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Made in us
Regular Dakkanaut





Hi guys,

Here's a new list, will update with pictures! I need comments on A) the list and B) if they look corsairy enough. Thanks!

<DE Detachment: 1031 pts>
HQ
The Baron(ess)

Troops[b]
10x Kabalites
-->The Flagship (Raider, Splinter Racks, Grisly Trophies)
5x Wyches (Haywire Grenades)
-->Venom (Splinter Cannon)

[b]Fast Attack

9x Reavers (3x Caltrops)
4x Beastmasters (8x Razorwing Flock)

Heavy Support
Ravager
Ravager

<Eldar Detachment: 868 pts>
HQ
The Corsair Prince (Bike, Farseer, Runes of Warding, Doom, Fortune, Stones, Spear)

Elites
5x Fire Dragons
-->Wave Serpent (TL Shurican, Shurican)

Troops
6x GJB (Warlock, Destructor, Spear, 2x Shurican)
5x Dire Avengers
-->Wave Serpent (TL Shurican, Shurican)

Heavy Support
War Walkers x3 (6x Shurican)

Fortification
Aegis Defense Line (TL Quad Gun)

------------------------------------------------

<Tactics>
Baron joins Beasts, Seer joins GJB or Reavers. Depending on if I get first turn or not, I take codex powers (if going second), fortuning the GJB and doom whatever got close to me. With the new edition, I essentially have the durability of a seer council as long as I put the Farseer in front. 2+ Look Out Sir ftw.

If I go first, I swap my powers for Divination. All powers are useful, (Misfortune being super-doom and precognition being baby fortune) except Foreboding, Scrier's Gaze and to a lesser extent Forewarning. In case I get any of those 3, I can swap for Prescience (super guide). If I get both Foreboding and Scriers, well FML. But I'll keep Scrier's for Outflanking Walkers I guess.

<Summary>
Points: 1999
KP: 17
Models: 61
Infantry: 25
Jump Infantry: 1
Jetbikes: 17
Vehicles: 6
Beasts: 12

<The Army>

Thanks For Viewing!
[Thumb - IMAG0048.jpg]
Left Flank

[Thumb - IMAG0049.jpg]
Right Flank

[Thumb - IMAG0050.jpg]
Ordnance

[Thumb - IMAG0051.jpg]
The Flagship

[Thumb - IMAG0053.jpg]
The Baroness and the Corsair Prince

This message was edited 1 time. Last update was at 2012/07/24 17:05:35


 
   
Made in us
Foolproof Falcon Pilot





You really confused me there. There is a Corsair army in IA 11 that has a full codex for the corsair army.

Wave serpents are terrible. Minimize them whenever possible. They are incredibly expensive for the tiny damage they put out. EML is a must for the turret weapon since its both pinning and AT.

Drop the dire avengers if you are only getting 5, its a waste of points without 10 DA+ exarch+2x catapults+ bladestorm.

GJB should not be damage sources. 12" range and only S4-6 weapons means they will get 1 turn of mildly effective shooting before getting assaulted and dying. GJB serve only to be able to cap objectives last turn which is not useful for DE since they intend to be on the opponents side of the board anyways.

Throw in a unit of warp spiders. They are incredibly good for DE allies as they provide some good AT/anti-horde shooting that can reliably stay out of assault.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
Made in us
Regular Dakkanaut





Thanks for the input and sorry for the confusion.

I have to disagree with Wave Serpents being bad. Wave serpents are one of the few tanks whose survivability did not drastically drop this edition. Check this link, which does mathhammer over getting vehicles destroyed:

http://blameitonthedice.blogspot.com/2012/07/6th-edition-hull-points-by-numbers.html

Add to this the fact that WS are 10 pts cheaper (no more stones), are less likely to lose firepower (less shaken/stun) and that they can shoot 2 weapons, they actually have comparable firepower to the venom for t4 models.

You make a good point about EML. Maybe if I can squeeze in the points... Also the Avengers will be manning the Quad-Gun.

As for the bikes, I intend to use them as a tarpit unit. With fortune, they are as durable as a seer council (all wounds on seer, then LoS). In CC, they are still smurfs (with fortune!), and can be bailed out by the beastmaster squad. I agree that their firepower isn't impressive, but 6 s6 shots and 2 s9 shots on tanks is nothing to sneeze at.

