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Aeldari Corsair Light Cruisers
The light cruisers of the Aeldari Corsairs really begin pushing their glass cannon themes, heavily relying on fast engines and their synergistic holofield technology to keep them alive long enough to rip their enemies to shreds through numerous hit and run attacks and kiting tactics, while using stealth and surprise to hit slower enemies from unexpected angles.
The smallest line ships of the Corsairs, the Aurora and Solaris vessels put out on paper damage numbers that compare to cruisers and battle cruisers of other factions, however have points costs to represent this.
Patch Status: Updated for Current Patch (v.11218) - July 13th, 2020
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This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:
DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.
Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers. (all guns combined)
Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.
Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.
Corsairs Light Cruisers Stats
The Light Cruisers of the Aeldari begin to show some of the significant hull point penalties they take in return for their Holofields and impressive engines, having only 2/3rds of the hit points of an Imperial or Chaos Light Cruiser, though traveling significantly faster.
Armor: 50 (All Sides)
Identification Range: 9,000
Rotation Speed: 32
Defense Turrets: 9
Boarding Damage: 2
+ Causes 2 Assault Actions
Lightning Strike Damage: 1
+ Causes 1 Assault Actions
Critical Assault Chance: 30%
Defending Troops per Stage: 7
Corsairs Light Cruiser Attributes & Skills
The Aeldari Light Cruisers, along with the rest of their fleet, all get a number of special attributes as a faction having to do with their special shields and other tactics. One point of significance scene in the line ships, besides the troop related skills which are mostly only useful for lightning strike/crit chance since their troop damage is so low, is the multiple engine subsystems helping them absorb more critical hits without suffering the full speed penalty right away, which chain reactions into nullifying their shields and leading to a rapid death.
- Aeldari Propulsion: Gives access to Aeldari Corsairs maneuvers.
- Disciplined: +25 bonus to bravery.
- Holofield: Replaces regular shield with the Corsair's special shield type.
- Fragile: The ship has a 100% increased chance of suffering a critical hit.
- Void Species: Immune to Plasma Storms and Solar Eruptions.
- Poor Troop Efficiency: Deals 1 troop damage per assault action.
- Planned Strike: 30% chance to deal +1 troop damage per assault action applied.
- Extra Solar Sails: Splits engine into multiple subsystems that share load.
- Shroud Hull: Starts battle stealthed. If ship re-enters stealth, it is kept until next revealed.
Point Cost: 141
Raw Total Crit Output: 3.15 critical hits per minute
Raw Total DPS: 11
Armament: (Strafe-Run Attack Profile Only)
- Torpedo Launcher (4 Tubes)
Basic Torpedoes (2 Charges)
- 2 x Pulsar Cannon Beam
100% Accuracy, Pierces Armor
The Aurora is a armor piercing, perfect accuracy beam vessel for the Aeldari Corsairs, not boasting impressive on paper dps compared to it's sister light cruiser, the Solaris, but very impressive when you consider the accuracy and the fact that all of it pierces armor. This hunting vessel is designed to make Adeptus Astartes, Ork and Necron fleets cry bloody tears, thanks to it's ability to punch into their heavy armor and crit their subsystems at the same time. Sweeping in for a torpedo blast is just adding a whole new level of brutality if you can land a full salvo right.
As you will see mentioned a lot for the Aeldari vessels considering their special nature regarding their holofields, need to constantly move, and unique firing arcs, one big factor in choosing your ships is the need to manually give them orders every so often to be able to make their attacks while still staying on the move to keep their holofields up. Because the Aurora has all of it's standard offensive weaponry in the super limited 10 degree arc of the beam cannons, you will have to manually give this ships orders practically every time it needs to deal damage.
Point Cost: 142
Raw Total Crit Output: 2.7 critical hits per minute
Raw Total DPS: 18
Armament: (Broadside Attack Profile Viable)
- 1 x Launch Bay
Darkstar Fighters (2 charges)
Eagle Bombers (2 charges)
- 6 x Starcannon Artillery
Exceptional Accuracy (85/70/55/40/25)
The Solaris is a Broadside capable line ship of the Eldar, since it's Starcannons are the main armament, which can be granted a wider arc with the Runic Targetting special orders and launch bays can deploy in any direction. This is important to take not of because using proper attack profiles and keeping an eye on the constant movement of your ships is of the highest importance for all the three Eldar factions and their ships.
Having ships that are capable of broadsiding their full compliment of standard weaponry and knowing that they can is very important, because means you can set them to auto-circle at max range, keeping them moving automatically with auto-engage orders on, thus saving you time and allowing you to spend more attention on your other ships which require manual attack flight paths to perform well.
This is a kind of secondary need you have to keep in mind when building Aeldari fleets, since you can only manage so many ships at once as a human, and your micro skills are a big factor in how many attention demanding ships you can afford to take without hurting your chances of victory.
All that being said, the Solaris has excellent raw dps and crit pm, capable of bringing all of it to bear on a single target at any time. The single launch bay is a bit of a bummer on it's own, but there is still use even if you don't have another carrier to supplement, as interceptors are always useful even on their own and bombers can be deployed against damaged stragglers, lone escorts or close to target during a strafe run to make it through turret defenses.
7/13/2020 - Updated for patch 11218.
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