Hit and Run Tactics: Difference between revisions
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This tactic is sometimes erroneously called "kiting", which actually means [[Fishing for Mooks]], as you look like a kite with a tail of mooks following you in a straight line when you do it.
Compare [[Instant Death Radius]], 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 [[Real Life]], this is a very effective and well-used military tactic, also known as '[[Horse Archer|Parthian Tactics]]' and guerrilla warfare.
{{examples}}
== Video game examples ==
=== Action Games ===
* It can happen in ''[[Batman:
* This is the second best way to deal with a Tank in ''[[Left 4 Dead]]'', provided you're not injured. The best is with [[Kill It
* A viable tactic in ''[[Dark Cloud
* In [[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 [[Alpha Strike]] at the closest ship, dodge until your afterburner recharges. Repeat as needed.
* The Spathi Eluder ships in ''[[Star Control II]]'' are among the fastest ships in the game, with a rearward-firing guided missile weapon that is tailor made for this sort of tactic.
** The Arilou Skiff is another great ship for this. It's fast, turns on a dime, it's 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.
** Lampshaded in the game:
{{quote|
* Very viable in the Ground missions in ''[[Drakengard]]''. Don't try it when on the Dragons though...
* So common in the ''[[Escape Velocity]]'' games that it's got a nickname: The ''[[Monty Python]]'' Maneuver.
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=== Fighting Games ===
* As [[Spawn]] in ''[[Soul Calibur]] 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 ''[[
* You can do this with ranged characters in ''[[Super Smash Bros
** Dedede is particularly frustrating, because getting within his [[Instant Death Radius|grab range]] is just asking to get chain-grabbed to death.
** [[Fragile Speedster]] Sonic also can function as a Hit-and-Run more in line with the page introduction.
* In ''[[
=== First Person Shooter ===
* In ''[[Halo
** The general method of shooting at range to avoid melee combat of hit and run tactics is still prefered in ''Halo: Combat Evolved'' against enemies who can melee attack you in the game also, since even if you beat them at melee range, their melee attacks would still deplete your shields and possibly harm your health.
* This is the only way you'll beat the final boss of ''[[
* 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 [[
* In ''[[
** 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.
** 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 Inferno Plasmid from ''[[
* Evoked in achievement in the ''[[
* The [[Elite Mooks|SBDs]] in [[Republic Commando]] 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...
=== RPG ===
* This is the favourite tactic of the Rogue in ''[[Diablo (
** In ''[[Diablo (
*** 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 ''[[Knights of the Old Republic (
** 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 [[Star Wars]] 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 [[Big Bad]] 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 ''[[
** 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 [[Cherry Tapping]]. Explosives do the job quicker, even at moderate skill, but still require a lot of hit-and-run.
* On the highest difficulty, this is possibly your best bet in ''[[The Elder Scrolls IV
** Melee attack patterns are so hilariously predictable in Oblivion though that it is entirely plausible (moreso than Fallout 3 even) to just backstep all the opponent's attacks and get your own in between them. And even if you decide to keep it ranged, On Target Spells aren't subject to gravity.
* 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 ''[[Mass Effect]] 2'' and the enemy are encroaching on your position, giving ground and running back to an earlier position lets you hide behind cover and shoot at them again!
* [[Pokémon]] has the move U-Turn, which strikes the opponent before the user switches out.
** Also Double Team, which after 2 uses the chance of being hit become too low to hope for anything that is not sheer luck. And EVERYTHING learns it. Including [[Stone Wall
** Generation V brings us Volt Change, an electric version of U-Turn (a bug type move).
** 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 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 [[The Last Remnant]]. 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 [[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 ''[[
* This tactic is a staple of most [[Roguelike]] games.
* ''[[
* ''[[Dragon Age II]]'' provides the Rogue class specialized skills based around this. Sneaking, evasion, quick charges and retreats, disorienting AoE's and additional [[Trick Bomb
* In ''[[
* Vital in ''[[Dark Souls]]''. 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.
=== [[Massively Multiplayer Online Role Playing Game|MMORPGs]] ===
* ''[[
** 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.
*** [[The Lord of the Rings|So the closer you are to danger, the farther you are from harm?]]
* The rather generic Korean MMORPG ''Cabal'' has a character class called "Force Archer", which is basically the equivalent of a [[Squishy Wizard]] (as opposed to the actualy ingame Wizards, which are more of [[Glass Cannon
* ''[[
* In ''[[
** 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].
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** 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. [[Epic Fail|Or cools down too much and dies instantly]].
