Difference between revisions of "Hit and run"

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'''Hit and run''' is a trick used for fighting [[monster]]s which may have powerful melee attacks, but are  slower than the player, such as [[mimic]]s, [[black pudding]]s, and [[rothe]]s. This tactic is known as '''hack-and-back''' in Angband circles.
 
'''Hit and run''' is a trick used for fighting [[monster]]s which may have powerful melee attacks, but are  slower than the player, such as [[mimic]]s, [[black pudding]]s, and [[rothe]]s. This tactic is known as '''hack-and-back''' in Angband circles.
  
A monster can use each turn it gets for either movement or attacking the player, but not both. Therefore, if a monster moves at least twice as slowly as the player, it is guaranteed to not attack the player the turn immediately after it moves. Therefore, if you step back immediately after attacking such a monster, and wait to attack it until it moves adjacent to you, you can attack it arbitrarily many times without it getting a single counterattack.
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A monster can use each turn it gets for either movement or attacking you, but not both. For example, if a monster moves at least twice as slowly as the player, it cannot melee you the turn immediately after it moves, and you can safely attack it on that turn.
  
Note that even if you have magically enhanced speed, your [[speed]] will randomly vary between normal and twice normal <ref>[[allmain.c#line108]]</ref>, and therefore it is not advisable to use hit-and-run tactics with melee weapons against monsters that move faster than normal speed regardless of speed enchancements. In addition, it is advised to treat your speed as normal (rather than sped up) unless you can take a hit or two still or using "run and hit" with either projectiles or [[pounding]], even if it means to waste turns.
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All monsters slower than a player have to pause a turn at a predictable rhythm, e. g. always after three movements. You can hit such a monster as often as you wish without a single counterattack: You start stepping back immediately after you attack it, and then you attack it only when it moves adjacent to you right before its scheduled pause. You can use hit and run tactics both with your melee attack and for [[pounding]].
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This will work reliably only if your opponent is slower than your normal, base speed. Even if you have magically enhanced [[speed]] ("fast" or "very fast"), your [[speed]] will randomly vary between normal and twice normal <ref>[[allmain.c#line108]]</ref>. You should not count on your extra magical speed for hit-and-run tactics unless you can take a hit or two, even if that means to waste turns.
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If you are hit-and-running in a circle along hallways or around a boulder, watch out for monsters that could cut off the path ahead of you.
  
 
==Source code references==
 
==Source code references==

Revision as of 00:33, 10 February 2010

Hit and run is a trick used for fighting monsters which may have powerful melee attacks, but are slower than the player, such as mimics, black puddings, and rothes. This tactic is known as hack-and-back in Angband circles.

A monster can use each turn it gets for either movement or attacking you, but not both. For example, if a monster moves at least twice as slowly as the player, it cannot melee you the turn immediately after it moves, and you can safely attack it on that turn.

All monsters slower than a player have to pause a turn at a predictable rhythm, e. g. always after three movements. You can hit such a monster as often as you wish without a single counterattack: You start stepping back immediately after you attack it, and then you attack it only when it moves adjacent to you right before its scheduled pause. You can use hit and run tactics both with your melee attack and for pounding.

This will work reliably only if your opponent is slower than your normal, base speed. Even if you have magically enhanced speed ("fast" or "very fast"), your speed will randomly vary between normal and twice normal [1]. You should not count on your extra magical speed for hit-and-run tactics unless you can take a hit or two, even if that means to waste turns.

If you are hit-and-running in a circle along hallways or around a boulder, watch out for monsters that could cut off the path ahead of you.

Source code references


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