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* ''VideoGame/DarkCloud2'': A viable tactic. 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.

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* ''VideoGame/DarkCloud2'': ''VideoGame/DarkChronicle'': A viable tactic. 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.



* ''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:

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* ''VideoGame/StarControlII'':
''VideoGame/StarControl'':
** The Spathi Eluder is among the fastest ships in the game, ''Star Control II'', with a rearward-firing guided missile weapon that is tailor made for this sort of tactic. Lampshaded in the game:

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* This is the favourite tactic of the Rogue in ''VideoGame/{{Diablo}} 1''. Its also favoured by any ranged enemies. (Damn snow witches!) The sorcerer can also do it with spells, and the warrior can try it with a bow, though he's not nearly as good at it.

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* ''VideoGame/{{Diablo}}'' series:
**
This is the favourite tactic of the Rogue in ''VideoGame/{{Diablo}} 1''. ''VideoGame/Diablo1997''. Its also favoured favored by any ranged enemies. (Damn snow witches!) The sorcerer can also do it with spells, and the warrior can try it with a bow, though he's not nearly as good at it.
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* ''LightNovel/RebuildWorld'': Akira takes out TheSwarm of SpiderTank like {{Mechanical Monster}}s like this in his CoolBike while testing out new equipment, weaving between buildings and only engaging small groups at a time, which gets him unusually high praise from his VirtualSidekick Alpha.
* This is the favorite tactic of Xellos in ''LightNovel/{{Slayers}}'', combining moderately-damaging attack and TeleportSpam. Usually reserved for a slow death / nonlethal takedowns, he has bigger attacks in reserve, should the need arise.

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* ''LightNovel/RebuildWorld'': ''Literature/RebuildWorld'': Akira takes out TheSwarm of SpiderTank like {{Mechanical Monster}}s like this in his CoolBike while testing out new equipment, weaving between buildings and only engaging small groups at a time, which gets him unusually high praise from his VirtualSidekick Alpha.
* This is the favorite tactic of Xellos in ''LightNovel/{{Slayers}}'', ''Literature/{{Slayers}}'', combining moderately-damaging attack and TeleportSpam. Usually reserved for a slow death / nonlethal takedowns, he has bigger attacks in reserve, should the need arise.
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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.

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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.
warfare by LaResistance. Since resistance fighters are typically poorly armed, it's more strategic for them to rush in and do some damage to a well-equipped, well-trained conventional army unit, and then disappear into the [[HungryJungle jungle]] before they fire back.
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* ''Fanfic/AbraxasHrodvitnon'': [[AdaptationalHeroism Monster X]], Mothra, Scylla, and Monarch's military forces all respectively use these kind of tactics at some point during the FinalBattle against [[spoiler:Keizer Ghidorah]] and [=MaNi=]/Elder Brother.

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* ''Fanfic/AbraxasHrodvitnon'': [[AdaptationalHeroism Monster X]], Mothra, Scylla, and Monarch's military forces all respectively use these kind of hit-and-run tactics at some point during the FinalBattle against [[spoiler:Keizer Ghidorah]] and [=MaNi=]/Elder Brother.Brother during the FinalBattle at some point or another.



** ''Film/Godzilla2014'': The [[Characters/MonsterVerseKaiju male MUTO]] uses this kind of strategy when fighting Godzilla.
** ''Film/GodzillaKingOfTheMonsters2019'': In her imago form, Mothra at first uses this approach when engaging Ghidorah in Boston, though it's implied she might've gotten more physical if Rodan hadn't intervened and forced her into a more direct one-on-one with him. She shows she's very much capable of brawling, however.

