apologies to anyone who may have written a corsairs list previously, but I couldn't seem to find one
this list came about as I was pondering the best way to get to paint some awesome corsairs colour schemes AND keep my mymeara force which I'm actually happy with...
Basing the army heavily on the list in IA11, I was thinking of something along these lines:
Core:
-Corsairs (these would be the 'tactical marines' of the eldar, similar to guardians but with better CC (5+) and a missile launcher, either with jump packs or falcons/venoms as transport, may have a single firestorm )
-Voidstorm squads - these are assault specialists who carry lots of fusion guns and meltabombs (MW?) but tend to be low in number
Special: (2 per corsair warband)
-Jetbikes/vypers -Hornets -Falcons (smaller formations (3/4?), more limited access to firestorms, may upgrade a falcon to a warp hunter) -Rangers -Wasps (jump pack war-walker units which can be transported in vampires)
Rare: (1 per every 2 corsair warbands)
-0-1 Harlequin troupe (stats from grand masque list, good few options, max one per army) -0-1 DE Kabal (stats from DE list, lots of options, max one per army) -0-1 Lynx formation
Aircraft:
-Nightwings (possibly 2 with the option to add a third) -Phoenix Bombers (possibly a corsair variant with int1+ /different weapon loadouts) -Vampire Hunter -Vampire Raider -1+ Spacecraft (are there specific 'corsair' craft, can the BFG players advise?)
Characters:
-Corsair Prince (the usual, supcom, inv save, inspiring etc) -Void Dreamer (farseer equivalent, lose farsight, but gain MW FF, rune armour (4+ and inv save)) -Felarch (leader, CC MW EA)
Army wide rules
Corsairs may use the 'hit and run' rule from the main eldar list They may also use the 'fleet of foot' rule from the dark eldar codex
I'll get it formatted into a proper list with suggested stats over the next week or so, I see it playing like dark eldar, but perhaps even more fragile, fewer transport vehicles which means units will tend to be inherently quick, yet very fragile if not making good use of cover, smaller vehicle formations mean you can have a decent punch but must be careful with them, and the many air choices are quite thematic from a fluff POV, I'd also say a spaceship should be a mandatory choice
anyone have any thoughts?
Edit: I finally got it formatted into a list which I have attached for your perusal, looking at the harlequin stats, that list seems a bit mental, but I've added the options, however it may get toned down for this specific list, I've borrowed stats from all over the place and a made a few up, some units may be too potent, some too weak, please let me know your thoughts on this
Edit 2: I messed with the formatting to make the list more readable, new version attached
enjoy
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Last edited by kyussinchains on Wed Jul 26, 2017 4:57 pm, edited 3 times in total.
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