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Made in fr
Tough Traitorous Guardsman






This thread is intended to be a compendium of insightful and competitive tactics for Eldar Corsair armies (mostly in ITC environments).
Feel free to share yours!
I will edit the main post as to include all our space pirate expertise.

Tactics

Recycled Alpha Strike Deepstrike
You need a Corsair Prince (Traveller of the forgotten path) and a jetpack unit, preferably in a Sky Burners coterie (deepstrike scatter reduced to 1D6 + ability to re-roll failed reserve rolls).
Turn 1 or 2, the Corsair Prince activates the Multiphase Key Generator at an appropriate location to create a Webway breach. Turn 2, the jetpack units enter reserve via normal deepstrike within ~8’’ of their target and shoot it to death. They then move towards the Webway breach. They can move 6’’+D6’’ (shooting phase) + 2D6’’ (assault phase) + 6’’ (next movement phase). Turn 3, they enter Ongoing Reserve. Turn 4, they strike again via Deep strike.
Since the unit can move 12’’+3D6’’ after shooting, the Webway breach should be opened within 15-18’’ of the intended landing location of the deepstriking unit. You might also consider opening the breach during turn 2, after the deepstriking unit has landed.
This tactic can be used with units of another type, but it might be more difficult to reach the Webway breach without the jetpack moves. The other advantage with jetpacks is that you can open the breach on the upper level of a ruin and still reach it easily, unlike enemy units who might want to block the access to the Webway breach.

— If you don’t plan to move, you can join the Corsair prince to the unit and open the Webway breach upon arrival, right where you are. Even if meanwhile you get assaulted, you can re-enter the Webway breach. (The rule only says that the unit has to end its movement phase within 3’’. This applies, rule as written, even if the unit is locked in combat.)
— This tactic can be used with units from other codices. (This part of the rule for the Multiphase Key Generator only says that ‘any friendly non-vehicule unit’ can enter in Ongoing Reserve. It is not restricted to Corsair units.) This means that a Dark Eldar archon with Webway Portal (60+35pts) can go back in Ongoing reserve with its unit and use his non scatter Deepstrike ability a second time. For example, Eldar Fire Dragons (Melta) or Wraithguards (D weapons) with an attached Dark Eldar archon could annihilate any unit on the board twice (respectively on turn 2 and 4).
— Of course, you have to make sure the unit survives until its next turn. The 12’’+3D6’’ move with jetpack units is very handy. For Corsair units, a 45 pts Baron can give the whole squad a 5++. In any case, make the most of psychic powers like Shrouding, Invisibility and Forewarning.

A now more friendly psychic discipline
This is not exactly a tactic, but still. The FAQ (and more clearly in the first draft) now allows us to cast Aethermancy psychic powers that can target only Eldar Corsair Faction (it concerns 4 powers) on any unit that contains at least one model with that faction. So it can affect mixed units of Corsair-Dark Eldar, etc.
The first draft FAQ said:
Q: If a unit consists of more than one Faction, what Faction does the unit count as when targeted by special abilities that affect one of the Factions in that unit?
A: They count as having all the Factions of the models in the unit.
(https://www.facebook.com/1575682476085719/photos/a.1576243776029589.1073741828.1575682476085719/1610527059267927/?type=3&theater)

First turn charge (or simply the Reckless Rage Slingshot)
Not easy to achieve in the first turn, but the tactics has benefits beyond the firts turn too.
It consists in shooting an enemy unit and then charging another one in the same turn.
You need a Corsair Prince (Reaper of the Outer Dark) on a jetbike with a unit of Cloud dancers.
First turn, you move 12’’ towards an enemy unit (A) that is nearby the enemy you want to charge (B). This unit A must be within 12’’ when you shoot at it, as per the Reckless Abandon rule. Though it may seem improbable to realize, remember that only one model has to be within 12'' of unit A for Reckless Abandon to apply. The other models of your unit should be as close as possible of unit B.
So you shoot and destroy unit A, then moving 6’+D6’ toward unit B. At this moment, you must be within 8’’ of unit B with at least one model and not within 8'' of unit A with any model. You can then declare a charge against unit B, as per Reaper of the Outer Dark, which is the trick in this tactic. Fleet can help you with your charge if you attach an independent character.

