paradox
Nov 4 2008, 06:18 PM
i picked up a buddies collection a little while back, and finally got a few games in recently.
im curious to know what folks feel are the strengths and weakness of APAC in general.
what units/models do you like, or feel are most effective?
which do you feel the opposite about?
i dig the ninjas. i have 6 currently, but havent tried them out yet. also like the pantherbots, though i need to pick them up.
so far, ive had great fun with my yuurei, and the senshi are interesting.
ive heard a few negative opinions of TADs, but i do have one. havent had a chance to field it yet, though.
thanks fo the opinions!
Bryan Borgman
Nov 4 2008, 06:25 PM
Welcome to Rez and welcome to our boards.
The APAC are a formitable and well-balanced faction. Ninjas, school girls, Panthers, Arashi, and TADs are all fantastic units and deadly foes.
silentbob27
Nov 4 2008, 06:49 PM
Welcome to the site doxxy. I will be very happy to lay the smack down on you (again) at our next meet in the spirit of teaching you the game. I love showing people what the APAC can do
Chris Passeno
Nov 4 2008, 07:39 PM
A typical force for me would be:
4 Enforcers w/ Shotguns and a Maven attached to the team.
1 Arashi
2 or 3 School Girls
1 or 2 Pantherbots
1 Fiddler
I have used a set of 4 ninja's to great effect before as well.
I tend to advance my panthers and school girls forward as quick as possible to try and pin down my opponent while my enforcer team slowly moves up.
Once my enforcer team is within range, they are pure hell to deal with. Not much can deal with 4 or 5 shotguns in one activation. The Maven on the team helps dramatically. He's got better range with his dual smart pistols as the team advances and can still add his shotgun in the mix once close up. He's also got the Rep3 and the NRV5 to make sure the team doesn't suppress or flee. He's also got smoke grenades to block LOS while the team advances.
My Arashi is a sniper and AOE guy. If your opponent is running independent heavy, you can snipe him down with Heavens Wrath. If your opponent runs team heavy, you can Arc them. My personal record is 14 figures in one Arc. Not all died, but all of them were damaged. The thing with him is to spend the first round riding the wind and getting your storm shield up.
Coming from my initial faction of CSO and then to Ronin, I've had a steep learning curve with the APAC. They are short and medium range attackers. They are also fairly whimpy when it comes to taking damage. Keep them under cover and slowly move them into range.
My latest tactic, I call Activation Denial. Focus on attacking your opponents figures that haven't activated if you have the opportunity. This nips away at his activations which gives you the advantage toward the end of the game. The Fiddler and his flamethrower are great for that. Just move up and flame a group that hasn't activated and poof, they loose their activation for that round and likely a couple rounds.
When your opponent is CSO, stay under cover and keep tossing smoke till you are in range. Use your Arashi to take out any snipers and to arc teams. Watch out for EMP grenades on your Panthers. The CSO engineers are particularly dangerous against panthers.
When your opponent is Dravani, kill off his batteries with your schoolgirls and panthers while moving your enforcer team to the big baddies. Watch out for Volkoda, they are nasty.
When your opponent is Ronin, use Heavies to keep knocking them down while you advance. School girls are the closest thing the APAC have to a Shootist, so use them to block lanes of attack. I tend to take a bunch of Panthers when I fight Ronin. Shootist's are crunchy when you get them in hand to hand with a panther.
Vatacina? I haven't played them enough, but my latest tactic is to use multiple Arashi, a team of sisters, and couple brawlers. Vatacina tend to turtle up and buff their front line, so you wanna run a brawler in the line and force his way through the line into the back where his crunch Cardinal and Brothers are. Use the Arashi to move up each side and force the Vatacina to fight on several fronts.
That's all I've got this late at night. Hope it helps.
Gimp
Nov 4 2008, 09:27 PM
Welcome to the game!
I've yet to find an APAC unit that couldn't be worth its points on the field.
One of the interesting things about Rezolution is that every faction can build a variety of effective forces with their inherent choices, and add even more fun options with Ronin.
APAC is more diverse within their inherent units, because you range from light stealth builds up to heavily armored builds.
Long ranged firepower is weak, but APAC has greater mobility and good mid to short ranged firepower. Ronin can give you more long ranged firepower, or you can simply accept what you have, and work to close with your opponent. APAC excels at that.
