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. So what now? How Did We Get Here? Watching the Corsairs’ decline has been something long in coming. 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. There’s really no way to do that without an HQ choice, and with only two Troops and a Fast Attack choice, that was dead from Day One. There’s also the matter of them not having models anymore. But there are ways around that. You can do what I’ve done, and hoard Corsair bits and pieces in ways that make a Montana prepper seem reasonable and measured, or you can do alternative sources and
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TL;DR: They’re good at injecting flavor into the game, are fun in small quantities, but when deployed en masse break the game. This started as what was just going to be a flippant post to the Variance Hammer Facebook page, but on the drive home things…took a turn. So here we are, talking about how Command Points, and the problems with them, run pretty parallel to the problems 7th edition had with the Psychic phase. But What About Formations? “Wait!” You say. “Command Points and Stratagems replaced formations, everyone knows this!” From a gameplay and source of mechanics perspective, this is correct. Command Points and Stratagems replaced Formations as “The expandable way to inject army-specific feel and special rules into the game”. But it’s not the intent of a mechanic, or what role it fills, that is often problematic. Sometimes, it’s the mechanic itself – and that’s where we hit the 7th edition psychic phase. Looking back on my 7th ed