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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.

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  #13  
Old March 28th, 2021, 05:09 PM
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Re: C3G Faction Strategy Guides - Thunderbolts!

Great write up Ronin! Never thought of having V and Cap work together, but that’s a really cool synergy.
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  #14  
Old March 28th, 2021, 05:30 PM
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Re: C3G Faction Strategy Guides - Thunderbolts!

Awesome write-up, Ronin! Just played them with Radioactive Man recently and it was a really fun game.
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  #15  
Old April 4th, 2021, 11:36 PM
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Re: C3G Faction Strategy Guides - Thunderbolts!

Orange Lanterns Faction Strategy

Overview
The Orange Lantern faction relies upon Larfleeze to lead an army of Orange Constructs. Keeping Larfleeze alive to keep his constructs alive is the most important part. The faction also has a few ways to knock off and steal glyphs, to show how greedy the Orange Lanterns are.

Important Orange Lanterns
  • Orange Lantern (Larfleeze) (360) - Larfleeze is the leader of the faction, and he's an essential part of it. Try to keep him away from engagement to keep him safe and use your constructs for maximum damage. Once enemies are suitably tied down by your constructs, then you can unleash massive blows with Larfleeze's normal attack.
  • Orange Lantern (Lex Luthor) (350) - Lex doesn't have much synergy with the rest of the Orange Lantern Corps, but he's a solid attacker on his own, and he can create Stolen Identities by destroying enemies. Only use Lex with the Orange Lanterns in very high point games.
  • Guardian of the Universe (Sayd) (250) - Sayd moves up for free with Larfleeze and can be activated like any other Orange Construct. She also offers a reroll for Larfleeze and can protect him! She is a very useful figure in Orange Lantern armies.
  • Orange Construct (Controller) (50) - The bread and butter of the faction. The key with these guys is spawning only as many as you're attacking with per turn, to get the most out of the auto skull from Orange Construct Ambush. Once in place, the Controllers should simply lock down enemy figures.
  • Orange Construct (Stolen Identity) (100) - Stolen Identities are a risky draft, because they don't appear on the battlefield until you destroy an opponent's Unique Hero. And since they copy the powers of whoever they replaced with Assumed Identity, the Stolen Identities can vary widely in power. It's typically worth it to bring a single Stolen Identity, as copying a powerful power can be game-changing. Bringing more often leads to diminishing returns.
  • Orange Construct (Glomulus) (140) - Glomulus is handy as one of two Orange Constructs (alongside Sayd) that can start the game on the battlefield. Glomulus can autokill squads, glyphs, and destructible objects with his Avarice Appetite, or potentially inflict automatic wounds on Unique/Event Heroes. Glomulus is fragile though, so he'll die quickly.

Army Build Examples:

800 Points
  • Orange Lantern (Larfleeze), Orange Construct (Glomulus), Orange Construct (Stolen Identity) x1, Orange Construct (Controller) x4

1000 Points
  • Orange Lantern (Larfleeze), Orange Construct (Glomulus), Orange Construct (Stolen Identity) x1, Orange Construct (Controller) x8
  • Orange Lantern (Larfleeze), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Controller) x5
  • Orange Lantern (Larfleeze), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Controller) x3, Orange Construct (Stolen Identity) x1

1300 Points
  • Orange Lantern (Larfleeze), Orange Lantern (Lex Luthor), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Controller) x4
  • Orange Lantern (Larfleeze), Orange Lantern (Lex Luthor), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Stolen Identity) x1, Orange Construct (Controller) x2
  • Orange Lantern (Larfleeze), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Controller) x7, Orange Construct (Stolen Identity) x2

1400 Points
  • Orange Lantern (Larfleeze), Orange Lantern (Lex Luthor), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Stolen Identity) x1, Orange Construct (Controller) x4

Orange Lanterns by point total:
Spoiler Alert!

Last edited by Arch-vile; April 13th, 2022 at 04:51 AM.
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  #16  
Old April 5th, 2021, 02:25 AM
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Re: C3G Faction Strategy Guides - Orange Lanterns!