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** ''Film/Godzilla2014'': The [[Characters/MonsterVerseKaiju [[Characters/MonsterVerseMUTO male MUTO]] uses this kind of strategy when fighting Godzilla.
** ''Film/GodzillaKingOfTheMonsters2019'': In her imago form, Mothra [[Characters/MonsterVerseMothra Mothra]] at first uses this approach when engaging Ghidorah in Boston, though it's implied she might've gotten more physical if Rodan hadn't intervened and forced her into a more direct one-on-one with him. She shows she's very much capable of brawling, however.
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* In Creator/IsaacAsimov's science fiction novel ''Literature/TheStarsLikeDust'' this is how the Tyranni conquered the Nebular Kingdoms two generations before the action of the book: Squadrons of "small, flitting ships that had struck and vanished, then struck again" were able to defeat the "lumbering titanic ships" of their enemies, which "found themselves flailing at emptiness and wasting their stores of energy" before the Tyranni ships reduced them to scrap. Even fifty years after the conquest, Tyrannian cruisers are still notably small and fast.
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* ''VideoGame/IntoTheBreach'': Chen Rong and Archimedes both have the ability to reposition after firing. Chen's is less powerful, only allowing them to sidestep by one square; Archimedes's is stronger, allowing an entire second move, but requires a power core to function.
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** 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.

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** In general, using only this tactics tactic is discouraged. Unless you outgun the enemy by a large margin, your horse archer don't archers won't have the punch and ammunition to destroy the enemy completely 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]]. 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 their wounded, your general might suffer stat penalty penalties, and you will suffer all the penalties on the strategic map as if it was a complete rout. It is It's an amazing tactics tactic to finish off some stragglers, but doesn't suit it's not suitable for major engagements.



* 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.

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* 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 then do it again without much fleeing.
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* The Brotherhood of Nod in the ''VideoGame/CommandAndConquerTiberianSeries'' exhibit this doctrine in their vehicles which are typically {{Fragile Speedster}}s, be it buggies, attack bikes, light tanks, stealth tanks, {{Drill Tank}}s, etc. compared to GDI's [[MightyGlacier slower but heavier armored vehicles]].
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** ''Series/HouseOfTheDragon'': Despite having two {{Dragon Rider}}s, the Velaryon forces are bogged for a while in a war of attrition against the Cradbfeeder's forces in the isles of the Stepstones. The latter hide in their caves, then go out of them to strike, then retreat back in the caves at the first sight of dragons coming for them.

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

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\n[[folder:Puzzle Games]]\n* In ''VideoGame/{{Gruntz}}'', ** Singed's kit encourages you to do this tactic is used with his ''Poison Trail'' by yellow enemy gruntz, which are appropriately known as "Hit running away from chasing opponents to wither them down with toxic fumes. This mostly works against melee champions and Runners".not so much ranged champions for obvious reasons.
** Teemo doesn't do so great in teamfights, so many players resort to deliberately separating from the group and solo split-push unguarded towers with his high attack speed before running away. It helps that due to his various escape mechanics (including invisibility, a tuck-and-roll, and the infamous mushrooms), a Teemo is more likely than other champions to actually escape once someone tries to come and stop him.
** Vayne's innate movement speed from her passive and a very spammable dodge roll encourages players, epsecially in higher ranks, to kite the crap out of approaching opponents. It's not uncommon for Trinity Force to build in Vayne as well because of this, granting even more attack and movement speed.