Few things generate the fear factor a unit of Enforcers with shotguns at close range will.
Even though you have some tough units with TADS and Panthers, remember that Rezolution favors offense over armor, so they have to be used smart.
If you use Ninja or TADS, you're paying a premium for your troops, so use them wisely. They can be very effective, but you won't have as much to back them up.
What works best for you is much more dependent on your play style than on the available units. I've seen very effective Rezolution forces ranging through all the units, but some will gel better with different players.
The best idea is to try out your options, and see which ones work best for your style of play.
paradox
Nov 5 2008, 08:19 AM
QUOTE(silentbob27 @ Nov 4 2008, 09:49 PM)
Welcome to the site doxxy. I will be very happy to lay the smack down on you (again) at our next meet in the spirit of teaching you the game. I love showing people what the APAC can do

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mirrormatches /fun.
bring the ronin again or something.
paradox
Nov 5 2008, 08:27 AM
thanks for all the replies, ill process this all.
QUOTE(Chris Passeno @ Nov 4 2008, 10:39 PM)
Keep them under cover and slowly move them into range.
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i have trouble with tactics like this. i really tend to prefer aggressive play and i dont mind making tradeoffs to win an attrition war.
i have seen the value of cover though. ill try to keep this in mind.
as to activation denial, im already familiar with this concept from other games. geat suggestion!
shotguns seem the way to go with enforcers, by all accounts.
silentbob27
Nov 5 2008, 08:30 AM
Aww. I dont have any painted Ronin. Oh well, I will bring both next meet.
Chris Passeno
Nov 5 2008, 08:36 AM
QUOTE(paradox @ Nov 5 2008, 12:27 PM)
i have trouble with tactics like this. i really tend to prefer aggressive play and i dont mind making tradeoffs to win an attrition war.
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I had the same trouble when I first took up APAC. I helped lessen that feeling by taking the School Girls and Pantherbots. They are pretty darn fast, so I use them to get in my opponents grill. It's only the Enforcer team that I tend to move up the field more cautiously.
One of my regular opponents relies on the Ferryman a lot. That figure is made to take out basic troopers. In our last game, he took a Drop of the Good Stuff, run-n-gun a bunch of figs with his sawn off shotgun and intelligun, then run-n-gun again straight into my enforcers, wiping out all but the maven. That fig is bloody dangerous. That goes to show that Enforcers are pretty whimpy, but carry a boomstick.

That's why I always keep them undercover and advance only as fast as I can find cover.
Gimp
Nov 5 2008, 10:13 AM
Using cover is more important than movement speed.
If you can reach good cover with a run, go for it. You can't trade long ranged shots with APAC's firepower and expect to do well. Closing is where your power is.
If you can't reach good cover in a single fast move, shorter moves might be a better option. Rarely will ending a move exposed to enemy fire be a good thing. Of course, that holds true for any unit in Rezolution.
@Chris, Something to remember about the Ferryman: Drop o' the Good Stuff allows him to activate twice in a round. It does not allow him to take two activations in a row unless there are no enemy units left to activate.
That still leaves him a nasty customer, but keeps him more in line for game balance.
Bryan Borgman
Nov 5 2008, 10:19 AM
QUOTE(Gimp @ Nov 5 2008, 02:13 PM)
@Chris, Something to remember about the Ferryman: Drop o' the Good Stuff allows him to activate twice in a round. It does not allow him to take two activations in a row unless there are no enemy units left to activate.
That still leaves him a nasty customer, but keeps him more in line for game balance.
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We've definitely been playing this as two activations in a row. IE: move & then shotgun/intelligun, move & then shotgun/intelligun combo.
Chris Passeno
Nov 5 2008, 10:33 AM
I don't know how we keep getting that turned around. It was even answered by you to me in this old thread.
http://rezolutiondt.invisionzone.com/index...+the+good+stuffIt is entirely possible that my opponent had activations left when I didn't, which would make it correct.
Bryan Borgman
Nov 5 2008, 10:34 AM
QUOTE(Chris Passeno @ Nov 5 2008, 02:33 PM)
I don't know how we keep getting that turned around. It was even answered by you to me in this old thread.
http://rezolutiondt.invisionzone.com/index...+the+good+stuffIt is entirely possible that my opponent had activations left when I didn't, which would make it correct.
