Part 2 of
the Review and we move onto the Eldar Corsair army list. As a brief
overview, the army is a very fast army (more so than dark or
craftworld eldar) and has a mixture of options available from the
other two kin books. If you ever though “my Dark eldar are too slow
and too resilient” then Corsairs are the force for you.
Who
are the Corsairs?
Pirates,
raiders or nomads, the Corsairs can be described as all of these
operating independently from the Craftworlds or their dark kin or
alongside them. Most aggressive of all the Eldar, but why the
Corsairs are so aggressive raiding is unknown by all but themselves,
but they never linger in one place for too long, moving on so their
enemies can't gather a large force to destroy them.
Quite
often Corsair bands operate around the Exodite worlds, protecting
them and in return having a place they can call safe. These alliances
can last a long time and the exodites will occasional give the
corsairs military aid.
When the
Corsairs go to war they typically act as a fast-moving low orbital
raid, deploying from space via their swift vampire raiders so they
can strike where they need to for maximum damage and minimum
resistance. Unlike the other Eldar races they do not have the bodies
or heavy support for a long drawn out combat, relying on hit and run
attacks, or in close confined spaces where lacking heavy support is
not an issue and their elite skills aid them.
A Corsair
Prince will lead their force to war for many reasons, trying to find
a specific item of desire, the promise of plunder and riches.
Sometimes they will hire themselves out to the other races for a high
price, aiding a rebel planetary governor or a small Imperial
settlement on the verge of getting overrun by orks. So they really
can be used in what ever way you want.
Army
Special Rules
The
majority of units in the Eldar Corsair come with 2 racial special
rules, Reckless Abandon and Dancing on the Blade's Edge. These rules
personify the corsair really well in my opinion, pirates aren't the
most loyal.
Reckless
Abandon
Similar
to battle focus but subtly different. After a unit has shot at an
enemy unit within 12 inches of it they may move 6 inches, but I can't
move any closer to the unit it shot at, if the unit is jet pack or
jet bike they move D6 + 6 inches instead. This allows them to be very
hit and run, and unlike battle focus you can move after firing heavy
weapons. And the jetbikes become even more manoeuvrable which is just
crazy.
Dancing
on the Blade's edge
A unit
with this rule comes with two leadership values. The first is higher,
generally 8 or 9, the second is 3 lower. You use the higher value for
leadership tests but the lower value for regrouping. This makes then
harder to shift but once they have given up and run for it, its a lot
harder to get them back in the fight. Just another way to make them
fragile as well as show their mercenary traits, only doing it for the
money.
The
Detachments
A well a
being able to take the Combined arms detachment and allied
detachments the Corsairs have their own unique way of fielding them,
the Corsair Fleet Raiding Company. I only mention they can be taken
as a CAD and Ally detachment because Harlequins can only use their
own force organisation, so I wanted to make it clear you have options
with this.
The fleet
raiding party is broken up into 5 parts, One (compulsory) Command
crew, one Primary (compulsory) Cotorie, and up to 3 optional Cotorie.
The
command section, which must contain a HQ and has the option of a
second hq, one elite unit and the only lord of war slot.
Each
Cotorie contains a compulsory HQ and troops choice, with two optional
troops, elites, fast attack and a single heavy support.
The real
reason to take a Raiding company is to gain the command benefits.
Troops get objective secured (meh) but each Cotorie gets to take a
special rule from a list of 6. No Cotorie can have the same as
another and the abilities range from gaining preferred enemy (tank
and walkers), re-rolls of 1 in a guy is in a challenge, free
anti-tank grenades, re-roll on reserves and 1 less D6 scatter from
deep strike, night vision and preferred enemy (everything) during
night fight, or you really hate 1 enemy unit. So you can specialise
each cotorie for a specific role in your army.
One
downside of the fleet raiding company is that each Cotorie counts the
others as allies of Convenience, so they don't play well with each
other, so each has to be self contained and do what it needs to do
with out real help. I think this is a great little rule and make them
much more characterful.
The
Army
HQ
The army
has 3 HQ choices available to it, the Prince, Void Dreamer and Baron.
Once Yriel was a corsair prince |
The
prince is a 1 choice, so each detachment Must have a prince, how that
works with the fleet raiding force, i'm not 100% sure if you can have
one per Cotorie or if it 1 for the whole thing, its not very clear.
But this guy has to be your warlord, and for it you get the state
line of an Autarch, with the option to be mounted on a jetbike. You
can upgrade him to become a psyker (divination, telekinesis), have a
jetpack, as well as options from both Eldar and Dark eldar codex's
such as a shadow field or fusion pistol. The real benefit of the
Prince is they may take a special rule for free, and these are varied
from gaining the Combat drug special rule or having a similar item
like a webway portal. Other rules allow the prince to take special
wargear from codex dark eldar, craftworld or Harlequins, or to gain
feel no pain (5+) and it will not die, but if they do take a wound
they must take a pinning test. Combine this with special rules from
the unique detachment and you can have a very unique force.