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[[folder:Puzzle Games]]
* In ''VideoGame/{{Gruntz}}'', this tactic is used by yellow enemy gruntz, which are appropriately known as "Hit and Runners".
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* ''VideoGame/LeagueOfLegends'':
** Akali's moveset revolves around her passive, ''Assassin's Mark'', where if she lands an ability on an enemy, it'll create a ring of smoke around them; if she ducks out of this ring, she gains bonus damage and range on her next attack. This one ability encourages her to rapidly duck in and out of direct combat to make the most of her damage.
** Gnar's kit is partly built around this. By default, his ''Hyper'' passive gives him movement speed every third consecutive strike, his boomerang slows enemy movement down, his Hop skill can keep him out of harm's way and he has natural movement speed bonus in this form. Then overtime he becomes Mega Gnar and turns into a full LightningBruiser.
** Because of her fast minion-killing from her minigun combined with fast turret-shredding from her rocket launcher, it's not uncommon to find [[Characters/LeagueOfLegendsJinx Jinx]] pushing towers down off to the side then making use of her passive, which grants movement speed on kills and turret takedowns, to get the hell out. Of course, [[FragileSpeedster it's curtains if she doesn't start running soon enough]].
** Kai'Sa's kit lends to a very kite-heavy playstyle of weaving in and out of range with a replenishable speed boost and blasting foes apart by stacking her passive, dealing a huge chunk of damage landing her shots well.
** Lillia's passively gains a speed boost every time she lands an ability, encourages her to land her hits then back off to avoid retaliation. This gets easier and easier the more abilities she connects, letting her run circles around the whole battlefield.
** Pyke's abilities give him a lot of mobility to lurk around enemies, but his passive keeps his health very low, barring him from getting tanky and thus can't survive a direct brawl. Instead he's meant to pick off enemies then slink back out of vision to quickly regain his health so he can do it all over again.
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* Mandatory tactics for light tank drivers in ''VideoGame/WorldOfTanks''. Their major advantages are speed and stealth, so most light tanks will rapidly sneak up to a critical or vulnerable target, cripple or destroy it, and flee before the target or its friends can swing their guns around to punish such temerity. This is particularly true of vehicles that have to rely on an autoloader, such as high-tier French tanks; when the autoloader magazine is full, they enjoy the benefits of having lots of firepower at their immediate disposal, but when it's empty, it can mean an agonizingly long wait (sometimes almost a minute!) of remaining out of sight before completing the reload and returning to the fight.
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** 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.

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** A {{Munchkin}} half-ogre with a spiked chain tries a LoopholeAbuse variation on this against high-level fighter Roy.Roy, repeatedly attacking with his weapon's longer reach and then stepping back, so that Roy will have to step into his reach (provoking an attack of opportunity) in order to retaliate. Unfortunately for the half-ogre, Roy manages to trick him into backing up off a cliff.

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* The favorite tactic of the ''Literature/{{Animorphs}}''. In one corner: an empire of {{PuppeteerParasite}}s who have already enslaved at least three host species and are well on their way to conquering a fourth (humanity). In the other: six teenagers. This is about the only strategy available to our heroes.

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* The favorite tactic of the ''Literature/{{Animorphs}}''. In one corner: an empire of {{PuppeteerParasite}}s {{Puppeteer Parasite}}s who have already enslaved at least three host species and are well on their way to conquering a fourth (humanity). In the other: six teenagers. This is about the only strategy available to our heroes.heroes.
* ''Literature/ChrysalisRinoZ'': The ants greatly struggle to penetrate the PoweredArmor of the Abyssal Legion, making them unable to completely stop the Legion's advance. However, they employ harassment and guerrilla tactics to make that advance a nightmarish experience for the Legionaries involved.
--> The traps, the secret tunnels, the ambush attempts, the constant probing on the flanks, sneak attacks trying to cut off their supplies, attempted tunnel collapses, mental assaults, barrages of spells, reinforced stone walls bristling with spikes. It was brutal, draining and ''constant''. At any moment there could be four or five tunneling attempts going on in different locations throughout the area of Dungeon they'd captured. Not a single one had ever succeeded, but the ants didn't stop trying. At first Myrrin had thought they were just being stupid, but she'd seen how draining it had been for the mages and auxiliaries to haul their detecting equipment around, setting it up all over again every time the front moved. They even had to staff the thing in rotating shifts, not for a single moment allowing the array to be unattended.\\
If their vigilance ever slipped, even for a period of minutes, the ants would be behind them, filling the tunnels in an instant and crawling over every wall and ceiling as they sought to inflict any damage they could.
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* ''[[https://www.fictionpress.com/s/3238329/1/A-Hero-s-War A Hero's War]]'': When Morey launches a revolution [[spoiler:to free Illastein's slaves]], a party of fifty knights is sent to hunt him down and stop him. They're able to invent a defence against his new magic bullets, but they're beaten by his guerrilla tactics, sniping individuals, mounts, or tents and then vanishing away into the night, over and over again, leaving the knights worn out and jumping at shadows. The one time there's actually a pitched battle, Morey's forces hide in trenches to minimise casualties, then slip away as the knights advance, leaving nothing but a shrapnel bomb. More than half of the knights survive to return home, but they're weary and demoralised, and Morey has a valuable PR victory that rallies more followers to his cause.

