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My first post in the DE forum! I am beginning a Dark Elf army and am a little confused about the Corsairs. It reads to me that the best way to use Corsairs is with the paired hand weapons, so that the enemy can be broken in combat and run down more easily. The handbows have fairly nice rules but the range on them is crippling, the enemy is almost certain to charge them afterwards and they're much less likely to profit from the Slavers rule. Am I missing something about how to use handbowed Corsairs?
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Welcome to the forum, pull up a slave and start peeling
Hanbows have a short range, but they put out an impressive number of shots with few modifiers to hit. I run 12 or so with a musician to protect the flanks, gunning down skirmishers and surprising would be assaulters (especially large targets) with a ton of shots. Throw enough mud at a wall and some of it sticks, and that's how ==My== Corsairs roll.
2hw is better if you want to fight, but handbows are very good too.
Check out ==My== blog: www.bnhblog.blogspot.com
i tend to think that they are not necessarily a bad choice to take because sure, they do have a use. i just think that with corsairs you will get more use out of the extra attack than the bow. i mean, even with two hand weapons I do not end up landing a whole lot of wounds after armour saves. a lot of them hit, but since its strength 3 you wont wound a whole lot in ratio to the amount of hits you have. so, it takes all those attacks to get the wounds that I do so I would not want to see what the outcome would be like in close combat without the extra attacks.
i never run a unit of corsairs with handbows. but i dont know everything, this is just me. hope my take on it helps ya some
Yes, the range is crippling. The only scenario I see them able to wreak havoc in is if you place a unit with double handbows in front of Witch elves (or some other similar frenzied/unarmoured unit). Change the formation to a single 10-unit rank, and stand still within 10" of them. Then have fun watching the WE being forced to carry out a charge and get shot by 40 stand-and-shoot arrows :3
So if you aren't playing just for fun or in a skirmish game, I'd always go for the hand weapons.
you know that you will shoot then be able to stand and shoot so u can double shots plus ur basic attack so add up to more then additional hand wepon
Ale trafiasz na 5+ i jeżeli chcesz uzyskać dobry wynik ostrzału, masz niski CR za szeregi.
I didn't understand much of the above, but I think that the whole point of corsairs is their CC value. In my opinion, the handbows are only good for stand and shoot, but we have other units for that. Why would you take a unit for its' stand and shoot value, anyway?
Worshipper of Dice
Last game: Victory Dark Elves vs High Elves & Orcs & Goblins
WDL: Dark Elves:37/6/8 Space Marines:7/3/3
yeah thats exactly what we are saying when we say that the handbows are not as useful as an extra hw. Yeah youll be able to stand and shoot but if the battle last a few turns the hw will be more useful than the stand and shoot overall. so yeah, taking a handbow for only one time that youll stand and shoot is a waste. thats considering that YOU don't get the charge. in that case you will not get to stand and shoot. also you wont be able to shoot, then stand and shoot if your not within 8 inches. a lot of people have basic troops at mov. 5 so the enemy on most occasions will be able to be a few inches away from the handbows range and STILL be able to charge you. so yeah, youll be able to stand and shoot but not always be able to shoot in your turn AND stand and shoot. it can happen sure, but for the points, two hand weapons will be used more often than hw's.
One time, there was this great eagle that was flying around this unit of corsairs, marchblocking it for three turns and making it so that they missed the party. If they had their handbows, that Eagle would have been toasted pretty quick.
I'm not sure how the rule works for the double handbows, do they still loose the additional had weapon? it isn't too clear in the rulebook.
I think handbows are just ment to be used defensivly and/or tactically. To answer Jr,'s question, you would want to take something that can stand and shoot when you want to re-direct an opponent's advances. If you put these guys within 8" of someone, they are going to have to charge it, or take more hits or set themselves up to get flanked. They could also act as a last-line of defence for RBT's or RXB's as a deterrant for pesky scouts or fastcav/flyers.
I agree that Hand weapons are the prefered item, but handbows can serve different roles that are unorthodox (and thus hard to anticipate), if not less effective.
maybe it's just me, but I'm having a hard time finding a reason to use Corsairs at all. They are so expensive when compared to warriors (even the command is more expensive) and they still aren't that good in combat (unit of witches actually have a better chance of hurting someone due to poison and gifts)