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lastbesthope
I picked up Rez at last year's Salute in the UK, got both rulesbooks and the following boxes and other stuff:

Shadow War Starter Box
APAC Crew Starter Box
APAC Ninjas Box
2 * CSO PEacekeepers box
CSO Warbot
1 APAC Enforcer mini
1 APAC Shotgun Enforcer mini

I'm looking to flesh out my APAC and CSO forces, possibly with some Ronin mercs, when I go to Salute at the end of this monhould get?

I am of course sorely swayed by what looks cool, so I think a couple of Panther Securibots and some TADS will eb on the list, but looking for some structured advice and thoughts from others more familiar with the game.

Thanks

LBH
BillyC
QUOTE(lastbesthope @ Mar 13 2009, 02:31 PM)
I picked up Rez at last year's Salute in the UK, got both rulesbooks and the following boxes and other stuff:

Shadow War Starter Box
APAC Crew Starter Box
APAC Ninjas Box
2 * CSO PEacekeepers box
CSO Warbot
1 APAC Enforcer mini
1 APAC Shotgun Enforcer mini

I'm looking to flesh out my APAC and CSO forces, possibly with some Ronin mercs, when I go to Salute at the end of this monhould get?

I am of course sorely swayed by what looks cool, so I think a couple of Panther Securibots and some TADS will eb on the list, but looking for some structured advice and thoughts from others more familiar with the game.

Thanks

LBH
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For your APAC; panthers and tads are good. I hate playing against them.
For CSO; I'm struggling between fielding more models or stronger models. Based on what you already have I would go with robots, the Ironman and Hammerer. flamethrowers are good too. I don't like my MISU and I'm still not sure about my Warbot. I haven’t got to use any of the new Ronin like the Brawler but I hear good things and you should always have some Shootists and Marshals.
Bryan Borgman
Buy it all LBH! Sort it out later! smile.gif


CmdrKiley
CSO Weapons Officers and Field Technicians, can't go wrong with flame throwers.

More Troopers and Peacekeepers, a Combined Fire with 10 Assault Rifles will usually put the toughest model down for good in one activation.

APAC TADS are always good to have on hand and so are Panthers.

Now that the Enforcers requirement has been lifted on APAC, fielding Ninjas is pretty doable in smaller games. I just got my butt kicked by a bunch o'ninjas last time I played.


CmdrKiley
Also Bishoujo Senshis for APAC, school girl assassins are great against most CSO Troopers.
lastbesthope
QUOTE(CmdrKiley @ Mar 13 2009, 09:30 PM)
CSO Weapons Officers and Field Technicians, can't go wrong with flame throwers.

Now that the Enforcers requirement has been lifted on APAC, fielding Ninjas is pretty doable in smaller games.  I just got my butt kicked by a bunch o'ninjas last time I played.
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Weaps Officers and Field techs? Where are those on the website?

Also, has the Enforcers requirement been lifted, when did that happen?

Since I've lent my rulebooks to a friend at the moment, can someone remind me how MErcs and Ronin cmobine with APAC and CSO forces?

Cheers, thanks for the comments, keep them coming.

LBH
Bryan Borgman
QUOTE(lastbesthope @ Mar 14 2009, 04:26 PM)
Weaps Officers and Field techs?  Where are those on the website?


Here's one - http://store.aberrantgames.com/abg2015.html, another is in Shadow Wars. And another - http://store.aberrantgames.com/abg2020.html

QUOTE
Also, has the Enforcers requirement been lifted, when did that happen?


FAQ? Pretty sure it is the FAQ.

QUOTE
Since I've lent my rulebooks to a friend at the moment, can someone remind me how Mercs and Ronin combine with APAC and CSO forces?


25% of the total crew number can be Ronin/Merc for any faction (including Mercs joining Ronin). Some Named Character restrictions apply.
lastbesthope
QUOTE(Bryan Borgman @ Mar 14 2009, 11:20 PM)
FAQ?  Pretty sure it is the FAQ.


Can't find it in the old downloadable FAQ 1.1, is there a more up to date one, or is it a thread on these here forums?

Course i could be missing it I suppose....

LBH
Nedorus
The FAQ is here (FAQ).

I think that you are talking about the Enforcer Requirement for the Arashi. That has not been lifted though general consensus was that lifting it would not change game balance. There is no requirement to field Enforcers per se if I remember correctly.

So you can very well play without Enforcers if you do not want to field an Arashi.

cheers
Nedorus

[edit]corrected the statement and added the "not"[/edit]
Gimp
QUOTE(lastbesthope @ Mar 14 2009, 12:26 PM)
Weaps Officers and Field techs?  Where are those on the website?

Weapons Officers are the Special Weapons Officers from the main rulebook. They're a unit attachment for CSO Troopers armed with shotgun or flamethrower.

The Technician was added to the Shadow War box as an alternate replacing the Field Engineer from the standard starter box. They're a slightly better hacker that isn't as good in combat as the Field Engineer. They don't come with a flamethrower option.

I expect CmdrKiley was referring to the Field Engineers, also from the original rulebook and boxed set, that can come with a flamethrower.

QUOTE
Also, has the Enforcers requirement been lifted, when did that happen?

It was lifted in the FAQ, and then lost in a later revision. It hasn't made it back in, yet.

The only required unit for any army is for Ronin to field a Maven when fielding a Ronin specific force. Even that is largely fluff based, as the other forces have organizations controlling them, and the Ronin crews are built around their leader.

Since Outbreak can wind up with Ronin crews not having a Maven, even that requirement is not set in stone. It stands for official event unless the event organizer announces otherwise.
lastbesthope
Thanks for the link Nedorus.

