chris passeno
New member
Briefing...
Two forces meet at high noon and attempt to wipe each other out. It was Ronin versus APAC, in a 500pt Firefight.
Ronin:
We are playing a 500 point game, so I should have an advantage in Activations. The backbone of my Dog Soldiers are my Shootists. I decided to go with 4 of them. I also need some template weapons, so I went with a Brick w/ Launcher, Fiddler with Flamethrower and his buddy, Mr. Sentinel Launcher. The Brick will carry that into the fray. Next up was some magic. I went with an Esper and Ms. Jazz Beckett from Outbreak. Add in a Maven and a couple Ghosts.. So my final list is:
Maven
4 Shootists
2 Ghosts
Brick
Fiddler w/ Sentinel Launcher
Esper
Jazz Beckett
APAC:
It’s been about a year that we’ve been playing Rezolution and I’m still trying to get the hang of the APAC. The Ronin are always a big problem for me since they have me beat on activations and firepower but I’ve given them some beat downs before so you never know. I almost always field my two panthers and two schoolgirls. Both models have proven themselves to be real work horses of the battlefield. Plus I’ve found nothing makes the person across the table sweat like a couple of panther bots on the felt. I took Hitomi with out his TADS armor. Hitomi out of the armor with his grenade launcher finally gives the APAC a template weapon that has some range and is independent of a large group.
1 Raijin (Arashi)
5 enforcers, 1 enforcer Lt.
1 Brick (proxied with Heavy model)
2 Panther Bots
2 School Girls
1 Yuurei
Set -up...
Ronin:
The board was set up with a fair amount of terrain. There\'s a nice T shape made from roads, where I decided to set up. Looking over the board, there were 5 fire-lanes that he could come down, so I\'ll have to force him down the ones I wanted and place the Sentinel Launcher down in a place to cover the others.
I broke my forces in two. On the left, in the T Intersection, I put my Fiddler, Jazz, Esper, Ghost and two Shootists. That force controlled the biggest and most probable fire-lane. I set the remaining forces to cover the remaining 4.
APAC:
I pretty much set up along the same lines as the Ronin. I know Chris likes to think like it’s Chess but all five fire lanes are with in a 24 inch length of the game table. If I went up one he wasn’t setting in front of he would have just ran his guys over to the other fire lanes.
Let the Battle Commence...
Round One (APAC win control)
Ronin:
This round was pretty uneventful. I advanced my forces to cover and tried to get some clear lanes. My Ghost on the left flank moved forward and tried to suppress some Enforcers and a Pantherbot. I didn\'t have the range for the Enforcers and the Pantherbot wasn\'t intimidated at all.
APAC:
Yep this round was basically a lot of walking on each side getting into range. Chris should know by now it’s hard to shake those Pantherbots.
Round Two (APAC win control)
Ronin:
The blood started to flow in this round. Most of the figures were still working for cover and position, but there were a couple shots taken. There were a couple Suppressions thrown around, but the APAC rammed an Arashi right up my left flank. He snapped off an ARC, which wounded every one on my clumped up left flank. Jazz went Stunned on a Fatal Roll. I couldn\'t let that Arashi stay there for the next round, so I ran a Shootist up to him and in a hail of gun-fire, took him out. The rest of my team put up a wall of lead, but all it accomplished was to lighten my ammo load. The end of the round showed a setup of about 3 immediate threats to my Dog Soldiers. When I saw the threats forming, I decided to throw a bunch of threat-choices out there so I could try and force the APAC to choose the lesser of two evils. I had a Panther on each flank ready to pounce and a Schoolgirl ready to open a can of whoop-ass on my Maven. Next round was gonna be bloody.
APAC:
I really hate Shootists. I mean I really hate them. They have a ton of abilities, are fairly cheap, and run-n-gun coupled to long pistol ranges lets them command large areas of the board. Anyway, moving in the Arashi was a big risk but the short ranges on their spells means they are generally one shot wonders in our group. You get them with in 14 inches for an Arc or Heaven’s Wrath and it means most in our group will cream them on their next move. But it put Jazz on death’s door while wounding a big part of the Ronin force so I’d say it was worth the sacrifice. By the way, pay attention through the rest of this report to see why my hate of Shootists exists.
Round Three (Ronin win control)
Ronin:
Hey, I finally won control! Jazz died of her wounds during up keep. That didn\'t bode well for me. I had to turn the tempo of this game around, cause I could feel it shifting toward the APAC. My first move was to run my Maven up to his Panther on the right flank and blast it to pieces with his Shotgun. I hate that darn model. It scares the bejeezes out of me. My next move was to send my Fiddler up and set the other Panther on fire, while my Sentinel Launcher smears the APAC\'s hired Brick. A Shootist runs up and tags Hitomi, but gets charged by his supposed victim and looses his head... literally. Luckily, my other Shootist\'s got his back and caps Hitomi in revenge.