Void
Dreamers are the main psykers, with 2 wound and a witch staff they
are rather similar to a spiritseer, but they are 0-1 choice. Their
choices are the normal choices for corsairs but where they excel is
their powers. They must take one power from Aethermancy, then they
may take others from Divination or Telekinesis.
Aethermancy
is not a direct discipline like pyromancy, or as obvious as biomancy.
It is about shifting units, improving them and messing around with
reserves. The primaris power allows a unit to change it dice roll to
6's when it runs, moves though difficult terrain, charges and most
other things, a guaranteed 12 inch charge? Not too bad.
Its other
powers allow you to move a unit 2D6 in what ever way you want
(friendly or enemy), grant a 4+ cover save, return a friendly unit to
ongoing reserve that is not in combat, place an enemy unit into
ongoing reserve, or finally a large poison blast.
The other
unique thing about the void dreamer is his perils chart, instead of
using the regular chart this one is much more damaging to eldar,
getting the attention of Slaanesh is never a good thing and can end
up getting possessed by a daemon, they go to ground and cast the
power on a different unit, or all eldar units within 6 must take a
moral test on 3D6, so your force could just crumble as Slaanesh makes
his/her will known.
The final
HQ is the Baron which isn't anything special but is the cheapest one,
he can be upgraded to be a pyker (divination, telekinesis) but must
be joined to a Troop or elite choice and can't leave it for the
duration of the game.
Troops
If you
though other Eldar were fast, these troop choices are much faster.
They have 3 units, Jetbikes (much the same as you would expect, but
they have outflank), Reavers which are the basic infantry unit, or
Ghostwalkers which are similar to rangers.
Cloud
dancers
Cloud dancers (jetbikes) are normal jet bikes with outflank, which is good,
but they can all upgrade their weapons, making them even more
powerful then the craftworld counterparts. They can take dark lances,
scatter lasers, splinter cannon or dissonance cannons. I like the
dissonance cannon as for each roll of 6 to hit, they increase their
strength by 1 for the whole unit, and drop the ap by 1. So if you
have a unit of 6 all firing and roll 3 6's they become strength 8 ap
1 each, possibly devastating. Realistically though, a unit of 4 with
dark lances will just appear and kill a tank, or take scatter lasers
and shred the side armour of any tank or a unit and watch it die.
Reavers
The basic
unit, the work horse, this is your general infantry unit which will
have to win you the game. As standard they come with a lasblaster so
have a range of 24 inches which can be scary. They can swap this out
for either a shuriken catapult or splinter rifle, and can take two
special weapons for every 5 models, so can have a flamer, melta gun,
shredder, or blaster. No heavy weapons are available but they can be
upgraded to jet pack infantry and the squad leader can have a variety
of different weapon options. So they can do what you need them to. As
they can take jetpacks, they can deep strike, so you can have
multiple units of 5 with 2 special weapons dropping down taking out
key units.
Ghostwalkers
Like
rangers they have stealth, scout and infiltrate and can buy long
rifles, but they don't come with them. They don't need them as the
extra rules help them stay alive when hiding in cover. They can take
special weapons (but only 1 per 5) and jet packs like the Reavers, so
there really isn't any difference bar the rules. For 2 points extra a
model, I think they are worth considering with out long rifles and
just use them like a regular unit that can hold objectives in cover).
Transports
Venom
This
isn't quite the same as the dark eldar venom as it has a much more
varied weapon option, as it can take more than just splinter cannons
(but I like splinter cannons on it I must say). As its a corsair it
gains scout which make them even faster and gives more options.
Unlike the dark eldar venom it can swap the splinter cannons for
shuriken cannons (like the harlequins) or can upgrade one of them to
a scatter laser. Its a shame they can't both be scatter lasers, but
still it increases its range. Stick with the original though, they
are best in my opinion.
Falcon
Much like
the eldar craftworld falcon except that it has scout as standard,
which opens up a whole bunch of possibilities for the units inside
them.
Elite
Voidstorm
band
This unit
is just the veterans of the army put into a single unit, I can't say
it adds much apart from its less likely to run, apart from that, see
the troops section.
Malevolent
band
This unit
is a bit odd, its like the troops choice but they have 2 wounds each,
furious charge, rage, and feel no pain. They also have a rule which
stops them from ever being scoring units, and makes other eldar units
(from any of the 4 eldar factions) have -1 leadership while within 12
inches of them. Its odd but you get a durable eldar unit they could
wreck face in combat. However only 2 in 5 may upgrade their close
combat weapon to either a power weapon, venom blade or melta bomb.
I would
likely go for either power axes (not very eldar I know, but strength
5 on the charge with 4 attacks isn't bad) or venom blades for the 2+
to wound.