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How would it work in a 3-way combat with the added "Reggie" aspect as well? That'd be 3 opponents per player.
Chris Passeno
Nov 5 2008, 11:12 AM
QUOTE(Bryan Borgman @ Nov 5 2008, 02:34 PM)
How would it work in a 3-way combat with the added "Reggie" aspect as well? That'd be 3 opponents per player.
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Sounds like the player would have to wait until his next legal activation before the second activation with the Ferryman.
RoyBatty
Nov 5 2008, 10:50 PM
If you like aggressive play - I play APAC and I take ninjas and the Bishoujo Senshi.
Ninja teams are awesome for sneaking in fast (Mve 7 + Swift) and overwhelming key independent foes and are deadly in HTH. Also Flip is great for receiing charge if anyone tries to charge your cover.
I like thw B. Senshi for their Snipe pistols. I try to get them high up in cover and creates fields of fire that keep my opponent pinned down.
Of course if you like pounding at your opponents adding a passle of pan-bots (a.k.a the Voltron assault force) can be quite intimidating (as has been mentioned).
Gimp
Nov 6 2008, 07:10 AM
QUOTE(Bryan Borgman @ Nov 5 2008, 10:34 AM)
How would it work in a 3-way combat with the added "Reggie" aspect as well? That'd be 3 opponents per player.
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It would be an activation, as normal. Whenever you could activate a unit, you could activate the Ferryman, but you'd activate him twice.
You could even activate the Ferryman with Drop o' the Good Stuff, and then wait through other activations of
your force before you used him again. It's easier to remember if you use him sequentially, but it isn't stipulated in the rules that you must.
It effectively resets him once his first activation is over so he can be used twice in one turn, but with the temporary stat boosts.
Back on APAC, I love the variety APAC carries. You can go with speed and stealth from Ninja, a horde of Enforcers, or heavy armored speed with TADS and Panthers, and still have a solid core force. Add in flavor with Numb Sisters and Bishoujo Senshi, and good support from Arashi and Yuurei, and you have a lot to work with.
The Bishoujo Senshi are one of my favorites. Schoolgirl assassins cavorting in cover, causing consternation and chaos (counting catgirl conversions).
paradox
Nov 9 2008, 08:55 AM
our club meets next week. ill be looking to try this out:
arashi
5X ninjas
2X panthers
senshi
TAD
yuurei
499
i dont own panthers yet, so ill have to pick those up. the rest i have.
i cant wait to try out the ninjas. that said, im also intrigued by the concept of panthers and TADS. ill have to keep that in mind for the future.
also, can anyone suggest good models to use for shotgun enforcers? ive been given a few suggestions of models and weapon sprues, but im curious what other folks out there have done.
silentbob27
Nov 9 2008, 04:59 PM
I have 2 panthers you can borrow to try them out. Not sure if Pam has any right now.
TonyK
Nov 9 2008, 07:13 PM
QUOTE(paradox @ Nov 9 2008, 09:55 AM)
our club meets next week. ill be looking to try this out:
arashi
5X ninjas
2X panthers
senshi
TAD
yuurei
499
i dont own panthers yet, so ill have to pick those up. the rest i have.
i cant wait to try out the ninjas. that said, im also intrigued by the concept of panthers and TADS. ill have to keep that in mind for the future.
also, can anyone suggest good models to use for shotgun enforcers? ive been given a few suggestions of models and weapon sprues, but im curious what other folks out there have done.
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Hi Paradox,
Welcome to the world of Rezolution. Sounds like a good force, let us know how you get on.
Have fun.
Cheers
Tony
paradox
Nov 10 2008, 05:45 PM
thanks!
CmdrKiley
Nov 11 2008, 09:54 AM
I've got a pair of Panthers as well you can borrow.
They tend to be more of a bullet magnet than the killing machines they appear. Still works well, because it takes a lot to take one down.
Ninjas are great, but beware of troops getting too close to them. Spotting them while Hidden within 6" means they're caught Prone and can be hit on a Base 5. However proper positioning and movement, they can be devastating. The 14" Charge is awesome! The using the katana on a charge has taken quite a few CSO Trooper heads off (and I think a Marshal as well).