On the right flank, my Maven was sniped to death by a Schoolgirl. So, I ran a Shootist up next to her to keep her busy, while another Shootist charged her. I hate those damn Schoolgirls.
The end of the round left me with my right flank cleared and my left flank sitting pretty.
APAC:
I told you, they all hate the panther when it’s on the table. The Fiddler putting my other panther on fire is just irritating to me because it means that model isn’t dead but it’s pretty much out of commission for the rest of the game. This brings up the panthers one big weakness... its movement. It can only charge ten inches or move six if it just enters close combat. That means it’s just a sitting duck for gun-bunnies, until it can close. That’s what happened here. I had each panther using cover to close and got burned for it. Much like in real life bringing a knife (or in this case metal claws) to a gun fight doesn’t work out well most of the time.
School Girls have become my model of choice for the APAC. They have abilities that keep them alive at range, a gun that shoots farther than 14 inches, and high movement. I really should run my full allotment of them every game as they are the models that get things done for me. Chris really hates them because of that.
Round Four (Ronin win control)
Ronin:
I surprisingly won Control, even though my Maven was killed.
My first action this round was to run my Fiddler up to the flank of the Enforcer Team and flame half of them. I was too eager to get him up there and waste some Enforcers, which left him sitting out in the open. He died when the remaining Enforcers drew a bead on him. I ran a Shootist up and tossed a grenade into that Enforcer Team to knock down the remaining members. That team was pretty much combat ineffective from then on. This left my left flank pretty much under control except for his remaining Schoolgirl. She capped my remaining Esper. Damn her. Have I mentioned that I hate Schoolgirls?
APAC:
It’s not that surprising that the Ronin won the roll. They capped Hitomi and my Arashi so I was rolling pretty much straight up too.
I really want to love fielding big groups of enforcers, but I just hate the things. I’ve had moments where their ultra effective but those are very rare. Honestly if I didn’t have to field the things to get an Arashi on the table I wouldn’t. Yes, they get shotguns, but you have to give up any kind of range and close with enforcers. I like watching lemmings jump off a cliff.
Round Five (Ronin win control)
Ronin:
Three Enforcers die and the rest remain on fire. The remaining Pantherbot continues to burn.
The APAC Yuurei finally gains her composure, just before I cap her. This completely cleared the right flank, so I started running my crew toward the troubled left flank. My Brick chugged his lard butt toward her, but couldn\'t make it all the way there. A Shootist made it into range to keep her busy, while my other Shootist charged in for the kill. It was the same maneuver I used on the other Schoolgirl and it work just as well this time.
APAC:
This round starts with the Ronin mopping up what’s left of my crew really. Chris has this new tactic where he runs a model into close combat range and just stands it there. It doesn’t get to attack but it ties up that model and it gives the next model to charge a gang up bonus. I want to say it’s cheap but really it’s just smart. I was ready to call it here but Chris wanted to go on since I might turn things around. I think he really just wanted the satisfaction of hunting down the rest of my models like dogs. I can’t blame him there.
Round Six (APAC win control)
Ronin:
The last bit of the Enforcer Team extinguishes themselves but the Panther wasn\'t so lucky. My two Shootists hunt the Enforcers down as they try to get away and exterminate them. The chubby Brick tries his best to keep up.
APAC:
At this point it didn’t matter if they put themselves out as both the enforcer team and the panther are knocking on heaven’s door.
Round Seven (Ronin win control)
Ronin:
The Panther extinguishes himself, just in time for me to launch a rocket at him, which put him in fatal and stunned. One of my Shootists ran up and capped him. End of game.
APAC:
Finally the spanking was over. I hate to see a Panther bot put down like a dog but that’s the breaks of war I guess.
Debrief
Ronin:
It was a good game. It was the second time I\'ve used Jazz Becket, and I\'ve found her to not be worth the points. She\'s got some good spells, but each game she\'s taken out pretty quickly. Once again, my Shootists lead the way. Those figs are worth every point. I ran them independent this game, but I usually run them in teams of two. My plan worked out pretty much the way I wanted, with the exception of my left flank crumbling. I hate those damn Schoolgirls!
APAC:
It was a pretty normal game for me. I know Chris had a master plan to control the fire lanes but really it’s not that hard against APAC. There are only so many places you can go on a four foot square piece of real estate. The school girls are the only APAC model that are close to the Ronin in the move and shoot department and I think that’s why Chris hates them so much. I love the Arashi on paper but my thoughts on it mirror Chris’s on Jazz.
