Captain Morgan here with a little bit of 40k tactics advice for anyone planning on joining us for the 40k event this year at the Salt City Gladiator Games. 40k is moving forward at a blistering pace, and sometimes it is easy to feel lost in the storm of new releases, so it's always nice to take a step back and look at some of the tools available to get the job done on the table. Today's rule spotlight is: Hit and Run
Hit and Run: A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an initiative test. If the test is failed, nothing happens and the models remain locked in the fight. If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all the enemy units they are locked in combat with, the unit breaks away from cobat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in cobat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".
This is a great tool to use to get your shooty or deathstar unit out of a combat you don't want to be in. If you use it in your opponents assault phase, you can set yourself up for a nice charge the next turn, or put yourself in a good position to contest or steal an objective, or put yourself in a position to attack or shoot a more juicy target.
Keep an eye on this space for more tactics tips!