Nice!
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  #17  
Old April 5th, 2021, 08:47 AM
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Re: C3G Faction Strategy Guides - Orange Lanterns!

I've always wanted to try the Orange Lanterns but was never really sure how to put together an army. I'll have to give them a spin soon
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  #18  
Old April 5th, 2021, 11:26 AM
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Re: C3G Faction Strategy Guides - Orange Lanterns!

I believe this army is 50 points short:
Orange Lantern (Larfleeze), Orange Construct (Glomulus), Guardian of the Universe (Sayd), Orange Construct (Controller) x4

Would it be better to take 1 more Controller or 1 less Controller and add 1 Stolen Identity?

Looks like the 1400 point army is 50 points short too.

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Originally Posted by Craig Van Ness View Post
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  #19  
Old April 5th, 2021, 01:33 PM
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Re: C3G Faction Strategy Guides - Orange Lanterns!

Good catch! I must have been thinking Sayd was 300 when I made those.

Swapping out 2 Controllers for a Stolen Identity is reasonable, it totally depends on what you’re facing. You have enough figures to activate with Sayd & Glom that you don’t need all 5 Controllers.
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  #20  
Old April 27th, 2021, 04:26 PM
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Re: C3G Faction Strategy Guides - Outer Sanctum edition

Spider-Verse Faction Strategy

Overview
The Spider-Verse faction is made up of many different versions of Spider-Man, and some supporting characters, all based around the Swing Line and Web Swing special powers. Given that nearly all of them have some sort of Swing power, one of their main strengths is mobility and avoiding Leaving Engagement Attacks. Most of them are either melee fighters, or want to be in melee range since that's where they're strongest, and having such strong mobility helps to get them where they want to be. Another bonus is the sheer amount of them. Like the Teen Titans and Legionnaires before them, there might be a Spider for nearly any situation.

Leaders
You'll want at least one or two of the leaders to make the faction work properly. Fortunately all three options are solid, though I might prioritize Otto and UK for being a bit more consistent than Peter.
  • Superior Spider-Man (Otto Octavius) (260) - Being able to take multiple turns is extremely useful to maximize damage. Of course he comes with the caveat that you need to win initiative for him to work to his fullest potential. Fortunately he boosts his own initiative, but bringing another figure or two to help your initiative odds isn't a bad idea, such as Spider-Woman (Ashley Barton) or his Spider-Bots. You mostly want to keep him out of the battle since he's so valuable, but he can definitely still hold his own in a scrap. Fortunately the Spiders have many other options to help when you do happen to lose initiative, so even his negatives can be mitigated to some degree.
  • Spider-UK (210) - The best other leader for the Spiders, he fills a "Captain America-esque" role. You'll nearly always want OM1 on his card. He'll boost your other Spiders' stats, and then you can take advantage of his Web Warriors Coordination to position all of your spiders exactly where you want them, which is especially useful on the first turn of the game. Starting with a base attack of 6 is no joke either.
  • Spider-Man (Peter Parker - Spider-Verse) (240) - Peter is interesting as he isn't an active leader like the other two. He's passive and reluctant, only taking charge when one of your other Spiders fall. Fortunately when that happens, he can be a real powerhouse, bonding with any other Spider of your choosing. While I'd still pick Otto over Peter as a base leader, they actually compliment each other well. If you're having a bad round where you lose initiative, and then lose a figure, Peter can pick up Otto's slack, taking his OMs and still having double turns.
  • Spider-Girl (Anya Sofia Corazon) (170) - Not only does she offer bonding, but once she attacks, she offers a defense reduction for the rest of the turn. This allows her first attack to trigger the defense reduction for her second attack on a different figure, and it allows the figure she bonded with to benefit from it as well. She's a solid pairing with Spider-UK, since he needs a revealed Order Marker on his card and her bonding works off of Order Markers on other figures' cards.
  • Spider-Army Recruit (100) - An easy filler unit for any Spider-Army, but they also shine a bit more if you have at least two of them. While they don't work with Otto's bonding, they can make any Spider a leader much like Anya. A few of these guys and a couple other Spiders could make for a lower costed Spider-Army. Be sure to make use of their Slinger ability to pull targets off of high ground for a follow-up pummeling!