Two forces meet at high noon and attempt to wipe each other out. It was Ronin versus APAC, in a 500pt Firefight.
Ronin:
We are playing a 500 point game, so I should have an advantage in Activations. The backbone of my Dog Soldiers are my Shootists. I decided to go with 4 of them. I also need some template weapons, so I went with a Brick w/ Launcher, Fiddler with Flamethrower and his buddy, Mr. Sentinel Launcher. The Brick will carry that into the fray. Next up was some magic. I went with an Esper and Ms. Jazz Beckett from Outbreak. Add in a Maven and a couple Ghosts.. So my final list is:
Maven
4 Shootists
2 Ghosts
Brick
Fiddler w/ Sentinel Launcher
Esper
Jazz Beckett
APAC:
It’s been about a year that we’ve been playing Rezolution and I’m still trying to get the hang of the APAC. The Ronin are always a big problem for me since they have me beat on activations and firepower but I’ve given them some beat downs before so you never know. I almost always field my two panthers and two schoolgirls. Both models have proven themselves to be real work horses of the battlefield. Plus I’ve found nothing makes the person across the table sweat like a couple of panther bots on the felt. I took Hitomi with out his TADS armor. Hitomi out of the armor with his grenade launcher finally gives the APAC a template weapon that has some range and is independent of a large group.
1 Raijin (Arashi)
5 enforcers, 1 enforcer Lt.
1 Brick (proxied with Heavy model)
2 Panther Bots
2 School Girls
1 Yuurei
Set -up...
Ronin:
The board was set up with a fair amount of terrain. There\'s a nice T shape made from roads, where I decided to set up. Looking over the board, there were 5 fire-lanes that he could come down, so I\'ll have to force him down the ones I wanted and place the Sentinel Launcher down in a place to cover the others.
I broke my forces in two. On the left, in the T Intersection, I put my Fiddler, Jazz, Esper, Ghost and two Shootists. That force controlled the biggest and most probable fire-lane. I set the remaining forces to cover the remaining 4.
APAC:
I pretty much set up along the same lines as the Ronin. I know Chris likes to think like it’s Chess but all five fire lanes are with in a 24 inch length of the game table. If I went up one he wasn’t setting in front of he would have just ran his guys over to the other fire lanes.
Let the Battle Commence...
Round One (APAC win control)
Ronin:
This round was pretty uneventful. I advanced my forces to cover and tried to get some clear lanes. My Ghost on the left flank moved forward and tried to suppress some Enforcers and a Pantherbot. I didn\'t have the range for the Enforcers and the Pantherbot wasn\'t intimidated at all.
APAC:
Yep this round was basically a lot of walking on each side getting into range. Chris should know by now it’s hard to shake those Pantherbots.
Round Two (APAC win control)
Ronin:
The blood started to flow in this round. Most of the figures were still working for cover and position, but there were a couple shots taken. There were a couple Suppressions thrown around, but the APAC rammed an Arashi right up my left flank. He snapped off an ARC, which wounded every one on my clumped up left flank. Jazz went Stunned on a Fatal Roll. I couldn\'t let that Arashi stay there for the next round, so I ran a Shootist up to him and in a hail of gun-fire, took him out. The rest of my team put up a wall of lead, but all it accomplished was to lighten my ammo load. The end of the round showed a setup of about 3 immediate threats to my Dog Soldiers. When I saw the threats forming, I decided to throw a bunch of threat-choices out there so I could try and force the APAC to choose the lesser of two evils. I had a Panther on each flank ready to pounce and a Schoolgirl ready to open a can of whoop-ass on my Maven. Next round was gonna be bloody.
APAC:
I really hate Shootists. I mean I really hate them. They have a ton of abilities, are fairly cheap, and run-n-gun coupled to long pistol ranges lets them command large areas of the board. Anyway, moving in the Arashi was a big risk but the short ranges on their spells means they are generally one shot wonders in our group. You get them with in 14 inches for an Arc or Heaven’s Wrath and it means most in our group will cream them on their next move. But it put Jazz on death’s door while wounding a big part of the Ronin force so I’d say it was worth the sacrifice. By the way, pay attention through the rest of this report to see why my hate of Shootists exists.
Round Three (Ronin win control)
Ronin:
Hey, I finally won control! Jazz died of her wounds during up keep. That didn\'t bode well for me. I had to turn the tempo of this game around, cause I could feel it shifting toward the APAC. My first move was to run my Maven up to his Panther on the right flank and blast it to pieces with his Shotgun. I hate that darn model. It scares the bejeezes out of me. My next move was to send my Fiddler up and set the other Panther on fire, while my Sentinel Launcher smears the APAC\'s hired Brick. A Shootist runs up and tags Hitomi, but gets charged by his supposed victim and looses his head... literally. Luckily, my other Shootist\'s got his back and caps Hitomi in revenge.