— Basically, Reaper of the Outer Dark allows you to charge another unit than the one you shot at, whether you have destroyed or not this unit in your shooting phase. Combined with Reckless Abandon and good positioning, it gives you a charging threat range of 18’’+3D6’’ with jet bikes (plus the ability to shoot whatever you want on the way). This is rendered possible by the fact that the Reckless Abandon move is not a Run move, unlike the one from Battle Focus.
— The primaris power of the Aethermancy discipline can also make sure your unit charge 36’’ away from its inital position in the movement phase. The power Warp Blink may also help you succeed the first turn charge, since it grants you can additional 2D6'' move.

Weapon comparison (first draft)
I compare units containing six weapons (except for dissonance pistols).

Splinter cannon (36’’ S1 Ap5 Assault 6 + Poisoned 4+) (= 36 shots)
Cloud Dancer x6 (jetbike) : 150 pts. — It’s 4,17 pts per shot. Against T5 and more, it is more cost effective than scatter laser.
Vyper x3 (vehicule) : 150 pts.
Balestrike Band x6 (jetpack) : 180 pts.
Venom x3 (vehicule) : 180 pts.
Wasp x3 (walker) : 210 pts.
Trueborn x5 x3 (infantry) : 255 pts.

Scatter laser (36’’ S6 Ap6 Assault 4) (= 24 shots)
Wind rider x 6 (jetbike) : 162 pts. — It’s 6,75 pts per shot. Against T4 and less, it is more cost effective than splinter cannon (but slightly).
Cloud Dancer x6 (jetbike) : 180 pts.
Wasp x3 (walker) : 210 pts.
Vyper x6 (vehicule) : 240 pts.

Shuriken cannon (24’’ S6 Ap5 Assault 3 + ~Rending) (= 18 shots)
Balestrike Band x6 (jetpack) : 150 pts. — It’s 8,33 pts per shot.
Wind rider x 6 (jetbike) : 162 pts.
Cloud Dancer x6 (jetbike) : 180 pts.
Vyper x3 (vehicule) : 180 pts.
Venom x3 (vehicule) : 210 pts.
Wasp x3 (walker) : 210 pts.

Starswarm missiles (48’’ S5 Ap3 Heavy 2 + no jink) (= 12 shots)
Dark reaper (infantry) x6 : 150 pts. — It’s 12,5 pts per shot.

Dissonance pistol (12’’ S5 Ap4 // S10 Ap1 with Dissonnance) (= 20 shots)
Voidstorm x10 (jetpack) : 390 pts. — It’s 19,5 pts per shot.
— Only against non-vehicle units since the rule mentions only 'To Wound rolls'. Wraithguards will in most case be better.

Pulse Laser (48’’ S8 Ap2 Heavy 2) (= 12 shots)
Hornet x3 (vehicule) : 240 pts. — It’s 20 pts per shot.

Fusion gun (12’’ S8 Ap1 Melta) (= 6 shots)
Fire dragon x6 : 132 pts. — It’s 22 pts per shot.

Bright lance & Dark lance (36’’ S8 Ap2 Assault 1 + Lance) (= 6 shots)
Balestrike Band x6 (jetpack) : 180 pts. — It’s 30 pts per shot.
Cloud Dancer x6 (jetbike) : 240 pts.
Wasp x3 (walker) : 240 pts.
Ravager x2 (vehicule) : 250 pts.
Vyper x6 (vehicule) : 270 pts.
Trueborn x5 x3 (infantry) : 285 pts.

Wraith cannon (12’’ D Ap2 Assault 1) (= 6 shots)
Wraithguard (infantry) x6 : 192 pts. — It’s 32 pts per shot.