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* ''[[https://www.fictionpress.com/s/3238329/1/A-Hero-s-War A Hero's War]]'': ''Literature/AHerosWar'': When Morey launches a revolution [[spoiler:to free Illastein's slaves]], a party of fifty knights is sent to hunt him down and stop him. They're able to invent a defence against his new magic bullets, but they're beaten by his guerrilla tactics, sniping tactics; his troops snipe individuals, mounts, or tents and tents, then vanishing vanish away into the night, over and over again, leaving the knights worn out and jumping at shadows. The one time there's actually a pitched battle, Morey's forces hide in trenches to minimise casualties, then slip away as the knights advance, leaving behind nothing but a shrapnel bomb. More than half of the knights survive to return home, but they're weary and demoralised, having entirely failed in their objectives, and Morey has a valuable PR victory that rallies more followers to his cause.
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* ''Fanfic/SarumanOfManyDevices'': This tactic actually sees surprisingly little usage, considering that the armies of Isengard have pistols, rifles, and warg steeds. In most engagements, they just don't ''need'' to retreat. However, it's used to great effect in the Battle of the Pelennor Fields, when a group of [[WarElephants mumakil]] approaches the Isengard artillery. As powerful as they are, the field pieces can't kill all the mumakil fast enough to prevent a devastating counterattack, but the wargs pulling them are ''faster'' than mumakil, allowing them to fire a salvo and then open up the range before firing again.

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* ''Fanfic/SarumanOfManyDevices'': This tactic actually sees surprisingly little usage, considering that the armies of Isengard have pistols, rifles, and warg steeds. In most engagements, they just don't ''need'' to retreat. However, it's used to great effect in the Battle of the Pelennor Fields, when a group of [[WarElephants mumakil]] mûmakil]] approaches the Isengard artillery. As powerful as they are, the field pieces are, they still can't kill all the mumakil mûmakil fast enough to prevent a devastating counterattack, but counterattack; however, the wargs pulling them are ''faster'' than mumakil, mûmakil, allowing them to fire a salvo and then open up the range before firing again.
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* ''TabletopGame/{{Battletech}}'': The bread and butter of lighter 'mechs, jump-jet capable 'mechs and 'mechs with long-ranged but heat-intensive weaponry, is to pop up and take potshots at enemy 'mechs when they're not effectively able to fire back (usually on turns when you've won initiative) and then retreat and sink the excess heat before they can counterattack. Mechs like the JND-7 ''Jenner'', PHX-1 ''Phoenix Hawk'' and the GRF-1N ''Griffin'' are prime examples of mechs that fit into one or more of these categories.
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Up To Eleven is a defunct trope


** 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).

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** Taken UpToEleven by With 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).

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* ''VideoGame/Left4Dead'': This is the second best way to deal with a Tank, provided you're not injured. The best is with [[KillItWithFire a molotov.]]



* ''VideoGame/{{Drakengard}}'': Very viable in the Ground missions. Don't try it when on the Dragons though...
* ''VideoGame/EscapeVelocity'': So common in the games that it's got a nickname: The ''Creator/MontyPython'' Maneuver.



* ''VideoGame/Left4Dead'': This is the second best way to deal with a Tank, provided you're not injured. The best is with [[KillItWithFire a molotov.]]



* ''VideoGame/{{Drakengard}}'': Very viable in the Ground missions. Don't try it when on the Dragons though...
* ''VideoGame/EscapeVelocity'': So common in the games that it's got a nickname: The ''Creator/MontyPython'' Maneuver.



* 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]].
* In ''VideoGame/PlayStationAllStarsBattleRoyale'', Jak's moveset lends itself to this approach. Some others like Cole and Sackboy can pull it off too.



* 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]].