Good Spider-Verse Options
These figures can bring very useful utility to the faction due to their synergies, or because they can fill roles that other Spiders don't.
  • Assassin Spider-Man (180) - Assassin Spidey is very useful as you don't need to actually take turns with him. Once he's in the thick of things (Using UK's movement or Gwen's Reinforcements can help!), just leave him there. He can make your other Spiders more efficient by picking off enemies on your other figures' turns. His Honed Spider Sense makes him very tough to take down without focusing multiple turns on him, which means he'll either stick around for a while, or draw lots of fire off of your other Spiders. As an added bonus, he benefits from Otto's d20 boost, so he's a great option when running Otto as a leader.
  • Captain Universe (350) - One of the biggest and scariest of the Spiders. He brings range and multiple attacks which are something the Spiders lack much of the time, and has a protective aura which draws fire to himself. His price tag means less room for other Spiders, but you might not need it if he kills everything himself. The best strategy with him is generally to not rely too heavily on the Protection, instead focusing on killing as much as possible while being backed by your other Spiders. Fun pairing with Spider-Knight, since Captain Universe draws fire and Spider-Knight punishes attackers for attacking other Spiders.
  • Ghost-Spider (190) - If you decide to not bring Otto, Gwen can help give you a really big turn, even if it's once during the game. Even if you do have Otto, Gwen can help on Otto's "off-rounds" as well. Timing her Reinforcements turn can be kind of tricky, as you only get one shot at it, but there's rarely a time where it'll be wasted. My favorite Reinforcement options are to either use a bigger heavy hitter such as Anti-Venom, or some sort of disruptive figure such as Spider-Girl (May) or Spider-Knight. Having someone like that right in the middle of the opponent's army out of nowhere can really mess with their plans. After she hits the board, she can actually be one of the best attackers in Spider-Verse. Double attacks of 4, boosted by UK and usually height can be brutal, so don't count her out even if her Reinforcements turn wasn't as effective as you wished. Keep in mind that she cannot use her Reinforcements during the same turn that UK uses his Web Warriors Coordination.
  • Leopardon (270) - While not a unique hero, Leopardon can still benefit from our leaders. He still gains UK's boost when you're piloting him, and Peter can activate his Great Responsibility when he falls. And Otto can still take a turn with the pilot, and give a d20 boost to his Arc Turn strike. If you're drafting and know you'll be fighting Huge figures, Leopardon is a shoe-in. Otherwise he's a nasty, nasty dude regardless. If you're short on points, keep in mind that even a cheap figure like Spider-Cat can be his Pilot!
  • Silk (220) - While not the heaviest of hitters, she's very dodgy and annoying, much like Spider-Man (Peter - 250). Her web constructs can be useful to place under key figures, such as Captain Universe from a good vantage point. The only downside is that the Spider really do like to move around a lot, which makes stationary shields not be consistently useful.
  • Spider-Bots (30) - They can't win a game on their own, but if you have 30 points leftover they can be a huge boon to your initiative (As well as blocking high ground from opponents figures). They're a great pair with Otto as he needs to win initiatives to play to his fullest.
  • Spider-Girl (May Parker) (140) - Spider-Girl can be absolutely devastating if she rolls the D20 well. Also another great pairing with Gwen, as you can drop Spider-Girl basically immediately next to a priority target to potentially shut down their turns. Spider-Girl doesn't hit hard, but like Assassin Spidey, her real usefulness is in her passive power.