Starshot missiles (48’’ S8 Ap3 Heavy 1 + no jink) (= 6 shots)
Dark reaper (infantry) x6 : 198 pts. — It’s 33 pts per shot.

Other weapons
D-scythe (Template D Ap2 Assault 1) (= 6 shots)
Wraithguard (infantry) x6 : 252 pts.

D-flail (36’’ D* Ap2 Barrage D3+1 // Template D* Ap2)
Warp hunter x1 : 185 pts.

This message was edited 30 times. Last update was at 2016/12/18 00:11:49


 
   
Made in fr
Tough Traitorous Guardsman






*

This message was edited 1 time. Last update was at 2016/07/14 19:41:03


 
   
Made in us
Regular Dakkanaut





So glad there's a corsairs tactics thread out now. I haven't gotten into the army yet, but it is certainly on my list of ones to build.

I've had a few ideas for some tactics myself:

Wack-an-elder:

Very similar to your double alpha strike. You have three sky burner's coterie, and the prince is a traveler of forgotten paths. In each of the coteries, you have a squad of cloud dancers (kitted with whatever weapons you prefer). Each one also has a baron in it who joins the cloud dancer squad. He'll be equipped with a shadowfield, and a multiphase key generator. (I would also make them psykers for some divination running around, too).

Fill the rest of the army however you want.

Start of the game, have just the three cloud dancer squads. Hopefully, cover and a 2++ save up front will keep them alive for any alpha strikes you may encounter.

First turn, have two squads jump up 12" and toss the generators down. You now have two spots for you opponent to worry about the rest of you army (which can re-roll reserves) coming in from. The third squad can go ahead and toss his down, or you can have him turbo boost next to some non-melee guys on you opponent's side, so he can toss his down in their back field turn three.

Turn two comes along, you now have two (or three) spots for your guys to pop in and blast things. If they have jetpacks, they can move all over, and as long as they're 12" away from one of the generators, they can jump back and get into reserves. If you put one of the generators in the back, you opponent has to fight on two fronts. Cover the middle two generators, or protect the backfield from guys popping in.

May not be the most powerful thing, but very mind-gaming, and could be very fun. If you got guys with fusion guns, you now have three points where they can pop out and blast your opponent's tanks, they'll keep away like it's the plague. Also great if you had some bladestrikes with shuriken cannons, as they can do anti-tank work as well (You can pop up to hit rear armor somewhere!)

Thoughts?

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Regular Dakkanaut





The multiphase key generator is certainly very strong and one of my favorite playstyles. It feels like old dark eldar with a mix of eldar, just how I like it.

The one problem I see is that multiple coteries can't have the same specialization. So only one can be sky burners, usually reserved for the one with the most jetpack / deepstrikers.

ITC 2016 - Best of Harlequins  
   
Made in au
Screaming Shining Spear





Western Australia

Yep, and you don't have friendly level of alliance with other corsair detachments so can't use the portals that each other drops.

It's also worth noting that dissonance weapons bonus to S and AP only works against non vehicles.

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in us
Regular Dakkanaut




Huh, I reread the rule, and you are right. It's only for non-vehicles, which sucks, cause I'd love to drop a bunch of voidstorms with dis-pistols and watch them blow up a squadron of tanks.



So my idea for a Corsair raiding party.

Prince kitted out for close combat and a bike, and you put him with a bike unit of atleast 3 felarchs with venom blades and a baron with venom blade. This allows for a pretty killy melee group, put a shadowfield generator in there for some extra hits. Also the prince would be taking Reaper for the hits.

The rest of the army would be played fast and loose. Taking a skyburner cotorie for deepstriking troops with special weapons to hit hard and scatter away with reckless abandon and thrust moves. The faster elements on the board would be hornets and vypers taking shots at ranged.

I do have some Venoms and Falcons when i want some extra vehicles, and for the most part, I only run pistols on my dudes, though I do have some lasblasters cause I think they looked neat, though they really aint anything special outside rate of fire, and the range is nice.

Some things I think about added are allying in some Craftworlds for a Bansheemask Autarch to help get my little deathsquad into combat.