ANd Gimp, yeah I got a tech in my SW box, I noticed the stats were tweaked wrt to the Engineer.

Thanks for all the advice fellows, it's useful, I'm gonna sit down and make a wish list next weekend for going to Salute on the 28th.

LBH
Nico
My 2 cents:

Definately get Panthers for APAC. I usually try to field 4.

The Senshis are great. But they die pretty fast so I suggest to add a Fiddler and two Medi-Bots. The Fiddler is also good for repairing jammed weapons of TADS or Hitomi. The only have ONE ranged weapon and a jammed TADS can be a pain in the a**.

Have fun!
BillyC
Borgman reminded me about the school girls, they are great to have for your APAC too.
lastbesthope
QUOTE(BillyC @ Mar 17 2009, 05:56 PM)
Borgman reminded me about the school girls, they are great to have for your APAC too.
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Schoolgirls are just enforcers though, right?

LBH
Bryan Borgman
QUOTE(lastbesthope @ Mar 17 2009, 06:27 PM)
Schoolgirls are just enforcers though, right?

LBH
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Not in the least.
Nico
QUOTE(lastbesthope @ Mar 17 2009, 11:27 PM)
Schoolgirls are just enforcers though, right?

LBH
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"Schoolgirls" are Bishoujo Senshis.
Most players just call them Schoolgirls because they look like them. smile.gif
lastbesthope
Ah yes, Isee the difference now, I thought some of the APAC Enforcers in my box looked schoolgirl enough, but I see what you mean.

LBH
CmdrKiley
Oh you want Schoolgirls. Their Misgiving really messes up most Troopers and Shootists shots and even if they pass that NRV test, the Catlike really gives them the edge in dodging bullets. However, once someone actually hits a schoolgirl, there's not much left to identify, even with dental records.
lastbesthope
Well I'll have a look over the online sop, and if I have time the army lists this weekend and try and post a shopping list for comments on Sunday

LBH
lastbesthope
Well it looks like anything I don't have I should at least pick up some of for the two factions, in particular:


APAC:
TADS
Panthers
Senshi

But what's special about the Numb Sisters??

CSO:
Marshalls
Rangers
Medic And bot Set
Bots box (Technically MErcs I suppose)
Peacekeeper Snipers
Engineer
MISU
Trundler MIU
Ironman
Hammerer

And some of the variant special troops to add flavour to the minis army looks.

Comments

??

LBH



Bryan Borgman
Numb Sisters are great against Vatacina and other Craft Users. I've not seen them in play much but Simon swears they're the answer to the "Q" extra action/shroud abilities of the Cardinal.
Gimp
Numb Sisters can be nice against craft users, but they have very good utility against other forces.

I rarely use Sacrifice, but it can keep an important model in play.

Choke is fun simply because of the Darth Vader connection, but 3d6 bypassing armor can always be nice.

My biggest joy in the Numb Sisters comes from Inhibit. Without requiring LOS for the telepathic attack, they can really cause problems for an opposing force. While it can be great to make the roll against a powerful model, it's more powerful for breaking up units.

The biggest thing about Inhibit is that it is persistent until the target makes a NRV test. Againt a Marshal, the odds are small you would get it off, or that it would last long. It can be a blast if it works, but it's a big gamble. Against a NRV 2 model, the odds get much better, and the effect will last longer. That CSO Special Weapon Officer with a flamethrower on hold becomes less of an issue once Inhibited.

If you want a more frightening combination; take the Cardinal and Sister Carmine along with some Numb Sisters. While Dead Zone would make them stay more than 4" away to use their powers, if the Numb Sisters were within 6" of Sister Carmine, they would gain +1 to their rolls for Inhibit or Choke.

Like most craft users, the Numb Sisters can lose utility against an all bot force, or against high NRV opponents. Choke will still keep them a threat, and Sacrifice can be big if you need it.

I don't bring them to every battle, but I never feel they will be wasted points when I field them.
lastbesthope
Thanks guys, keep the advice and suggestions coming.

LBH
Nedorus
I can fully back what Gimp said. When used right numb sisters are a real blast. Since they are a team I usually pack more than just two. 3-4 is my optimal number. The sisters cover serveral tactical angles and thus are very versatile.

In our group TADS and Panters have been used to good effect. 3-4 each will give a highly mobile and very tough, hard to kill force. If you now back them up with a pair of senshis and some Ronin for support (Fiddler+launcher turret or a Brick) you'll have a versatile crew which can handle pretty much all comers.

To my experience the biggest drawback for APAC is that they lack the really hard punchers. Enforcers + Shotguns and Panters can close that gap but aren't trivial to play. On the other hand APAC have a little of everything, which makes them a tactically flexible faction (their biggest strength). In conclusion I wouldn't recommend any one APAC model over any other. For me every model has its use in an APAC crew.

Nedorus
lastbesthope
QUOTE(Bryan Borgman @ Mar 13 2009, 09:00 PM)
Buy it all LBH!  Sort it out later!  smile.gif
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Looks like your first suggestion was right Bry, seems like it would be useful to pick up some of everything.

biggrin.gif

LBH
lastbesthope
Well in the end at Salute I picked up all the Rez stuff I could, which unfortunately wasn't much a Shadow War Boxset (my 2nd) and a CSO starter set (technically my first but I do have 2 Shadow War boxes)

Rounds out the grunts of both my armies.

There were a few pieces msising from the Shadow Wars box so I have already emailed to get that sorted out.

Not bad price for them both, £30 for the teo boxes, not bad for what was $90 retail.

Think I'll need to order online to round out my armies, after I do some points calculations. Gamer's Quest seem to have good stock listed on their website in the UK.

LBH
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