  • Spider-Knight (130) - He's a nice deterrent figure, and a solid pick for Ghost-Spider's Reinforcements. Instead of Daring Decoy which forces figures to attack him, he instead punishes attackers for hurting allies, while also giving adjacent allies a defense boost. That makes him a more appealing target. Being only 130 points, he's fine to be taken out quickly, saving your more powerful figures for later. Of course if he sticks around, he still has 4 attack (Easily boosted with UK and Anya's abilities).
  • Spider-Man (Hobie Brown) (160) - Once per round he can turn your entire Spider army into autowounding monsters, which is great in and of itself, but he himself can still throw autowounds every turn, and even throw out a massive finisher that bypasses defensive abilities, if you're okay with losing all of his powers. You can't punk rock without a guitar. Solid pairing with Otto as your leader since he adds to D20 rolls.
  • Spider-Man (Miguel O'Hara) (200) - Miguel has a nice Special Attack which the Spiders lack. That paired with being extremely hard to hit from range makes him pretty useful with the larger faction.
  • Spider-Man (Miles Morales II) (240) - This guy is pretty tough. Multiple attacks with possible autowounds is hard to beat, and he has a Jean Grey-esque aura that can lock people down. Definitely handy to have in any army.
  • Spider-Man (Noir) (220) - He sports a decent multiattacking Special Attack, which is always handy for the Spiders. On top of that if you see any figures without Super Strength across the table then he can try to pick them off with Shakedown. He has better stats then most other Spiders as well. Not a bad pick.
  • Spider-Man (Norn Enhanced) (170) - At first glace he might seem shoehorned into an enchantress army, but don't sleep on him. His special attack is absolutely brutal, as its a ranged SA (Which the Spiders lack), potential autowounds, AND an attack with a normal attack after that. He has the same 4 life and 5 defense that many Spiders around that cost have, making him fairly fragile, but hopefully he can dish some damage before he goes down.
  • Spider-Man (Pavitr Prabhakar) (150) - Pavitr is nice to have around for protection of your other Spiders, since he doesn't have much offense himself. He pairs well with Spider-UK's movement ability (Which can trigger Pavitr's tinkering), and also Otto, since Pavitr can also help boost initiative. Even if you don't have enough Invention markers for a save, Pavitr can still save an Order Marker from a card that's been destroyed using an invention marker.
  • Spider-Man (Takuya Yamashiro) (130) - While not terribly flashy on his own, Takuya makes Leopardon even cooler. The drop from the sky means that no figure is safe from Leopardon, making him scary to leader figures, and he bolster's Leopardon's attack by adding the defense subtraction. I probably wouldn't pick him without Leopardon, but he's still a nice figure for the endgame if Leopardon falls.
  • Spider-Man (Transformers) (200) - While he's designed to work with Transformers, he has an in-faction buddy as well: Leopardon. Having Transformers Spidey give support along with Leo bringing the heft, and Otto bringing the multi-turns, he can be a decent addition. I wouldn't consider him if you didn't have Leopardon however.
  • Spider-Man (Zombie) (230) - He's handy because of his passive nature. He can still receive the bonuses from the faction, but you don't necessarily even need them. He'll just do his thing while you're playing the rest of your army.
  • Spider-Woman (Ashley Barton) (160) - Ashley is really tough. By herself she has decent stats compared to the lower costed Spiders, and can throw an autowound. But her Demoralizing Presence can really turn the tide for you if she's in the thick of things, and this also makes her a very powerful pairing with Otto who needs to win initiative most rounds to play optimally.

