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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ This is my first attempt at putting togeather a Corsairs list out of the new Imperial Armor vol. 11 I honestly have no idea how well off this would do on the table top, so im looking to see what anyone might have to suggest for this list to improve upon. I don't play Eldar, or Dark Eldar so this is a real stab in the dark for me here.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Corsair Prince: 135<br />    Void blade, Force Shield<br /> <br /> Corsair Blade Swarn: 151<br />   4x power weapons, Corsair Venom (Scatter Laser)<br /> <br /> Troops:<br /> 2x Corsair Squad: 147<br />    10, Jet packs, 2x Flamers, 2x S. Cannons, 6x S. Catapults<br /> <br /> 2x Corsair Squads" 120<br />    5, Fusion Gun, Corsair Venom (Eldar Missile Launcer, Holo Fields)<br /> <br /> 2x Wasp Squadrons: 190<br />   2 walkers, 2x Eldar missile Launchers<br /> <br /> Fast Attack:<br /> 2x Hornet Squadons: 115<br />    2x Bright Lance<br /> <br /> Total 1500.]]></description>
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				<pubDate><![CDATA[Sun, 29 Jan 2012 12:15:44]]> GMT</pubDate>
				<author><![CDATA[ stratassj]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ Looks interesting. But I do not have jet <span class="glossaryitem" onmouseover='gp(752);'>IA11</span> and so can hardly comment. Some remarks how to play it would be nice though.]]></description>
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				<pubDate><![CDATA[Sun, 29 Jan 2012 16:00:44]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ Well,  Im not fully sure How the list i ssupposed to play, but i can give you an idea about afew of the units.  The wasps are closed topped war walkers, they have jet packs, can deep strike, but dont have scout. The Hornet is like another war walker, It does scout, and has the aerial assault rule. The Corsairs themselves, are basicly your 'battle trained' guardians/Kabalite warriors.]]></description>
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				<pubDate><![CDATA[Sun, 29 Jan 2012 16:17:47]]> GMT</pubDate>
				<author><![CDATA[ stratassj]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ The Corsairs list is primarily a shooting based army, you have widespread access to long ranged S8 and S6 shooting, can do <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> incredibly well and have a Solar Pulse equivalent on the Prince. You should be avoiding combat unless you can absolutely help it, everything is S3 which even with Power Weapons isn't very scary and unlike a Craftworld list you don't have Doom to back it up.<br /> <br /> From the top:<br /> The Prince is easily the best <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> available,(the Void Dreamer is hilariously bad) but really doesn't need much gear, where you have him is as high as I would go points wise. Despite having access to a Shadowfield you can't use him as a combat character since he can't get an Agoniser type weapon or some way to boost his strength (Drugs/Huskblade) while maintaining his power weapon (5 S4 Rending attacks isn't much, you can almost get that from a 15pt Razorwing, who is basically as tough as well). He is always going to be a S3 T3 character without Eternal Warrior, he dies to just about everything so throwing him into combat should always be a last ditch effort. His best ability is the Nightfight missile, which is basically a Solar Pulse in an army which can spam 36-48" range shooting (unlike Necrons who are a 24" range army). Also remember that he can Deep Strike things in, which is a decent way to use a 80pt Fire Dragon unit if you aren't using the Aspect slot for anything else.<br /> <br /> The Command Squad really doesn't threaten anything unfortunately, its supposed to be an elite assault unit but they only have WS4, are seriously let down by S3 and to top it off they are incredibly fragile. <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> the best use for them is as a 28pt unit to unlock another Venom, at which point you could give them Fusion Pistols I guess (its a real shame they can't get Fusion Guns).<br /> <br /> Considering they are only 5pts more you should always take <span class="glossaryitem" onmouseover='gp(461);'>EML</span> over Cannons in any Corsair unit. You are fragile but mobile, so play the range game from outside 24" and <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> into/behind cover. I wouldn't bother with Flamers on these guys, you really don't want to get in close unless you don't mind losing the unit (which is fine for a 50pt 5 man unit, but not a 150pt 10 man unit). <span class="glossaryitem" onmouseover='gp(325);'>Tbh</span> I would stick with the Lasblaster on these guys though the 24" reach is far more powerful than the extra point of strength. It can be worth giving them Fusion Guns though, since you can move and fire everything any vehicles which get too close are going to take 4 S8 shot to the face.