Warhammer 40,000/Tactics/Eldar Corsairs (7E): Difference between revisions

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*'''Corsair jetbike squadron''' – Tougher, faster and much more expensive version of regular corsairs. They can bring up to 3 shuriken cannons, and draw a lot of fire – not even T4 and 3+/5+ saves would make them survive in the open – its good they have eldar jetbike jump-shoot-jump move to hide behind the walls or tanks.
*'''Corsair jetbike squadron''' – Tougher, faster and much more expensive version of regular corsairs. They can bring up to 3 shuriken cannons, and draw a lot of fire – not even T4 and 3+/5+ saves would make them survive in the open – its good they have eldar jetbike jump-shoot-jump move to hide behind the walls or tanks.


*'''Wasp assault walker squadron''' – 25pts more than War walkers. With jet packs. And BS4. Taken as troops. Can Deep Strike. If there is a reason not to take them, I don’t know it. [[Dakka|Give them scatter lasers]] and deep strike to get that beautiful [[anal circumference|Leman Russ's rear armour.]]
*'''Wasp assault walker squadron''' – 25pts more than War walkers. With jet packs. And BS4. Taken as troops. Can Deep Strike. If there is a reason not to take them, I don’t know it. [[Dakka|Give them scatter lasers]] and deep strike to get that beautiful [[anal circumference|Leman Russ's rear armour]] (bit of maths: 3 Wasps with scatter lasers = 24 shots, 3+ to hit means on average 16 hits, rear armour of standard Leman Russ is 10 so 4+ needed to glance, 8 glances on average, if there is a full squadron that leaves 2 Tanks down and 1 on it's last hull point, in 1 turn of shooting, combine with guide or prescience from allied Farseer for more [[cheese]]).
**Worth noting is that you can't have more of these than Corsair squads so you are essentially limited to 3 per FOC.
**Worth noting is that you can't have more of these than Corsair squads so you are essentially limited to 3 per FOC.



Revision as of 16:19, 11 August 2012

Why Play Corsairs

  • Jet packs everywhere
  • BS4 for everyone
  • Walkers in troops
  • Everyone could deep strike
  • Tons of shuriken cannons
  • It’s space elf ninja pirates!

Unit Analysis

HQ

  • Prince – Space elf ninja pirate pimp master. He’s like a bastard son of Archon and Autarch. A bit overpriced versatile choice which can do decent in close combat or shooting with appropriate upgrades, but his main strengths is ability to deep strike up to three units and bring down orbital void strike, which could be S9 AP2 lance pieplate of pure rape, gigantic S4 AP5 pining D6+6" blast or one turn of nightfighting.
    • Blade Sworn – cheap meatshield retinue for close-combat oriented Princes, with tough armor, lot of attacks, but unimpressive wargear options. They actually can tear vehicles apart, if equipped with haywire/melta grenades and/or fusion pistols, but don’t suppose to make miracles with them.
  • Void Dreamer – Corsair Farseer. With neural shredder (S8 AP1 flamer pistol, which roll to wound against Ld, most Ld is around 7/8 so wound on 3/4+, useless on Orks due to Mob Rule.), jet pack and rapetastic fairly shit psy-powers he could bring some nasty moderate dakka for fairly low price. Oh, an he can get webway portal for extra dickish reserve tricks.