Other Spider-Verse Options
These may not be the scariest Spiders in the faction, but since the faction loves having as many Spiders as possible, you can't really go wrong with any choices.
  • Agent Venom (240) - The Spiders are primarily a melee force, with some minor range scattered throughout. That's where Agent Venom really helps. He can jump to high ground and give supporting fire to the rest of your army. Though requiring an OM for his double attack, and also not benefitting from UK's melee stat boost still holds him back a tad.
  • Anti-Venom (260) - Possibly the heaviest hitting Unique Hero in the faction. His healing can be obnoxious especially when used on Spiders with Spider-Sense, but it is still limited to once-per-round. His biggest drawback is his cost, as he's just as pricey as the leaders, leaving less room for a swarm strategy.
  • Bombastic Bag-Man (125) - He doesn't add much aside from being a cheap body. He also has a Secret Identity clash with other Peter Parkers so you probably won't bring him much unless you specifically have 125 points left and no other Petes.
  • Doppelganger (250) - He has a nasty Special Attack, but his other stats aren't especially great and his Swing Line is slower than usual. He doesn't benefit from our leaders as well as others.
  • Man-Spider (270) - He's a decent tricky heavy hitter, but he doesn't really like Spider-UK, since rolling more dice means a bigger chance of rolling blanks. So I'd pair him with Otto or Anya.
  • Scarlet Spider (Ben Reilly) (190) - A solid Spider, he has the same durability of our first Peter Parker which is welcome, but not nearly as much offensive power. His webs can be annoying, but they're not overly useful or powerful.
  • Scarlet Spider (Kaine) (245) - Another decent heavy hitter. He also bring unblockables to the party, along with immunity from range at the beginning of the game before he starts attacking. Like Anti-Venom, the only thing bad about him is his cost.
  • Scarlet Spiders (150) - Otto doesn't work with them at all, but UK can boost them and use his Web Warriors Coordination with them, and Peter can trigger his bonding off of their deaths. The multi attacks you get from them being a squad, especially boosted with UK, can be nice, but their lack of any other special powers holds them back.
  • Spider-Boy (230) - Daring Decoy is always a useful ability. The only bummer is that he loses all Spider-Verse synergies if his web gun is knocked out of his hand, so he's not reliable. Popping him in the battlefield with Gwen to protect another figure is a fun strategy though.
  • Spider-Cat (40) - Solid 40 point filler.
  • Spider-Ham (150) - His Mallet is fun, and pairs well with UK's movement to disengage him the turn before he attacks, or popping in with Gwen. He won't make or break your game though. Solid for 150 points.
  • Spider-Man (Miles Morales) (170) - He's a bit overcosted in general I feel, but UK, movement to help with his Camouflage attack, and Otto to boost his Venom Stun can make him pretty annoying.
  • Spider-Man (Peter Parker) (250) - Being the classic C3G Spider, he's still extremely solid. Sure he can fall fast if he rolls poorly, but UK's bonuses can help him set up a big Slinger attack easier, and then hit even harder. The only downside is you can't bring Spider-Verse Peter at the same time, but he works perfectly well with Otto and UK without him.
  • Spider-Man (Avengers) (280) - While he's designed to work in different types of armies, he can act as a pseudo-leader here as well, teaming up with a single other Spider while still enjoying UK's boosts. He could be a backup leader to Otto, but the OM placement could become tricky.
  • Spider-Man (Avengers Holiday Party) - His food glyphs are fun, but his main draw is messing around with new Avengers builds. I'd rather pick other 180 point Spiders in a Spider-Verse army.
  • Spider-Man (Future Foundation) (225) - He's similar to Angel in that he can reposition your army between opponents' attacks, which can be invaluable. He doesn't have much offensively on his own, however.
  • Spider-Man (Hasbro) (160) - He's fine. Nothing terribly special here, but he's a fairly solid figure. I'd just rather pick nearly any other Peter Parker over him.
  • Spider-Hulk (310) - Another bigger attacker, who can pair nicely with Otto boosting his D20 roll. Bigger costed Spiders are difficult to fit in the army, unless you're Captain Universe with his protection, but Hulk can still do some pretty big damage.
  • Spider-Woman (Jessica Drew) (250) - While her abilities are extremely useful, she really likes having Avenger markers around to make use of her Stealthy Strike. In the Spider-Faction, she likes being around Otto who can order her around while she makes use of her Pheromones.
  • Venom (Hasbro) (150) - Possibly the heaviest hitter for his cost. He's already useful just because of that, but that's about all he brings to the table outside of another Spider-Senser, if you're trying to build a truly obnoxious army.