<br /> <br /> Its unfortunate, but you have no way to get a second Fusion weapon into the 5 man units to make them reliable melta hunters without resorting to Fusion Pistols. <span class="glossaryitem" onmouseover='gp(325);'>Tbh</span> if you can get your Melta/heavy anti tank elsewhere (see Warp Hunters, Dragons) then you would be better off just taking a Missile Launcher for the same cost and just sitting back.<br /> <br /> I would never take Holos on a Venom, it almost doubles the cost of the vehicle and you really don't get much use out of them on an open topped AV10 vehicle. Yes it makes you really easy to kill, but you really just have to accept that and use the list as best you can.<br /> <br /> I'm very much on the fence with Wasps. They give you more firepower for relatively cheap, but they take up valuable Troop slots which you tend to need with such a fragile army and unlike Craftworld Eldar you can actually get some decent scoring units. The real issue is that they cost the exact same as Hornets, who are AV11, much much faster, have Scout and don't take up a scoring slot.<br /> <br /> As I just mentioned, Hornets are amazing units, they are easily the best Fast Attack unit in the list or even the overall Eldar list and would have to rank close behind Dragons as the best unit available to Eldar. Even with no upgrades they are very effective, they are 5 points more than an equivalent Vyper with double Cannons and have +1AV, BS4, Scout (so the 24" range is never going to be an issue) and can move 12" and fire everything. Taking 6-9 of these to provide your S6 anti infantry needs is a very solid tactic, since they can get in your opponents face and keep them away from your more vulnerable units (the same way as Vypers do, just with more firepower and durability).<br /> Alternatively you can tool them up, <span class="glossaryitem" onmouseover='gp(325);'>tbh</span> I wouldn't bother with Scatters (Cannons do the job), Starcannons (again Scatters or Cannons do the job better for cheaper) or Bright Lances (just take Pulse Lasers and use melta to kill heavy armour). Missiles lets you do a Missile spam list pretty effectively, 20pts more than a Typhoon for Scout and AV11. Pulse Lasers are also worth considering, even a single Hornet for 125pts is on par with a Vendetta as a ranged tank hunter/heavy infantry killer and isn't up on the massive flying base waiting to die (and is tiny so can be hidden as well).<br /> With vehicle upgrades Holos are really the only one worth considering, in squadrons you don't need Stones and probably should be kept cheap as forward movement blocking units so you don't take Holos there. If you are running Pulse Lasers you could conceivably be running around by yourself, and with Pulse Lasers you are already the price of a Serpent/Prism/Night Spinner anyway to the Holo can be worth it.<br /> Either way I would pretty much always be filling up my Fast slots with this list, at 65pts its hard not too.<br /> <br /> While its clearly going to be hard to fit everything in to 1500pts the big unit you are missing is the Warp Hunter. I used to describe them as mobile D-cannons, but with 36" range and a Large Blast rather than a small Blast they are much much better than a D-Cannon. Large Blast and the fact that you only need to clip to do damage (i.e the position of the hole doesn't matter) means you can easily hit multiple vehicles at once. Being able to remove heavy infantry on a 2+ is incredibly powerful, particularly in an army which can otherwise spam Scatters, Cannons and Missles which won't dent 2+ armour. The flamer template ability is pretty cool when you can move 12" and fire, so if you get a good opportunity you can zoom forward and toast infantry (and again since you only need to clip you can easily damage vehicles at the same time).]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 01:37:58]]> GMT</pubDate>
				<author><![CDATA[ Powerguy]]></author>
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				<title>Re:1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ What powerguy said is pretty much spot on.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> As far as i`ve seen only the warp hunter, the wraith seer and the hornets are worth taking and only probably as part of an eldar army.  Also maybe the spectres and just purely for the fact that there new. <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"><br /> <br /> Early days i suppose but to me it jut seems like a bolt-on for the Eldar rather than a cool list in thier own right.  Which is a damn shame <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 05:02:17]]> GMT</pubDate>