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* The ability to do this with In ''VideoGame/StreetFighterIV'', some characters in ''VideoGame/BlazBlueCalamityTrigger'' is what makes Nu and Arakune [[CharacterTiers top-tier]] and [[MightyGlacier Tager and Hakumen]] [[CharacterTiers bottom-tier]].matchups go down like [[https://www.youtube.com/watch?v=7Gz-sIzQRRU this.]]



* In ''VideoGame/StreetFighterIV'', some matchups go down like [[https://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.



* The Incinerate! Plasmid from ''VideoGame/BioShock1'' encourages this tactic in its description!
* 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}}''.
* 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 Spider Mastermind]] pretty much requires this (unless you gamble on a point-blank {{BFG}} shot).
* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight against Joseph, seeing as how he's searching for you in a small space and all you have to defend yourself with is an axe that you can only use one swing at a time. Sneak around waiting for a chance to [[BackStab attack him from behind,]] immediately run away and hide while he's hot on your trail, repeat.
* The Wraith of ''VideoGame/{{Evolve}}'' needs to be played this way for success. Its 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.



* 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 the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight against Joseph, seeing as how he's searching for you in a small space and all you have to defend yourself with is an axe that you can only use one swing at a time. Sneak around waiting for a chance to [[BackStab attack him from behind,]] immediately run away and hide while he's hot on your trail, repeat.

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* If you can't take down psycho types Evoked in an achievement in the ''VideoGame/Left4Dead2'' DLC ''The Passing'' that requires four players to "kill" a Tank in the finale by simply running around and skags letting the original Survivors whittle away its health. It's called "[[PunnyName Kite Like A Man]]".
* In ''VideoGame/{{Overwatch}}'', the character Sombra has a translocater that she places where she wishes to be later. She then makes herself invisible, 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.
* 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 close to aim their blasters, melee, you'll be using this tactic a lot in ''VideoGame/{{Borderlands}}''.
* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight against Joseph, seeing as how he's searching for you in a small space and all you have to defend yourself with is an axe that you can only use one swing at a time. Sneak around waiting for a chance to [[BackStab attack him from behind,]] immediately
run away and hide while he's hot on your trail, repeat.back, etc...



* The Incinerate! Plasmid from ''VideoGame/BioShock1'' encourages this tactic in its description!
* Evoked in an 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 Spider 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. Its 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 wishes to be later. She then makes herself invisible, 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.



* 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.
* 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.
* 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. Several of the phrases available to include in the hints that you can leave on the ground for other players encourage this as well, such as "ranged battle", "luring it out", "eliminating one at a time", "fleeing", etc.



* 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 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 ''Franchise/StarWars'' movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by 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.
* 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.
* It's also 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.

to:

* 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 You can wear 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 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 is out of range, send a sacrifice forward to draw them out in range for your stronger characters. (Or, if your units have 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 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 ''Franchise/StarWars'' movies in that a hit from a blaster
weapon equipped and/or can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by about a hundred. This makes it dangerous to get involved in a blaster duel with a strong ranged opponent. Still, if use magic, 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.
* 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.
* It's also a viable tactic in ''VideoGame/{{Fallout 3}}''. Your best bet against Rad Scorpions and Mirelurks, it
can also be deployed against melee super mutants do traditional hit-and-run tactics by staying outside of the enemy's effective range.)
* ''VideoGame/DragonAgeII'' provides the Rogue class specialized skills based around this. Sneaking, evasion, quick charges
and raiders, though you'll eventually be caught up with. Your only recourse against a behemoth, unless retreats, disorienting [=AoE's=] and additional {{Trick Bomb}}s. The range and speed 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 standard attacks can be used to hit then evade by switching 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.
more distant targets.



* 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.

to:

* 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.
* It's also a viable tactic in ''VideoGame/Fallout3''. 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.
* ''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.
* 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 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 ''Franchise/StarWars'' movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by 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 ''Zoids Battle Legends'', H&R is one the second game, when attacked on the Ebon Hawk, you can run to different parts of the most overkill tactics available. A Blade Liger ship, where your friends will delay Visas or Zero Schnieder with nothing equiped but a booster or Ultra Zs whomever attacked you. In some cases they can injure them, in others they switch the focus so that you can take out practically any non-boss Zoid. The New Century Zero tournament mode 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 easy impossible, since the 'peaceful' and 'under attack' Ebon Hawks are implemented as hell because of its lack of boss zoids.separate maps.
* 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.