Elite

  • Voidstorm squad – Corsair veterans. Most notably for up to 3 meltaguns on jet pack body, and ability to take melta bombs or haywire grenades – so any enemy vehicle in their charge range is already dead, just don’t know it (though, Swooping Hawks could do haywire grenading much better, swooping hawks don't have melta guns so can't focus on vehicles as reliably). Don’t be fooled by their melee-oriented wargear – they are not dedicated HtH fighters – don’t even think to charge ork boys or hormagaunts with them.
  • Harlequin troupe – See eldar or dark eldar tactics.
  • Eldar outcast – These are Eldar codex fast attack, elites choices or Rangers/Pathfinders. See eldar tactics for details. The ONLY reason you should do this is for either Venom/Falcon dedicated transports or Prince's Deep Strike, take Eldar Allies for anything else.
    • Rangers - You already have enough Dakka and these guys are mainly useful for holding objectives; which they can't do as elites.
    • Fire dragons – Its Fire Dragons – Good old meltabane of any vehicle or TEQ you remember from eldar codex, but unlike eldar codex Fire Dragons, these ones can take Venom as dedicated transport, deep strike with Prince sky raiders rule or pop out from Void Dreamer webway portal. It’s a good news for the unit which need to be as close to enemy as possible. These guys are an excellent source of anti Nobz/Paladins (since you can't take Fire Prisms).
    • Howling Banshees – Your good old screaming psycho-feminists with power weapon. Good at butchering MEQ’s and nothing else. Even better with Venoms, which are now assault vehicles.
    • Striking Scorpions – This guys are designed to slaughter tarpits, and while they still can do this in corsair army, you don’t really need them with amount of dakka your troops deliver.
    • Shadow Specters – Your army already has a lot of medium-ranged shooty jet pack infantry, but like dakka there is no such thing as too much jet pack infantry. Take these guys and blast MEQ’s to oblivion or evaporate tanks with ghostlight shots. Just remember, that they are MASSIVELY expensive and draw a lot of fire – ALWAYS hide them behind cover or they die pointlessly.
    • Shining Spears – You’re playing corsairs, your own jetbikes are better, cheaper, and don’t take oh so precious elite slots. Pass.
    • Swooping Hawks – Your weak and fast haywire grenades. Grenade pack/Skyleap bombing could be good, and eldar flashlights aren’t terrible in shredding light infantry, but nothing says fuck you like a cheap squad of 5-6 Hawks, wrecking Land Raider in one charge, or 10-Hawk squad, tearing apart entire Leman Russ tank squadron, expensive for what they can do and Fire Dragons are far more reliable tank busters.
    • Warp Spiders – Spiders themselves are awesome with their high mobility, tough armor and brutal guns, but in corsair army almost anyone could spam S6 shots with much higher range. Only reason you should take Spiders is their exarch with powerblades and withdraw power, who work surprisingly good in challenges.
    • Wraithguard – HOLY FUCKING SHIT DO IT! Deep striking a unit of 10 Wraithguard behind enemy lines is the ultimate rage inducer. Oh, and you still can move them to troops when taken in full squad with spiritseer Nope, they count as an Elites choice for Corsairs no matter what.
    • Vyper squadron – No. Just no. You have Hornets.
  • Dark Eldar Kabalite Warriors – Why would you do this, instead of taking DE allies?

Troop

  • Corsair squad – Two shuriken catapults or eldar missile launchers. On deep striking jet pack body. With BS4. Its gona be a christmas. Additionally you can also get two fusion guns, if you feel your army have not enough vehicle-raping power, or two flamers in caser you need powerful overwatch shots to prevent sharges. Although the rest of the squad is armed with flashlights lasblasters and have poor 5+ armor, jet packs would boost their survivability a lot. In case you really want to charge someone (like fire warriors, guardsmen or gretchins – everyone else would rip you apart), they even have plasma grenades.
  • Corsair jetbike squadron – Tougher, faster and much more expensive version of regular corsairs. They can bring up to 3 shuriken cannons, and draw a lot of fire – not even T4 and 3+/5+ saves would make them survive in the open – its good they have eldar jetbike jump-shoot-jump move to hide behind the walls or tanks.
  • Wasp assault walker squadron – 25pts more than War walkers. With jet packs. And BS4. Taken as troops. Can Deep Strike. If there is a reason not to take them, I don’t know it. Give them scatter lasers and deep strike to get that beautiful Leman Russ's rear armour (bit of maths: 3 Wasps with scatter lasers = 24 shots, 3+ to hit means on average 16 hits, rear armour of standard Leman Russ is 10 so 4+ needed to glance, 8 glances on average, if there is a full squadron that leaves 2 Tanks down and 1 on it's last hull point, in 1 turn of shooting, combine with guide or prescience from allied Farseer for more cheese).
    • Worth noting is that you can't have more of these than Corsair squads so you are essentially limited to 3 per FOC.

