In previous editions, the enemy didn't always get a counter movement when you assaulted them. So it was important to choose when and where you assaulted a unit. It's one of those skills that is lots on alot of players who didn't play in previous editions. However, it may again prove useful.
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Otherwise, you wait till the end of the opponents assault phase, and hit them again if they are still in synapse.
Once the unit is out of Synapse range, they should be easier to deal with, you can pin or sweep the unit as you have available. This is also useful to get units away from the buff/debuff units like Tervigons and Hive Tyrants
Of course, that brings us to the biggest problem with the strategy, our only Hit and Run unit are Hellions, and Lords who join them don't gain the ability. So we may be wanting to keep another unit close to help back them up.
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