After looking through Imperial Armor 11 and playing around with different concepts here is my first Corsair list. I would like some input into fine tuning aspects of it.
Command Crew:
Corsair Prince (Traveller of the Forgotten Path (Free Multiphase Key Generator), Forceshield (4++), Jetbike with TL Splinter Rifle, Void Sabre (in case)) 120 pts
Coterie #1: Titan Breakers (Preferred Enemy Tanks/Walkers)
HQ:
Void Dreamer (ML 3, Jetpack, Shadowfield, Multiphase Key Generator) 145 pts
Troops:
Cloud Dancer (6 x Scatter Lasers) 180 pts
Reaver Band (Jetpacks, 3 Shuriken Catapult, 2 Fusion Guns) 95 pts
Reaver Band (Jetpacks, 3 Shuriken Catapult, 2 Fusion Guns) 95 pts
Heavy:
Balestrike Band (Jetpacks, 5 x Dark Lances) 150 pts
Coterie #2: Sky Burners
HQ:
Baron (Jetbike, TL Splinter Rifle, Shadowfield, Wild Psyker lvl 1, Multiphase Key Generator, Venom Blade) 120 pts
Troops:
Cloud Dancer (5 x Splinter Cannon, Haywire Grenades) 150 pts
Ghostwalker Band (Jetpacks, Eldar Long Rifle) 90 pts
Fast:
Corsair Hornet Squadron (3 x Hornets with Dual Pulse Lasers and Kinetic Shroud) 285 pts
Heavy:
Corsair warp Hunter Squadron (2 x Warp Hunters with Kinetic Shroud and Void Burners) 410 pts
This brings me up to 1840, 10 points loose.
One of the goal is to leave portals near objectives to allow me to pop in and out all overt he map during Maelstrom games.
The Prince goes with the Baron and Cloud Dancers.
Ghostwalker can camp and disappear via a portal if needed only to re-appear at another portal or Deep Strike again.
Hornets will outflank and waste stuff.
Warp Hunters can start on the board or in reserve. Great anti-armor and anti-infantry.
For the Titan Breakers
The Void Dreamer goes with the Balestrike band with the option to drop a portal to quickly move around the entire Coterie.
Cloud Dancer with 6 Scatter Lasers should pump out enough shots for the average target.
2 Reaver Bands with some anti-armor and good mobility.
Thoughts?
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