damage. Because of their race, they also have a decent evasion stat, making it more likely that you'll avoid taking too much damage if the enemy gets a hit in.
* Similarly, ''VideoGame/{{Flyff}}'' has a mage class that specialises in hit & run tactics: elementors, whose wind-element [=AoE=] spell both does damage and has a chance of slowing mobs it hits. Combine this and some speed boosts, and you can run circles around your enemies as you kill them. Usually combined with fighting the highest level enemies you can find for optimal leveling speed. Rangers are also capable of [=HnR=], although they don't have as reliable a slowing move. [[{{Munchkin}} Bow jesters]] are also capable of kiting for either class, although they don't have an effective distance [=AoE=]. And Ringmasters, despite not having access to a ranged weapon or spells, are capable of [=HnR=] due to the fact that their primary [=AoE=] is dropped on the ground and does damage over 5-10 seconds, allowing them to lead mobs over it.
* In ''VideoGame/FinalFantasyXI'', kiting is broken up into normal kiting, where healers can be attacked if the kiters don't keep the mob's attention, and "super-kiting," where due to how the game's enmity system works, a kiter can be healed infinitely without having to do anything other than run. For obvious reasons, the latter doesn't work against many bosses.
* Heck, just about any MMORPG that has ranged attackers as characters will have them doing this when playing solo, as they're usually quite [[SquishyWizard squishy]] and won't last long in a serious melee. It's especially common with archers, who are typically [[{{Nerf}} not allowed to outdamage the mages]] despite being a DPS class but have the advantage of attacking on the move.
* This is practically a required tactic when doing high level missions in ''VideoGame/EVEOnline'', especially when going it alone. Turns out fighting off four dozen battleships, twice as many battlecruisers, and a handful of spider Frigates in your [[OneManArmy one single Battleship]] is a bit much.
* Ships with battle cloak in ''VideoGame/StarTrekOnline'' tend to use these tactics, particularly the more fragile ones such as Klingon Birds-of-Prey and the Romulan ''T'varo''-class light warbird. Unlike a normal cloaking device, a ship with battle cloak can switch it on while engaged in combat, enabling them to GTFO if they take too much damage, run off to heal, and then return to try again. This is taken to a major extreme with the Klingon Bird of Prey Retrofit (based off of the Bird of Prey in ''Film/StarTrekVITheUndiscoveredCountry'') and the ''T'varo'' Retrofit as both are outfitted with Enhanced Battle Cloak, allowing them to go in cloaked, fire torpedoes, then hitting the "Run Away" button before anyone finds them.
* ''VideoGame/FinalFantasyXIV'' gives Dragoons an interesting option in this regard with Elusive Jump, which moves them away from an enemy while lowering their enmity. And then they can use another jump ability to get right back into the action when its save.

* In the ''Videogame/MechWarrior'' series, hit-and-run tactics are vital for light [[HumongousMecha battlemechs]] to threaten the Heavy and Assault mechs that mount weapons heavier than the entire light mech. In ''Mechwarrior Living Legends'', the ''Solitaire'' light mech is purpose-built for kiting; it mounts a single massive ShoulderCannon on top of the fastest mech in the game, but carries less armor than the ''arm'' of some assault mechs and has a heavily restricted firing arc. ''Solitaire'' pilots must make heavy use of their speed to unload their arsenal then get the hell outta dodge.