Also, I like the idea of using combat drugs, but it feels like with having to roll, you could get screwed and get +1 WS, so I never want to take it. Would you possibly build two lists, one with taking drugs, and one without it, since you need to pick what units take the drugs to factor in cost. I'd hate to lose some models and find out all of my dudes are +1 initiative.

This message was edited 1 time. Last update was at 2016/07/15 15:45:42


Nearly 3k+ points of Slaanesh (AoS)
2500 points of Ironjawz
Too many points of Space Marines. 
   
Made in fr
Tough Traitorous Guardsman






@ Palleus / about Wack-an-elder.
Multiple Multiphase Key Generator is certainly interesting, but if you use it mostly to deep strike your units, are they really worth it (50 pts for 3) when you have also access to jetpacks with the bonus of the sky burner coterie (50 pts per 10-man squad, which in most case you would have taken anyway and which you might take even with the MKG)? In what I know call the «recycled» double deep strike, the multiphase generators were used mostly to get unit back in reserve, which is truly a unique ability. Deep striking units from them is more potent, I think, because it has to be opened near enemy units and those can easily denied your perfect deep strike by going on the marker.

Has anyone who used Multiphase Key Generator(s) found them more effective than regular sky burner deeptrike?

@Carnith / about the Cloud dancer unit of felarchs
Is it worth its points? I thought about it too, but their attacks have no Ap (not considering the Prince). On the charge, they generate many attacks, but in the end you can achieve the same just by shooting the enemy with scatter laser (basically the same AP) and keeping your unit save.

Can our close combat oriented units be competitive?

This message was edited 5 times. Last update was at 2016/12/14 02:45:45


 
   
Made in gb
Lethal Lhamean




Birmingham

 RenegadeKorps wrote:

Can our close combat oriented units be competitive?


Automatically Appended Next Post:
A now more friendly psychic discipline
This is not exactly a tactic, but still. The new FAQ (first draft) now allows us to cast Aethermancy psychic powers that can target only Eldar Corsair Faction on any unit that contains at least one model with that faction. So it can affect mixed units of Corsair-Dark Eldar, etc.
The FAQ says:
Q: If a unit consists of more than one Faction, what Faction does the unit count as when targeted by special abilities that affect one of the Factions in that unit?
A: They count as having all the Factions of the models in the unit.
(https://www.facebook.com/1575682476085719/photos/a.1576243776029589.1073741828.1575682476085719/1610527059267927/?type=3&theater)

Could definitely prove helpful, but it would be situational in having Corsair IC's mixed in with Eldar/Dark Eldar/Harlequin units or vice versa.

As for close combat, no. We can tie up troops and maybe grind away at them through volume of attacks but I've thrown a large Malevalent squad with a kitted out Corsair Prince against Lychguard and they were wipped in a single round of combat. Corsairs are by far the worst of the 4 Eldar factions at close combat and the very existance of Reckless Abandon not only supports that but gives us a way to try and avoid it.
   
Made in us
Regular Dakkanaut





 Rypher wrote:
The multiphase key generator is certainly very strong and one of my favorite playstyles. It feels like old dark eldar with a mix of eldar, just how I like it.

The one problem I see is that multiple coteries can't have the same specialization. So only one can be sky burners, usually reserved for the one with the most jetpack / deepstrikers.


Bummer, so looks like a double CAD or one sky burners and a CAD, would be the best way of doing it?

 RenegadeKorps wrote:
@ Palleus / about Wack-an-elder.
Multiple Multiphase Key Generator is certainly interesting, but if you use it mostly to deep strike your units, are they really worth it (50 pts for 3) when you have also access to jetpacks with the bonus of the sky burner coterie (50 pts per 10-man squad, which in most case you would have taken anyway and which you might take even with the MKG)? In what I know call the «recycled» double deep strike, the multiphase generators were used mostly to get unit back in reserve, which is truly a unique ability. Deep striking units from them is more potent, I think, because it has to be opened near enemy units and those can easily denied your perfect deep strike by going on the marker.


