Editing
Warhammer 40,000/Tactics/Eldar Corsairs (7E)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Battle-Brothers=== *'''Craftworld Eldar:'''The vehicle formations found in The Doom of Mymeara for regular Eldar are quite good. If you were going to take the min reqs for the formations, you might just consider trading those pirate ships in for some craftworld versions. **'''Khaine's Hawks Squadron''' - 2-3 Separate Nightwings that turn into a squad. If targeting a zooming flyer they can add ignores cover to any 1 weapon each. And if they are in reserves when an enemy flyer comes on, they get to re-roll reserves. **'''Fires of the Phoenix''' - 2 Separate Phoenix Bombers that become a squad. When shooting non-flyers they re-roll hit/wound of 1. **'''Fist of Vaul''' - 2-3 Separate Warp Hunters that become a squad. Other Warp Hunters ''may'' give up their shooting for one TL, true S:D Large Blast that increases in size if all 3 join in. This means, too, you can have 2 join together and still fire one d3+1 barrage! **'''Hornet Swarm''' - 3-6 Separate Hornets that form a squad. If you score an objective before they come in from reserves they come in on a 2+. They can also jink when they come in and still fire at full BS, which is a great built in Interceptor defense. **'''Wasp Phalanx''' - 3-6 Wasp Assault Walkers. They gain a re-roll to their 5++ and their weapons gain Twin-Linked and Pinning when they Deep Strike...which, funny enough, they have no way of doing themselves. **'''Hammer of Vaul''' An easy way to bring in either a Cobra or Scorpion. Gives re-rolls to regroup within 6" (Nice for Corsairs dislike of regrouping), but gives another VP if your opponent takes it out. As you can see they are straight up buffs for something you might have been taking anyway. Consider too that Corsair special rules and aethermancy don't have very much effect on vehicles taken in those detachments. Only the 4+ cover save, moving back into Ongoing Reserves and Warp Blinks 2d6" move can target Corsair vehicles (not a huge loss), none of the Prince paths help vehicles, and only the d6" scatter Cotorie helps them out. You lose out on Splinter Canons (and Dark Lances!), but gain Eldar Vehicle Equipment. Food for thought. *'''Dark Eldar:''' The Dark Kin offer very little, but what does mesh well with the Void Dreamer/Prince is worth looking at. **'''Incubi''' Join the Void Dreamer and hope to get Warp Tunnel for a dangerous unit to charge whatever the hell you want. Add Drazhar or an Archon with a Huskblade. **'''Grotesques''' A fairly resilient Close Combat unit that can benefit from either or both the Prince/Void Dreamer. ***'''Grotesquerie''' Take an already decent CC unit and turn the volume up a bit. Give one unit a Raider and stick your Prince and Haemy in one with a WWP. Add your Void Dreamer with the other squad for a potential Turn 1 charge with some pissed off Grotesques. **'''Raiders''' Great for ferrying around your walking Prince and his Voidstorm buddies. **'''Ravagers''' 9 S5 AP2 shots for 110pts isn't bad at all. '''An alternate take''' Dark Eldar don't offer much in the way of anti-infantry beyond the ideas outlined above, but what they do have is a way to bring Haywire in spades. Bring either Realspace Raiders or a CAD, Take a Lamahean as token HQ, she can be an extra wound for unit of Voidstorms. Drop two barebones units of Kabalite Warriors in the back-field and use them to screen for your Void Dreamer or other squishy characters on turn one. Then fill all of the Fast Attack slots with Haywire Scourges. Deep Strike or run them up the board as you see fit. Balestrike Squadron's are great, but there are few more reliable ways to kill something with a high Armour Value than Haywire Blasters. *'''Harlequins:''' Harlequins are great, Harlequins are brilliant at killing everything they touch in close combat, Harlequins are ''expensive''. Especially when you can't put them in a CAD because they don't have a HQ. **'''Troupe''' A close combat unit that is good for that and nothing else. Reasonably mobile, but Corsair's are faster and with only a 5++ to save them, naked Troupes are fragile. Probably not worth the effort as you can kill stuff just as efficiently with correct application of dakka. **'''Death Jester''' **'''Solitaire''' **'''Shadowseer''' Now this would be a good unit to bring. A Mastery Level one or two psyker that is the ''only thing in the game'' that can net you the brilliant Phantasmancy discipline and he also happens to be a close combat beast that will hit five times at Strength 6 on the charge, no AP though. A universal problem with space elves is their squishiness; Toughness 3 a durable Bullet Sponge does not make. Phantasmancy can fix that though, with some insane defences against shooting as well as some frightening Leadership based dakka and a Primaris that was named for what it gives to your opponent, this guy is the reason that you would bring Harlequins. Unfortunately there is no cheap way to bring him as an Independent Character as all the small formations he can be a part of either dictate that he must join a specific unit or run solo. **'''Skyweavers''' **'''Starweaver''' **'''Voidweaver'''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information