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"Battlefleet Gothic: Armada II" - Aeldari Corsair Cruisers [Advanced Ship Guide]

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Aeldari Corsair Cruisers

The Cruisers of the Aeldari Corsairs essentially exist as 2 main ship types with a sister variant, allowing you to pick between two main weapon system loadouts and the secondary option of a pair of launch bays or quad rack of torpedo tubes between each. This is something seen more often with the specialized factions as their underlying stats or base nature means they won't have as many ships options to pick from.

One point of note is the Corsair's cruisers put down crit and damage numbers the blow past Battleships of other factions with ease. When used properly, these expensive, delicate, yet powerful weapons can really devastate even the toughest and most heavily armored of targets, all while being faster than the escort sized vessels of many factions.

Patch Status: Updated for Current Patch (v.11218) - July 13th, 2020

Corsairs Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Terms Used

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 Cruisers Stats

The Corsairs cruisers, slowing down some from the Light Cruisers, are still faster and more maneuverable than even the fastest Imperial Escort sized ships. The Corsair's Cruisers still have 2/3rds the hull points of standard ships of its class to offset their powerful damage dodging abilities and high damage output.

Shield: 100
Armor: 50 (All Sides)
Identification Range: 9,000
Speed: 280
Rotation Speed: 28
Hull: 1,200
Defense Turrets
- 12: Shadow, Kurnous
- 15: Eclipse, Vaul
Bravery: 25
Boarding Damage: 4
+ Causes 4 Assault Actions
Lightning Strike Damage: 2
+ Causes 2 Assault Actions
Critical Assault Chance: 30%
Defending Troops per Stage: 9

Corsairs Cruiser Attributes & Skills

The Cruisers of the Aeldari Corsairs, continue carrying the special faction attributes relating to their holofields, powerful engines and so forth. All of the Cruiser sized vessels come with 3 engine subsystems thanks to the Triple Solar Sails feature.

  • 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.
  • Triple Solar Sails: Splits engine into 3 subsystems that share load.
  • Shroud Hull: Starts battle stealthed. If ship re-enters stealth, it is kept until next revealed.

Point Cost: 190
Raw Total Crit Output: 3.6 critical hits per minute
Raw Total DPS: 24
Armament: (Broadside Attack Profile Viable)

  • Torpedo Launcher (4 Tubes)
    Basic Torpedoes (3 Charges)
  • 8 x Starcannon Artillery
    Exceptional Accuracy (85/70/55/40/25)
    90° Front
    Range: 9,000
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The Shadow and the Kurnous are basically the same ship with the option between torpedo tubes or launch bays, depending on your preference. At the time of writing, it's worth mentioning that the next beta patch looks like Corsairs might take a penalty to the number of torpedo charges they carry, and I will make a point to update the relevant info when the beta goes live on the normal branch.

As far as the standard weaponry is confirmed, the Shadow and Kurnous have very high on paper damage and crit numbers for their size and since they are all done through Starcannons, as mentioned elsewhere in the Corsairs' guides, the Runic Targeting special order can be used to give them a full 270 degree wide arc, allowing auto-engage broadside orders to be used at max range, allowing them to auto-circle your targets and fire on them. This in turn frees up your time to spend more effort on the other ships with beam cannons that require more manual directions to properly fire their limited arc, high damage beams.

Point Cost: 212
Raw Total Crit Output: 3.6 critical hits per minute
Raw Total DPS: 24
Armament: (Broadside Attack Profile Viable)

  • 1 x Heavy Launch Bay*
    Darkstar Fighters (3 charges)
    Eagle Bombers (3 charges)
    *Counts as 2 regular bays.
  • 8 x Starcannon Artillery
    Exceptional Accuracy (85/70/55/40/25)
    90° Front
    Range: 9,000

The Kurnous as mentioned above in the Shadows analysis, is basically the same ship with its torpedoes swapped for launch bays at the cost of an extra 22 points, down from the old 60 point difference. While previously a much more expensive ship, the reduction in points cost brings the Kurnous more in line with the other ships in terms of value/usefulness.

Like the Shadow, Runic Targeting gives this ship the ability to use broadside attack profiles in auto engage mode to keep the assisting AI circling your cruiser around it's target, keeping the ship moving and the holofields up, while you micro your other vessels that need to make strafing run attacks. The Kurnous is a bit more independent than the Shadow since you don't need to worry about setting up torpedo runs either.

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Point Cost: 260
Raw Total Crit Output: 7.425 critical hits per minute
Raw Total DPS: 34
Armament: (Strafe Run Attack Profile Preferred)

  • 1 x Heavy Launch Bay*
    Darkstar Fighters (3 charges)
    Eagle Bombers (3 charges)
    *Counts as 2 regular bays.
  • 6 x Starcannon Artillery
    Exceptional Accuracy (85/70/55/40/25)
    90° Front
    Range: 9,000
  • 3 x Pulsar Cannon Beam
    100% Accuracy, Pierces Armor
    10° Front
    Range: 9,000
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The Eclipse and the Vaul have some of the highest on paper dps and crit chances, especially for single target damage, in the game, much more so when compared only against ships of their weight size. Like the other two cruisers, you basically have a choice between taking the same weapon armament with either a pair of launch bays or set of 4 torpedo tubes.

Both the Eclipse and Vaul, which in essence are more like Battle Cruisers than cruisers, when compared to the other ships of this group, Can use broadside orders to circle targets as mentioned above, to do about half of their damage, but will need to be ordered to move for a strafing run or a some temporary turning to bring the limited arc beam cannons to bear without stopping the ship to keep it pointed at it's target.

Like the two all Starcannon Corsair Cruisers, you are paying extra for the pleasure of having those launch bays over the torpedo tubes.

Point Cost: 251
Raw Total Crit Output: 6.75 critical hits per minute
Raw Total DPS: 32
Armament: (Strafe Run Attack Profile Preferred)

  • Torpedo Launcher (4 Tubes)
    Basic Torpedoes (3 Charges)
  • 6 x Starcannon Artillery
    Exceptional Accuracy (85/70/55/40/25)
    90° Front
    Range: 9,000
  • 3 x Pulsar Cannon Beam
    100% Accuracy, Pierces Armor
    10° Front
    Range: 9,000
battlefleet-gothic-armada-ii-aeldari-corsair-cruisers-advanced-ship-guide

The Vaul gives you a cheaper means of dealing astronomical amounts of damage and crits. The standard weaponry is some of the most potent on a ship of it's weight class in the game, thanks to the Eldar glass cannon methodology of fleet design. There isn't a whole lot extra to say, given the limited variation for the Corsairs ship in the Cruiser size, but if you want big damage dealing and a devastating torpedo spread to burn through your enemies, the Vaul is your ship.

Changelog

7/13/2020 - Updated for patch 11218.

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