General Strategy:
Spiders like to move. They're be pretty constantly swinging around the battlefield, both grabbing high ground for their own attacks, or denying it for your opponents. Using high ground and boosters like Spider-UK, and trying to maximize your attacks per turn with figures like Otto, Anya, or Ghost-Spider is how you'll whittle down your opponents. Having one or two figures with a Spider-Sense ability isn't a bad idea, as they can potentially absorb quite a few attacks before they go down.


Army Build Examples:
*You can add any number of Spider-Army Recruits to these armies to round them up to a different point total.

600 Points
  • Spider-Man (Otto), Spider-Man (Assassin), Spider-Woman (Ashley)
  • Spider-Girl (Anya), Spider-Man (Peter - 250), Spider-Man (Assassin)
  • Spider-UK, Spider-Girl (Anya), Silk

700 Points
  • Spider-Girl (Anya), Spider-UK, Spider-Hulk
  • Spider-Girl (Anya), Spider-UK, Spider-Man (Hobie), Spider-Woman (Ashley)

800 Points
  • Spider-Man (Otto), Spider-Man (Assassin), Ghost-Spider, Spider-Man (Miles I)
  • Spider-Man (Otto), Spider-UK, Spider-Man (Assassin), Spider-Ham
  • Spider-Man (Otto), Spider-Man (Assassin), Spider-Woman (Ashley), Spider-Man (Miguel)
  • Spider-Man (Otto), Spider-UK, Spider-Man (Norn-Enhanced), Spider-Woman (Ashley)

900 Points
  • Spider-Man (Otto), Spider-Man (Spider-Verse), Spider-Man (Takuya), Leopardon
  • Spider-Man (Otto), Spider-Man (Spider-Verse), Spider-Man (Noir), Spider-Man (Assassin)
  • Spider-Man (Otto), Spider-UK, Spider-Man (Assassin), Spider-Man (Pavitr)
  • Spider-Girl (Anya), Spider-UK, Spider-Hulk, Spider-Man (Miguel)
  • Spider-Girl (Anya), Spider-UK, Spider-Hulk, Spider-Man (Transformers)

1000 Points
  • Spider-Man (Otto), Spider-UK, Spider-Man (Spider-Verse), Agent Venom, Spider-Cat
  • Spider-Man (Otto), Spider-UK, Spider-Man (Spider-Verse), Spider-Man (Miles II), Spider-Cat
  • Spider-Man (Otto), Spider-UK, Captain Universe (Peter), Spider-Man (Hobie), Spider-Girl (Mayday)
  • Spider-Man (Otto), Spider-Woman (Ashley Barton), Spider-Man (Assassin), Spider-Man (Takuya), Leopardon
  • Spider-Man (Otto), Spider-Man (Assassin), Ghost-Spider, Spider-Man (Miles I), Spider-Man (Transformers)
  • Spider-Man (Otto), Spider-UK, Spider-Man (Norn-Enhanced), Spider-Woman (Ashley), Spider-Man (Miguel)

1100 Points
  • Spider-Man (Otto), Spider-UK, Leopardon, Spider-Cat, Spider-Girl (May), Spider-Man (Miles I)
  • Spider-Man (Spider-Verse), Spider-UK, Spider-Man (Miles II), Spider-Man (Assassin), Spider-Man (Zombie)
  • Spider-Man (Otto), Spider-Bots, Spider-UK, Spider-Man (Miles II), Spider-Man (Assassin), Spider-Man (Zombie)

1200 Points
  • Spider-Man (Otto), Spider-UK, Ghost-Spider, Spider-Boy, Spider-Ham, Spider-Man (Hasbro)
  • Spider-Man (Otto), Spider-Man (Assassin), Spider-Woman (Ashley), Spider-UK, Spider-Girl (Anya), Silk

Spider-Verse options by Point totals:
Spoiler Alert!

Last edited by IAmBatman; July 20th, 2022 at 08:42 PM.
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  #21  
Old May 1st, 2021, 11:26 AM
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Re: C3G Faction Strategy Guides - Orange Lanterns!

Green Lantern Faction Strategy
(Along with Green Construct & Blue Lantern Faction Strategy!)

Important Links
Overview
The Green Lanterns (GLs) revolve around a Battery Marker mechanic - they start out with very high stats and low life, but as they spend their batteries, their stats decrease. Knowing when to spend a Battery Marker to use Green Power Shield or another power is key to doing well with the faction.