* 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.



* 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.
* 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.



* 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. Several of the phrases available to include in the hints that you can leave on the ground for other players encourage this as well, such as "ranged battle", "luring it out", "eliminating one at a time", "fleeing", etc.
* 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/TheLordOfTheRings So the closer you are to danger, the farther you are from harm?]]

to:

* ''VideoGame/RuneScape'' Heck, just about any MMORPG that has two kinds of kiting, one of which makes sense and one of which does not:
** Mages
ranged attackers as characters will have freezing spells they can use to hit them doing this when playing solo, as they're usually quite [[SquishyWizard squishy]] and run won't last long in a serious melee. It's especially common with archers, who are typically [[{{Nerf}} not allowed to outdamage the conventional sense...
** ...
mages]] despite being a DPS class 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/TheLordOfTheRings So
have the closer you are to danger, advantage of attacking on the farther you are from harm?]]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.



* 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.
* ''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.
* 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.
* 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.
* ''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/TheLordOfTheRings So the closer you are to danger, the farther you are from harm?]]
* 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.



* 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.



* 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 ''VideoGame/AdvanceWars'', adopting this tactic with Battle Copters makes them ''deadly'' owing to their great mobility, decent attack power against most other units, high resistance to most enemy attacks, and how all the units that can effectively fire on them (Anti-Air, Missiles, and Fighters) all tend to {{one|HitKO}}-shot them. Keeping them in one area for too long will render them useless as your opponent ''will'' counter them with an Anti-Air but they are practically unstoppable if you keep moving them about the map and harrassing other units, and even if your opponent builds a Fighter to take one down that's a hard win for you as you forced them to blow $20,000 on a unit that can ''only'' attack air units just to stop your $9,000 helicopter from laying waste to their troops.



* 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/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 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 the ''VideoGame/FireEmblem'' games for consoles(except for [=FE3=]), mounted units could move to their remaining amount of squares after attacking.
* 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.
* 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.
* 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.
* ''VideoGame/SuperRobotWars'' has a pilot ability called "Hit & Away" which let a unit move after attacks or heals.



* 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.
* In ''VideoGame/AdvanceWars'', adopting this tactic with Battle Copters makes them ''deadly'' owing to their great mobility, decent attack power against most other units, high resistance to most enemy attacks, and how all the units that can effectively fire on them (Anti-Air, Missiles, and Fighters) all tend to {{one|HitKO}}-shot them. Keeping them in one area for too long will render them useless as your opponent ''will'' counter them with an Anti-Air but they are practically unstoppable if you keep moving them about the map and harrassing other units, and even if your opponent builds a Fighter to take one down that's a hard win for you as you forced them to blow $20,000 on a unit that can ''only'' attack air units just to stop your $9,000 helicopter from laying waste to their troops.



* ''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.

to:

* ''VideoGame/RedFactionGuerrilla'', as In ''VideoGame/{{Minecraft}}'' before sprinting and knockback-enhancing enchantments were added, the name implies, heavily encourages this. In fact, some structures and bases are nearly impossible standard way to take down 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 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.much fleeing.



* 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.

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* Some of ''VideoGame/{{Prototype}}'''s ''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.
* ''VideoGame/RedFactionGuerrilla'', as the name implies, heavily encourages this. In ''VideoGame/{{Minecraft}}'' before sprinting fact, some structures and knockback-enhancing enchantments were added, bases are nearly impossible to take down without using such tactics, as unless you're using [[HumongousMecha a Walker]], the standard way to kill a creeper EDF '''will''' swarm you and gun you down with melee ease, even with the best 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, and armor, and given [[StuffBlowingUp the do it again without much fleeing.nature of this game]], cover never lasts long.



