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EldarOnline => Harlequins, Exodites, and Corsairs => Topic started by: Aurics Pride on August 17, 2018, 12:30:20 PM

Title: Coping with the lack of Corsairs
Post by: Aurics Pride on August 17, 2018, 12:30:20 PM
Hey Guys,
So as a follow up to my last article and to my recent appearance on the Splintermind podcast I have been putting some thoughts into how I can continue to play my Corsairs in 8th edition.
In 8th edition there are still datasheets for the Reavers, Skyreavers and Cloud Dancers but with the recent FAQ changes there is no way of being able to use them without bringing them to the table in an auxillary detachment. With this in mind I think the easiest way at first is to do a breakdown of the previous Corsair units and their current comparables. Many of the Corsair units are still available to our Craftworld cousins (Warp Hunter, Lynx etc) so these I won't touch on.

HQ
Corsair Prince- The main HQ choice of the Corsair forces, not bad in combat although suffered from the low toughness and strength.
Comparables-
Autarch- A very good choice currently and the only real comparable if you want Jetbike mounted. Can be decent in combat and can provide some great support to his surrounding units.
Archon- Probably the better choice for a combat character and can still provide the Aura. Shadowfield and Void Sabre was a favourite setup and an Archon with a Huskblade gets you close to this.

Baron
As above.

Void Dreamer- The Corsair psyker, was unpredictable and very fun to use but didn't always fit well with the common Corsair playstyle.
Farseer- Probably the most similar option for a Void Dreamer. Doom and Guide go better with the Corsair style of play than some of the old Corsair powers and he is much less likely to blow himself up in epic fashion!
Warlock- Another decent choice on a budget but not as good a choice as the Farseer.
Shadowseer- Included in the list although their powers only affect Harlequins units, which don't exactly gel with the Corsair theme.

ELITES
Voidstorm band- The Elite troops of the Corsair forces. Very similar to the Reaver bands but still more tooled up!
Trueborn- An index option but the old Blasterborn in a Venom trick is something that the Corsairs used to use with their Voidstorm units. Allows you to get a good amount of Special weapons in a small unit.
Fire Dragons- Fits the Anti-tank role that was a common use for the Voidstorm units, using the webway strike strategem you can emulate the deep striking fusion attacks of the Voidstorm.
Scourges- The closest fit to Voidstorms with Jetpacks, like the Trueborn you can fit a good amount of special or heavy weapons into a small unit that covers the battlefield role well.

Malevolent Band- A not often used option in the Corsair book, a close combat unit in a predominately firepower based army.
Wyches- Like the Malovolents they can put out a whole host of attacks but also like the Malevolents they aren't particularly strong attacks, lacking some of the resistance or mobility of the Malevolents (no Jet-packs!) but some of this can be fixed by the right choice of obsession.
Howling Banshees- Much like the Wyches they are a similar unit in terms of power output but with a slightly stronger attack. Still fragile like most other Aeldari units!
Striking Scorpions- Possibly closer in terms of resilience and attacks output. Still lacking mobility.

TROOPS
Reaver Band- The base troops unit in the Corsair army, commonly seen with Jetpacks!
Kabalite Warriors- Kabalites can put out a good amount of firepower and can be built very similarly to the Corsair Reavers. Unfortunately lacking in the jetpack department but when mounted in a venom they can make a great mobile troop unit.
Guardian Defenders- Like the Kabalites they can be built somewhat similar to the Reavers but still lacking the mobility of the Reaver band. Can be mounted in Wave Serpents but lack the open topped transports of their Dark kin.
Scourges- Possibly the closest option for Jetpack equipped Reavers, with their basic Shardcarbines they can throw out a lot of firepower in a very similar role to the Reavers. Add in a sprinkling of Special/Heavy Weapons and you are all set! Unfortunately a fast attack choice rather than a troops unit though.

Ghostwalker Band The infiltrators of the Corsair force.
Rangers- The obvious choice, sadly lacking the special weapons that the Corsairs were able to use but a great troops choice.
Mandrakes- A slightly more unconventional option but they fit a very similar role and can do a pretty good damage output. Sadly lacking in the special weapons also but their special rules and damage output make up for this. An Elites choice rather than Troops though.

Cloud Dancer band- Usually built very similar to the Craftworld jetbikes in 7th with copious amounts of Scatter lasers or often taking advantage of being able to take a lot of Splinter Cannons for a huge amount of anti-horde firepower.
Skyweavers- The obvious choice, essentially the same unit but with a few missing weapon options. Sadly no Splinter Cannons or Dark Lances but Scatter Lasers and Shuriken Cannons still do the work!

HEAVY SUPPORT
Balestrike Band- The heavy weapons specialists of the Corsair army and a very popular choice when equipped with Jet Packs, very strong in 7th edition!
Scourges- Again! As close as you can get to the Balestrike band of old. Mobile and high damage output.
Dark Reapers- Obviously a very powerful option in this edition and somewhat similar to a foot mounted Balestrike band.

Playstyle

So in 7th edition the common playstyle with the Corsair army was to field an army of fast, mobile units with a very high damage output. Making use of Warp Hunters, Balestrikes, Cloud Dancers and Reavers they were an incredibly fast army capable of putting out a horrendous amount of firepower but unfortunately they were also very fragile and whilst powerful they were also very expensive (in points and money!).
Looking at the above comparables it shows that for a similar playstyle to the common 7th edition Corsair army both Craftworld and Drukhari forces can fit quite well.

