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Made in au
Sneaky Striking Scorpion





Brisbane, Australia

So i've been off the tabletop for the last 5 years and the advent of IA11 got my curiousity going again. The list is designed to be very mobile and full of the old style "pop-up" attacks (well.. perhaps pop out and back again). Fortunately my collection allows me enough flexibility to make whatever change need be, so don't hold back on the "change this, what about that" comments. Hopefully a few of the old boys will chime in (I'm looking at you Wuest).

Without further ado;

HQ:

Corsair Void Dreamer - Jetbike, Witchblade

Elites:

Warp Spiders - 10 inc Exarch - Dual Spinners, Withdraw, Power Blades (*Note, this unit is only in the 2k list, removed for 1750)

Troops:

Corsair Jetbike Squadon - 6 - 2x Shuriken Cannons (Void Dreamer attached to this unit)
Corsair Squad - 10 - 2x EML, 1x Flamer, Jet Packs
Corsair Squad - 10 - 2x EML, 1x Flamer, Jet Packs (2k List swaps out EML for 2x Flamers, 2x Shuriken Cannons)
Corsair Wasps - 2 - Scatter Lasers
Corsair Wasps - 2 - Scatter Lasers
Corsair Wasps - 2 - Scatter Lasers

Fast Attack:

Corsair Hornet - 2 - Twin Pulse Lasers each
Corsair Hornet - 2 - Twin Scatter Lasers each
Corsair Night Spinner - 1 - No upgrades

Heavy Support:

Warp Hunter - 1 - Holo-Fields, Spirit Stones

Premise:

The whole force is designed to be kept out of sight as much as possible, using bulk focused fire with armour popping Pulse Lasers and EML at range, with the Warp Hunter to deal with close heavily armoured targets (terminators or otherwise). Lots of mobile St6 fire since cover is such a pain in this edition. Hoping to keep enemy mobility down to take full advantage. Only five units in the force may have trouble keeping out of sight (Hornets and the Warp Hunter). Still undecided whether to use two groups of three Wasps, or keep them as is to enable further target allocation.

Night Spinner to be kept out of sight, used to slow down manueverability of key units
Warp Hunter is to be used for "Close encounters" and hunting heavy units
PL Hornets used for hunting armour, SC Hornets horde control and popping open transports at range
Warp Spiders in 2k list used as response unit to Jetbikes and Wasps
EML Corsairs to sit back and provide fire control lanes and deny flanks to the Night Spinner/Warp Hunter
The St6 Scatter Laser stuff... well you get the gist, multi-role and all that jazz.

Enjoy!

This message was edited 2 times. Last update was at 2012/02/04 11:14:48


ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

I thought Warp Spiders were a Fast Attack choice. Or is it different in IA11?

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in gb
Wicked Warp Spider






Rampage, it is different in IA11, corsairs can take one normal eldar FA or elites choice as an elites choice.

I would probably take 3 seperate vehicles in FA and 3 in HS before doubling up in squadrons - despite their size, hornets (especially with pulse lasers) are powerful and valuable enough to benefit from single deployment.

Other than that, looks fine. I would say that the single codex eldar choice, I personally would always use on fire dragons in a serpent, no questions. If you are confident you won't run into or aren't troubled by land raiders etc, it's fine. Despite the price tag it could be valuable to take 2 fusion guns per corsair squad. They're just so useful for defending objectives.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in ca
Swift Swooping Hawk





Rampage wrote:I thought Warp Spiders were a Fast Attack choice. Or is it different in IA11?


If I recall in IA11 it is mentionned that sometimes Aspect Warriors either go rogue or help our Corsairs. Corsairs list are allowed 1 unit from the Eldar Codex BUT must squeeze it in the Elite slot or something like that. Warp Spiders are not part of the usual Corsair list.
   
Made in au
Rifleman Grey Knight Venerable Dreadnought




Realm of Hobby

Rampage wrote:I thought Warp Spiders were a Fast Attack choice. Or is it different in IA11?


Without needing to read IA11, it is safe to assume any lists lead by a certain character which 'flavours'the list, a la Baron/Coteaz/Logan Grimnar, makes certain unit types Troops and all others fall into a new category or force org slot.

MikZor wrote:
We can't help that american D&D is pretty much daily life for us (Aussies)

Walking to shops, "i'll take a short cut through this bush", random encounter! Lizard with no legs.....
I kid Since i avoid bushlands that is
But we're not that bad... are we?
 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

I-bounty-hunt-the-elderly wrote:Rampage, it is different in IA11, corsairs can take one normal eldar FA or elites choice as an elites choice.

I would probably take 3 seperate vehicles in FA and 3 in HS before doubling up in squadrons - despite their size, hornets (especially with pulse lasers) are powerful and valuable enough to benefit from single deployment.

