FW Eldar Corsair Army Review – part 6 – Fast Attack

If there was a force organization slot that epitomized the Eldar, Fast Attack would be it. The Corsairs are no different in that regard, though the speed of the rest of the force means these choices have to be very Fast Attack like indeed!

Corsair Vyper

Eldar_Vypers_combat

Much like the previous vehicles in the list, the Vyper is an almost carbon copy of its craftworld counterpart. It swaps the twin linked shuriken catapults for twin linked las blasters, gains scout and keeps the shuriken cannon up top.
Options wise you can squadron them for up to 6 in the unit which could be quite a dangerous prospect. They can swap the underslung weapon for either splinter or shuriken cannons or the twin linked rifle equivalents.

The turret options remain the same as the eldar while gaining the splinter cannon and dark lance. Lastly they get similar options to the venom when it comes to vehicle options – Void Burners, Kinetic Shroud, Star Engine and Chain Snares.

For 60 points with scatter laser and shuriken cannon, these things in significant volumes would present a significant threat for a great price… were it not for another option in this list which we will discuss shortly.

Corsair Nightwing

Mymeara_Nightwing

What every flyer is measured against when it comes to air superiority. Despite the fragile (Av10, 2hp) frame, the nightwing is perhaps the most dangerous flyer around for its price. It comes with a stock load out of 2 shuriken cannons and 2 bright lances which may not be changed. You can add a second nightwing to the squadron and they can take kinetic shrouds as well (negating the need to jink).

It’s the special rules for this flyer that make it so dangerous. Deep strike, Super sonic and Vector Dancer ae all synonymous with Eldar air support already. Adding Stealth and Agile to the mix makes them all the more dangerous. What this nets the nightwing is a 2+ jink save when it needs it. The mention of this will likely do one of 2 things – either make the enemy thrown fire at it to make it jink OR ignore it completely due to the waste of shots against the 2+ after getting a hit in.

Able to engage air targets with ease or ground targets just fine, and vector dancer getting the nightwing just where it needs to be, you should never be in a spot where this awesome (and comparatively cheap) flyer can’t engage the enemy.

Corsair Phoenix

eldar phoenix

Ground attack is where the phoenix sits in the air support spectrum of the Eldar arsenal though it has a couple of flaws. Like all eldar flyers, armour is an issue (av10, 3hp) and its quite a points hike over the relatively cheap nightwing. Its rules are strikingly similar to the nightwing as well though it trades agile for strafing run (dropping the jink save to 3+ but increasing BS to 5 in most instances).

Weapon payload is again very similar – 2 Shuriken cannons and a pulse laser (the weapon from the falcon grav tank) make it equal to the nightwing while the addition of 2 Phoenix Missile Launchers moves it too much heartier territory. Boasting S5, Ap3 and 3 shots each, these missiles are no joke for ground attack! This can also be swapped for Nightfire Missile Launchers which while reduce the S to 4 and ap to 5 while gaining ignores cover, pinning and small blast. It retains the 3 shots meaning no less than 6 small blasts coming at you! All this for the meagre price of 10 points!

Other options include swapping the pulse laser for a twin linked star cannon or bright lance for free but either of these is simply worse than the standard weapon. You can add a second Phoenix to the squadron and like just about every corsair vehicle – can be equipped with Kinetic Shrouds.

While certainly not a terrible option, the cost of this vehicle fully loaded is just shy of a land raider! In my mind, that’s just too much for what it brings.

Corsair Hornet

Mymeara_Hornets_Attack

You remember earlier when I said the Vyper was over shadowed by another unit? This is it. The Hornet is perhaps the single best unit available to any Eldar player from Forgeworld at present.

A Fast Skimmer with Av11 front and side (10 rear) and 2 hull points, you could be forgiven for thinking – what’s the fuss all about?

Wargear wise, the Hornet comes standard with 2 Shuriken Cannons and Star Engines. It has scout built in as well as acute senses and a new rule – skimmer assault. Skimmer assault allows the vehicle with this rule to move flat out and then fire all its weapons as snap shots in the same turn. It can’t be understated how these rules all interact and how much damage they can apply to any area of the table. Between Scout (or outflank with acute senses) then being a fast skimmer and with built in star engines AND the ability to fire after flat out (albeit snap shots) the Hornet can engage anywhere you need it to.

Handing it Void Burners for deep strike adds more versatility to the vehicle and it has access to chain snares and kinetic shrouds as well. On top of that you can have up to 5 in a squadron! Lastly, and most importantly, the 2 shuriken cannons can be upgraded to scatter lasers or splinter cannons for free, eldar missile launchers for the same cost as the shroud or to starcannons, bright lances or pulse lasers… for just 5 points per weapon.

Running a Hornet with 2 pulse lasers for 5 points more than the price of a Vyper with Shuriken Cannon and Eldar Missile Launcher on a chassis that is better in every way and packs more special rules is just nuts! The dual pulse laser build lets you put 4 shots at S8, Ap2 out every turn at proper heavy weapon ranges on a mobile platform that can still fire after a flat out move. That’s just criminal for the cost!

When it comes down to it for Fast Attack – the Hornet has to be pick number 1 of the bunch though a nightwing would not go astray.