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===Elite=== *'''Corsair Voidstorm Squad:''' An entire squad of Felarchs. They come with Heavy Mesh Armor, two special CCW, and one special firing option for each five models, with options for grenades and jet packs as usual. They have the option for the utterly overpriced Void Harness at 10 points per model. Pay attention to the squad's cost: it can grow quickly if you do not exclude the useless options (choose the venom blade instead the power weapon, avoid the Void Harness...Giving them Power Mauls gets spendy, but lets them threaten light vehicles as well.) **They can take two dissonance/blast pistols or a power weapon/venomblade + CCW and still keep their lasblaster/catapult/rifle/brace of pistols. Furthermore, one could exchange his lasblaster/catapult/rifle/BoP for a '''flamer'''/shredder/blaster/fusion gun and still keep his two pistols or CCWs. Pretty nifty. **If you feel like having an insane alpha strike unit, a 10 man squad of these with two Dissonance pistols a pop can kill anything in the game, and donβt have to sacrifice their flamer if you want the overwatch. Attach a Baron/Prince with a multiphase keygenerator, or bring them in via Deepstrike (Or take a hop through a webway Portal) and Shoot a target 20 Times, Avging 13.3 Str of 8.3, AP 1 shots (If you have a Divination Dreamer, feel free to cast prescience and bring that to ~16 hits at Str ~9.5. Erase terminator squads with a glance, the only problem is the cost is 350 Points for the unit, before baron, and any armour you feel like giving them. *'''Malevolent Band:''' Berserking Corsairs who have succumbed to their own vices and can feel She-Who-Thirsts tugging at their souls. Surprisingly unique in that they have two wounds, Feel No Pain, and a pile of USRs (Fearless, Furious Charge, Rage), they're clearly meant for charging headlong at enemy infantry, but cannot take a dedicated transport. Just make sure the rest of your army keeps a safe distance, since their cursed nature translates to a 12" bubble of -1 Leadership for ALL Eldar models. They are extremely fragile, although FnP and the 2nd wound they have only T3 so EVERYTHING will destroy this unit. A good set-up may be a 5-elf squad with two power spears in a venom, a bit more resistent than a foot-squad and very effective with 8 S5 AP3 attacks on charge. But then you are kicking someone out of their venom, said venom won't be deep striking, and probably won't be using its scout move. Furthermore you could take Voidstorms and give all five of them power weapons/venomblades and don't have to bend over backwards making them work. **Dedicated assault unit: Another way to play these guys is to go a fully loaded 10 man squad, equip them with jet packs to gain better maneuverability, have your prince or baron join them with a Shimmer Shield to give them a 5++ on top of 4+ and 5+ FNP making them reasonably more durable. Since these guys already have Rage, taking a drug prince makes 10 of these guys really nasty on the charge. A raider allied in from DE is also viable, using the points spent on jet packs on the tranport instead. For the ultimate "all eggs in one basket", ally in an Autarch (Eldar) with jump pack and banshee mask to take away that overwatch. Maybe "fully load" them up with 4 Melta bombs instead of power weapons/venomblades? **'''Fully Load''' Herein lies the problem. To fully load Malevolents you need 10 and only 4 are getting those special weapons. 2 wounds would make that great ''if'' they were T4. 240pts with jetpacks and venom blades not including the exarch or raider or the body guard baron with the shimmershield. Melta Bombs seem their best fit, but they are in an army list that already excels in anti-armor and in much tougher bodies. *'''Corsair Wasp Assault Walker Squadron:''' 10pts more than Craftworld War Walkers. With pseudo-jump packs. That can Deep Strike (with an extra investment of 5 points per model). Not quite the autotake they were now that they're no longer Troops, but still perfectly capable of swapping in some heavier guns and bringing death from the skies. In fact, since they swap Battle Focus and Power Fields for Reckless Abandon and Kinetic Shrouds, Deep Striking them has the added benefit of giving them a 4++ re-rollable save the turn they come in. Just keep in mind that they're still AV10 2HP, so your heavy fire support won't hold up forever. Their Wasp Jump Packs are a little odd, if used in the movement phase you get to move like a jump type, have to snap shoot, but get a 4++ re-rollable against shooting. If used in the assault phase you use 3d6 for charge and pick the highest, gain HoW d6+1, AND the 4++ re-rollable...against shooting. Need to kill what you charge to make use of it, though it does make Overwatch less dangerous.
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