Psi Corp campaign fleet

Madadh

Mongoose
Okay, since I now have ships and the updated rules coming for the campaign I was thinking of running for my little group I was trying to figure out how to make a campaign list.

If its the standard 10 pt at battle, what does the PsiCorp take with their limited number of ships?

I like the durability of the Shadow Omega and Nemesis but they're not exactly practical to use in most missions. Whats the real fleet building trick with these guys? Swarms of shadowcloaks and shadwfurys?

Also: I didn't realize it, but the new edition books are softback? I just paid $25.00 for a floppy pamplet?
 
I find its often worth taking one big ship at the start of a campaign as the little ships are easier to replace than repair.

Also can get some useful ships with your allied Earth Force rules......

get a good range of ships accross the PL.

It also depends on who your opponents are in the campaign - if your fighting Minbari say - they are likely to want larger PL battles - same with Shadows whereas Drazi will want lower PL games.
 
Since I still don't have me books, exactly how much Earthforce stuff can I take in a campaign? I was thinking a couple of the railgun hyperions, maybe an explorer ship just for something large and beefy at raid level.
 
You're allowed to take two battle FAPs of Earth Alliance stuff in your starting campaign fleet.

I'd probably go for a fleet along the lines of:

1 x Shadow Omega
3 x Hunter
4 x Mothership
2 x Carrier
4 x Shadowcloak

2 x Avenger
2 x Olympus
1 x Assault Hyperion
2 x Hermes

This gives you a mix of Psi Corps ships and crucially, your requisitioned EA ships give you a couple of (cheap) fleet carriers and some more conventional smaller ships.

If they are your preferences then swapping an Avenger for an Explorer and taking Rail Hyperions instead of any of the skirmish PL options work just as well.

The Hunter and Mothership are two of the best ships at raid and battle PLs. They have great firepower, decent toughness and either lots of great fighters (Mothership) or great manoeuvrability/speed (Hunter). The Carrier and Shadowcloak are good ships but you can't build a fleet around them as they are support ships providing fighters/scouts rather than combat hulls. This is where you really need your requisitioned EA ships to fill in. Finally, although it's all well and good to say that in general you need a big ship or two in the fleet (they are useful to have), the Shadow Omega with its new stats actually just about pulls its weight. By that I mean that it's not going to outmatch another ship in any given department but is pretty good in every department without any real massive strength. Think of it as a normal Omega but souped up to become war PL!
 
*nod* I'd probably take two rail hyperions rather than the two Olympus (cause I have models for 'em) but looks kind of what I was thinking.

The Motherships strike me as really fragile, but I haven't actually played with them (haven't played a game in the new edition at all).

Edit: I think my biggest issue was how the fleet is kind divided into Raid and below = Psi, lower hull, stealthy stuff and battle and up = durable shadow tech. Was trying to wrap my brain around it.
 
Motherships are actually pretty tough. They have a normal number of damage/crew so against beams they fare normally. The hull 4 is a weakness vs normal weaponry but that's where the large number of interceptors kicks in. The fighters are also a massive boost as they are worth almost half a raid FAP (and don't give away VPs either). Without them, IMO, the Mothership is about equal to a Hyperion or probably a better comparison is to a Var'Nic. With them, well, it's like they get 50% extra for free.

Use them as rocks for your fleet, have your support elements supporting :p and have your Hunters and Rail Hyperions forming some sort of pack that goes after the enemy. In larger games, have the Shadow Omega sitting in the middle of the Mothership(s), leading the line that marches slowly on the enemy. There are many other ways to play them but I find that the Hunters work well as a pack (even if not actually squadroned), supported by similar function ships if you have them and let the rest act as artillery. The (huge) fighter force you can muster then acts as a kind of reserve force. You can either send them in early with the main attack; hold them until you see where a hole develops in the enemy fleet (e.g. a ship gets separated and therefore can't becovered by AF, other fighters or side guns from other ships) or; use them to firefight wherever an enemy with superior fighters is attacking (e.g. Minbari, Vorlons, ISA). Just don't forget to use them decisively, they form a significant part of the cost of your fleet afterall!
 
Ah I see, never thought of it like that.

Question is, what the heck am I gonna use to represent the things? I can't buy'em anymore and there are no counters.

Also random question: Is the Fleet Book in color or in B&W?
 
I happen to disagree with Triggy and find the motherships quite fragile. :)

They don't have the speed to get their secondaries in range, so often they are reliant on their beam. I find they can get flanked quite easily and with their low hull and poor manueverability, a single Demos can destroy them fairly easily, with little or no response.

I'm not saying they aren't good, because they are very good. The range on the beam and the fighters are extremely good. Just that you should be aware of their speed and fragility.

The fleet book was originally published in colour but their were problems, so reprints were in B&W (from a new printer).
 
PostPosted: Sat May 16, 2009 10:01 am Post subject:
I happen to disagree with Triggy and find the motherships quite fragile. Smile

They don't have the speed to get their secondaries in range, so often they are reliant on their beam. I find they can get flanked quite easily and with their low hull and poor manueverability, a single Demos can destroy them fairly easily, with little or no response.

