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* In ''TabletopGame/DungeonsAndDragons'' and its spinoffs, this can easily be performed by ranged attackers; just take a single shot and move before or afterwards. Melee combatants can get in on the fun with the ''Spring Attack'' feat, which allows for attacking a single target whilst moving (the target must be attacked ''during'' the move, not at the start or end of it), without provoking attacks from that target. Some supplements add expanded versions, allowing for multiple attacks as part of the movement.

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* In ''TabletopGame/DungeonsAndDragons'' and its spinoffs, this ''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.movement.
** 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.

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* In ''TabletopGame/StarFleetBattles'' this is known as the "Kaufman Retrograde". Federation ships could retreat from a pursuing enemy, using their photon torpedoes to slowly destroy the enemy's shields and then the enemy themselves. It worked fine as long as you had room to run, but not so well when defending a fixed position.

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* In ''TabletopGame/StarFleetBattles'' this ''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.



* Several armies operate this way in ''TabletopGame/{{Warhammer 40000}}'', often adding invisibility for good measure. Tau Stealthsuits, Eldar Rangers, Catachan Devils...

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* ''TabletopGame/Warhammer40000'': Several armies operate this way in ''TabletopGame/{{Warhammer 40000}}'', way, often adding invisibility for good measure. Tau Stealthsuits, Eldar Rangers, Catachan Devils...measure.
** The Tallarn Desert Raiders specialize in agile skirmishing tactics, darting among enemy formations to strike at vulnerable or important spots and then immediately withdrawing to seek out another opportunity.
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* 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.
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** One "realism" mod makes the game more like real StarWars movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by 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.

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** One "realism" mod makes the game more like real StarWars ''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.

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

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* In ''Webcomic/TheOrderOfTheStick'', ''Webcomic/{{Erfworld}}'': Parson directs a strike force in a strategy of destroying enemy siege units and then breaking off the engagement. This means that his side technically "loses" each battle, but deprives the enemy of a key resource they'll need to win the war.
* ''Webcomic/TheOrderOfTheStick'':
** A
{{Munchkin}} half-ogre with a spiked chain tries a LoopholeAbuse variation on this against high-level fighter Roy. Unfortunately for the half-ogre, Roy manages to trick him into backing up off a cliff.
** After Miko defeated defeats the entire protagonist's protagonist party by herself twice, she got gets into a duel with Belkar when he broke breaks out of prison in Azure city. Using his racial and class bonuses to concealment, movement and throwing attacks, Belkar managed to knock Miko out and had has to wake her up to continue his "fun".
* In ''{{Webcomic/Erfworld}}'', Parson directs a ''Webcomic/{{Outsider}}'': As Loroi ships are much faster than and have greater long-range firepower than their Umiak counterparts, but are far fewer and much less robust, the primary tactic for Loroi raider fleets is to quickly strike force in a strategy of destroying at enemy siege units targets before retreating 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.engage in running battles when they can't avoid protracted engagements.
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* ''Fanfic/AbraxasHrodvitnon'': [[AdaptationalHeroism Monster X]], Mothra, Scylla and the U.S. military 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 Scylla, and the U.S. 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 the U.S. military all respectively use these kind of tactics at some point during the FinalBattle against [[spoiler:Keizer Ghidorah]] and [=MaNi=]/Elder Brother.



[[folder:Film]]
* Parodied in ''Film/MontyPythonsLifeOfBrian'' - a lightly armoured gladiator uses what can only be described as 'Run & Run' tactics. He drops his weapon and sprints off around the circular ring, as his heavier-armoured opponent gives chase. A considerable time later "Urk... I think I'm having a cardiac arrest!"
* As noted by the page quote, this is how the Turks are fought in ''Film/LawrenceOfArabia''.

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[[folder:Film]]
* Parodied in ''Film/MontyPythonsLifeOfBrian'' - a lightly armoured gladiator uses what can only be described as 'Run & Run' tactics. He drops his weapon and sprints off around the circular ring, as his heavier-armoured opponent gives chase. A considerable time later "Urk... I think I'm having a cardiac arrest!"
* As noted by the page quote, this is how the Turks are fought in ''Film/LawrenceOfArabia''.
[[folder:Films -- Live-Action]]



* ''Film/TheHobbitAnUnexpectedJourney'': The Company's method of dealing with the trolls they encounter, due to the heights of both parties.
* As noted by the page quote, this is how the Turks are fought in ''Film/LawrenceOfArabia''.
* Franchise/MonsterVerse:
** ''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.
* Parodied in ''Film/MontyPythonsLifeOfBrian'' - a lightly armoured gladiator uses what can only be described as 'Run & Run' tactics. He drops his weapon and sprints off around the circular ring, as his heavier-armoured opponent gives chase. A considerable time later "Urk... I think I'm having a cardiac arrest!"



