CORSAIRS FLEETS - 498 POINTS

Corsair Fleets - Broken after 22 casualties |
598 |
- Corsair Captain (Two-handed Weapon) |
55 |
- Corsair Bo'Sun (Crossbow) |
50 |
- Corsair Bo'Sun (Two-handed Weapon) |
50 |
- 31 Corsairs (5 Bows/Spears, 16 Shields, 10 Spears) |
253 |
- 9 Arbalesters |
90 |
Why Collect This Army? - Corsair armies should immediately attract folks who gravitate towards pirates and their ilk. If commanding a crew of dastardly, cut-throat evil doers (possibly with knives clamped between teeth) out on a coastal raid sounds like a fun proposition, then the Corsairs are the force for you. The army is full of characterful models as well as a variety of Hero and Warrior types. In battle, Corsairs tend to rely pretty heavily on missile fire to whittle down the enemy before tearing into the opposition's ranks.
Strengths - Throwing weapons abound in a Corsair army, and they don't count towards your bow limit. Every standard Corsair has them, as well as the Captain and Bo'sun. Plus, Corsairs have a Shoot value of 4+, so the throwing weapons are pretty accurate as well. The beauty of throwing weapons is that you can move your full distance and still throw them, albeit a mere 6", but still this comes in handy. However, the really nasty part of throwing weapons is the fact that you can throw them as part of charge. With so many Corsairs on the table, each time your force charges, it's like a free round of shooting before combat even happens!
Corsair Bo'suns are burly fighters, often found in the thick of things. Besides being decent in a fight, they count as a banner (for Corsairs only) due to their Commanding Bellow ability. So you get both a banner and a fighter for 45 points. Not bad considering a banner alone generally costs around 25 points! Be sure to keep both of the Bo'suns where they're needed most - near combats.
With this list, you command a definite strength in numbers. Having 43 models means it'll take 22 models to break your force. Use this to your advantage and attempt to double or triple up on the enemy during combat. You can count on throwing weapons helping you achieve this objective, so don't forget about them when you charge! Plus, you'll probably have more of a bow presence than your opponent thanks to nine Arbalesters and five bow-armed Corsairs.
Areas Of Caution - The Corsairs seriously lack Might points, which will make enemy Heroes and bad Priority rolls an issue. The Corsair captain is the only model with any Might points, and these add up to a measly 2. So, most of the time you're going to have to deal with any poor Priority rolls that don't go in your favor as best you can and simply swarm enemy Heroes. The Corsairs also lack any sort of cavalry, making them a slow-moving force. However, this is countered by the decent amount of bow-armed troops that can counter any pesky enemy cavalry harrying your flanks.
Tactics - Use the Arbalesters to their fullest extent. Set them up in two separate groups with a good vantage point (with some cover if possible) on the 1st or 2nd turn, and let the fun begin from there. A range of 24" will pretty much get you any target you want. Having them split up forces the enemy to take them out one group at a time, or split up his forces as well. While the Arbalesters do their damage, advance with the Corsairs, firing with their bows and get the rest of the army into combat. Once combat begins in full, Arbalesters can still be used to pick off supporting spearmen, stragglers, and the like.
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CORSAIR FLEETS - 750 POINTS
Corsair Fleets - Broken after 28 casualties |
748 |
- Dalamyr |
100 |
- Corsair Captain (Shield) |
55 |
- Corsair Captain (Shield) |
55 |
- Corsair Bo'Sun (Shield) |
50 |
- Corsair Bo'Sun (Two-handed Weapon) |
50 |
- 36 Corsairs (3 Bows, 17 Shields, 16 Spears) |
288 |
- 15 Arbalesters |
150 |
Why Collect This Army? - This Corsair force is led by Dalamyr, a notorious fleetmaster. The standard variety of untrustworthy rouges accompanies him into battle, along with two Captains and two Bo'suns. Plenty of powerful Arbalesters form a nasty brick of crossbow bolt-spitting doom that the enemy will have to wade through. Once they've completed this feat, given that anyone remains, 30+ Corsairs stand ready to finish the job.
Strengths - The hefty number of Arbalesters should have your opponent worried. Fifteen Strength 4 shots raining down from 24" is nothing to joke about. Pair this with the fact that if they want to get rid of your Arbalesters with a volley of their own, Defense 6 (thanks to the Arbalesters pavises) is going to keep your Corsairs pretty comfy. Keep up a steady stream of crossbow bolts and watch the bodies pile up.
Dalamyr is one nasty customer. He's essentially a Hasaharin minus the blowpipe. Instead, he gets these swell Smoke Bombs that can pretty much wipe out an enemy Hero in one round of combat. Use Dalamyr to target and slay enemy heroes or muti-Wound critters, as he is the best bet in your army for such a task. Use the Smoke Bombs cautiously (i.e., don't waste them on ordinary Warriors) as there's always the chance he'll run out of them on an unlucky roll of a 1.
Throwing weapons abound in a Corsair army and they don't count towards your bow limit. Every standard Corsair has them, as well as the Captain and Bo'sun. Plus, Corsairs have a Shoot value of 4+, so the throwing weapons are pretty accurate as well. The beauty of throwing weapons is that you can move your full distance and still throw them, albeit a mere 6", but still this comes in handy. However, the really nasty part of throwing weapons is the fact that you can throw them as part of charge. With so many Corsairs on the table, each time your force charges, it's like a free round of shooting before combat even happens!
Areas Of Caution - The Corsairs seriously lack Might points, which will make enemy Heroes and bad Priority rolls an issue. The Corsair captain is the only model with any Might points, and these add up to a measly 2. So, most of the time you're going to have to deal with any poor Priority rolls that don't go in your favor as best you can and simply swarm enemy Heroes. The Corsairs also lack any sort of cavalry, making them a slow moving force. However, this is countered by the decent amount of bow-armed troops that can counter any pesky enemy cavalry harrying your flanks.
Tactics - Use the Arbalesters to their fullest extent. Set them up in two separate groups with a good vantage point (with some cover if possible) on the 1st or 2nd turn, and let the fun begin from there. A range of 24" will pretty much get you any target you want. Having them split up forces the enemy to take them out one group at a time, or split up his forces as well. While the Arbalesters do their damage, advance with the Corsairs, firing with their bows, and get the rest of the army into combat. Once combat begins in full, Arbalesters can still be used to pick off supporting spearmen, stragglers, and the like.
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