A couple of people have asked me, in both messages, forum posts and comments on the post on BoLS front page about the Corsairs in IA11.
I’ve written my review as many people have seen, and Gotthammer has also written an excellent review (found here). He makes a few points I missed and I heartedly recommend giving it a read.
But I’ve been asked a lot about the Corsairs army list, so I’ve written a more in depth review of the corsairs to give people the idea of the army and inform them if they want to make the admittedly pricy jump into buying the book. I’ll admit, since the FW FAQ the book isn’t quite a good for me now (I’m not a fan of MSU armies), but it is still a great book. But without further adu, the Corsairs of IA11. This is not a review in strictest terms, more a detailed summary of the choices for those out there to make their own decision off of.
HQ
The HQ choices in a corsairs list are a small group, especially compared to multitude of choices in modern codexes. No named characters (something I feel is a missed opportunity to detail the most prolific Eldar space pirates in the galaxy) and only 2 basic choices. You have a Corsair Prince and a Void Dreamer.
The Corsair prince is the combat choice. With a very similar stat line to that of a DE archon, his cost of 100 points basic is quite good. Able to take a long list of CCW’s (Harlies Kiss, Power Weapon and a Void Sabre (+1 Strength and Rending)) and ranged weapons (Lasblaster – the default weapon of Corsairs. Strength 3, AP5, 24” Assault 2 and Fusion Pistol.). Can also take Melta bombs or Haywire grenades, as well as the corsairs jet packs. He can also choose between 3 types of invulnerable save, a personal 4+, a 5+ save for himself and hit unit in CC and the DE Shadowfield 2+ until failed. His special abilities grant 3 units in the army deepstrike, as well as a one off unlimited range shooting attack that is either a strength 9 AP2 5” ordinance lance blast, a S4 AP5 Ordinance pinning blast, with a blast of 6 + D6” or a shot that works equivalent to the Necron Solar Flare, making the turn nightfighting.
The Void Dreamer is the physic choice, similar stat line to a Farseer. Starting at 70 points he can be armed with a lot of weapons as well (Power Weapon, Void Sabre and Witchblade). He can also take a neural shredder, a Strength 8 AP1 flamer, that rolls against Ld not T. It also inflicts an auto penetrating hit against vehicles, but only rolls D3 on the damage table. He can use one physic power a turn (2 if he takes spirit stones). These power are either Soul Scry, the ability for one elder unit in 12” to reroll all failed Ld tests for the turn, SpiritShield, nullifies physic powers against the unit on a 4+ and grants defensive grenades against any deamon or pysker and Withering Radiance, a 12” shot that does D6 hits at a strength of 10 minus the units toughness of an AP of 2.
The final choice to mention (even though they don't take up a HQ slot) is a Sworn Blade retinue for the Prince. 2-5 guys, Eldar Aspect warrior stat line with an extra attack, but lower Ld. Only allowed one of thse units per prince in the army, but don't take up a slot. Every guy comes with a CCW and a pistol, but everyone can choose to swap them out for a lasblaster, a shuriken catapult, a fusion pistol or a Power weapon. Can also take Meltabombs or Haywire grenades and jump packs. So theoretically the unit could be 5 guys, all with short range melta pistols, flying round in a venom (to be discussed in a bit)
Which bring us to Transport.
There are 2 types. Venoms and Falcons. Both well known to everyone, the only difference is the Corsair Venom. Instead of splinter cannons it comes with underslung rifles and a cannon, which can be swapped out for all Eldar heavy weapons, except for a Lance. It can also be given all Eldar vehicle upgrades. The Venom starts at 45 points, meaning you can give it holofields and nearly double its point cost. Thanks to the FAQ, the Venom can carry 5, and the Falcon only 6 now.
Next up to bat is the troops choices. 4 choices (now thanks to the FAQ) here.
Easiest is Rangers from the Eldar codex. But you are only allowed one squad.
Next up is the namesakes of the army, a corsair squad. With a statline somewhere between guardians and aspect warriors and 9 points a pop and armed with a lasblaster, these guys will be the rank and file of an army. The army must have a unit of these, and you would be mad to not take multiples. For every 5 men in a squad you can have a flamer or a fusion gun, as well as a Shuriken Cannon or EML. And again the whole squad can be given jump packs. However the jumppacks are a purchase for the whole squad, so you get better value out of them with a bigger squad. If the unit takes jump packs they can't take a transport, but being fast moving an relentless with a heavy weapon can't be a bad thing
Then you have Wasps. Warwalkers, without open topped, with the same weapons and upgrades an also given jump jets. These mean they are treated not as walkers, but jump infantry for moving. They also grant a 12” jump in the shooting phase which means they move fast and grants a 5+ cover save. The only downside to these units is that they are limited in number (in a troops slot, and their number of squads cannot exceed the number of squads of Corsairs) and the fact that despite being troops, vehicles can’t claim objectives.