* ''Series/GameOfThrones'': Bronn and Oberyn both use this tactic against heavily armoured opponents during their respective duels. It worked for Bronn, less so for Oberyn, who made the mistake of getting too close.

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* ''Series/GameOfThrones'': Bronn and Oberyn both use this tactic against heavily armoured opponents during their respective duels. It worked for Bronn, less so for Oberyn, who made the mistake of getting too close. In "[[Recap/GameOfThronesS5E9TheDanceOfDragons The Dance of Dragons]]", Ramsay's raiding party manages to set several of Stannis's tents on fire, burn the food supplies, and sabotage their weapons store before riding away.
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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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* ''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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* A favored tactic of ''[[Literature/XWingSeries Rogue Squadron]]'' during the Bacta War. Armed with only a squadron (later two) of fighters and facing an enemy with multiple Star Destroyers, the Rogues decide to hit bacta convoys (the source of Isard's money and power). If the convoy is unguarded, they can take out any armed tenders, then take the bacta for their own use. If it ''is'' guarded, they wait for the enemy to launch fighters, fire off a few proton torpedoes at maximum range, [[HyperspeedEscape and escape into hyperspace]]. This style of warfare is a virtually risk-free proposition for the Rogues, but subjects the Imperials to punishing attrition; not only do they usually lose one or two fighters each time, they have to run patrols ''constantly'', straining their vessels. It also frustrates Isard to no end, [[VillainousBreakdown contributing to her growing irrationality]]. On only two occasions do they face Isard's forces in a straight-up conflict: once when she obtains the services of [[NoWarpingZone an Interdictor cruiser]], and once in an elaborate (and ultimately successful) plan to bring about her downfall.

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* ''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.
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** Units tend to automatically attack enemies that they can see, but stop pursuing once those enemies disappear into the FogOfWar, allowing mounted archers to wreak havoc on infantry.
** With slower missiles like stones, or at very long arrow range, a skilled player with a fast unit can successfully dodge. The Ballistics upgrade makes it harder to pull off, but not impossible. In this way, a single long-ranged unit can hit even units with equal range and get away unscratched. As a bonus, if you dodge sideways, you're still in the attacker's range and therefore they won't move to pursue -- so your return shots are guaranteed hits.

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** Units tend to automatically attack enemies that they can see, but stop pursuing once those enemies disappear into the FogOfWar, allowing mounted archers to wreak havoc on infantry.
infantry and then easily open up the range again.
** With Against slower missiles like stones, or at very long arrow range, a skilled player with a fast unit can successfully dodge.dodge sideways. The Ballistics upgrade makes it harder to pull off, but not impossible. The gap between enemy shots then gives you a moment to fire back before dodging again. In this way, a single long-ranged unit can hit even units with equal range and get away unscratched. As a bonus, if when you dodge sideways, you're still in the attacker's range and therefore they won't move to pursue -- so your return shots are guaranteed hits.hits. This is especially useful when fighting catapults.
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Long term, this tactic involves defeating a much stronger but slower melee opponent by repeatedly moving away from them and bombarding them with weak attacks which will eventually [[DeathOfAThousandCuts overpower the enemy through sheer volume]]. Needless to say, expect this to frustrate anyone you use this on in multiplayer. Alternately, a character who is [[LightningBruiser high on DPS and speed]] but [[GlassCannon low on hit points and armor]] might rush in, smash their target as hard and fast as they can, and then run like hell before their enemy can return the favor.

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



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

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



* ''VideoGame/MonsterHunter'': This is ''only'' way to beat the large monsters that serve as the main foes. Monsters can take down a player in three or four consecutive hits, while even the strongest weapon types deal a small fraction of a monster's health at a time, meaning players must learn a monster's tells, how to dodge attacks, and how to time their own attacks so they won't be trapped in an animation when two tons of wyvern comes crashing into them in order to win.

