I love my pointy-eared pirates. This is an indisputable fact. And while the most recent Big FAQ has come and gone, and the changes within it have been consistently good for the game, they do leave my beloved Corsairs in a bit of trouble. Or, to put it more pessimistically, Eldar Corsairs as we have known them are pretty dead in the water. It started with the hot mess that is the Forge World ruleset, which left the Corsairs woefully incomplete, and basically incapable of being fielded as a standalone, keyword independent force. But there are ways around that.
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I love my pointy-eared pirates. This is an indisputable fact. And while the most recent Big FAQ has come and gone, and the changes within it have been consistently good for the game, they do leave my beloved Corsairs in a bit of trouble. Or, to put it more pessimistically, Eldar Corsairs as we have known them are pretty dead in the water.
It started with the hot mess that is the Forge World ruleset, which left the Corsairs woefully incomplete, and basically incapable of being fielded as a standalone, keyword independent force. But there are ways around that. No more using an Autarch, Archon, Farseer, etc.
So basically, no using a few token Aeldari space-wizards to toss Jinx, Doom, etc. It was leading to anti-patterns in the competitive scene, and is sort of…fluff incompatible for the Drukhari to have just outsourced being psychic to their Craftworld buddies thanks to a loophole.
They are:. The fast, mobile nature of the Corsairs is served pretty well by Dire Avenger or Guardian troops choices loaded up in Wave Serpents, which conveniently are also extremely durable weapons platforms. Crimson Hunters, in massive amounts, are my personal favorites. Fire Prisms are another mobile, long-ranged firebase. As are mass, boosted jetbikes, which while not the unholy terrors they were in previous editions, are far from useless. Vypers fall into the right feel, though to my mind there are a number of more preferable options.
But the real standouts, for nailing the highly mobile Corsair feel, are the legacy Doom of Mymeara Forge World units. There are also some painting and conversion opportunities in a Craftworld army to mark them out visually as Corsairs while still drawing on Craftworld units.
The nearest equivalent to the classic Eldar Corsair squad are the much maligned Storm Guardians, but in my experience Howling Banshees, Dark Reapers and Fire Dragons, along with Swooping Hawks, all draw on visual elements present in those squads.
Kitbashes of Eldar, Dark Eldar and Corsair pieces can serve to give units a lighter, more dynamic look than the fairly old Eldar sculpts, while still being visually distinct from Dark Eldar units. For the really adventurous, the new Deepkin range has opened up a sort of savage, almost gladiatorial feel that might work as well in both the this form of the Corsairs and the Dark Eldar version. Incubi are mercenaries — a Corsair Princess or Princess with enough resources could probably hire some, given the right contacts and a tolerance for risk.
The same is true for most of the other mercenary units like Scourges. So the Drukhari are fast, hard hitting, a strong codex and work well together. Really nothing, in my opinion.
Wave Serpents can provide a more durable firebase that can keep up with advancing Raiders and Venoms. Crimson Hunters are — arguably — superior to Razorwings for the aspiring Drukhari-centric Corsair who wants to rule the skies.
Wyches provide cheap, good close combat prowess to keep the pressure off Craftworld firing lines, while Ravagers are just…comical amounts of firepower. Here I think psychic characters are still the go-to HQ options for the Craftworld component, as I continue to find Autarchs to be…lackluster.
I also think this is the natural evolution of a lot of Corsair-themed armies, as it allows you to dabble in a new army with new units, while still staying true to a single theme and occasionally being able to play in astonishingly large games. The pleasantly aggressive Revenant discipline lets you play that psyker-support heavy force in a way that still helps Drukhari units, which is nice, albeit not as flexible as a Craftworld army that can draw from a much broader panel of potential powers.
And the fluff is certainly there — after all, Yvraine was a Corsair at one point, and they were some of her first allies, even if she did get a truckload of them killed or worse in her escape from Comorragh.
This has some advantages, because you can work in some of those units that might not have fit in a straight Corsair army, like Wraith units, which the guys over at Splintermind have been pushing hard for as the core of a Ynnari force.
After all, what Corsair might not want Yvraine owing them a favor or two? For the most part, there are several counts-as options for Corsair units. Or we could all pray that someday Forge World comes out with like, a single sentence that would at least allow them to be used in Ynnari armies, or something like the mercenary unit rules for the Drukhari. For my money, the Drukhari are the turnkey approach, with the Craftworld Eldar suggesting some of the most interesting kitbashing opportunities, while both codexes and the Ynnari armies allow for plenty of room for collectors who want large armies.