Other than that, looks fine. I would say that the single codex eldar choice, I personally would always use on fire dragons in a serpent, no questions. If you are confident you won't run into or aren't troubled by land raiders etc, it's fine. Despite the price tag it could be valuable to take 2 fusion guns per corsair squad. They're just so useful for defending objectives.


Erik_Morkai wrote:
Rampage wrote:I thought Warp Spiders were a Fast Attack choice. Or is it different in IA11?


If I recall in IA11 it is mentionned that sometimes Aspect Warriors either go rogue or help our Corsairs. Corsairs list are allowed 1 unit from the Eldar Codex BUT must squeeze it in the Elite slot or something like that. Warp Spiders are not part of the usual Corsair list.


AvatarForm wrote:
Rampage wrote:I thought Warp Spiders were a Fast Attack choice. Or is it different in IA11?


Without needing to read IA11, it is safe to assume any lists lead by a certain character which 'flavours'the list, a la Baron/Coteaz/Logan Grimnar, makes certain unit types Troops and all others fall into a new category or force org slot.


Ok, thanks all of you, I didn't realise that corsairs could take one unit of other aspect warriors as elites.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

Hi guys,

Yes for the Corsairs Elites section you're allowed to take an "uncertain ally" for each Corsair squad you field. On that note, another "gotcha" is that the Wasp is under Troops for Corsairs, but Fast Attack for CWE (and they drop to BS3). Everything in a Corsairs list is BS4... counted up something like 64 shots of Scatter Laser fire?

Noted on the Fusion Gun side of things - looking at ways to wack a few extra in there. At present, only the Warp Hunter can snot AV14 with any certainty. The Pulse Laser Hornets need their 6's to glance. Really looking for ranged anti-AV14 solutions, as a squad of Fire Dragons jumping up and popping such a vehicle will have to face off against whatever is inside it the next turn - not a pretty thought. Oddly enough the Nightwing might be an option since it effectively costs the same as a Warp Hunter now

Hmmmmmm.

ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
Made in us
Been Around the Block




I run a jetpack corsairs list, which yours closely resembles.

1st the void dreamer can't take a jetbike. He can take a jetpack though. a 6-9 man voidstorm squad with fusion guns makes a nice anti-tank retinue for him. The 12" range of the guns and 12" range of withering radiance pairs nicely.

2nd Not enough corsair squads to have 3 Wasp squads.

If you're worried about armour, consider taking a prince and using sky raiders for deep striking suicide fire dragons, instead of the Warp Spiders. Also consider the Shadow Spectres for their anti-everything abilities. Warp Spiders fit well with this list, but they might not be the best pick since you have plenty of S6 elsewhere.

The JSJ ability of the jetbikes, corsairs, and Wasps lends itself very nicely to bounding out of range/LOS. On a sufficiently large table, you can kite many armies. It unfortunately leaves things like the Hornets sitting out in the open while everyone else is hiding. I found the fliers, despite being AV10, to be more durable than the hornets because of the Titan Holofield save. Consider running Nightwings instead of Hornets.

I think the Nightspinner tucked away shooting barrage will be fine, the lone warp hunter may have some issues though. I'd go with 2 or none. I run a Phoenix for my heavy support. It's a bit sub-optimal but fits with my theme and can deliver almost all its firepower at 48".

Bikes are a great unit for last minute objective grabs. If you need points elsewhere, I'd drop that squad down to 3.

You can ditch the flamers in the corsair squads. You should never be close enough to use them if you're doing it right. If anyone deep strikes that close, you should be moving away. Generally speaking with EML squads I want them 48-54" away from anything. An alternative configuration is two shuricannons with lasblasters and keeping them 24-30" away from the enemy. The volume of fire is pretty effective against troops and the shuriken cannons double against light armour. My experiences on the tabletop are that the lasblaster SC squads get WAY more done than the EML squads.
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

G;day,

Yep you're spot on about the Jetbike thing. For some reason when the misprint was made in IA11 I had it in my head that the second duplicate entry for the Jumppack was actually a Jetbike (all those Jetseer lists are to blame lol). Secondly, I double checked with Forgeworld regarding the Fire Support rule, and yes its taken back to two squads now, unless I throw down another Corsair Squad to close the gap and leave the Jetbikes out altogether.

I re-tooled the list for 2k which included a second Warp hunter, however the model count for 2k points came up around the 40 mark... quite low..
i'll finish this a little later - 2 hour commute coming right up

ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
Made in us
Been Around the Block




Good Luck with the commute.

For me I was torn between 3 corsair squads and 3 wasp squads or 3 corsair squads, a jetbike squad, and 2 wasp squads. I went with the later because despite being relatively fragile and offering little in the way of offensive capabilities, those jetbikes provide some needed last minute objective grabbing with their turbo boost that is otherwise nonexistant in a jetpack list. It's a huge tactical boost because it gives your corsair squads the freedom to kite the enemy, rather than be forced to camp objectives.