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* ''VideoGame/MonsterHunter'': This is the ''only'' way to beat the large monsters that serve as the main foes. Monsters can take down a player in three or four consecutive hits, while even the strongest weapon types deal a small fraction of a monster's health at a time, meaning players must learn a monster's tells, how to dodge attacks, and how to time their own attacks so they won't be trapped in an animation when two tons of wyvern comes crashing into them in order to win.



** In ''VideoGame/HaloCombatEvolved'', this tactic is especially integral for fighting your opponents - virtually all of your enemies would still shoot you, yes, but since your health didn't regenerate while [[BodyArmourAsHitPoints your shields did]], the player must avoid getting hit while their shields are down since there were a limited amount of [[HealThyself health packs]] reachable at one time in the level (or if you didn't use one, it could be very inconvenient to run all the way back to where you last saw one). Thus, the player is best off shooting their enemies until their shields went low, at which they should retreat a little bit away, take cover and regenerate their shields. This particularly applies to enemies who can melee, since their melee attacks are often stronger than their guns.

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** In ''VideoGame/HaloCombatEvolved'', this tactic is especially integral for fighting your opponents - -- virtually all of your enemies would still shoot you, yes, but since your health didn't regenerate while [[BodyArmourAsHitPoints your shields did]], the player must avoid getting hit while their shields are down since there were a limited amount of [[HealThyself health packs]] reachable at one time in the level (or if you didn't use one, it could be very inconvenient to run all the way back to where you last saw one). Thus, the player is best off shooting their enemies until their shields went low, at which they should retreat a little bit away, take cover and regenerate their shields. This particularly applies to enemies who can melee, since their melee attacks are often stronger than their guns.



* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight again 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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* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight again 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.



** Pyros used to built for this tactic. With not too high health, but quite decent speed, and even a weapon that does continues damage after you've stopped firing, a Pyro who knows the ol' "set 'em on fire and then run the Hell away" tactic is extremely effective. Though later additions to the game gave the players much more ways to stop burning, making this tactic less reliable.
** Spies usually have to do this by design. Their BackStab is great at eliminating a single target, especially those who aren't paying attention, but when they cannot achieve a OneHitKill they are fragile and lightly armed, and have no business hanging an area around once they've made a kill because someone will eventually wise up to their antics. Many spies pick off a target, then scurry away to a new, less suspicious location. Rarely, spies will get chains of stabs, but even after such good fortune, few will linger when a large portion of the enemy team is now angry ''and'' paranoid.

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** Pyros used to be built for this tactic. With not too high health, but quite decent speed, and even a weapon that does continues damage after you've stopped firing, a Pyro who knows the ol' "set 'em on fire and then run the Hell away" tactic is extremely effective. Though later additions to the game gave the players much more ways to stop burning, making this tactic less reliable.
** Spies usually have to do this by design. Their BackStab is great at eliminating a single target, especially those who aren't paying attention, but when they cannot achieve a OneHitKill they are fragile and lightly armed, and have no business hanging around an area around once they've made a kill because someone will eventually wise up to their antics. Many spies pick off a target, then scurry away to a new, less suspicious location. Rarely, spies will get chains of stabs, but even after such good fortune, few will linger when a large portion of the enemy team is now angry ''and'' paranoid.



* Evoked in achievement in the ''VideoGame/Left4Dead2'' DLC ''The Passing'' that requires four players to "kill" a Tank in the finale by simply running around and letting the original Survivors whittle away its health. It's called "[[PunnyName Kite Like A Man]]".

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* 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 Wraith of ''VideoGame/{{Evolve}}'' needs to be played this way for success. It's traversal is excellent for getting in and out of combat, Warp Blast combines getting into combat range with attacking, and Abduction lets you bring an opponent to you while isolating them from their team.
* In ''VideoGame/{{Overwatch}}'', the character Sombra has a translocater that she places where she which to be later. She then makes herself 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.

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* The Wraith of ''VideoGame/{{Evolve}}'' needs to be played this way for success. It's 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 which wishes to be later. She then makes herself invisible, runs off 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.



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

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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 sorceror 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.



** There is a easy way to defeat the second-to-last gladiator in Taris using this technique: Equip melee weapon, charge, as soon as he changes to to melee, run, equip blaster, shoot, when he changes to blaster, repeat. This works against any enemy that had different melee and ranged weapons.
** One "realism" mod makes the game more like real StarWars movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by a about a hundred. This makes it dangerous to get involved in a blaster duel with a strong ranged opponent. Still, if you level up right, you can Force-stun enemy Force users and while they're unable to deflect your blasters, simply shoot them in the head. Taking down the BigBad this way was ... satisfying.

