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My armylist can be found here for this engagement
As the title says, I would like some tips or strategies on free for alls where there will be 3+ opponents all on their own. I would think that this may have a lot of variables and depend on the opponents, but I'm not sure how to use SM for this as they are my 2nd army & still learning.
The opponents will be lightly armored - Tau, IG, orks. What would be solme good strategies to use? What would the pros/cons be:
-Turtling: hide and let them kill each other then come out and mop up (survival)
-Splitting forces: send a portion of the army against each force (maximize coverage & objective holding)
-Focusing only on 1, ignoring the others (annihilate 1 side just for KPs only?)
Any other strats?
I can't exactly get into a firefight and expect to do well b/c of the presence of IG & Tau, which means I'd have to get right in there to dig them out. If this is the case though, they can focus fire my units too. hmmmm not exactly sure what to do or how to play here!
personally i'd play it quiet the first turn and hope they decide you're less of an immediate threat. neither tau nor guard are fond of fighting each other. they both play in the big league as far as heavy weapons. no reason you can't beat both at their own game. a raider would probably be in order if you have the points. it will survive better than other tanks against their shooting, and it can fire back with a pair of lascannons every round.
i'd worry more about battlecannon fire than anything else... get in some area cover and stay there though and you should be OK. neither army has much chance of digging you out in melee and flamers aren't that scary to marines.
alternatively you can try charging them and eventually get caught out in the open. Also, take some sniper scouts and pin the daylights out of their heavy weapons, especially guard HW teams. also the rending will help take out battlesuits. You may want to take a hellfire pattern dreadnaught as well (lascannon and missiles). its a good chunk of anti-tank to throw out every turn. or a dual twin linked autocannon dread would do a number on both army's infantry and transports if they are running mechanized.
more than anything though, i'd play the cover game. get caught out and you'll be tinfoil wrapped hamburger.
3 ways you can play a 3-way, and none of them always work.
First method - hang back. Let the other two fight each other This is easy, you simply sit and watch for two turns while those two start throwing stones, then assault the stronger of the two, followed by the weaker. Problems come when those two decide YOU are their target, leaving you on the back foot fighting both armies at the same time. If they don't attack you, then you've still got to deal with a lot of points-worth of models on the board. Attacking the stronger army leaves the weaker army time to regroup, reconsider plans and counter-attack, while the stronger player focuses on you - never good.
Second method - hit one player till he's toast, then move on to the next. Seems simple and with any luck your 3rd opponent will attack the same player too. Problems kick in when you've finished fighting the first player - as you'll be weakened and possibly unable to deal with the last army. If the 3rd opponent decides to attack you instead of your target, then you're on the back foot again, fighting both armies at the same time.
Third method - Split your forces. This is the most balanced way of fighting a 3-way. You have half of your force attack one opponent, while the other half gets stuck into the other opponent, or hangs back as a static firing line (against Tau/IG, you dont want to hang back though!). This method stops you being a massive threat to either player, and gives them more time to hit each other, though if they both decide to hang back, you'll be the only one fighting, and you'll have half of your army fighting two complete armies in seperate battles - asking for death.
Your army list is pretty much designed for a split assault, though I'd switch the rhinos for razorbacks. I would also take the free heavy weapon in your 'assault tactical squad', though its your choice - remember that marines with heavy weapons still have a bolt pistol! I also think the two x 5strong assault marine units would be better off as one 10strong unit. I understand you lose a fist, but that one fist will last twice as long!
I would use your 'Core' group to move slowly forward, pushing on the Tau, while the 'Behind Enemy Lines' group would land on top of the IG and issue some serious punishment.
Ultimately, the final decisions are up to you, please let us all know what you chose to do and how it worked out for you!
Best of luck