[[folder:Strategy Games]]
* The original inspiration for this trope was the horse archers of ''VideoGame/AgeOfEmpiresII''. Used correctly, these guys could whittle down entire armies without taking a scratch when used right, shooting any melee units to death before tackling the now outnumbered archers. Combined with siege weapons, this took a FragileSpeedster force and made it into a LightningBruiser army from hell. Interestingly, there was an upgrade called Parthian Tactics in that game, though all it did was improve the armour of your horse archers - presumably, the logic behind it was the armour made the tactic more effective as enemy archers could still hit your horses since [[DoNotRunWithAGun no units could attack while moving]].
** Truth In Television, of course; effective Horse Archery was the GameBreaker that allowed the Mongols to conquer empire after empire. The Mongols in the game had a unique unit which was even ''more'' deadly with these tactics.
* Possible in the ''VideoGame/TotalWar'' games after ''[[VideoGame/ShogunTotalWar Shogun]]''. If you tried that there, your soldiers just randomly ran away. [[HonourBeforeReason Damn samurai honour!]]
** In ''VideoGame/RomeTotalWar'' the Parthians, a faction with pretty poor infantry but lots of horse archers, have the nickname of smoke for this reason. Particularly skilled or fiendish players recommend riding your horse archers on the right and back sides of enemy formations for extra punch (since shields don't cover either arc).
** The default in ''VideoGame/MedievalTotalWar'' was that battles had a time limit; so you didn't even have to 'hit'. A fast cavalry unit could hold a province on its own merely by running away from the more massive but slower invading army.
*** Patched: you can find yourself suffering morale failure through being "Disheartened by continual retreat", whereupon your single unit flees the battlefield entirely. But at the right place and right time, it can still be an effective means of running down the clock.
** In general, using only this tactics is discouraged. Unless you outgun the enemy by large margin, your horse archer don't have the punch and ammunition to destroy the enemy completely and even small spearman formations are enough to destroy your lightly armored horse archers in melee[[note]]Heavily armored horse archers are rare and have a whole set of drawbacks of their own.[[/note]]. You can retreat and fight again, but it will count as a defeat in your profile, the enemy will be able to heal the wounded, your general might suffer stat penalty and you will suffer all the penalties on the strategic map as if it was a complete rout. It is an amazing tactics to finish off some stragglers, but doesn't suit for major engagements.
* A favorite tactic of the Mongols and Arab Horse Archers in ''Genghis Khan II: Clan of the Grey Wolf'' is to charge forward to get in range of the enemy, then slowly retreat while firing arrows at the pursuing enemy until out of arrows (and the enemy is worn down to about half his initial strength), then finally to charge in to finish them off in Melee. With smaller units, it's sometimes possible to avoid melee combat altogether and just keep wearing them down with arrows. A related tactics in sieges is to dash forward, fire off a volley of arrows, and then pull back out of arrow range in the same turn, thus denying the enemy inside the castle the opportunity to fire back.
* Basically, any game with the Mongols, because of TruthInTelevision below.
* In ''VideoGame/AdvancedStrategicCommand'' one of unit Features is "Move after attack". Also, attacks with range more than 1 hex don't provoke retaliation fire. Many units have both and they are either fast or hard to detect once they got away (planes, attack helicopters, submarines, speedboats). You do the math.
* In the ''VideoGame/FireEmblem'' games for consoles(except for [=FE3=]), mounted units could move to their remaining amount of squares after attacking.
* The Terran Diamondback from ''VideoGame/StarcraftII'' is built for this sort of tactic. Its special ability allows it to fire while moving, unlike other units. (For obvious reasons, it's campaign-only.) They had a purchasable range upgrade, and the demonstration video for it showed a trio of Diamondbacks kiting ''other Diamondbacks''.
** Ranged units in various RealTimeStrategy games such as ''VideoGame/StarCraft'' and ''VideoGame/{{Warcraft}}''. Ranged units, such as Dragoons, Hydralisks, and Goliaths, can be microed to kite melee or shorter-ranged units.
*** Marauders take it one step further and develop a "Hit and Walk" strategy. Their concussive grenades slow down incoming units so a few shots and then backing up will result in a painfully slow gait where the marauders flay them alive with missiles while strolling back a few paces and then turning around for another volley.
** Zerglings can do this without ranged attacks as their maximum speed is over 6, which is nearly 3x the speed of a Marine. They can bolt in and out of bases with shocking speed and while they are weak individually, all those 5 damage taps at 1/2 a second apiece with 12 zerglings in a group add up FAST.
** The Diamondbacks successor is the Cyclone which continuously fire missiles at its target even when on the move.
* The Rocket Buggy in ''VideoGame/CommandAndConquerGenerals'' is built for this trope. It's a fast-moving buggy with a long ranged, turret mounted launcher that fires salvos of rockets before reloading. The Humvee is good at it too: it's fast, can carry up to 5 infantry that can fire while moving (including snipers and missile infantry) and can benefit from a global +20% range buff.
* ''VideoGame/SuperRobotWars'' has a pilot ability called "Hit & Away" which let a unit move after attacks or heals.
* 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 UsefulNotes/AlexanderTheGreat's campaign without losing a single unit.
* In ''VideoGame/RiseOfNations'', The Mongol and Nubian unique units, the Horde and Camel archers respectively have the ability to shoot while moving in addition to reloading faster than regular ranged cavalry.
* ''VideoGame/DawnOfWar'': units can fire on the move at the cost of an accuracy penalty. However, in the last two expansions the inaccuracy has skyrocketed, making it a slightly less viable strategy. The Tau and Eldar are particularly good at it, as they have jumping troops/transports respectively.
** The Dark Eldar's transports allow the units to fire their weapons when inside, and their jetbikes get an upgrade that increases their accuracy even while moving.
* A preferable way of attacking enemies in ''VideoGame/PlanetBlupi'', since you only rely on items to do the job. Basically, you drop the item (optional: you can activate them if they can be activated) then run to safety. Not applied to dynamites if you choose to activate them, though, as it kills the Blupi activating one on the spot.