That may be true, but you can still "recycle" it, even with guys that don't have jetpacks. They can pop out of another one when coming on from oncoming reserves, as far as I can tell. Also, if you do run one coterie of sky burners, you can still have re-rollable reserve, 1d6 deepstriking guys that can act as backup if your opponent tries to block the portals. But true, smart opponents with large, and fast enough armies may be a problem.

However, depending on who you're fighting, I think it might still work. Not requiring jetpacks on all your guys may even save you points, even with having to buy the key generators at 25pts a pop. I'll work up a mock list and see what you guys think.


Automatically Appended Next Post:
So I forgot that the MKG can only be bought by guys in the same detachment, so I went with a single CAD option. And please note, I haven't played these guys before, so my inexperience may show on unit choices.

CAD 1500 points

HQ: Prince: Shadowfield, Cloud Dancer, Wild Psyker (ML 1), Void Sabre, Traveler of Forgotten Paths, Multiphase key generator.

HQ: Barron: Shadowfield, Cloud Dancer, Wild Psyker (ML 1), Power lance, Multiphase Key generator.

Troops: 3 Cloud Dancers with Splinter Cannons (for the Prince)

Troops: 3 Cloud Dancers with Splinter Cannons (for the Barron)

Troops: 2 Cloud Dancers with Splinter Cannons, 1 Felarch Cloud Dancer with splinter Cannon and Multiphase Key Generator.

Troops: 2 Cloud Dancers with Splinter Cannons, 1 Felarch Cloud Dancer with splinter Cannon and Multiphase Key Generator.

Troops: 5 Reavers: 3 with pistols, 2 with fusion guns.

Troops: 5 Reavers: 3 with pistols, 2 with fusion guns.

Elites: Voidstorm Band: 6 Felarchs: Each with 2 Dissonance pistols.

Heavy: Balestrike Band: 8 corsiars with shuriken cannons.

Heavy: Balestrike Band: 8 corsiars with shuriken cannons.

Heavy: Balestrike Band: 8 corsiars with shuriken cannons.


So this idea: The two 3 man cloud dancers are the ones that drop their MKGs first turn (as they have no 2++ save to protect them), and the Prince and Barron's units are the ones that can jump ahead and get set up for a turn 2 drop off.

Reavers have the melta, and are the fear factor that could make your enemy not put his tanks anywhere near the generators.

Balestrike bands are the main heavy hitters. With 8 Assault 3 shuriken cannons shooting at the enemy the turn they come in. If things start looking grim, they can jump back in and do another alpha strike.

The voidstrom band is mostly for fun, I'll admit. 12 Dissonance shots means you'll buff your shots to S7 AP2 on average. I wouldn't bank on it too much, but if you point them at any MEQ unit, it should promptly disintegrate. TEQs too as long as you get average or better (so that's a test of luck).

Any gaping rules holes I missed? This is very much a glass cannon, but could be oh so fun.

This message was edited 2 times. Last update was at 2016/07/15 20:13:21


The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in fr
Tough Traitorous Guardsman






This.
Corsairs are by far the worst of the 4 Eldar factions at close combat and the very existance of Reckless Abandon not only supports that but gives us a way to try and avoid it.

This is very well said. Now that I think about it, we should never try to make a close combat unit out of this codex. And if you don't want to be engaged in close combat, you should never be : Reckless Abandon after Overwatch everyone? Oh yes.