<edit> You're right, GJB are weak in assault, but then I realized the first divination power lets me overwatch at full BS! Wow. That is a good power after all...

Warp spiders...are interesting. I know they're good, but I can't seem to ever use them right. I've been trying since 5th ed lol. I have 20 of them, and I always try to field them but they always don't work for me :( Any tips on how to use them would be nice.

This message was edited 1 time. Last update was at 2012/07/24 14:59:00


 
   
Made in us
Foolproof Falcon Pilot





WS are 2x the points of a venom however. They are also closed top, meaning you lose the firepower of anything inside. Finally, Eldar are T3 and take a lot of damage from exploding vehicles, which still happens a lot with all the pluses to damage table. with 2x cannons you ~3 wounds on a squad or 1 HP on a vehicle. for 120 points that is pretty pathetic. 2 venoms put 8 wounds for similar cost and are amplified incredibly by doom.

GJB really arent very durable. They are marines with a 5+ cover save. They will get shot down if you try to wait for overwatch or assaulted. Both the farseer and warlock are changeable, meaning they can send fists against the farseer and kill him/her pretty easily. Also, if they challenge out your characters and have another power weapon in the squad, they can allocate everything to the squad. They wont tarpit anywhere near as long as you want them to. Even seer councils arent as great as everyone gives them credit with the advent of TW cav, necron wraiths, and GK power weps everywhere. They were strong in 3rd and 4th, but not in late 5th or 6th.

Also, your farseer doesnt have a bike. He will slow the GJB unit down by a lot if he joins and becomes a huge point sink if he does grab a bike. Without a bike, he will be unable to fortune them by turn 2. Edit: You swapped your powers for divination. You dont even get fortune then, which means they are pretty terrible tarpit units.


Warp spiders are great with the elimination of AP- vs vehicles and HP on vehicles. Always deepstrike them since they can still warp jump afterwards. Warp Jumping them into cover is now a good idea since you can take armor saves on the dangerous terrain and it makes charging units move much slower. Also cover saves/ blocking los. I run 5x with exarch and 2x spinners. 12 S6 shots at bs 4/5 kills a 3 hp AV11 vehicle in 1 round. It also allows you to pick off models hiding in the back of squads by deepstriking behind the squad and unloading. For 150 points they are incredibly annoying to opponents as you can force him to deal with them or they pop a vehicle every turn.

This message was edited 1 time. Last update was at 2012/07/24 15:38:13


"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
Made in us
Regular Dakkanaut





Oops! Seer has a bike! My bad

Hmm I see no love for wave serpents. Wave serpents can withstand much more fire than a venom, and can actually hurt vehicles. As I don't run blasterborn (I feel restricted by only moving 6" with a fast skimmer) I don't really take advantage of open-top that much.

Another thing that a serpent can do that a venom can't is tank shocking. The WS measures 6"x4" which is enough to knock any infantry off an objective. Considering vehicles can't score (in most games) this is extremely valuable.

But anyway, this isn't a justify-the-wave-serpent thread. I started 40k mid-5th as an eldar player, so I guess I'm still very eldar-minded. The venom spam and raider spam just doesn't appeal to me very much. I know they're effective, but I'm good at using my fast skimmers eldar-style. I'll use it as a crutch until I master DE suicide tactics...or better yet maybe use both?

As for spiders, their T4 and 12" range has always been an issue for me. I had them in my last list but they didn't mesh well with the rest of my army. They need to get a bit too close for my liking. For 22 points I'd rather take a scoring jetbike with higher toughness. But that's just me

Warp spider wound on t4: 1.11
GJB wound on t4: 0.75

Same range, Same mobility (less the 1/6 chance of suicide), GJB is scoring and has a 5+ cover save. Ability to turbo-boost. On the flip side, spiders are better AT. But I have enough s6 shooting. I prefer my 1 wave serpent to 5 spiders.

Serpent: 3.75 wounds
5 spiders: 6.7 wounds

Serpent is immune to s5 and below, 2x the range, ability to tank shock, ability to make mobile cover, Can flat out for a total 30" move. Spiders can claim cover saves (but serpents have 5+ jink). They can do different things. I just don't think spiders are needed in my list.

As for the survivability of GJB, with fortune they are tougher to kill than terminators.

This message was edited 1 time. Last update was at 2012/07/24 17:21:16


 
   
 
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