Craftworlds-
Currently the majority of the ex-corsair options (Nightwing, Lynx, Warp Hunters, Hornets etc) are still available to the Craftworlds codex which makes them possibly the best option for replicating a Corsair army. The only real downside is in the Troops slot where Guardians don't really fit the theme of the army. Rangers can be a good option and do fit the theme of the army quite well although are a very static unit in an army that is generally very mobile.

Drukhari-
Stylistically with their already quite piratical tendencies Drukhari make a good fit. With Ravagers, Razorwings and Scourges they can put out a huge amount of firepower from multiple very mobile units. Whilst not able to take the previous Corsair units they have some very fitting replacements. Like the Craftworlds their downside is in the Troops slot although Kabalites in Raiders or Venoms do fit very well with the build of the army. The lack of Jetbikes is disappointing as these were one of the real highlights of the Corsair army.


I have put together a couple of lists to try and replicate my old 7th edition Corsair lists as close as possible:

CRAFTWORLD ELDAR
++ Battalion Detachment +5CP (Aeldari - Craftworlds) ++

+ No Force Org Slot +

Craftworld Attribute: Saim-Hann: Wild Host

+ HQ +

Autarch Skyrunner: 2: An Eye on Distant Events, Banshee Mask, Craftworlds Warlord, Laser Lance, Reaper Launcher, Twin Shuriken Catapult

Farseer Skyrunner: 1. Guide, 2. Doom, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Troops +

Guardian Defenders: 10x Guardian Defender
. Guardian Heavy Weapons Platform: Bright Lance

Rangers: 5x Ranger

Rangers: 5x Ranger

+ Fast Attack +

Hornets
. Hornet: 2x Hornet Pulse Laser

Hornets
. Hornet: 2x Hornet Pulse Laser

+ Heavy Support +

Fire Prism: Spirit Stones, Twin Shuriken Catapult

Fire Prism: Spirit Stones, Twin Shuriken Catapult

Lynx: Lynx Pulsar, Shuriken Cannon, Spirit Stones

+ Dedicated Transport +

Wave Serpent: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Outrider Detachment +1CP (Aeldari - Craftworlds)  ++

+ No Force Org Slot +

Craftworld Attribute: Saim-Hann: Wild Host

+ HQ  +

Warlock Skyrunner: Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Fast Attack +

Windriders
. 4x Windrider - Scatter Laser

Windriders
. 4x Windrider - Scatter Laser

Windriders
. 4x Windrider - Scatter Laser

++ Total: [117 PL, 2000pts] ++


DRUKHARI
++ Battalion Detachment +5CP (Aeldari - Drukhari) ++

+ No Force Org Slot +

Detachment Attribute: Kabal of the Flayed Skull

+ HQ  +

Archon: Blast Pistol, Huskblade

Archon: Blast Pistol, Huskblade

+ Troops +

Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle


Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle


Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle

Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle

+ Elites +

Kabalite Trueborn (Index)
. Dracon : Splinter Rifle
. Kabalite Trueborn with Special Weapon: Blaster
. Kabalite Trueborn with Special Weapon: Blaster
. Kabalite Trueborn with Special Weapon: Blaster
. Kabalite Trueborn with Special Weapon: Blaster

+ Fast Attack +

Scourges
. Scourge with Special / Heavy weapon: Dark Lance
. Scourge with Special / Heavy weapon: Dark Lance
. Scourge with Special / Heavy weapon: Dark Lance
. Scourge with Special / Heavy weapon: Dark Lance
. Solarite: Agoniser, Shardcarbine

Scourges
. Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Solarite: Power lance, Shardcarbine

Scourges
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
 Solarite: Shardcarbine, Venom Blade

+ Flyer +

Razorwing Jetfighter: Splinter Cannon
. 2 Dark Lances

Razorwing Jetfighter: Splinter Cannon
. 2 Dark Lances

+ Dedicated Transport +

Raider: Dark Lance

Venom: Splinter Cannon, Splinter Cannon

Venom: Splinter Cannon, Splinter Cannon

Venom: Splinter Cannon, Splinter Cannon

Venom: Splinter Cannon, Splinter Cannon

++ Spearhead Detachment +1CP (Aeldari - Drukhari) ++

+ No Force Org Slot +

Detachment Attribute: Kabal of the Black Heart

+ HQ +

Archon: Huskblade, Labyrinthine Cunning, Splinter pistol, Warlord (Archon), Writ of the Living Muse

+ Heavy Support +

Ravager : Disintegrator cannon, Disintegrator cannon, Disintegrator cannon

Ravager : Disintegrator cannon, Disintegrator cannon, Disintegrator cannon

Ravager : Disintegrator cannon, Disintegrator cannon, Disintegrator cannon

++ Total: [98 PL, 1999pts] ++


Both armies were created with the models that are currently in my collection and I have used both in games during 8th edition. They fight in a similar way to my Corsair lists from 7th edition (Though sadly not quite as strong!). Although the Corsairs are effectively gone I do feel that with the current Craftworlds and Drukhari books we can create something that is similar in playstyle and just as enjoyable.