Wasp
squadron (see last week)
except
they they can buy an upgrade to deepstrike which improves their save
greatly, and on the turn they deep strike they get a 4+ invulnerable save with a re-roll.
Fast
Attack
Most of
the units in here are from Codex: Craftworlds or I have already
mentioned them (here) so I won't bother going over them again
Vyper
Squadron (see codex craftworlds)
Night
wing (see last week)
Pheonix
(see last week)
Hornet
squadron (see last week)
Heavy
support
Lynx (see
last week)
Warp
Hunter (see last week)
Night
spinner (see codex craftworlds)
Fire
Prism (see codex craftworlds)
Fire
Storm
Now if
you remember from last weeks post I mentioned that the craftworlds
didn't get updated rules for the fire storm, but the corsairs do? I
don't understand why but such is life. This anti-air tank I actually
remarkable good at it now, as in the past they really did just suck.
For 150 points you get a falcon tank with a very nice gun. Its
skyfire intercept, so you can shoot flyers as soon as they appear,
and with 6 strength 6 shots it has a chance of doing something. Not
only that they have twin-linked so they should mostly hit and rending
so they can have a chance to ignore the armour of flying monsters as
well as penetrate the av 12 flyers. But the real star rule for this
guy is when it fires at a zooming flyer or skimmer it gains ignore
cover, monsters can still jink but you can't have everything for the
points. They can also come in units of 3.
If you
can't tell I really like this unit, but it seems a little redundant
in an army that should probably be packed with flyers, but it is
always a good backup I guess.
Corsair
Balestrike band
This kind
of unit is more akin to dark eldar than craftworld, as it a heavy
weapon squad. They have a standard eldar profile and all have the
option for a heavy weapons making a very expensive unit, but one with
a lot of fire power, and if you upgrade them to jetpacks they can
move and shoot as well (which you should be doing or your doing it
wrong). If you take a unit you can modify it for what ever role you
need, they can take dark lance for anti-tank duty, splinter cannon to
take out monsters, or missile launchers if your undecided (but no
option for flak missiles). You can tool it up to what you want.
Lord
of war
Their is
only a single lord of war available to the Corsairs and its the
Vampire Raider (see last weeks post for details), and it really fits
into the theme. Being raiders by nature and not having as much
technology available to them to upkeep some of the larger weapons of
war the other Eldar use. Being a low orbital ship it also acts as a
way to transport units from the surface to the fleet in space. This
unit can be changed a little to make it more useful in certain
situations, taking either a pulsar or anti-infantry guns.
Still I
only think you will take this as a thematic unit, but it could be
cool coming in turn 2 with the rest of your army inside it.
Unique
wargear
Being
their own army they have access to some of their own wargear options
unique to them, I wont go into them all but the more interesting ones
I will.
Brace of
Pistols: This is taken by a fair few of the combat quads, its allows
the user to count as having both 2 shuriken pistols and 2 splinter
pistols and you can pick a set to use when ever you shoot (swapping
when ever you want) so they will get 2 shots when they shoot. The
ability to switch between the two is rather useful, use shuirken when
you need to kill infantry or heavily armoured foes, use splinter ve
high toughness models.
Dissonance
Breach charge: This is a melee weapon that can only be used on large
buildings, immobilised tanks or vehicles that didn't move. It allows
you to roll 3D6 for armour penetration + 2, and for each 6 you get it
ups the strength and reduces ap, so I think its a great little bunker
buster.
Kinetic
shroud: This is a vehicle upgrade which allows a unit to gain a 5+
invulnerable save if it moves at least 6 inches in the movement
phase, if it goes flat out (or deep strikes) it gets upgraded to a 4+
invulnerable save and can re-roll fails. Makes jinking pointless now,
but keeps them alive, a much better version of the holo field.
Conclusions
The
Corsair list is a very characterful list, but it is designed with
very specific role in mind. It is a hit an run list and if that is
what you are after this is great for it. Having an entire army either
with jump packs or in outflanking transports it means you can get to
where you need to be, but with toughness 3 across the table and no
save better than a 4+ you are going to struggle to take a hit unless
you have crippled it already.
If this
army wants to survive it has to move fast to gain its saves, again
promoting its hit and run tactics. At first I didn't like this list,
but the more I read over it the more I like it, I don't know what it
is, but its really grown on me. It sheer speed and the ability to
just deep strike in (with the right special rules chosen) allowing
you to have a very good alpha strike force. If I had crazy money I
would spend it a small amount on a allied force of Corsairs, all deep
striking in or out flanking, which can be a very cool addition to an
Eldar army.
Thanks for taking the time to do these -
ReplyDeleteI'm really tempted to start a corsair army as they look like fun and the modelling opportunities are vast, but didn't fancy chucking £50+ at the book to find out what was in them. Very helpful review indeed!
Go on start a Corsair army, you know you want to. I'm glad that you found the review useful.
DeleteOne lucky bastion breacher shell can really hurt a knight.
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