Finally we have corsair jetbikes, again identical to those in the Eldar codex, but with a higher BS, and cost 3 more points.
Next are the ELITES.
Of the 4 choices, 3 are already known. Harlequins (identical to those in both Eldar books – except they can now take a Corsair Venom as a transport) as well as the options to choose a squad of Kabalite Warriors from Dark Eldar codex (along with transport options) or a unit from any Elites or Fast Attack section in Codex Eldar. These allied Eldar and Dark Eldar also come with the same rule as Wasp Walkers. You must have more Corsair squads in your army than you do allied units.
The only new elites option is the a Voidstorm Squad. Aspect Warriors statline, 12 points. Armed with CCW and pistol, as well as grenades and a jetpack. The also have a 5+ invulnerable in CC. One in 3 guys can swap out his weapons for either a flamer, a fusion pistol, a fusion gun or a power weapon. Interestingly unlike most other unit, there is no squad leader upgrade for this squad.
Next up is the Fast Attack choices.
The foremost of these for me is the Nightwing finally getting repointed to an appropriate level. Identical to the one from the Apoc book, it now costs only 145 points. All the usual shiny rules for a flier in normal games (aerial assault, supersonic) and also states it counts as a flier in Apoc.
Other options are Hornets, identical to those in Apoc v2, and make good harrying units (3 guys, 6 scatter lasers, 36 S6 AP6 shots a turn for 255pts? Yes please)
And the final option is the Nightspinner. Identical to the Eldar one from WD, it is now in the fast slot, making it more viable now it’s not fighting for a heavy slot
And last but no means least we get to Heavy support.
Again nothing new here. The Warp Hunter from Apoc v2 is still the same, and still very dirty. The Firestorm AA tank from the apoc books is also here, also still the same.
The final choice is a Phoenix bomber, now made much cheaper (225pts...) its still pricey but has a lot of bang for your buck. Standard flier’s rules apply, same as the Nightwing, but now it has the option to swap its pulse laser out for a TL bright lance or a TL starcannon. The other new option is the option to swap out your missile launchers for nightfire missiles for 10 points. This means instead of 6 S5 AP3 shots, you get 6 S5 AP5 shots, which are blasts, pin and ignore cover.
Conclusions
Overall the codex offers a lot of choice. It may seem that lots of units aren’t new, but the recosting on some key units, and the ability to play them together is. Some units are going to be essential (the Warp Hunter in my opinion is one of the best tanks in the game) whereas some probably will not see any action (Firestorm tank – Way too expensive for what it is).
Written 2 different army lists below at 1750 points. See what you think
Void Dreamer – Neural Shredder
Prince – Fusion Pistol, Void Sabre and Shimmer Shield
Retinue – 4 guys, all with fusion pistols and CCW with ded transport of Venom with scatter lasers and holofields
6 Corsairs, fusion gun one upgraded to felarch in a Falcon with Lance, Holofields and spirit stones
6 Corsairs, fusion gun one upgraded to felarch in a Falcon with Scatter Laser, Holofields and spirit stones
7 Corsairs
3 Wasps with 2 Scatter Lasers each
Nightwing
Warp Hunter, Holofields
Warp Hunter, Holofields
This is my current list. It seems to work from what little I’ve played with it because it suits my style. A different approach might be;
Prince, Fusion pistol
Retinue – 4 guys, all with fusion pistols and CCW with dedicated transport of Venom with scatter lasers and holofields
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Corsairs, Fusion gun, Missile Launcher with Dedicated Transport of Corsair Venom
5 Kabalite Warriors, Blaster with Dedicated Transport of Venom with 2nd Splinter Cannon
5 Kabalite Warriors, Blaster with Dedicated Transport of Venom with 2nd Splinter Cannon
Warp Hunter, Holofields
Warp Hunter, Holofields
Warp Hunter, Spirit Stones and Cannon
Like I’ve said I hate MSU armies....but although thats a lot of KP, it could be very painful. Its a LOT of fast moving armour melta, and once anything that was in a vehicles isn’t any more, either through long range missile fire or short range melta, the warp hunters and DE venoms can quickly mop up infantry. Its also a lot of investment, particularly if you do it properly with all the FW conversion kits.
One final list, one that’s a bit sneaky, but with Fliers being the new way to go...why not?
Void Dreamer
Corsair Squad of 5
Corsair Squad of 5
Corsair Squad of 5
Nightwing
Nightwing
Nightwing
Nightwing
Nightwing
Nighwing
Phoenix Bomber
Phoenix Bomber
Phoenix Bomber
That’s using 3 nightwings in Fast Attack slots from the corsairs list, and using the fact that the nightwing is now a Fast Attack choice in an Eldar army thanks to the FAQ, using the allies elites slots to bring 3 more in.
It almost certainly would suck on the table top....but it’d be impressive to see 9 aircraft in a 1750 point game...
Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts
Thursday, 12 January 2012
Wednesday, 22 December 2010
Archon of the Twinned Blades
*Warning* Crappy picture alert *Warning*
So being winter here in England its pretty much dark all day. yes the suns up and its theres plenty of light....but its not very much. So pictures are going to be of low quality!

