I'm sure there are others who maybe have played more Corsair who can chime in, but I'll try to help unpack my thoughts on Corsair so far.
I've been primarily a Shark player, because I usually have my Butchers if I want to fight/smash. On paper, Corsair was never inspiring to me and I couldn't really see the value, so I've never put him to the test until recently. And let me tell you, he is a lot of fun!
The first thing that pops out to me is that Corsair plays the slow, scrum game. Control the center of the pitch, keep players locked down, and dig the ball out to your wingers to score the goals. Where Shark wants to play aggressive (and I have a tendency to immediately want to play almost every guild team in this fashion), Corsair requires a bit of patience to set up the scrum. And moreso than just dodging around to retrieve the ball, Corsair needs ways to pull people in who are obviously trying to avoid being caught in the middle. Players like Jac with Goad, Ramming Speed, and Trident Tested, oSiren with Lure, or Kraken with Drag provide great tech to accomplish this.
The second is the real key difference that I'm still wrapping my mind around; where Shark is a missile that sees the ball, retrieves the ball, and then scores, Corsair wants to just take the ball and hold it, march it up the field, score a few take outs, and then tap the ball in for a goal when everything lines up. His Tough Hide, Sturdy, and Close Control make him an excellent ball carrier that requires a lot of resources (short of Character Plays that force a pass or just take the ball of him).
Lastly, Fishermen aren't a brawling team. Just because Corsair plus some friends (Kraken, Jac) might want to hold the center and duke it out, your other players are still just Fishermen. Slippery, fast, lots of 2" reach, mediocre Def and low HP. So pushing players like Sakana or Siren into an enemy scrum is probably not what you want to do, because you're just playing into their plan.
Instead, use your own tech like Jac's Goad, Siren's Lure, and Corsair/Kraken's Drag to pull enemy players out of position and into your lines (even better if you target players who have yet to activate, since they're essentially locked for the rest of turn). Targeting players who have already activated to deal KD and damage is also a great way to force inefficient Momentum use from your opponent, and prevent doubling out on Take A Breather/C'mon Mate.
In your first turn, opening early with Hag isn't a terrible idea. Talisman + extra Dodges (maybe even her Legendary) would've given you extra movement forward, and with Fear, makes an excellent ball carrier since it requires extra Influence from that first activation to get the ball off of her.
Sakana in your game would have been better used on the flank opposite the entire Mason team, to threaten goal. He's fast, especially with that cover/smoke, and a 10" run and 8" kick means that once he grabs the ball, he can easily threaten goal, forcing the enemy formation to break and send at least one player to deal with him.
Ultimately, while Corsair gives you the option to do Take-Outs, what he really does is give you consistent options, and a strong mid-late game.
Just some thoughts. I'm trying to avoid rambling and unless you have specific questions, I don't want to overwhelm you with too much information.
- Terminus -