* Franchise/MonsterVerse:

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* Franchise/MonsterVerse:''Franchise/MonsterVerse'':



* The favorite tactic of the ''Literature/{{Animorphs}}''. In one corner: an empire of {{PuppeteerParasite}}s who have already enslaved at least three host species and are well on their way to conquering a fourth (humanity). In the other: six teenagers. This is about the only strategy available to our heroes.
* 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/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 one corner: an empire of {{PuppeteerParasite}}s who have already enslaved at least three host species and are well on their way to conquering a fourth (humanity). In the other: six teenagers. This is about the only strategy available to our heroes.



* ''Franchise/StarWarsLegends'':
** 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, costing only fuel and torpedoes, 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.
** This in general is the strategy of the Rebel Alliance through most of its existence: the Galactic Empire is much larger and has an immense fighting force (to the point its military ''still'' outnumbered the New Republic even after [[TheRemnant its fragmentation after the Battle of Endor and years of losses]] and [[EnemyCivilWar infighting]] while the former Rebels constantly built up their forces, with only the immense losses during [[ComicBook/DarkEmpire Operation Shadow Hand]] reversing the situation) but relies mostly on larger ships and cheap fighters that aren't hyperspace capable, thus the Rebels relied mostly on high-performance hyperspace-capable fighters that would drop out of hyperspace, fire a salvo of torpedoes at Imperial ships, and then either press the attack or retreat depending on what they were facing and how much damage they had done. The Empire built a large fleet of [[NoWarpingZone interdictor cruisers]] and ''Ton-Falk'' escort carriers (cheap ships that carry a disproportionate amount of fighters) specifically to counter that and force the Rebels in battles they couldn't win, but the Rebels not only still won far more engagements they lost, they even outright stole a number of escort carriers for their own use up until [[Film/ReturnOfTheJedi the Battle of Endor]], where the Rebels, forced in a loopsided battle they couldn't run from, managed to kill the Emperor and decimate the elite Death Squadron, causing the Empire to fragment.
* 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.



* 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").



* ''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.
* ''Franchise/StarWarsLegends'':
** 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, costing only fuel and torpedoes, 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.
** This in general is the strategy of the Rebel Alliance through most of its existence: the Galactic Empire is much larger and has an immense fighting force (to the point its military ''still'' outnumbered the New Republic even after [[TheRemnant its fragmentation after the Battle of Endor and years of losses]] and [[EnemyCivilWar infighting]] while the former Rebels constantly built up their forces, with only the immense losses during [[ComicBook/DarkEmpire Operation Shadow Hand]] reversing the situation) but relies mostly on larger ships and cheap fighters that aren't hyperspace capable, thus the Rebels relied mostly on high-performance hyperspace-capable fighters that would drop out of hyperspace, fire a salvo of torpedoes at Imperial ships, and then either press the attack or retreat depending on what they were facing and how much damage they had done. The Empire built a large fleet of [[NoWarpingZone interdictor cruisers]] and ''Ton-Falk'' escort carriers (cheap ships that carry a disproportionate amount of fighters) specifically to counter that and force the Rebels in battles they couldn't win, but the Rebels not only still won far more engagements they lost, they even outright stole a number of escort carriers for their own use up until [[Film/ReturnOfTheJedi the Battle of Endor]], where the Rebels, forced in a loopsided battle they couldn't run from, managed to kill the Emperor and decimate the elite Death Squadron, causing the Empire to fragment.
* 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").



* ''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.

to:

* ''TabletopGame/StarFleetBattles'': ''TabletopGame/DungeonsAndDragons'':
**
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
can easily be performed by ranged attackers; just take a single burst, which is all but impossible) to a HumongousMecha shot and move before it counts, so people or afterwards. Melee combatants can get in on the fun with ordinary weapons can't use this strategy against heavy armor. However, you can use this strategy 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 battle, mercury dragons prefer to capitalize on their speed and agility by harrying their foes
with land mines vs HumongousMecha or HumongousMecha vs naval or space craft.quick darting strikes from the direction of the sun, before swiftly retreating to seek out another opening.