				<author><![CDATA[ kryczek]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ @kryczek: Its not just you, it sort of looks that way to me at times too. If some of that stuff was avalable to a Dark Eldar army.. well then, i know where i would be going... But im sure the Corsairs and the Dark Kin have a ... working relationship sometimes.<br /> <br /> @Powerguy: Thanks for the run down and your input its much appreceated.<br /> <br /> The Prince looked like the only viable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to me, And i think i might ditch the command squad, like you said, it doesnt really add much.<br /> <br />  The idea that i'd have with the corsair squads, was to try and gang up on a single enemy unit, obliterate it, then move to safety, hense the flamers and cannons in the larger units. I might try them out see how they do, can always change their set up later.<br /> <br /> I love the idea of the wasps, the fire power that they add, again their one i think its wait and see how they do in game.<br /> <br /> hornets, not even going to say anything other then their the hornets.<br /> <br /> I want to enclude the warp hunter, it looks killer, so maybe i should find points for it some where.]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 15:28:48]]> GMT</pubDate>
				<author><![CDATA[ stratassj]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ The thing is that the Corsairs can effectively gang up on units from 24" away since Lasblasters have good reach, and then <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> gets them out of range of a big chunk of weapons and outside even the longest charge ranges (Fleet units from a fast transport, Beasts). Flamers require you to be inside 6" (the template is ~9" but you expect to clip more than 1 guy), which is leaving you open to short range Rapid Fire death and a huge range of assault units. <span class="glossaryitem" onmouseover='gp(461);'>EML</span> ensures you are doing damage turn 1 and lets you hurt vehicles, while still maintaining anti infantry, hence why its a much better choice than the Cannon (consider that on vehicles an <span class="glossaryitem" onmouseover='gp(461);'>EML</span> is 15-20pts more than a Cannon).<br /> <br /> Dropping the Command Squad easily gives you the points for a Warp Hunter, dropping the Holos and cleaning up everything else would probably give you the points for a second.]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 22:35:17]]> GMT</pubDate>
				<author><![CDATA[ Powerguy]]></author>
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				<title>1500 Eldar Corsairs (IA:11)</title>
				<description><![CDATA[ powerguy is right about the Warp Hunter, that tank is literally an Eldar vindicator, it can destroy anything it touches (it has a D-cannon flamer, yikes!)<br /> <br /> Personally, I'd either the Prince's retinue or one squad of corsairs with flamers for a warp hunter, you'll also end up saving 15-20 points to spend elsewhere depending on which squad you drop.<br /> <br /> It might also be more worthwhile to drop the retinue on the prince in favour aspect warriors such as fire dragons or howling banshees, however if you're wanting to use them to hide the prince, I personally think that giving them shooty weapons (fusion guns are a good choice) instead of power weapons is more useful for them, especially since they don't really excel at <span class="glossaryitem" onmouseover='gp(19);'>CC</span> for their points cost while using them like an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> shooty <span class="glossaryitem" onmouseover='gp(19);'>CC</span> seems to work a little better for them.<br /> <br /> Also, I think you should take the Shadow Field for the prince, 2+ invulnerable is too tempting to say no to.<br /> <br /> If you don't fancy taking the warp hunter however, you might want to consider either the phoenix for anti ground duties, although it's nowhere near as threatening as the warp hunter, it's more mobile and doesn't have to worry about losing it's main gun and being useless later.]]></description>
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				<pubDate><![CDATA[Tue, 31 Jan 2012 09:48:33]]> GMT</pubDate>
				<author><![CDATA[ Snarky]]></author>
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