First of 2 archons i have assembled already. Fluff behind my Kabal uses a pair of twin sisters as kabal rulers. Working on getting it all tidied up, so will share soon. Loved this model to paint, its just so detailed, and i'm reasonably happy with the finish. Agoniser could maybe use a touch or two. Also finished the "hangers" for the raider. Used them as test schemes for the armour before touching the archon,did find one major problem....the Warriors are too detailed! One of them took me 2 hours to finish one soldier...Going to do their raider next, before moving onto other things.
In other news have my Cobra (and a Hornet) ordered so hoping i'll see them soon. Have another comp in February, so need my superheavy finished, and need to finish my 2 Nightwings as well. Now i've started on my Kabal i'll be moving over to them soon
So being winter here in England its pretty much dark all day. yes the suns up and its theres plenty of light....but its not very much. So pictures are going to be of low quality!

First of 2 archons i have assembled already. Fluff behind my Kabal uses a pair of twin sisters as kabal rulers. Working on getting it all tidied up, so will share soon. Loved this model to paint, its just so detailed, and i'm reasonably happy with the finish. Agoniser could maybe use a touch or two. Also finished the "hangers" for the raider. Used them as test schemes for the armour before touching the archon,did find one major problem....the Warriors are too detailed! One of them took me 2 hours to finish one soldier...Going to do their raider next, before moving onto other things.
In other news have my Cobra (and a Hornet) ordered so hoping i'll see them soon. Have another comp in February, so need my superheavy finished, and need to finish my 2 Nightwings as well. Now i've started on my Kabal i'll be moving over to them soon
Friday, 3 September 2010
Picture Time!
Its show time! As promised, new camera so pictures...still working out some of the nuances so some of them are a bit out of focus on the backs of frame.
Fire Prism!

Devilfish!


FireWarriors!


And Finally my XV8 Shas'o.

Theres a few others pictures to come, but will spread them out a bit...
In Videogaming news Minervas Den DLC for Bioshock2 is out. And its awesome. Much bigger than I was expecting.
Also Dead Rising Case Zero is out. As a fan of DR I love it, so advise people to go out and get it.
Fire Prism!

Devilfish!


FireWarriors!


And Finally my XV8 Shas'o.

Theres a few others pictures to come, but will spread them out a bit...
In Videogaming news Minervas Den DLC for Bioshock2 is out. And its awesome. Much bigger than I was expecting.
Also Dead Rising Case Zero is out. As a fan of DR I love it, so advise people to go out and get it.
Tuesday, 27 July 2010
And done...