* Kiting is a viable strategy for low-level Dark Magicians in ''[[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, ''[[
* In ''[[
* Heck, just about any MMORPG that has ranged attackers as characters will have them doing this when playing solo, as they're usually quite [[Squishy Wizard|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 and usually end up as a support class as a result.
* This is practically a required tactic when doing high level missions in ''[[
=== Strategy Games ===
* The original inspiration for this trope was the horse archers of ''[[
** Truth In Television, of course; effective Horse Archery was the [[Game Breaker]] 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 ''[[Total War]]'' after ''Shogun''. If you tried that there, your soldiers just randomly ran away. [[Honour Before Reason|Damn samurai honour!]]
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** The default in ''Medieval Total War'' 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.
* 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 [[Truth in Television]] below.
* In ''[[Advanced Strategic Command]]'' one of unit Features is "Move after attack"
* In the ''[[
* The Terran Diamondback from ''[[
** Ranged units in various [[Real Time Strategy]] games such as ''[[
*** 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 (this is unfortunately not possible in Starcraft II as the zerglings are replaced with "Roverlisks" from the Shadow of the Xel'naga book - they're called zerglings, though).
* The Rocket Buggy in ''[[Command
=== Tabletop Games ===
* In ''[[Star Fleet Battles]]'' 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 Palladium Books' ''[[Robotech]]'' [[Tabletop RPG]] 'verse a machine gun has to do 100 HP of damage (in a single burst, which is all but impossible) to a [[Humongous Mecha]] 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 [[Humongous Mecha]] or [[Humongous Mecha]] vs naval or space craft.
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=== Wide-Open Sandbox ===
* ''[[Red Faction]]: Guerrilla'', 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 [[Humongous Mecha|a Walker]], the EDF '''will''' swarm you and gun you down with ease, even with the best weapons and armor, and given [[Stuff Blowing Up|the nature of this game]], cover never lasts long.
* ''[[Mount
* Some of ''[[Prototype (
==
=== Anime & Manga ===
* Usopp of ''[[
* In ''[[Pokémon Special]]'', 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.
=== Film ===
* Parodied in ''[[Life of Brian]]'' - 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!"
=== Literature ===
* {{spoiler|Prince Oberyn Martell}} from ''[[
** Bronn also uses these tactics when he fights in Tyrion's first [[Combat
* The favorite tactic of the [[
=== Webcomics ===
* In ''[[
** Also Belkar's approach toward fighting Miko when she pursued him after he broke out of prison.
* In ''[[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.
=== Real Life ===
* This was a favorite tactic of the Parthians and other cultures of the Eurasian steppes. The Parthians used well-armored cavalry armed with powerful compound 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) 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.
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* 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.
* Every modern fighting service has used [
** You could even argue that the famous [
* Pretty much what air warfare is all about. Fly in, dish out some [[Death From Above]], then get the heck out of dodge before the enemy can shoot back. One or two pilots can cause [[Curb Stomp Battle|massively disproportionate]] amounts of harm to an enemy army on the ground, provided they don't manage to make enough of their weapons [[Glass Cannon|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.
* 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.
* Normal human mayhem whether criminality, tribal rustling raids, vendetta, espionage, or guerrilla war (the formalized political application of the tactics proper to the activities listed) is this. Formal warfare (pitched battles, massive maneuver and siege-work) is a rarity because few countries have the resources for it and those few can backhand the little guys that aspire to it lest they spread an uncontrollable catastrophe. Most countries are in a hit and run [[Forever War]].
* One disadvantage of using guerrilla war as an actual strategy (as opposed to the tactics of hit and run warfare) is that a ruler who does this is in so doing giving up his kingdom to occupation. Even if he does not care what the conquerors do to his people he has a high motive to care about the fact that whether or not the [[Occupiers Out of Our Country!|occupiers are gotten out of his country]] there is no reason to assume they will be gotten out by him and plenty of possibility that it will be done by someone else. That in itself is one reason why so often defenders will take the field openly against invaders and give no further resistance one they lose.
**Likewise one reason that has changed to some degree in the last century is because the resources at the command of industrialized forces can make giving battle openly suicidal, while ideology often allows one side to count on loyalty in circumstances it otherwise would not.
{{reflist}}
[[Category:Combat Tropes]]
[[Category:Videogame Culture]]
[[Category:Video Game Tactical Index]]
[[Category:Hit
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