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** There is a easy way to defeat the second-to-last gladiator in Taris using this technique: Equip melee weapon, charge, as soon as he changes to to melee, run, equip blaster, shoot, when he changes to blaster, repeat. This works against any enemy that had different melee and ranged weapons.
** One "realism" mod makes the game more like real StarWars movies in that a hit from a blaster can really damage you, but the blaster bolt deflection capability of lightsabers is multiplied by a about a hundred. This makes it dangerous to get involved in a blaster duel with a strong ranged opponent. Still, if you level up right, you can Force-stun enemy Force users and while they're unable to deflect your blasters, simply shoot them in the head. Taking down the BigBad this way was ... satisfying.
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* In the climactic SwordFight of ''Film/RobRoy'', MasterSwordsman and FragileSpeedster Archie is intent on using these tactics in his duel against Rob, who is bigger, stronger, and has a heavier blade, but is also considerably slower. The result is Archie scoring several blows that are insignificant on their own, but combine to weaken Rob and cause him to bleed out and exhaust his stamina, all while Archie remains safely untouched. Archie then combines it with AttackTheInjury by going after Rob's injured ribs, causing Rob to collapse in pain and exhaustion. [[spoiler:Too bad for Archie that he spent [[EvilGloating a little too long gloating]], allowing Rob to [[ThwartedCoupDeGrace stop the killing blow]] and successfully counterattack, killing Archie with a single blow.]]

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[[folder:Action-Adventure]]
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
** Wolves attack by spreading out around Link, circling around him at a distance and trying to wear him down with attacks from multiple directions, quickly darting in and out to bite at him before retreating back to beyond melee range.
** Lizalfos also make heavy use of this to take advantage of their high speed and agility, contrasting the more direct aggression of Bokoblins and Moblins. In melee combat, they favor quick, darting offensives, delivering a flurry of blows before leaping back several meters and out of your reach.
[[/folder]]



* It can happen in ''VideoGame/BatmanArkhamAsylum'', mainly in rooms with a group of gun toting thugs. Although the game gives you enough moves to use other tactics like traps, or sending them over ledges with your weapons.
* This is the second best way to deal with a Tank in ''VideoGame/Left4Dead'', provided you're not injured. The best is with [[KillItWithFire a molotov.]]
* A viable tactic in ''VideoGame/DarkCloud2''. Be careful, though; every time an enemy in that game is hit, no matter how weakly, it takes a point off its rage meter. When it's raged, it temporarily becomes stronger.
* In ''VideoGame/{{Freelancer}}'', a good tactic when outnumbered is to use your afterburner to run away while dodging enemy fire, turn when your afterburner is about to run out. Proceed do launch a massive AlphaStrike at the closest ship, dodge until your afterburner recharges. Repeat as needed.
* This is ''only'' way to beat the large monsters that make up the core gameplay of ''VideoGame/MonsterHunter''. Monsters can take down a player in three or four consecutive hits, while even the strongest weapon types deal a small fraction of a monster's health at a time, meaning players must learn a monster's tells, how to dodge attacks, and how to time their own attacks so they won't be trapped in an animation when two tons of wyvern comes crashing into them in order to win.

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* It ''VideoGame/BatmanArkhamAsylum'': This can happen in ''VideoGame/BatmanArkhamAsylum'', mainly in rooms with a group of gun toting thugs. Although the game gives you enough moves to use other tactics like traps, or sending them over ledges with your weapons.
* ''VideoGame/Left4Dead'': This is the second best way to deal with a Tank in ''VideoGame/Left4Dead'', Tank, provided you're not injured. The best is with [[KillItWithFire a molotov.]]
* ''VideoGame/DarkCloud2'': A viable tactic in ''VideoGame/DarkCloud2''.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.
* In ''VideoGame/{{Freelancer}}'', a ''VideoGame/{{Freelancer}}'': A good tactic when outnumbered is to use your afterburner to run away while dodging enemy fire, turn when your afterburner is about to run out. Proceed do launch a massive AlphaStrike at the closest ship, dodge until your afterburner recharges. Repeat as needed.
* ''VideoGame/MonsterHunter'': This is ''only'' way to beat the large monsters that make up serve as the core gameplay of ''VideoGame/MonsterHunter''.main foes. Monsters can take down a player in three or four consecutive hits, while even the strongest weapon types deal a small fraction of a monster's health at a time, meaning players must learn a monster's tells, how to dodge attacks, and how to time their own attacks so they won't be trapped in an animation when two tons of wyvern comes crashing into them in order to win.