Leaders
  • Green Lantern (Kilowog) (310) - The strongest GL leader by far. Use him twice at the start of the game and the rest of your lanterns become supercharged and will deal insane amounts of damage. If your opponent does not have an easy way to kill Kilowog in the back of your start zone, they will be in trouble.
  • Guardian of the Universe (Appa, Broome, Herupa, or Pazu) (250) - The Guardians provide some Order Marker flex to your army, which is handy when you're not sure which of your GLs might be attacked and forced to spend Battery Markers on defense. All 4 of these Guardians are the same, and you're unlikely to want more than 1 in your army.
  • Guardian of the Universe (Ganthet) (350) - Ganthet provides a major boost to a single Lantern due to his re-roll, and he can also save a Lantern from death once per game. This lets you be a lot riskier with choosing not to use Green Power Shield on defense.
  • Green Central Power Battery (160) - This allows your Lanterns to recharge their Battery Markers! Plus, it offers a space on top of the Battery that your Lanterns can hop on top of. This combos especially well with Kilowog - Kilowog can spend two markers to inspire his allies, recharge them to protect himself, then hop on the Battery to have height. It's an expensive combo but very effective. John Stewart also really likes being able to recharge his markers, since his Green Shield Strike can wound enemies on defense.
  • Green Lantern (Uncommon) (120) - Not really a leader, but these are figures you build your army around like the other figures in this category. Very effective en masse with Kilowog but they can benefit by bonding with any GL.


Important Green Lanterns
  • Green Lantern (Aya) (280) - Aya is an unusual GL, not using Battery Markers and offering synergy to other Lantern Corps. She boosts Lanterns with a d20 power such as Hal Jordan or Jessica Cruz.
  • Green Lantern (Ch'p) (200) - Ch'p is the cheapest GL, but can lay the hurt on low-defense figures with his multiattacks. He's weak against enemy heavy hitters.
  • Green Lantern (Guy Gardner) (320) - Guy is very strong offensive presence. Try and use his Willful Overextend to give himself wounds first before removing Battery Markers, and pummel enemies with strong double turns. Guy burns out quickly due to his self-wounding.
  • Green Lantern (Jessica Cruz) (270) - Jessica Cruz bonds with any GL, but it can cost her Battery Markers. She works well alongside Simon Baz since he boosts her Fighting The Fear roll.
  • Green Lantern (Hal Jordan) (350) - Hal is the strongest and most expensive GL. The key with him is to play risky, hoping that Hal gets 3 wounds on him without dying to fully boost his chance at an extra turn. Hal is swingy, but ultimately a strong figure.
  • Green Lantern (John Stewart) (340) - John's Green Basket Carry won't get much use in a GL army, but it allows him to work well in other builds. But even without using that power, John is a formidable force in GL builds. Green Shield Strike is very powerful, and John's high stats make him second only to Hal in offensive might.
  • Green Lantern (Kyle Rayner) (300) - Kyle works best with Green Constructs, as described below. He's probably the weakest of the Earth GLs.
  • Green Lantern (Simon Baz) (260) - Simon has a lot of utility with Alshajaea's ability to remove markers: removing opponent’s helpful markers (such as Battery Markers or Avenger Markers), healing friendlies, and removing enemy Order Markers. He's fairly cheap for what you get too, but he lacks a Green Power Shield so is naturally more fragile.

Green Constructs
Green Constructs (GCs) are a useful, though non-essential addition to any GL army. They vary in effectiveness. Kyle Rayner works especially well with Constructs as his powerset is geared towards using them effectively. Constructs are also very useful in being able to adapt your armies to whatever point total you need.
  • Green Construct (Shield) (20) - The best of the GCs, Shields are always a useful addition for a +2 defense. Drop one or two off by Kilowog if you're worried the enemy will try to assassinate him in your start zone.
  • Green Construct (Decoy) (50) - Decoys can be handy at times to draw fire off another figure, but they're brought down by the fact that opponents can just disengage them, and moving them after they're placed requires you to give up an attack.
  • Green Construct (Tactical Bomber) (100), Green Construct (Mech Warrior) (120), and Green Construct (Helicopter Gunship) (130) - These three Unique constructs are trickier to use, being pretty expensive for their survivability. They have a solid offensive presence, it's just more niche in its use. I consider these more designs you use for fun than something you use competitively.