[[folder:Wide-Open Sandbox]]
* ''VideoGame/RedFactionGuerrilla'', as the name implies, heavily encourages this. In fact, some structures and bases are nearly impossible to take down without using such tactics, as unless you're using [[HumongousMecha a Walker]], the EDF '''will''' swarm you and gun you down with ease, even with the best weapons and armor, and given [[StuffBlowingUp the nature of this game]], cover never lasts long.
* ''VideoGame/MountAndBlade'' features this tactic being used by [[GoddamnBats Khergit horse archers and steppe bandits]] who will often circle around you or away from your force and pelt you with arrows thanks to their uncanny accuracy. Approaches DemonicSpider levels for starting characters. Of course, the game itself provides a skill which allows the player to do the same thing. [[HoistByHisOwnPetard Cue riding circles around enemy teams and picking them off with arrows.]]
* Some of ''VideoGame/{{Prototype}}'''s [[TheWarSequence War events]] can only be beaten within a reasonable timeframe like this. More specifically, the events where you are pitted against infected while wielding a grenade launcher. Since the weapon's splash damage will knock you on your back and cost you valuable seconds, fighting [[EliteMook Hunters]] takes the form of targeting the Hunter and running backwards(or using the hang time during a jump) while ButtonMashing the fire button (taking advantage of the infinite ammo for the duration of the event). Although it takes quite a few hits to kill a Hunter with a grenade launcher, hitting it repeatedly will essentially stunlock it.
* In ''VideoGame/{{Minecraft}}'' before sprinting and knockback-enhancing enchantments were added, the standard way to kill a creeper with melee weapons was "hit it, then step back out of it explosion-triggering range for a few seconds, then repeat". It's then become possible to run at them, knock them out of range, the do it again without much fleeing.

!!Non-Video Game Examples

[[folder:Anime & Manga]]
* Usopp of ''Manga/OnePiece'' uses this as part of his fighting style. Combined with traps, lies and deception, [[WeakButSkilled this makes up for his poor physical strength]], and makes him a much more powerful fighter than you'd think at first glance.
* In ''Manga/PokemonSpecial'', the Sinnoh Gym Leaders employ this when fighting the Galactic admins. Whenever one of their Pokemon was close to fainting, Byron would pop it underground, give it a Potion, then pop it back out so it could continue fighting.
* ''Manga/AttackOnTitan'':
** The Colossal Titan is an odd example. Though it functions as a MightyGlacier, this 60 meter tall horror is made so terrifying because its modus operandi involves literally appearing out of nowhere, doing a massive amount of damage, and then vanishing before the human soldiers are able to respond. This turns out to be significant, since it is the first clue that [[spoiler:he's actually a Titan Shifter, using military training and equipment to pull off his attack on Wall Rose]].
** Users of the Three-Dimensional Maneuver Gear also employ this tactic; if their first hit against a Titan isn't lethal, they have to quickly get out of there, lest they become a quick meal.
* This is the favorite tactic of [[{{LightNovel/Slayers}} Xellos]], combining moderately-damaging attack and TeleportSpam. Usually reserved for a slow death / nonlethal takedowns, he has bigger attacks in reserve, should the need arise.
-->'''Xellos:''' "If you can't hit me with big attacks, there's no point in fighting. However... small attacks can hurt when they are repeated several times!"

[[folder:Fan Works]]
* In the ''VideoGame/StarTrekOnline'' fic ''Fanfic/TheWrongReflection'', the Terran Empire has reportedly been using lightning raids by cloak-capable ''Defiant''-class starships to disrupt the efforts of the Klingon-Cardassian Alliance to rebuild after their last full-scale war ten years ago.

* Parodied in ''Film/MontyPythonsLifeOfBrian'' - a lightly armoured gladiator uses what can only be described as 'Run & Run' tactics. He drops his weapon and sprints off around the circular ring, as his heavier-armoured opponent gives chase. A considerable time later "Urk... I think I'm having a cardiac arrest!"
* As noted by the page quote, this is how the Turks are fought in ''Film/LawrenceOfArabia''.
* In ''Film/CrocodileDundeeII'', the drug dealers chasing Mick and Sue into the Australian bush bring a party of about 10 guys with them. By the end of the movie, Mick's use of these tactics has reduced that number to 2. One of the drug dealers even [[LampshadeHanging lampshades]] this by noting that "He could have taken us any time he wanted to."