@Palleus / concerning your army list
You said it all :
This is very much a glass cannon, but could be oh so fun

But in your list it's unclear to me whether your infantry units have jetpacks... but they should. The key to survival is mobility. A 6''+3D6'' move after shooting is priceless, especially after deep striking. It's a 16'' move on average.
I do think you would be better served with jetpacks units in a sky burners coterie deep striking within ~8'' of your aim targets and then retreating toward a Webway breach. In this case, you could definitely have only 2-3 MKGs, thus saving 35-70 pts (taking into account the felarch tax). Entering via a breach works well only if your opponent doesn't see it coming... but he will. If you want to be where you want to be, the ability from sky burners coterie is the unsurpassable.
— One concern I have with this list is the overlapping roles of your units, since they are kitted to shoot infantry with low save (which I don't see that much in my meta). We are talking of 12 splinter canons (=72 shots) and 24 shuriken cannons (=72 shot again) with no good Ap. Shuriken canons have anti-2+ and anti-vehicle potential, I concede, but still.
— Another concern is... well, let me state it that way : a 3-Hornet squadron would be good. 240pts, 12 shots S8 AP2 at 48'' on a mobile platform. It fills a hole in your list I think. Moreover (but see it as a bonus), it allows you to deal with flyers if you manage to cast Guide or Prescience (3-4 hits on average).
— I'm not sure the 2x psychic level 1 are worth it, but it may be because I don't play with psykers often.

This message was edited 2 times. Last update was at 2016/07/16 06:45:26


 
   
Made in gb
Lethal Lhamean




Birmingham

 RenegadeKorps wrote:
This.
Corsairs are by far the worst of the 4 Eldar factions at close combat and the very existance of Reckless Abandon not only supports that but gives us a way to try and avoid it.

This is very well said. Now that I think about it, we should never try to make a close combat unit out of this codex. And if you don't want to be engaged in close combat, you should never be : Reckless Abandon after Overwatch everyone? Oh yes.

@Palleus / concerning your army list
You said it all :
This is very much a glass cannon, but could be oh so fun

But in your list it's unclear to me whether your infantry units have jetpacks... but they should. The key to survival is mobility. A 6''+3D6'' move after shooting is priceless, especially after deep striking. It's a 16'' move on average.
I do think you would be better served with jetpacks units in a sky burners coterie deep striking within ~8'' of your aim targets and then retreating toward a Webway breach. In this case, you could definitely have only 2-3 MKGs, thus saving 35-70 pts (taking into account the felarch tax). Entering via a breach works well only if your opponent doesn't see it coming... but he will. If you want to be where you want to be, the ability from sky burners coterie is the unsurpassable.
— One concern I have with this list is the overlapping roles of your units, since they are kitted to shoot infantry with low save (which I don't see that much in my meta). We are talking of 12 splinter canons (=72 shots) and 24 shuriken cannons (=72 shot again) with no good Ap. Shuriken canons have anti-2+ and anti-vehicle potential, I concede, but still.
— Another concern is... well, let me state it that way : a 3-Hornet squadron would be good. 240pts, 12 shots S8 AP2 at 48'' on a mobile platform. It fills a hole in your list I think. Moreover (but see it as a bonus), it allows you to deal with flyers if you manage to cast Guide or Prescience (3-4 hits on average).
— I'm not sure the 2x psychic level 1 are worth it, but it may be because I don't play with psykers often.

I think running the Hornets as single vehicle squadrons or as pairs is better, 3 of them could generally be just way too much overkill for a single target unless it's very resiliant, 2 in a unit tends to be the sweet spot and if you need the extra shots, just point the second unit at the target.

I wouldn't be completely dismissive of close combat with Corsairs, but Reaper of the Outer Dark is an absolute must to make it work. Even then I think you've got to be charging weakened units that are laking in any real close combat capability themselves, since each model will be getting a minimum of 3 attacks each on the charge you can drown them in volume of attacks, preferably leaving 1 guy alive so that you don't then get shot in your opponents turn.
   
Made in us
Regular Dakkanaut




True, 3 attacks on the charge is not bad, but considering s3, you'd have to hope for good rolls. Also consider the loadout. A reaver with any weapon but brace of pistols and Reaper will do 1A base + 2A rag, but adding brace of pistols adds that extra attack. I love having the felarchs on bikes with venom blades for those 15 poisoned attacks which stack the wounds like no one's business. Though it is pricy, I will admit.

I like the idea of lasblasters for weight of fire, but something about double pistols seems so cool to me, also it helps me maintain the idea of always being near 12" for Reckless Abandon.

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