* 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.
* ''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.



* ''TabletopGame/DungeonsAndDragons'':
** 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 battle, mercury dragons prefer to capitalize on their speed and agility by harrying their foes with quick darting strikes from the direction of the sun, before swiftly retreating to seek out another opening.
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** ''Series/StarTrekDeepSpaceNine'': The Klingons use these tactics several times against the Dominion. Sisko compares it to an old Earth cavalry raid.

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** ''Series/StarTrekDeepSpaceNine'': The Klingons (mostly when led by General Martok) use these tactics several times Birds-of-Prey to launch lightning-quick raids against the Dominion. Sisko compares it them to an old Earth cavalry raid.

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*** 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."

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*** ** Ironically, the German Luftwaffe would end up using the same boom-and-zoom tactics that the Americans used against the Japanese. As the air war over Europe progressed, the Luftwaffe's propeller planes were unable to compete against fighter escorts, which had superior numbers and agility. In response, the Germans began deploying Me 262 fighter jets that would use their superior speed to launch quick strikes against bombers and quickly fly away before fighter escorts could respond. After initially success, the Germans began building new rocket planes like the Ba 349 Natter and Me 163 Komet that were designed for boom-and-zoom tactics but these models were too unreliable and difficult to control. Even the Me-262 lacked the numbers and reliability to launch consistent strikes against the bomber formations.
**
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."
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** 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.

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** 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]] warlock to solo it.
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** In ''VideoGame/TotalWarWarhammerIII'', the [[OurDemonsAreDifferent Daemons of Tzeentch]] factions are based around this, with all their units having recharging magic DeflectorShields, their flying units like the screamers, and a general focus on ranged and magic.

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** In ''VideoGame/TotalWarWarhammerIII'', the [[OurDemonsAreDifferent Daemons of Tzeentch]] factions are based around this, with all their units having recharging magic DeflectorShields, their flying units like the screamers, and a general focus on ranged and magic. The [[OurDemonsAreDifferent Daemons of Slaanesh]] also fall into this role, with their high speed, high armour piercing and bonuses to flanking charges, but low armour.

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* 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.

to:

* 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.
* It's also 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.



* Franchise/{{Pokemon}}:

to:

* Franchise/{{Pokemon}}:''Franchise/{{Pokemon}}'':



* 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.
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* 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).

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* 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 Spider Mastermind]] pretty much requires this (unless you gamble on a point-blank {{BFG}} shot).
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* 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}}.

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* 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}}.''VideoGame/{{Borderlands}}''.
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* ''VideoGame/TwistedMetal'': This sort of tactics is recommended for lightly-armored characters in the series when fighting a more heavily armored opponent.

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* ''VideoGame/TwistedMetal'': This sort of tactics tactic is recommended for lightly-armored characters in the series when fighting a more heavily armored opponent.

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** In ''VideoGame/TotalWarWarhammerIII'', the [[OurDemonsAreDifferent Daemons of Tzeentch]] factions are based around this, with all their units having recharging magic DeflectorShields, their flying units like the screamers, and a general focus on ranged and magic.



* ''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.



* ''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.

to:

* ''Manga/AttackOnTitan'':
** The Colossal Titan is an odd example. Though it functions as a MightyGlacier,
''LightNovel/RebuildWorld'': Akira takes out TheSwarm of SpiderTank like {{Mechanical Monster}}s like this 60 meter tall horror is made so terrifying because its modus operandi involves literally appearing in his CoolBike while testing out of nowhere, doing a massive amount of damage, new equipment, weaving between buildings 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 only engaging small groups at a Titan Shifter, using military training and equipment to pull off time, which gets him unusually high praise from 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.
VirtualSidekick Alpha.
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** In battle, mercury dragons prefer to capitalize on their speed and agility by harry their foes with quick darting strikes from the direction of the sun, before swiftly retreating to seek out another opening.

to:

** In battle, mercury dragons prefer to capitalize on their speed and agility by harry harrying their foes with quick darting strikes from the direction of the sun, before swiftly retreating to seek out another opening.

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