On the right flank, my Maven was sniped to death by a Schoolgirl. So, I ran a Shootist up next to her to keep her busy, while another Shootist charged her. I hate those damn Schoolgirls.
The end of the round left me with my right flank cleared and my left flank sitting pretty.
APAC:
I told you, they all hate the panther when it’s on the table. The Fiddler putting my other panther on fire is just irritating to me because it means that model isn’t dead but it’s pretty much out of commission for the rest of the game. This brings up the panthers one big weakness... its movement. It can only charge ten inches or move six if it just enters close combat. That means it’s just a sitting duck for gun-bunnies, until it can close. That’s what happened here. I had each panther using cover to close and got burned for it. Much like in real life bringing a knife (or in this case metal claws) to a gun fight doesn’t work out well most of the time.
School Girls have become my model of choice for the APAC. They have abilities that keep them alive at range, a gun that shoots farther than 14 inches, and high movement. I really should run my full allotment of them every game as they are the models that get things done for me. Chris really hates them because of that.
Round Four (Ronin win control)
Ronin:
I surprisingly won Control, even though my Maven was killed.
My first action this round was to run my Fiddler up to the flank of the Enforcer Team and flame half of them. I was too eager to get him up there and waste some Enforcers, which left him sitting out in the open. He died when the remaining Enforcers drew a bead on him. I ran a Shootist up and tossed a grenade into that Enforcer Team to knock down the remaining members. That team was pretty much combat ineffective from then on. This left my left flank pretty much under control except for his remaining Schoolgirl. She capped my remaining Esper. Damn her. Have I mentioned that I hate Schoolgirls?
APAC:
It’s not that surprising that the Ronin won the roll. They capped Hitomi and my Arashi so I was rolling pretty much straight up too.
I really want to love fielding big groups of enforcers, but I just hate the things. I’ve had moments where their ultra effective but those are very rare. Honestly if I didn’t have to field the things to get an Arashi on the table I wouldn’t. Yes, they get shotguns, but you have to give up any kind of range and close with enforcers. I like watching lemmings jump off a cliff.
Round Five (Ronin win control)
Ronin:
Three Enforcers die and the rest remain on fire. The remaining Pantherbot continues to burn.
The APAC Yuurei finally gains her composure, just before I cap her. This completely cleared the right flank, so I started running my crew toward the troubled left flank. My Brick chugged his lard butt toward her, but couldn\'t make it all the way there. A Shootist made it into range to keep her busy, while my other Shootist charged in for the kill. It was the same maneuver I used on the other Schoolgirl and it work just as well this time.
APAC:
This round starts with the Ronin mopping up what’s left of my crew really. Chris has this new tactic where he runs a model into close combat range and just stands it there. It doesn’t get to attack but it ties up that model and it gives the next model to charge a gang up bonus. I want to say it’s cheap but really it’s just smart. I was ready to call it here but Chris wanted to go on since I might turn things around. I think he really just wanted the satisfaction of hunting down the rest of my models like dogs. I can’t blame him there.
Round Six (APAC win control)
Ronin:
The last bit of the Enforcer Team extinguishes themselves but the Panther wasn\'t so lucky. My two Shootists hunt the Enforcers down as they try to get away and exterminate them. The chubby Brick tries his best to keep up.
APAC:
At this point it didn’t matter if they put themselves out as both the enforcer team and the panther are knocking on heaven’s door.
Round Seven (Ronin win control)
Ronin:
The Panther extinguishes himself, just in time for me to launch a rocket at him, which put him in fatal and stunned. One of my Shootists ran up and capped him. End of game.
APAC:
Finally the spanking was over. I hate to see a Panther bot put down like a dog but that’s the breaks of war I guess.
Debrief
Ronin:
It was a good game. It was the second time I\'ve used Jazz Becket, and I\'ve found her to not be worth the points. She\'s got some good spells, but each game she\'s taken out pretty quickly. Once again, my Shootists lead the way. Those figs are worth every point. I ran them independent this game, but I usually run them in teams of two. My plan worked out pretty much the way I wanted, with the exception of my left flank crumbling. I hate those damn Schoolgirls!
APAC:
It was a pretty normal game for me. I know Chris had a master plan to control the fire lanes but really it’s not that hard against APAC. There are only so many places you can go on a four foot square piece of real estate. The school girls are the only APAC model that are close to the Ronin in the move and shoot department and I think that’s why Chris hates them so much. I love the Arashi on paper but my thoughts on it mirror Chris’s on Jazz.