Monday, February 13, 2012

Eldar Corsairs: Thoughts After The First Game


Its good to be back in good old Lansing. The move went pretty smooth. I am basically unpacked and the construction of the 40K basement of epicness has begun. Samsquatch Monster has been cleaning and getting the mountain of Tau and Space Wolves stowed away and organized. The Judge will be moving in over the next week. The 40K cave will have 3 tables as well as our 3 individual hobby areas as well as a fume hood for priming and an Airbrush Station. It should be very very nice.

As promised I am going to give my initial thoughts after using the Eldar Corsair list from Imperial Armor 11. I was going to do a full battle report, but the details are a bit foggy as it was a week ago and the game was pretty short. We only went 3 turns. I took on CVinton and his space wolves. I don't believe in doing things halfway so if I am going to test an army list or a new codex I want a tough opponent. I went with a foot list for the Corsairs, since I have been on a Footdar kick as of late.

My initial assessment of the viability of a foot list was flawed. If you look at the army list a foot list is possible thanks to the jet packs and relentless rule it provides. The amount of fire and flexibility of the units is clear. The real issue is the lack of protection. Also a lack of an Avatar means leadership tests. Granted the higher leadership values make the units hardier, but not invulnerable. The low armor saves are akin to Kabalite Warriors. Normally this is not an issue......when they are in transports or in cover.
Because the Corsairs use a high percentage of Craftworld weaponry, my brain decided I could run the Corsairs like Craftworlders. I should have been running them Like Dark Eldar. A strait up foot army hoofing it across the table was not a good idea with the Corsairs. I totally ignored the many different deployment options.

You have whole units that can scout, deep strike, outflank and arrive via webway portal. These deployment options let you run a decently viable foot list as long as you don't come in piece meal. Cvintons Long Fangs tore my army up very quickly and the Wolf Priest lead swift claw pack hit the heart of my army and laid it to waste. The whole lynchpin of the army was the Phoenix Bomber and it was dealt with after the first turn. After that the army kind of evaporated. The bomber is a very potent vehicle. The devastating amount of fire it laid down made it a very high priority target. Despite having a 4+ save it still fell to a torrent of missile fire.

I was also not very impressed with the Void Dreamer. The protections and enhancements the Void Dreamer provides are not that great. The lack of any runes of warding means the one anti psychic power is basically useless to the rest of the army as it only protects the Void Dreamer and the unit he may be joined to.

I am going to have to step back and really take a hard look at how to run this list. It has the weapons of a Craftworld army with the speed and mobility of the Dark Eldar. You can run it many different ways as well depending on your unit selection. I am milling the idea of a Corsair Variation of the Webway list. The main difference being that only about half of the army will arrive via portal, while the other elements will be on board and arriving by deep strike. Having the portal on the board lets you keep your deep strikers safe by giving them the option of coming out of the portal if no decent or viable deep strike position is available.

So I like the army, but I am unsure how viable it is. Granted I have only gotten one game in with it. I hope to get 4 or 5 more with the new list I am building taking advantage of the many deployment options.

Next time I will have some thoughts on Necrons. I played OST this past week with both my Craftworlders and my Dark Eldar. He was using Cvintons new Necron army. I was not prepared for to fight this new codex. Although I have read it cover to cover, I was not ready for how it played and flowed on the table. I was soundly beaten in both games in only 4 turns. The sheer torrent of fire was overwhelming. Tesla is powerful, but more on that next time.

Until then................

Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!


WAAAAAAAAAAAAAAAGH!!!!!!!!!!


4 comments:

  1. Any chance of a your list. I'm just curious. I appreciate your analysis of the void dreamer. I've been saying he is trash but everywhere the internet they are talking about corsairs they talk about how useful he is. Not that I put a lot of weight into others analysis but I was almost tempted to consider putting him in a list just in case I was wrong.

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  2. I will post the list later this week and my adjusted one once I put the finishing touches on it for use tomorrow night at the FLGS.

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  3. Every time I sat down to make a corsairs list I wanted to make use of jetpacks, but I always found them lacking. The concept is nice, but far too fragile.

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  4. I have to agree. If they were actual jump infantry they might have been more useful in a foot situation. Given the available transports the squads can't be big so this leads to a survivability issue.

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