And the true beauty? All of these things remain mutually compatible with each other thanks to the permissive allying rules of 8th edition, letting you stretch your hobby wings in different directions, and try new directions when things get stale. Enjoy what you read? Enjoyed that it was ad free?
Both of those things are courtesy of our generous Patreon supporters. Hi There, I play pure Corsairs competitively so I know the sorry state of affairs that being said they can be surprisingly effective, just got best Xenos at a GT.
In my mind they have always been more of a short-ranged shooty army. IMHO I think the best way to play them is using the Forgeworld rules for a battalion they can absolutely murder infantry in venoms and ally in craftworld for the hornets, flyers, warp hunters etc.
I have read your blog for some time, and the state of Corsairs is equal parts hear-break, and nerd-rage. I have been revising and refining it periodically based on feedback from the internets. The truly tragic thing about the demise of Corsairs as an army is that they encourage kitbashing, which leads to sales of GW product far beyond simply the kits that FW offered I myself bought multiple Craftworld and Drukhari kits just to have all the bits and bobs I wanted for my arm.
Westrider sent me the link to this post after I posted my version of an 8th ed Void Dreamer in order to have an el cheapo HQ to add to my allied Corsair patrol force. Modelling wise my minis are kinda bland, going with the old, OOP guardians with lasguns of which I have a bucket load coming in the mail.
This was a good read and I thoroughly enjoyed it. Your email address will not be published. Notify me of follow-up comments by email. Notify me of new posts by email.
This site uses Akismet to reduce spam. Learn how your comment data is processed. Skip to content. Home June 30 What Now for the Corsairs? So what now? How Did We Get Here? So What Now? But if I were to start a Corsair-themed force today? Ynnari So the Ynnari have been changed…a lot. What About Actual Corsair Models? Happy Pirating. Leave a Reply Cancel reply Your email address will not be published. Sorry, your blog cannot share posts by email.
What Now for the Corsairs?
One of the few truly unfortunate aspects of 8th edition has been the death of a number of the Forge World armies. Imperial Guard have felt the sting, but so to have the Eldar with the death of Corsairs. They seemed poised for a seamless transition into 8th edition with their unique FOC consisting of small detachments with unique chapter tactics for the many Corsair sub-factions but it was not to be. With almost every unit entry being dropped in Index Xenos, and the truly crippling omission of an HQ choice which essentially destroyed them as a stand-alone faction after a brief but glorious run at the end of 7th edition. The final nail in the coffin being in the FAQ where it was stated that they could be included in any Aeldari detachment but when you do it prohibits you from getting command benefits for that detachment. My friend Eric over at Variance Hammer wrote a great article on his views on the situation and was a direct inspiration for me to write this article in regards to solutions.
Hey everybody! Following the Fall of the Eldar after the birth of Slaanesh, while the Craftworld Eldar began to lead lives of asceticism lest they attract the gaze of She Who Thirsts, and the Drukhari subsumed their psychic potential and retreated into the Webway, the Corsairs stayed more true to their original life, heedless of any acts of passion. For a long time, ForgeWorld produced the army much like they do for other factions, but back in I think they discontinued the whole range, meaning that anybody wishing to play them would have to start a serious conversion project. Corsairs have always been conversion-heavy, so I believe, but now the problem is increased! However, I do like the rules, as I think there could be an interesting slant to the army from using these guys. I like the thought of spoiling a charge move in this way, though obviously it would only really work on a squad-type unit making the charge, and there are plenty of ways to get around that. The Imperial Armour Index only includes three Corsair units: the Reaver band basic troops , the Skyreaver band jet-pack troops and the Cloud Dancer band jetbike riders.
Re-purposing your Eldar Corsair Skyreavers
As the name implies, they are nomadic fleets of space pirates. They mostly consist of former Craftworld Eldar walking the path of the Outcast, although others are Dark Eldar who left Commorragh. They can be seen as a sort of half-way point between the two: hedonistic pirates, sure, but not absolute psychopathic sadists, and they use soulstones and psykers unlike the Commorrites. The Corsairs are said to be the closest faction to the original Eldar before the Fall.