The point is that, firstly, it's not always possible to kill a hit-and-run attacker even after they resist.
It's always useful to preserve your troops, especially since hit-and-run attacks usually don't involve a hero with 20 ranged attack and only one troglodyte.
As a rule, the possibility of escaping is always provided, even in the second round.
No one goes for a guaranteed hit-and-run.
Or, for example, I attacked a hero with a Fire Phoenix, and he had 3 separate angels. I cast Armageddon, and they resisted.
Even simpler, I attacked a Cybele with an angel, and she had 200 ranged attack, but she resisted, and I didn't have haste, so the angel couldn't reach her. I don't understand why the defender gets such an advantage.
I don't understand why the rules should limit natural Gameplay:confused:
P.S. In my opinion, there are two options here:
- either provide strong protection against hit-and-run or don't ban it at all, because intermediate options won't eliminate the imbalance, and even with complete freedom for hit-and-run, the balance between melee and magic units could shift in an interesting direction.
You can catch a hit-and-run attacker with Shackles or Red Sphere, and no one prevents you from leveling up your own hit-and-run attacker. Ultimately, the player differs from the AI in that it's not so easy to hit-and-run against them.