--> '''Spathi captain''': "Our ships are made for a single purpose: RUNNING AWAY! And if something decides to run after us, we launch volleys of missiles with our B.U.T.T. technology!"

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--> '''Spathi --->'''Spathi captain''': "Our ships are made for a single purpose: RUNNING AWAY! And if something decides to run after us, we launch volleys of missiles with our B.U.T.T. technology!"



* Very viable in the Ground missions in ''VideoGame/{{Drakengard}}''. Don't try it when on the Dragons though...
* So common in the ''VideoGame/EscapeVelocity'' games that it's got a nickname: The ''Creator/MontyPython'' Maneuver.
* These sort of tactics are recommended for lightly-armored characters in the ''VideoGame/TwistedMetal'' series when fighting a more heavily armored opponent.

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* ''VideoGame/{{Drakengard}}'': Very viable in the Ground missions in ''VideoGame/{{Drakengard}}''.missions. Don't try it when on the Dragons though...
* ''VideoGame/EscapeVelocity'': So common in the ''VideoGame/EscapeVelocity'' games that it's got a nickname: The ''Creator/MontyPython'' Maneuver.
* These ''VideoGame/TwistedMetal'': This sort of tactics are is recommended for lightly-armored characters in the ''VideoGame/TwistedMetal'' series when fighting a more heavily armored opponent.
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* UsefulNotes/TheBritishEmpire also often used this on a strategic level. Britain's population was much smaller than that of its continental rivals, which meant it could not sustain a protracted war effort, but with its vast financial resources, dominant navy and extensive contacts with allies and vassals abroad, Britain punched well above its weight. Standard procedure in a war was to bankroll a continental ally who ''did'' possess the raw manpower to fight their battles, while at the same time using the Royal Navy to seize overseas colonial possessions and then prevent their recapture; these possessions could then either brought into the fold or used as bargaining chips at the PeaceConference. UsefulNotes/WorldWarII demonstrated the drawbacks of this approach: when France fell in 1940, Britain lost its biggest continental ally and was forced to face Germany and Italy alone, which reduced Britain to essentially surviving and annoying the Nazis while seeking support from other powers, chiefly the United States; and when Japan entered the war, things went FromBadToWorse because now Britain's own overseas assets became liabilities and the Royal Navy could not compete with Japan's own Imperial Navy.

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* UsefulNotes/TheBritishEmpire also often used this on a strategic level. Britain's population was much smaller than that of its continental rivals, which meant it could not sustain a protracted war effort, but with its vast financial resources, dominant navy and extensive contacts with allies and vassals abroad, Britain punched well above its weight. Standard procedure in a war was to bankroll a continental ally who ''did'' possess the raw manpower to fight their battles, while at the same time using the Royal Navy to seize overseas colonial possessions and then prevent their recapture; these possessions could then be either brought into the fold or used as bargaining chips at the PeaceConference. UsefulNotes/WorldWarII demonstrated the drawbacks of this approach: when France fell in 1940, Britain lost its biggest continental ally and was forced to face Germany and Italy alone, which reduced Britain to essentially surviving and annoying the Nazis while seeking support from other powers, chiefly the United States; and when Japan entered the war, things went FromBadToWorse because now Britain's own overseas assets became liabilities and the Royal Navy could not compete with Japan's own Imperial Navy.