* ''Literature/ASongOfIceAndFire'':
** Used in a duel between Prince Oberyn Martell, "The Red Viper", and Ser Gregor Clegane, "The Mountain". ([[MeaningfulName Just look at those nicknames]] and just guess who is employing the hit and run tactics.) Oberyn uses a spear to keep his distance, and spends much of the duel almost toying with Clegane as he stays just out of reach, trying to force Clegane to admit to the murder of Oberyn's sister Elia all the while. After wearing him down, Oberyn delivers a crippling blow, but [[spoiler:he underestimates Clegane's endurance. While Oberyn strings out the CoupDeGrace in an attempt to get Clegane to confess, Clegane, (despite being exhausted from a lengthy duel and impaled by a spear) still manages [[ThwartedCoupDeGrace to Thwart The Coup De Grace]] and kills Prince Oberyn with his bare hands. Ultimately, they both end up dead, because the spear had been coated with a nasty poison that induced a drawn-out and painful death.]]
** Bronn also uses these tactics when he fights in Tyrion's first CombatByChampion. Using only light armour and a shield, he lets his heavily mailed knightly opponent on a merry chase around the arena, using terrain and hit-and-run until the knight is too tired to fight properly. At which point Bronn pins him and sticks a knife in his eye. The scene serves as an EstablishingCharacterMoment for the sellsword's CombatPragmatist nature.
* The favorite tactic of the Literature/{{Animorphs}}
* In the ''Literature/HonorHarrington'' series, this is the overall strategy used by the Royal Manticoran Navy, the result of quite a bit of work to maintain a technology advantage, and the fact that Manticore sits at the hub of a PortalNetwork. In contrast, their enemies for much of the series, the People's Republic Navy, fighting for Haven, have far more territory (much of it being held by force to begin with) and a much larger fighting force. The Manticore wormhole junction provides the RMN a much greater degree of strategic mobility, allowing them to quickly move the bulk of their forces from one front to another, while the Havenites have to slog through their own interior, dealing with the logistical problems that entails.
* A favored tactic of ''[[Literature/XWingSeries Rogue Squadron]]'' during the Bacta War. Armed with only a squadron (later two) of fighters and facing an enemy with multiple Star Destroyers, the Rogues decide to hit bacta convoys (the source of Isard's money and power). If the convoy is unguarded, they can take out any armed tenders, then take the bacta for their own use. If it ''is'' guarded, they wait for the enemy to launch fighters, fire off a few proton torpedoes at maximum range, [[HyperspeedEscape and escape into hyperspace]]. This style of warfare is a virtually risk-free proposition for the Rogues, but subjects the Imperials to punishing attrition; not only do they usually lose one or two fighters each time, they have to run patrols ''constantly'', straining their vessels. It also frustrates Isard to no end, [[VillainousBreakdown contributing to her growing irrationality]]. On only two occasions do they face Isard's forces in a straight-up conflict: once when she obtains the services of [[NoWarpingZone an Interdictor cruiser]], and once in an elaborate (and ultimately successful) plan to bring about her downfall.
* In ''Literature/TheDresdenFiles'', the Alphas are a group of [[OurWerewolvesAreDifferent werewolves]] and tend to favor this as their default tactic. One of them will attack and when the enemy tries to hit back the others will attack from the flank or rear in a manner reminiscent of the hunting tactics of real wolves.
* ''Literature/IntoTheHinterlands'': The Riders use these to great effect, shattering a Brasilian troop column in the first book. Allenson learns well from them and is able to use raids to similarly destroy a Terran relief army, buying time for Brasilian troops to capture the Terran outposts in the Hinterlands.
* In ''Literature/{{Temeraire}}'', the British Aerial Corps uses hit-and-run tactics on Napoleon's invasion of Great Britain; swoop in [[DragonRider with their dragons]], destroy all equipment and LeaveNoSurvivors, and flee before the French aerial companies can react. The brutality of these attacks make the French more vicious in their occupation, turning the [[BreadAndCircuses previously complacent or indifferent]] British civilians against the occupiers.
* In ''Literature/WarriorCats'', [=ThunderClan=] has a technique they call the Lightning Strike where they sneak up on the opponents, attack, flee into the trees, and then attack right away again when the enemies aren't expecting it yet (since "lightning doesn't strike twice in one place").