All true, but they are backed up by very fast and mobile ships like the Hunter (and often Hyperions or Olympus') and fighters. Flanking is difficult at best.

As for counters, use the civilian ships.
 
Counters:

Shadowcloak: tethys
Fighter Carrier: freighter
Mothership: liner
Hunter: shadow hunter
Shadow Omega: there is a counter for this
Nemesis: warlock (draw tendrils on it if you wish).

Shadowfury: shadow fighter?
Black Omega: there are some fan-made counters somewhere.
 
Greg Smith said:
I happen to disagree with Triggy and find the motherships quite fragile. :)

They don't have the speed to get their secondaries in range, so often they are reliant on their beam. I find they can get flanked quite easily and with their low hull and poor manueverability, a single Demos can destroy them fairly easily, with little or no response.
I know where you're coming from in general but this is the one point I disagree with as I don't see how your fighters aren't killing the Vorchans/Demoses before they get a chance to really get in behind you. 8 Black Omegas ought to take one out in around two turns of shooting (or at least render them ready to be finished off). This means in a 2 vs 4 situation, by the time they're behind you (and ignoring any other firing from the Motherships) they ought to have only two left. Without the fighters I agree with you about their weaknesses, they are very prone to getting outflanked!
 
Triggy said:
Greg Smith said:
I happen to disagree with Triggy and find the motherships quite fragile. :)

They don't have the speed to get their secondaries in range, so often they are reliant on their beam. I find they can get flanked quite easily and with their low hull and poor manueverability, a single Demos can destroy them fairly easily, with little or no response.
I know where you're coming from in general but this is the one point I disagree with as I don't see how your fighters aren't killing the Vorchans/Demoses before they get a chance to really get in behind you. 8 Black Omegas ought to take one out in around two turns of shooting (or at least render them ready to be finished off). This means in a 2 vs 4 situation, by the time they're behind you (and ignoring any other firing from the Motherships) they ought to have only two left. Without the fighters I agree with you about their weaknesses, they are very prone to getting outflanked!

Given my Centauri strike ships are usually escorted by our equally excellent fighters from a Balvarian (so Raziks with +4 dogfight) never had a problem with Psi Corps fighters or indeed Mother Ships.

Plus Demos having its own interceptors helps against most fighters........

the new Amar makes this even more likely 8)
 
Ah, and then you start to get into "whole fleet" composition discussions :p

Suffice to say, ignoring any specific examples, I feel that the fighters you get on a Mothership are an enormous part of its value. The ship on its own is about fair and with one flight would be about balanced for my taste. It doesn't help that I feel the Black Omega is the best fighter in the game (one of the few to get a 4+ save from AF fire and dogfights on top!) Add to this the great +4 dogfight (with a fleet carrier such as an Avenger).
 
agreed -

although I actually think the Rutarian is a better all round fighter
- far more powerful guns (and longer range) and still has 2+ dodge, , Hull 5 and +2 dogfight - plus has stealth 4, is atmospheric and can be recovered by Balvarians that are upgraded (and who give it +3 dogfight).

plus of course the Raziks can deal with the Black Omegas........... 8)
 
Thanks for all the help, ended up purchasing the pdfs and getting them bound cause I'm impatient and an extra copy of the rules can't hurt.

Was Psi Corp vs Shadows, 7 point skirmish w my roommate. He knew going in it wasn't probably going to fall in his favor but wanted to try the shadows. Ended up jamming his Stalker and Scout for three or four turns in a row while I pounded on them.

We'll probably be doing a campaign this memorial day weekend, this is what the fleet I'm gonna be taking looks like:

1 Shadow Omega
2 Hunters
2 Motherships
4 Fighter Carrier
3 Shadowcloak
4 Flights of Shadowfurys

EA reinforcements:
2 Avenger Carriers
4 Rail Hyperions

My roommate really wanted to use Admiral Ftaghn in his Pak'ma'ra force so I decided to take an admiral as well:

Admiral: Topgun, Inspired Leader ( +1 CQ) and Legendary tactician
 
See personally I would have had more Motherships in there. After facing them in a campaign myself i can truly say they rock and kick arse. 30" Beam stealth AF6 4interceptors nice ship. I think Mybe 8 In a campaign at a start. I don't like this version of the hunter so i think id have left them out i just dont think they feel right.
 
Motherships are somewhat cheddary, definately should be the primary ship of choice for any Psi Corps player
 
Another Psi Corp question:

In the EA allies section it states that you may select up to 2 FAP from one of the Earth Alliance fleets. So does this mean that all of my EA points have to be from the same era fleet list? Because that's how I've been doing it.

IE all of my allies must be from the Early Years list since I'm taking Rail Hyperions.

Edit: Also, what about fighter replacement with the 'ally' ships? Can the ally ships pay the extra patrol point to replace its fighters with Firebolts, for example?
 
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