** On a more micro scale, these are the sort of tactics used by the Americans to defeat the Japanese Zero and Ki-45 fighters, both highly nimble aircraft that American fighters couldn't beat in a close-quarters maneuvering fight. What American fighters ''did'' have, was MoreDakka, heavier armor, and (aside from some early fighters like the [=F4F=]) were much faster. The Corsair, Hellcat, and [=P-38=] all relied on hit-and-run tactics, using their superior horsepower to stay faster and above their opponents, and make high-speed slashing passes before extending out to set up another run. These tactics were pioneered by the Flying Tigers in China, where the heavy [=P-40=] couldn't turn with the [=A5M=] (a predecessor to the Zero) and Ki-45, but it could certainly out-run and out-dive them, so they would make high-speed diving attacks against the bombers, before running for home.
** The De Haviland Mosquito was originally designed around this tactic; a light bomber that sacrificed defensive armament for extra speed and dealt with enemy fighters by outrunning them.
*** Ilmari Juutilainen, 94-kill [[UsefulNotes/FinnsWithFearsomeForests Finnish Air Force]] ace, described aerial combat as: ''Fighting six to eight enemies simultaneously is the most difficult. If there is one to four enemies, you can engage them in a dogfight and use superior flying and fighting skills. If there are six to eight, it becomes impossible to keep track of them simultaneously. But if there are twenty to one hundred enemies, it becomes easy. Just attack either from altitude or from below at dead angle, use the speed and momentum, surprise them and scatter their formation. You can pick one or two at will, and then zoom up or dive out. This is the idea of pendulum tactics. Repeat until the enemy jettisons their bombs and flees.

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** On a more micro scale, these are the sort of tactics used by the Americans to defeat the Japanese Zero and Ki-45 fighters, both highly nimble aircraft that American fighters couldn't beat in a close-quarters maneuvering fight. What American fighters ''did'' have, have was MoreDakka, heavier armor, and (aside from some early fighters like the [=F4F=]) were much faster.more speed. The Corsair, Hellcat, and [=P-38=] all relied on hit-and-run tactics, using their superior horsepower to stay faster and above their opponents, and make high-speed slashing passes before extending out to set up another run. These tactics were pioneered by the Flying Tigers in China, where the heavy [=P-40=] couldn't turn with the [=A5M=] (a predecessor to the Zero) and Ki-45, but it could certainly out-run and out-dive them, so they would make high-speed diving attacks against the bombers, bombers before running for home.
** The De Haviland Mosquito was originally designed around this tactic; tactic, a light bomber that sacrificed defensive armament for extra speed and dealt with enemy fighters by outrunning them.
*** Ilmari Juutilainen, 94-kill [[UsefulNotes/FinnsWithFearsomeForests Finnish Air Force]] ace, described aerial combat as: ''Fighting "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."



* Francis Marion, aka "[[https://www.smithsonianmag.com/history/the-swamp-fox-157330429/#5dFPFDTFhu8OCAZf.99 The Swamp Fox]]" was notorious for using this method against his enemies in combat. After learning that the the Cherokee used the landscape to their advantage during the French and Indian War (namely, by concealing themselves in the Carolina backwoods and mounted devastating ambushes), Marion would adopt those tactics while battling the British during the Revolutionary War. He and his men would frequently utilize modern guerrilla tactics to surprise and weaken the British due to his severe unpredictability. Marion would eventually earn his famous nickname after British Lieutenant Colonel Banastre Tarleton chased him and his American militia for a whopping seven hours, covering some 26 miles. Eventually, Tarleton’s tenacity wore out after Marion escaped into a swamp, claiming that "the Devil himself could not catch him."

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* Francis Marion, aka "[[https://www.smithsonianmag.com/history/the-swamp-fox-157330429/#5dFPFDTFhu8OCAZf.99 The Swamp Fox]]" Fox]]", was notorious for using this method against his enemies in combat. After learning that the the Cherokee used the landscape to their advantage during the French and Indian War (namely, (namely by concealing themselves in the Carolina backwoods and mounted devastating ambushes), Marion would adopt those tactics while battling the British during the Revolutionary War. He and his men would frequently utilize modern guerrilla tactics to surprise and weaken the British due to his severe unpredictability. Marion would eventually earn his famous nickname after British Lieutenant Colonel Banastre Tarleton chased him and his American militia for a whopping seven hours, covering some 26 miles. Eventually, Tarleton’s tenacity wore out after Marion escaped into a swamp, claiming that "the Devil himself could not catch him."
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* Pretty much what air warfare is all about. Fly in, dish out some DeathFromAbove, then get the heck out of dodge before the enemy can shoot back. One or two pilots can cause [[CurbStompBattle massively disproportionate]] amounts of harm to an enemy army on the ground, provided they don't manage to make enough of their weapons [[GlassCannon connect with him]] before he's out of the area. Aircraft carriers add another element to this, with the ''airbase'' being able to keep on the move to make it even harder to get back at them.