Blue Lanterns
The Blue Lanterns (BLs) are naturally tied to the Green Lantern faction, as their blue Battery Markers require a nearby Green Lantern to fully function on offense. You typically do not want more than one Blue Lantern in your army unless you're playing very large point games due to their dependence on GLs.
  • Blue Lantern (Barry Allen) (300) - Barry is the best BL healer, due to his ability to move and heal passively. Drop him near your allies and let him heal for you.
  • Blue Lantern (Bro'Dee Walker) (280) - Saint Walker can offer allies a significant offensive boost with Instill Hope, but Saint Walker's greatest strength is possibility his attack power. When near a GL, Saint Walker has an attack of 7 at range 7. For his cost, that is an insane level of offense. But requiring a nearby GL keeps him balanced.
  • Blue Lantern (Hal Jordan) (370) - Hal is a unique BL since he's also half GL, meaning he doesn't need a nearby GL to function at 100%. He's very good at crowd clearing but is a step down from GL Hal against a single target.
  • Blue Lantern (Warth) (260) - Warth offers a lot of utility while excelling at nothing in particular. He's a solid choice for a supporting figure due to this utility.


Army Build Examples:

800 Points:
  • Kilowog (310), Green Lantern (Uncommon) (120) x4
  • Blue Lantern (Saint Walker) (280), Guy Gardner (320), Ch'p (200)

900 Points:
  • Jessica Cruz (270), Simon Baz (260), Kilowog (310), Green Construct (Shield) (20) x3
  • Blue Lantern (Warth) (260), Guy Gardner (320), Kyle Rayner (300), Green Construct (Shield) (20) x1
  • Kilowog (310), Green Lantern (Uncommon) (120) x2, Hal Jordan (350)

1000 Points:
  • Kilowog (310), Hal Jordan (350), John Stewart (340)
  • Ganthet (350), Hal Jordan (350), Blue Lantern (Barry Allen) (300)
  • Green Central Power Battery (160), John Stewart (340), Ch’p (200), Simon Baz (260), Green Construct (Shield) (20) x2
  • Guardian of the Universe (250) x1, Blue Lantern (Hal Jordan) (370), Guy Gardner (320), Green Construct (Shield) (20) x3

1100 Points:
  • Kilowog (310), Green Central Power Battery (160), John Stewart (340), Green Lantern (Uncommon) (120) x2, Green Construct (Decoy) (50) x1

1200 Points:
  • Kilowog (310), Jessica Cruz (270), Simon Baz (260), Green Lantern (Uncommon) (120) x3
  • Guardian of the Universe (250) x1, John Stewart (340), Kyle Rayner (300), Ch'p (200), Green Construct (Decoy) (50) x1, Green Construct (Shield) (20) x3

1300 Points:
  • Guardian of the Universe (250) x1, Kilowog (310), Green Central Power Battery (160), John Stewart (340), Green Lantern (Uncommon) (120) x2
  • Guardian of the Universe (250) x1, Kilowog (310), Hal Jordan (350), John Stewart (340), Green Construct (Decoy) (50) x1
  • Guardian of the Universe (250) x1, Blue Lantern (Hal Jordan) (370), Guy Gardner (320), John Stewart (340), Green Construct (Shield) (20)

Green Lantern options by Point totals:
Spoiler Alert!

Last edited by Arch-vile; April 13th, 2022 at 05:08 AM.
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  #22  
Old May 1st, 2021, 01:14 PM
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Re: C3G Faction Strategy Guides - The Green Lantern Corps!

Great write up Arch! If the Lanterns keep coming I’m looking forward to the Reds. Love how they’re a faction now, just don’t know how to put them together.
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  #23  
Old May 1st, 2021, 11:25 PM
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Re: C3G Faction Strategy Guides - The Green Lantern Corps!

I'm not as practiced with the Reds, but from what I remember: Atrocitus (II) and Dex-Starr are the key Reds. Then add whoever else to get to whatever point value you want. Individual Reds (Atrocitus I especially) work fairly well with the multicolored Lantern synergy provided by Munk and White Lantern Kyle.
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Old May 1st, 2021, 11:26 PM
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Re: C3G Faction Strategy Guides - The Green Lantern Corps!

White Lantern Kyle is so much fun. I should try to use him more in testing.
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