[[folder:Live-Action TV]]
* ''Series/GameOfThrones'': Bronn and Oberyn both use this tactic against heavily armoured opponents during their respective duels.
* On ''Series/StarTrekDeepSpaceNine'', the Klingons use these tactics several times against the Dominion.

[[folder:Tabletop Games]]
* In ''TabletopGame/StarFleetBattles'' this is known as the "Kaufman Retrograde". Federation ships could retreat from a pursuing enemy, using their photon torpedoes to slowly destroy the enemy's shields and then the enemy themselves. It worked fine as long as you had room to run, but not so well when defending a fixed position.
* In Creator/PalladiumBooks' ''{{Anime/Robotech}}'' TabletopRPG 'verse a machine gun has to do 100 HP of damage (in a single burst, which is all but impossible) to a HumongousMecha before it counts, so people with ordinary weapons can't use this strategy against heavy armor. However, you can use this strategy with land mines vs HumongousMecha or HumongousMecha vs naval or space craft.
* In Games Workshop's ''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.
* The [=GEVs=] (Hovertanks) in Steve Jackson Game's ''TabletopGame/{{OGRE}}'' are made of this trope. All other units move, then shoot. [=GEVs=] move, shoot, and move again.
* Several armies operate this way in ''TabletopGame/{{Warhammer 40000}}'', often adding invisibility for good measure. Tau Stealthsuits, Eldar Rangers, Catachan Devils...
** A favored tactic on the tabletop for the Eldar in days of yore when they could move, shoot, then move again, making a return to the table in their newest rulebook. Also their primary strategy in the spin-off game ''TabletopGame/BattlefleetGothic''.
** Taken UpToEleven by the Dark Eldar, since it's literally the only way they can fight: they pop up from the Webway, hit the enemy with ''massive'' speed and firepower, grab the loot, and get the hell back in the Webway before Slaanesh notices and takes their souls (which s/he can't take in the Webway).
* In ''TabletopGame/DungeonsAndDragons'' and its spinoffs, this can easily be performed by ranged attackers; just take a single shot and move before or afterwards. Melee combatants can get in on the fun with the ''Spring Attack'' feat, which allows for attacking a single target whilst moving (the target must be attacked ''during'' the move, not at the start or end of it), without provoking attacks from that target. Some supplements add expanded versions, allowing for multiple attacks as part of the movement.

* In ''Webcomic/TheOrderOfTheStick'', a {{Munchkin}} half-ogre with a spiked chain tries a LoopholeAbuse variation on this against high-level fighter Roy. Unfortunately for the half-ogre, Roy manages to trick him into backing up off a cliff.
** After Miko defeated the entire protagonist's party by herself twice, she got into a duel with Belkar when he broke out of prison in Azure city. Using his racial and class bonuses to concealment, movement and throwing attacks, Belkar managed to knock Miko out and had to wake her up to continue his "fun".
* In ''{{Webcomic/Erfworld}}'', Parson directs a strike force in a strategy of destroying enemy siege units and then breaking off the engagement. This means that his side technically "loses" each battle, but deprives the enemy of a key resource they'll need to win the war.