And hes done. Without a doubt the best painted of all my wraithlords (and probably the rest of my army) hes going to make a fine centre point. The swords worked quite well i think, maybe a bit more practise in the future on things.
Just delved into my army case for the next thing to paint. Got Fuegan, Karandaras, a guardian weapon platform that needs fixing/magnetising and the black reach marine commander. Those should keep me entertained for the next few days.
Going home this weekend for parents 25th wedding anniversary so won't get much done. Then got my girlfriends parents, also 25th anniversary week after that so another long trip.
Monday, 26 July 2010
Upon this rock, he dies

So due to bad weather my painting hours have been short of late, so last two days i've only got about 4-5 hours in (unemployment does have its benefits. Being unemployed gives me time to paint, but no money to buy models with. Getting a job would provide said money, but alas no time to paint)
The base is now done...i think. Don't think theres anything outstanding. This is actual the first space marine i ever painted. Therefore it had to be a space smurf on that slat of ferrocrete. It will also be the last ultramarine ever do as other than one casulty being done in the colours of my friends marines (who is going on fliers base as a kill trophy) from now on they will be done in the colours of my custom chapter (which i have the ideas for but army is well down the line).
Thinking i'm going to push myself on this model, got ideas for the power swords that are probably beyond my ability but gonna give them a try. Hope for better weather and more painting time in!
Sunday, 25 July 2010
Samurai Wraithlord and more High Elves

And the finished article (bar paint of course, but as i type its sitting drying from its base spray). All the weapons, down to the hands are magnetised should they need posing or changing, something i intend to start doing on all models like this. Looking forward to painting him!
Also got this

My newset high elf. The paint scheme definently works on IC's just got to wait and see it on rank and file troops. Gonna have to get better at doing faces now in fantasy, seeing as no helmets to cover faces now!
Saturday, 24 July 2010
Combat Wraithlord


Next wraithlord. Wanted something a little different to the standard so used the marine casulty from the space marine casultie set, lying propped up against the ruins of an imperial city wildly firing his bolt pistol into the 25 foot creature as it pins the marine down and puts the sword to his neck. Also enacted another wish for a wraithlord by giving him a 2nd sword, pointing backwards in a back hand martial stance. Then 2 scatterlasers (obv counts as one, not two or twinlinked for the rules) to the arms for a Warmachine look.
Once this is done I only have...a few more ideas for custom lords. This is my first shot at converting (even if it is only the bended knee). Be finishing the torso and arms tomorrow...
Thursday, 27 May 2010
Eldar. Treading water in 5th ed?
I have a large Eldar army. 9000 points large. It was my first army and it continues to grow (just started work on my 4th Wraithlord and will soon add one of the awesome new nightspinners and my 4th fire prism in. But reading the BoLs forum recently i happened upon a thread talking about what Eldar need to modify everything that already exists to work.
This list included lots of USR's to squad, free exarches and a few other things but the big two that caught my eye were;
All tanks/vypers/Wraithlords take a shuriken cannon as there default, already included in the price, not expecting us to have to pay for it
Make it a skill army. Increase WS and BS by 1 to represent 1000's of years of training.
I've heard this 2nd one before and i still think its a good idea. Eldar are no longer physic master (like they should be) or the most mobile army (like they should be) why not make them the most practised? We're a glass cannon army that have trained for 1000's of years but get outshot by guardsmen.
Also our skimmers are overpriced. End of Argument (give all tanks the serpents energy field rules and then maybe we're talking)
Just have to wait patiently for our new codex (mid to late next year at the absolute earliest), the FW book we're in (IA10) and a look at the dark eldar book when it gets out to see what we might expect.
This list included lots of USR's to squad, free exarches and a few other things but the big two that caught my eye were;
All tanks/vypers/Wraithlords take a shuriken cannon as there default, already included in the price, not expecting us to have to pay for it
Make it a skill army. Increase WS and BS by 1 to represent 1000's of years of training.
I've heard this 2nd one before and i still think its a good idea. Eldar are no longer physic master (like they should be) or the most mobile army (like they should be) why not make them the most practised? We're a glass cannon army that have trained for 1000's of years but get outshot by guardsmen.
Also our skimmers are overpriced. End of Argument (give all tanks the serpents energy field rules and then maybe we're talking)
Just have to wait patiently for our new codex (mid to late next year at the absolute earliest), the FW book we're in (IA10) and a look at the dark eldar book when it gets out to see what we might expect.
Subscribe to:
Posts (Atom)