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.
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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.