[[folder:Real Life]]
* Every modern fighting service has used [[http://en.wikipedia.org/wiki/Hit-and-run_tactics variations of this tactic]] since before the Byzantine Empire, making this OlderThanFeudalism. Even tanks and artillery [[http://en.wikipedia.org/wiki/Shoot_and_scoot do it]]. 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. The modern infantry tactic [[http://en.wikipedia.org/wiki/Center_Peel Center Peel]] is a hit-and-run in reverse.
* This was a favorite tactic of the Parthians and other cultures of the Eurasian steppes. The Parthians used well-armored cavalry armed with powerful composite bows to deliver a crushing victory over the Romans in the Battle of Carrhae. The 'Parthian Shot' (meaning a hostile gesture or remark made while leaving, often corrupted to the perfectly sensible "parting shot") is named for them.
** This tactic required an amazing amount of ability at the time, as stirrups were not invented yet and the rider would have to control his horse with only his legs since he was busy with his back turned shooting his bow.
* The use of skirmishers would completely change Greek warfare - prior to the proven use, battles were centered on the heavily-armored, spear-and-large-shielded hoplite in a dense and deep rectangular formation, where both sides' hoplite would meet and push against one another until one formation broke to flee and concede the battle. Skirmishers would easily whittle down the hoplite from afar while being lightly-armored to allow them to run back a bit as the hoplite attempted to approach them (slowly) until the hoplite all died or broke ranks and fled themselves, paving the way for more combined-arms warfare in Greece.
* Ögödei Khan was also a fan of this one. The Mongol feigned retreat, combined with this trope, was the bane of Eastern European armies when he arrived in Europe.
* Attila the Hun was also known to use this. His men would ride up, fire their arrows, and then suddenly retreat again before they could be engaged. Rinse and repeat.
** Early Hungarian raiders too. They'd fire arrows to provoke the enemy into breaking ranks and join pursuit, luring them into an ambush before turning around on their horses and keep firing backwards. It worked until they met [[StoneWall an opponent too disciplined to break ranks]] - the Battle of Augsburg which permanently put an end to Hungarian raids in Central and Western Europe.
** This was actually tried with pistols. It never worked out as the pistols of the time were too unreliable as compared with horse archers. The Finnish Hakkapeliittas found out the best tactics with pistols was to charge the enemy on gallop, shoot one at 10 m distance of the enemy, the other at 5 m and then engage him with sword.
* A much used tactic of the Continental Army and the colonial militias during the American Revolution. Quite instrumental in ultimately defeating the British,who were used to lining up in rows and making themselves easy targets.
** The Americans refusing to line up for battles is a bit of an urban legend. Once they had the opportunity to properly train the men, the Continentals fought that way as well, as it was the most effective way to use the primary battlefield weapons of the time: Unrifled muskets, with lots of vision-obscuring smoke. Minutemen and Rangers in the woods could harass an enemy army, but they could do little to ''defeat'' it. That said, General George Washington was famous for never engaging in battle with the British unless he already had his retreat planned out, meaning that even if he was defeated in battle, he could escape with his army intact to fight another day.
* Pretty much what air warfare is all about. Fly in, dish out some DeathFromAbove, then get the heck out of dodge before the enemy can shoot back. One or two pilots can cause [[CurbStompBattle massively disproportionate]] amounts of harm to an enemy army on the ground, provided they don't manage to make enough of their weapons [[GlassCannon connect with him]] before he's out of the area. Aircraft carriers add another element to this, with the ''airbase'' being able to keep on the move to make it even harder to get back at them.
** On a more micro scale, these are the sort of tactics used by the Americans to defeat the Japanese Zero and Ki-45 fighters, both highly nimble aircraft that American fighters couldn't beat in a close-quarters maneuvering fight. What American fighters ''did'' have, was MoreDakka, heavier armor, and (aside from some early fighters like the [=F4F=]) were much faster. The Corsair, Hellcat, and [=P-38=] all relied on hit-and-run tactics, using their superior horsepower to stay faster and above their opponents, and make high-speed slashing passes before extending out to set up another run. These tactics were pioneered by the Flying Tigers in China, where the heavy [=P-40=] couldn't turn with the [=A5M=] (a predecessor to the Zero) and Ki-45, but it could certainly out-run and out-dive them, so they would make high-speed diving attacks against the bombers, before running for home.
** 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.
*** Ilmari Juutilainen, 94-kill [[UsefulNotes/FinnsWithFearsomeForests Finnish Air Force]] ace, described aerial combat as: ''Fighting six to eight enemies simultaneously is the most difficult. If there is one to four enemies, you can engage them in a dogfight and use superior flying and fighting skills. If there are six to eight, it becomes impossible to keep track of them simultaneously. But if there are twenty to one hundred enemies, it becomes easy. Just attack either from altitude or from below at dead angle, use the speed and momentum, surprise them and scatter their formation. You can pick one or two at will, and then zoom up or dive out. This is the idea of pendulum tactics. Repeat until the enemy jettisons their bombs and flees.
* There are Mixed Martial Artists who use this. Diego Nunes, for example. Kick and move, kick and move.
** "Sticking and moving" has been a boxing staple for decades.
* UsefulNotes/MaoZedong, who literally wrote the textbook on guerrilla warfare, summarizes the tactics as:
-->"The enemy advances, we retreat; the enemy camps, we harass; the enemy tires, we attack; the enemy retreats, we pursue."
--->''-On Guerrilla Warfare'' (1937)
* 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 than being deliberately set up by any one general.
** On a tactical scale, it is common to combine light infantry skirmishers with a line infantry backup to achieve an analogical effect on a given battlefield.
* Much of what we call "guerrilla" and "conventional" warfare is a misnomer. "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 "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.