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* Pretty much what air warfare is all about. Fly in, dish out some DeathFromAbove, then get the heck out of dodge Dodge before the enemy can shoot back. One or two pilots can cause [[CurbStompBattle massively disproportionate]] amounts of harm to an enemy army on the ground, provided they don't manage to make enough of their weapons [[GlassCannon connect with him]] before he's out of the area. Aircraft carriers add another element to this, with the ''airbase'' being able to keep on the move to make it even harder to get back at them.
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* ''Literature/RangersApprentice'' book four sees this tactic turned around on the Temujai (Mongols). As a nation of horse archers, they're accustomed to being the ones wearing an enemy down while staying out of range. But Halt, who is familiar with their tactics, organises the outnumbered Skandians (Vikings) to use their superior familiarity with the terrain for endless night raids on the Temujai supply wagons, killing a few and then vanishing away in the dark, before returning later to hit them at a different point. The impact of the raids on the Temujai logistics, morale, and travel speed is considerable, giving the main Skandian army time to train its own archers before the main battle.

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* The original inspiration for this trope was the horse archers of ''VideoGame/AgeOfEmpiresII''. Used correctly, these guys could whittle down entire armies without taking a scratch when used right, shooting any melee units to death before tackling the now outnumbered archers. Combined with siege weapons, this took a FragileSpeedster force and made it into a LightningBruiser army from hell. Interestingly, there was an upgrade called Parthian Tactics in that game, though all it did was improve the armour of your horse archers - presumably, the logic behind it was the armour made the tactic more effective as enemy archers could still hit your horses since [[DoNotRunWithAGun no units could attack while moving]].

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* The limitations of the AI in ''VideoGame/AgeOfEmpires'' made this a highly effective tactic in a variety of situations.
** Units tend to automatically attack enemies that they can see, but stop pursuing once those enemies disappear into the FogOfWar, allowing mounted archers to wreak havoc on infantry.
** With slower missiles like stones, or at very long arrow range, a skilled player with a fast unit can successfully dodge. The Ballistics upgrade makes it harder to pull off, but not impossible. In this way, a single long-ranged unit can hit even units with equal range and get away unscratched. As a bonus, if you dodge sideways, you're still in the attacker's range and therefore they won't move to pursue -- so your return shots are guaranteed hits.
* The original inspiration for this trope was the horse archers of ''VideoGame/AgeOfEmpiresII''. Used correctly, these guys could whittle down entire armies without taking a scratch when used right, shooting any melee units to death before tackling the now outnumbered archers. Combined with siege weapons, this took a FragileSpeedster force and made it into a LightningBruiser army from hell. Interestingly, there was an upgrade called Parthian Tactics in that game, though all it did was improve the armour of your horse archers - -- presumably, the logic behind it was the armour made the tactic more effective as enemy archers could still hit your horses since [[DoNotRunWithAGun no units could attack while moving]].
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* Pretty much every single battle in ''{{Literature/Redwall}}'' is fought like this, as the heroes are always outnumbered by the villains' massive hordes.
** Knowledge of the surrounding terrain also plays a factor (the villains' only interest in the environment is "what kind of food can we get from it"), and anytime squirrels fight vermin in the forest is essentially a CurbStompBattle in the squirrels' favor thanks to attacking from the treetops and running to a different tree, running the vermin ragged.
** Combined with TheSiege in ''Lord Brocktree'', where Ungatt Trunn's innumerable Blue Hordes have conquered the fortress of Salamandastron. Hoever, vast hordes require vast amounts of food, so [[LaResistance the Bark Crew]] attacks the foragers instead, letting them collect all they can before stealing the loot (so much of it, in fact, that the woodlanders are running out of space to store it). Adding insult to injury, they force the foragers to return neck-deep in seawater, which washes the blue dye from their fur (the dye is meant to be a show of loyalty to Trunn) and deliver insulting messages as well.

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* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight again 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.



* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight again 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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* In the first DLC of ''VideoGame/TheEvilWithin,'' "The Assignment," this is almost definitely the strategy you'll employ in the fight again 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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* Historically, cavalry (even heavy cavalry) was often used for this on a tactical level. When encountering troops disciplined enough that they wouldn't break ranks and flee at the sight of a cavalry charge (civilians and levies would often immediately lose formation against a cavalry charge and get run down; drilled professionals like Roman Legions or late medieval pikemen rarely would and would keep their shield- or spearwall up), the cavalry would abort the charge at the last minute and wheel around the side of the infantry, throwing javelins, shooting bows point-blank or using spears or lances to attack the edges as they did. After a few rounds of these feigned charges, defenders would often get tired and demoralized even if little actual damage was done: The aforementioned Battle of Carrhae basically involved exposing the Roman shieldwall to ''hours'' of feigned cavalry charges and close-range arrow bombardment (and destroying the Roman cavalry when it tried to break out) until the Roman army broke.


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* Historically, cavalry (even heavy cavalry) was often used for this on a tactical level. When encountering troops disciplined enough that they wouldn't break ranks and flee at the sight of a cavalry charge (civilians and levies would often immediately lose formation against a cavalry charge and get run down; drilled professionals like Roman Legions or late medieval pikemen rarely would and would keep their shield- or spearwall up), the cavalry would abort the charge at the last minute and wheel around the side of the infantry, throwing javelins, shooting bows point-blank or using spears or lances to attack the edges as they did. After a few rounds of these feigned charges, defenders would often get tired and demoralized even if little actual damage was done: The aforementioned Battle of Carrhae basically involved exposing the Roman shieldwall to ''hours'' of feigned cavalry charges and close-range arrow bombardment (and destroying the Roman cavalry when it tried to break out) until the Roman army broke.
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* Historically, cavalry (even heavy cavalry) was often used for this on a tactical level. When encountering troops disciplined enough that they wouldn't break ranks and flee at the sight of a cavalry charge (civilians and levies would often immediately lose formation against a cavalry charge and get run down; drilled professionals like Roman Legions or late medieval pikemen rarely would and would keep their shield- or spearwall up), the cavalry would abort the charge at the last minute and wheel around the side of the infantry, throwing javelins, shooting bows point-blank or using spears or lances to attack the edges as they did. After a few rounds of these feigned charges, defenders would often get tired and demoralized.

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* Historically, cavalry (even heavy cavalry) was often used for this on a tactical level. When encountering troops disciplined enough that they wouldn't break ranks and flee at the sight of a cavalry charge (civilians and levies would often immediately lose formation against a cavalry charge and get run down; drilled professionals like Roman Legions or late medieval pikemen rarely would and would keep their shield- or spearwall up), the cavalry would abort the charge at the last minute and wheel around the side of the infantry, throwing javelins, shooting bows point-blank or using spears or lances to attack the edges as they did. After a few rounds of these feigned charges, defenders would often get tired and demoralized.demoralized even if little actual damage was done: The aforementioned Battle of Carrhae basically involved exposing the Roman shieldwall to ''hours'' of feigned cavalry charges and close-range arrow bombardment (and destroying the Roman cavalry when it tried to break out) until the Roman army broke.
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* Historically, cavalry (even heavy cavalry) was often used for this on a tactical level. When encountering troops disciplined enough that they wouldn't break ranks and flee at the sight of a cavalry charge (civilians and levies would often immediately lose formation against a cavalry charge and get run down; drilled professionals like Roman Legions or late medieval pikemen rarely would and would keep their shield- or spearwall up), the cavalry would abort the charge at the last minute and wheel around the side of the infantry, throwing javelins, shooting bows point-blank or using spears or lances to attack the edges as they did. After a few rounds of these feigned charges, defenders would often get tired and demoralized.
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* The favorite tactic of the Literature/{{Animorphs}}. In one corner: an empire of PuppeteerParasites 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 PuppeteerParasites {{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}}

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* The favorite tactic of the Literature/{{Animorphs}}Literature/{{Animorphs}}. In one corner: an empire of PuppeteerParasites 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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* ''Series/GameOfThrones'': Bronn and Oberyn both use this tactic against heavily armoured opponents during their respective duels.

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* ''Series/GameOfThrones'': Bronn and Oberyn both use this tactic against heavily armoured opponents during their respective duels. It worked for Bronn, less so for Oberyn, who made the mistake of getting too close.
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* 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.

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* 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.
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** An example of intentional synergy was the D-Day landings. While the main force was landing on the beaches, the French Resistance (who were effectively being commanded by the British) blew up bridges, sabotaged railroads, and messed with signs on roadways preventing the Nazis reinforcements from easily communicating or traveling to the Allies beachheads.

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** 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.

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