Sherman
Nov 12 2008, 07:52 PM
Uhm... Hidden from Stealth doesn't make you prone. Just gives benefits, not penalties, as far as I understand it. This isn't the rules forum but feel free to correct me if I'm wrong.
paradox
Nov 17 2008, 07:50 PM
sadly i didnt get to my rez games.
theres always next month though.
TonyK
Nov 17 2008, 08:44 PM
QUOTE(paradox @ Nov 17 2008, 08:50 PM)
sadly i didnt get to my rez games.
theres always next month though.

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Hi Paradox,
Shame you didn't get to your Rez games but as you said there is always another time. Rezolution is not going away, we will be around for a long time to come.
Cheers
Tony
paradox
Feb 21 2009, 07:30 PM
OK, so it only took a REALLY LONG time to actually get to playing this again, but today I made myself do it.
I also had TONS of fun. Thanks Kiley for helping me out and for the 2 games. I ran the above list once in a staright up fight to the finish vs Kiley's Dravani. It was a slug-fest, but I managed to put down the horde of minions and finished off the alien menace! I had a heavily wounded arashi and a couple ninjas left, IIRC.
The 2nd game was King of the Grid. I used the above list and Kiley brought the CSO love for me to experience. We both lost our hackers pretty quick, though I'd managed to rack up 3 points before the Yuurei bit it. After that we slugged it out, and again it came down pretty tight, with my arashi again pumping the lightining fist FTW.
I did have a hard round earlier though, where a ranger hit my arashi with an inhibitor shot and managed to plink one damage. Dropped my shield and stopped up my mojo for a turn!

We had a question here: If the arashi can't use his ability, can he even attack in melee? What does he roll for damage?
Anyway, I'm sure I was running on beginners luck, cause at the end of game 2, when I was getting back in stride, my dice went cold again.

I think I'll have to grab some shotgun boys here soon and try the enforcer squads. But I'm REALLY liking the ninjas and panthers and even the TADs.
paradox
Feb 21 2009, 07:34 PM
QUOTE(Sherman @ Nov 12 2008, 10:52 PM)
Uhm... Hidden from Stealth doesn't make you prone. Just gives benefits, not penalties, as far as I understand it. This isn't the rules forum but feel free to correct me if I'm wrong.
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I wondered about that too. How does this work?
Gimp
Feb 22 2009, 08:11 AM
QUOTE(paradox @ Feb 21 2009, 07:30 PM)
We had a question here: If the arashi can't use his ability, can he even attack in melee? What does he roll for damage?
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When the Arashi can't use craft for close combat, they're reduced to 1d6 damage for close combat. Their CCA is unaffected, but they're reduced to the minimum damage.
QUOTE
QUOTE
Uhm... Hidden from Stealth doesn't make you prone. Just gives benefits, not penalties, as far as I understand it. This isn't the rules forum but feel free to correct me if I'm wrong.
I wondered about that too. How does this work?
A normal model spotted while hidden is not physically prone, but is at a disadvantage, because they still think they're hidden, and so are given the disadvantages of being prone.
Once the unit that spotted them finishes their activation, they've had enough time to react, and the penalties they were under disappear.
If they actually were prone as well as hidden, they still are prone, but otherwise they return to normal.
A model with Stealth is is more careful, and so they don't get the disadvantages when they're spotted. They know how fragile the protection of being hidden is.
CmdrKiley
Feb 23 2009, 10:35 AM
Those were fun games, good to try something different as I'm usually dishing out the APAC dirty tricks.
Next time I won't spend so much time giving you tips on how to defeat my Dravani.
BTW, with the King of the Grid, were we supposed to determine a security level for the scenario? Weren't sure so we rolled; 1-2 Passive, 3-4 Normal, 5-6 Aggressive. It ended up Aggressive, and my Field Engineer fried his brains trying to jack-in, putting me at a serious disadvantage. My backups, two Rangers, were not in any condition to jack-in either as one got pounced on by a cyber-kitty and the other was knee-deep in Ninja-foo.
Gimp
Feb 23 2009, 02:58 PM
I like randomly setting the security level for King of the Grid. It's even more interesting if neither player knows until somebody tries to access the system.
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