Dedicated Transport

  • Falcon – It’s your standard eldar Falcon, only with BS4 and 10-men 6 (read the FAQ) elf transport capacity, and it don’t take heavy support slot. Awesome. BS4 makes the bright lance awesome on this guy, you can never have too much S8 AP2.
  • Venom – I love Venoms. You love Venoms. We all love Venoms. Corsair ones lack inbuilt flickerfields, but its OK, due to constant 5+ jink save, and shuriken cannon with twin catapults deals much less anti-infantry dakka then dark eldar set of two splinter cannons, but can threaten vehicles. Also, with all that deep strike and jet pack goodness corsairs don’t really need extra mobility of Venom. Though, fast open-topped transport work in great synergy with Outcasts.

Fast Attack

  • Hornet squadron – AV11 fast scouting skimmers with two standard eldar guns. Vipers wish to be so awesome. Take them, zoom around and torrent death and destruction from their cannons. Pulse lasers = 125pts for 4!! S8 AP2 shots or Scatter Lasers for 8 S6 AP6 shots at 85pts. Pulse lasers are rapetastic against wound allocation abusers, Missile Launcher will ruin every 4+sv unit's christmas, Starcannons are meh, Bright lances will knock down most vehicles reliably, Shuriken Cannons/Scatter lasers own Blob units and even some Monstrous Creatures.
    • Seriously, an entire unit of these will kill ANYTHING you point them at, combined with the ability to outflank taking 3 will cause immense butthurt.
  • Nightwing Interceptor – Hell yes! Supersonic flyer with vector dancer and… oh boy… shrouded – which mean constant 3+ cover cave. Two bright lances and two shuriken cannons means it would blast enemy flyers from the sky the second they come in range, and with vector dancer you would never be worried about flyers locked maneuverability. Arguably the best air superiority fighter in entire 40k.
  • Night Spinner – Big scary anty-infanty artillery tank. Much like eldar codex one, but in Fast attack slot. At first glance it looks good, but corsair fast attack is arguably better then heavy support – you need more Hornets and Nightwings. If you really want impressive infantry stopping power of Night Spinner, it’s most times better to take it in eldar allied detachment.

Heavy Support

  • Firestorm – Anti-air tank. It’s basically Falcon with 6-shot R60 skyfire/interceptor scatter laser. Though, its not a Hydra flak tank – you cannot just point flyer and remove it, but Firestorm still get shit done, if you use its superior mobility and armor wise. Still, its the worst Heavy Support choice you have.
  • Phoenix Bomber – Like Nightwing, this flyer also comes with shrouded and vector dancer, plus strafing run for BS fucking FIVE against ground targets. It can torrent absurd amount of anty-infantry dakka, but it’s also terribly overpriced, almost reaching Land Raider’s price tag in points. There is one thing Phoenix actually can do good: killing MEQ’s in the open - consider it a flying Dark Reaper squad. Though, marines rarely found out of cover without METAL BOXES (THE COWARDS! THE FOOLS!), you're playing corsairs, which means a lot of Rhino-killing firepower anywhere you want.
  • Warp Hunter – Big scary short-ranged tank with D-cannon, which could shoot big scary pie plates or hellhound-like 6"-templates. In both modes its AP2, wound anyone on 2+, instakill on 6, make glances on 3-4 and pens on 5-6, which means this thing could rape almost anything in it’s mediocre range. The best heavy support choice in your army. Expect it to attract a lot of fire, just like space marine Vindicator, so like Vindicator never take just one. Less effective against vehicles in 6th ed due to glancing hits not rolling on the damage table, use it for what it was made for; pwning the shit out of Terminators.

Building your Army

Tactics