At 1500, I'm running 33 infantry 3 bikes, 3 walkers, and 2 flyers. My 1850 list brings it up to 43 infantry, 4 walkers, 3 bikes and 3 flyers. Here's what I run at 1500 if you want ideas:

Princess Jetpack, PW FP, SS
Void Dreamer, Jetpack Gyrinx
6x Voidstorm +2 Fusion Guns
5x Fire Dragons + Exarch w/Tank Hunters

10x Corsairs w 2x SC Lasblasters Jetpack
5x Corsairs 1x EML, lasblaster, Jetpack
5x Corsairs 1x EML, lasblaster, Jetpack
3x Corsair Jetbikes w 1 SC
1x Wasp with EMLs
2x Wasp with SLs

Nightwing
Phoenix w/Nightfire Missiles
   
Made in gb
Fresh-Faced New User




I have been waiting for this list for years!!

I had several attempts at making a list out of the old codex's but now there is an official list I can finally build a recognisable list... and not only that, the IA11 list is awesome!!

Here's my take on it:

Prince, jet pack, shadowfield, power weapon

Corsair x 10, jet pack, 2 missile launcher
Corsair x 10, jet pack, 2 missile launcher
Corsair x 10, jet pack, 2 flamer 2 shruken cannon Felarch + power weapon

5 fire dragons (5 fusion guns on a dedicated anti tank unit with 4+ save, and thanks to the prince they can deepstrike - the dragons cost 1 point more than upgrading a basic corsair to having fusion gun - I guess a sword retinue would also fit here, but I like the option to include an exarch and get the tank hunter rule...)

hornet + holofield
hornet + holofield

warp hunter + holofield
warp hunter + holofield

this comes in roughly 1250 ish... and each unit has a specific role (except for the prince who is a bit lost, he'll probably accompany the flamer unit). - note, my points might be way off as I'm not near my book.

I love the Warp Hunter... for all the reasons mentioned above, and it is barrage, so can hide behind cover if need be.. wounds on 2+ ap2!!! plus regular D-cannon effect on vehicles no matter what part of template hits - making it much more effective than any other blast template.

This message was edited 2 times. Last update was at 2012/02/11 10:34:24



Ork's ROK - follow the link. (do it, you won't regret it).

http://www.dakkadakka.com/dakkaforum/posts/list/594675.page 
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

Hi folks, thanks for the discussion - this force seems to be a tricky one. At its heart it would appear to be most attuned to a mid-long range shooting.

I really have had a hard time picking out a HQ choice as neither are really that fantastic with regards to complimenting the army list as a whole. Whilst the Void Dreamer is significantly cheaper, the powers are very average and the only useful one (Withering Radience) relies on being in close range to execute.

The "Fresh Prince of Corsair" is more useful due to the Void Strike ability and allowance of up to three units to deep strike. Again, with these factors aside, he becomes a CC HQ unit... which without proper backup and counter strike units, puts him in in the middle of nowhere regarding syndergy with the rest of the ranged combat expertise.

My revised list includes him simply for the tactical flexibility he affords - and the nice selection of Void Strike abilities which fall in line withe the ranged aspects.

HQ:

Corsair Prince - Fusion Pistol, Haywire Grenades, Corsair Jump Pack

Elites:

Shadow Spectres - 5 inc Exarch - Cynosure, Withdraw, Prism Blaster

Troops:

Corsair Squad - 10 - 2x EML
Corsair Squad - 10 - 2x EML
Corsair Squad - 10 - 2x Shuriken Cannon, 2x Flamer
Wasps - 2 - Scatter Lasers
Wasps - 2 - Scatter Lasers
Wasps - 2 - Scatter Lasers, Bright Lances (SC adn BL on each)

Fast Attack:

Night Spinner - 1 - No additional gear
Hornet - 2x Pulse Lasers
Hornet - 2x Pulse Lasers

Heav Support:

Warp Hunter - Holo-field, Spirit Stones
Warp Hunter - Holo-field, Spirit Stones

The idea? Well the Prince can either be tossed in with the Spectres or the Close Combat geared Corsair squad. Really the only reason this squad was tooled with flamers and shuri-cannons was to protect flanks or the other Corsair units from being swarmed. Wasps play a similar role, used for long range pop out attacks on hordes or transport hunting. The Night Spinner is there to aide in kiting maneuvers - whilst the rest of the army shoots and redeploys, the Spinner can attempt to slow down units a little too close for comfort. Warp Hunters... well nuff said really. Hornets however are there to let fly with 8x St8 AP2 shots on harder targets like Terminators or MC's. Spectres have the luxury of focusing their shots or laying into armoured troops - whilst keeping in line wih the pop out skirmish tactic.

Skirmish at range and re-deploy is essentially the tactic behind this force.

ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
 
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