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===Heavy Support=== *'''Corsair Balestrike Band:''' Your heavy weapon squad, with the potential for some REALLY awesome destruction options. You start with five dudes with lasblasters, but you can add five more and each and every one of them can be upgraded with a man-portable heavy weapon so you can create powerfully focused squads for your chosen role. They can also be upgraded with Jet Packs to give them more mobility and Relentless so that they never miss a turn of shooting. The customization doesn't end there either, since you can give them the range of grenade options and armour upgrades. So this unit is your go-to heavy weapon option unless one of the other choices can fill a more specific role. The ONLY option for a Titan Breakers Cotories Heavy Support slot, as its rule only gets granted to Infantry or Jetbikes...unless you don't care about the Preferred Enemy Tanks & Walkers you took it for. *'''Corsair Warp Hunter Squadron:''' This is your '''D''' Tank, and you can only take one per detachment, though it comes in a vehicle squadron of up to three tanks. The latest rules incarnation increased the D-Flail strength from S7 right up to destroyer levels in keeping with the Craftworld Codex. The caveat is that any rolls of six on the destroyer table instead count as fives, so no Deathblows. ''(The Corsair version on p174 has a different wording of the rule than the Craftworld version on p209, this isn't a flat -1 as with the D-Scythe rule, so you don't suffer the increased chance of a lucky survivor)'' The D-Flail firing options cover the short/mid ranges, so gyou can either fire it as a template and ignore cover with your D weapon, or you can fire it indirectly as a barrage of D3+1 small blast templates (per tank) up to 36" away. So if you get a few of these together they can easily lay waste to knights, titans or monstrous/gargantuan creatures. *'''Corsair Fire Storm:''' A Corsair only, anti-air tank. It’s basically a Falcon with a twin-linked 6-shot R60 skyfire/interceptor scatter laser with the ''Rending'' rule added, in addition if it fires at a Zooming flyer it gains the ''Ignores Cover'' rule so they cannot even jink to avoid it; and finally they can be taken in squadrons of up to three vehicles, so you can fill the skies with disco laser lights. These buffs mean that the Firestorm is vastly improved as an Anti-Aircraft options, however it still has no real use other than killing flyers and if that's all you needed it for then you might have been better off taking a Nightwing or Phoenix which you should have done anyway. However, one thing it is really good for is annihilating AV10 skimming vehicles since skyfire works on skimmers too, but this means that you are playing against Craftworld/Dark Eldar, or against Land Speeders which is a bit of a niche that most of your other units can cover anyway. So its probably the worst Heavy Support choice you have. *'''Corsair Fire Prism:''' Identical to the Craftworld version the Fire Prism is the answer to the long range guns of other races. This magnificent jeweled weapon focuses such intense power as to turn foes of all shapes and sizes into all shapes and sizes of slag. Now boasting THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focused mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go (and will blow smoking holes in Daemons and Tyranids, too). At S9 AP1 with the LANCE special rule this weapon will crush any armoured vehicle going in the game today. What downsides does the Fire Prism have, you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that - a solid workhorse in the army. You could field three and no one would bat an eyelash. Three full squadrons, however, would make almost anyone cry. Sadly our squadron doesn't get the rules for combined fire so, it's only a squadron. *'''Corsair Night Spinner:''' Less useful in the Corsair list, because you've got access to so many other heavy support options, like Flyers, Warp Hunters and Fire Prisms, the Nightspinner is still a useful choice when used correctly. The Doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, as well as the mini rending power that makes it auto wound and AP2. Like its close cousin the Fire Prism, Nightspinners feature different modes of attack. The dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focused mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning. Nightspinners are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who likes guarantees. The Nightspinner can, as a barrage weapon, hide completely from view to fire it's shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear (excellent because it's already the cheapest tank). Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter. The same as per Fire Prism, our squadron cannot combine fire. Because GW loves only the Craftwolders. *'''Corsair Lynx:''' Only one allowed per detachment, the newly re-minted Lynx is no longer a Superheavy, and has been nerfed down to the regular Heavy Support slot where it has to compete with a lot of other options. However it still has things going for it. While the hull points were knocked down to five, the Front and Side armour was put up to the more sensible AV12 in line with practically every other Eldar closed-topped vehicle. The Pulsar cannon is still a ''Destroyer'' weapon, and can be fired either as a single Large Blast, or as a three-shot twin linked weapon both up to the 48" range, meaning it covers a larger section of the board than the Warp Hunters do, as well a being a "true" Destroyer weapon, unlike the Warp Hunters. As before, you may replace the Pulsar with the Sonic Lance, giving you effectively a ''Torrent'' Hellstorm Template for mulching hordes on a 3+ or better, regardless of toughness; the Sonic Lance is also AP2 now, so very few things are safe against it, so the weapon is a perfectly viable choice when compared to the Pulsar, so it really depends on what you regularly face up against. It also has a unique set of ''Skyhunter'' rules, where you may count the Lynx as a Flyer, unlike the old rules you '''may''' fire the weapons while it is zooming around, although you '''may not''' Jink and you can '''only''' fire Snap Shots, but at least your Pulsar is twin-linked in salvo mode, so you can still be a credible threat. It also lets you start the Lynx on the board in hover mode, which is nice. <strike> The Sonic Lance and Pulsar are both Ordnance weapons, and therefore can never be snap fired. You can only snap fire your shuriken canon/its replacement.</strike> There is nothing preventing you snap firing ordinance weapons. Only blast and template. The upcoming FAQ also addresses this.
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