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  #37  
Old September 4th, 2021, 06:28 PM
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Re: C3G Faction Strategy Guides: Titans & Young Justice!

Love these writeups every time.
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  #38  
Old September 4th, 2021, 08:20 PM
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Re: C3G Faction Strategy Guides: Titans & Young Justice!

Agreed! Keep up the guides, makes for great reading.
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  #39  
Old September 11th, 2021, 10:34 PM
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Re: C3G Faction Strategy Guides: Titans & Young Justice!

Red Lanterns Faction Strategy

Overview
The Red Lanterns are built around the Ravager faction. They're a very aggressive faction full of expensive heroes. Red Lanterns lack any defensive powers, relying on their bulk, so you need to use their aggressiveness to earn their points.

Many Red Lanterns have the Blood of Ysmault special power, allowing them to recharge their red Battery Markers by taking wounds. Because of this power, you should feel free to spend red Battery Markers early, as you'll recharge them fairly easily. But also don't be too aggressive, as the Red Lanterns can burn out too quickly. Finding that middle ground is key.

Important Links
Red Lantern Leader
  • Red Lantern (Atrocitus) (II) (400) - Atrocitus is the backbone of the Red Lanterns, leading by example. He'll be targeted early, so use Blood And Rage to shunt any number of wounds from Atrocitus to your other Red Lanterns. And you can use those wounds to recharge their own markers with Blood of Ysmault! Positioning your Red Lanterns effectively to take advantage of this is the tricky part.

Supporting Red Lanterns
  • Red Lantern (Dex-Starr) (250) - Dex-Starr is the best Red Lantern supporting figure as he gets to move up for free and passively reduce the defense of adjacent enemies, increasing the odds Atrocitus gets a wound! Cat Scratch Fever can put serious damage on enemies too.
  • Red Lantern (Bleez) (350) - Bleez provides a boosting aura with Treacherous Rage, though it requires stealing a red Battery Marker from a friendly figure. Don't steal the Battery Marker from Atrocitus, as he needs his offense in top shape to maximize the chance of his bonding. Dex-Starr is a good figure to steal from as his passive boosts don't need Battery Markers and he can easily stay adjacent to Atrocitus to recharge them with Blood And Rage. Kara Zor-El is another good one to steal from as she'll lose her markers anyway with Reckless Rage.
  • Red Lantern (Kara Zor-El / Supergirl) (370) - Kara is the bulkiest Red Lantern by far. Reckless Rage means you should be cautious attacking enemies with high defense. While Reckless Rage is often a negative power, its autowounds can be handy to finish off hard-to-hit enemies.
  • Red Lantern (Mera) (300) - Mera is one of the few options for crowd clearing with Depths Of Rage. Keep her engaged to maximize autowounds from Raging Plasma.
  • Red Lantern (Jack Moore / Rankorr) (280) - Rankorr is an odd Red Lantern, as he's pretty weak until he gets wounded, at which point he becomes a major offensive threat. Keep Order Markers off of him and let Atrocitus activate him once Rankorr gets angry (and Atrocitus can set it off himself with Blood And Rage).
  • Red Lantern (Razer) (260) - Razer can be a detriment to your army with Righteous Rage, but it also allows him to launch a really strong offense for one turn. I find Razer better in builds involving Green Lantern (Aya) compared to Atrocitus builds.
  • Red Lantern (Atrocitus) (I) (360) - If you're building a Red Lantern Army, you need to include Atrocitus (II), so this Atrocitus is unfortunately left behind. But he's a very solid solo hero and has use in New Guardians builds alongside White Lantern (Kyle) or Indigo-2 (Munk). Use Rage Gambit aggressively early on, then transition to Rage Vomit to get a kill on a key enemy figure.

Army Build Examples:

1000 Points
  • Atrocitus II (400), Dex-Starr (250), Bleez (350)

1300 Points
  • Atrocitus II (400), Dex-Starr (250), Bleez (350), Mera (300)
  • Atrocitus II (400), Dex-Starr (250), Kara (370), Rankorr (280)

1400 Points
  • Atrocitus II (400), Bleez (350), Kara (370), Rankorr (280)

Red Lanterns by point total:
Spoiler Alert!

Last edited by Arch-vile; April 13th, 2022 at 04:53 AM.
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  #40  
Old September 22nd, 2021, 02:21 PM
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Re: C3G Faction Strategy Guides

New Guardians Faction Strategy

Overview
The New Guardians were a group of Lanterns from every color of Lantern corps, led by Kyle Rayner as he learned to use each color ring. In C3G, this synergy is built around battery markers, so you can build a team of multicolored Lanterns, also led by Kyle Rayner.

Important Links
New Guardians Leader
White Lantern Kyle is the leader of the New Guardians and is essential to armies featuring multiple colors of Lanterns. Note that his bonding does not allow you to bring multiple Lanterns who start the game with the same color battery markers, meaning most factional synergy is out.
  • White Lantern (Kyle Rayner) (450) - Kyle bonds with other Lanterns or Constructs, making him your Order Marker dump for the faction once he’s moved into position. Kyle can heal himself or others so keeping allies nearby can be helpful. Kyle is the backbone to your army, so keeping him alive is key!

    Additionally, Kyle counts as every other Lantern color, giving him those specific Lantern synergies and letting him use every color of Lantern construct. The most useful synergies are getting free rerolls from Ganthet or Sayd and getting to use Green Constructs. See the Green Construct section of the Green Lantern faction strategy guide for specifics on using them. Green Constructs (Shield) are especially useful to plop by Kyle for +2 defense since he's typically stuck in one position for most of the game and keeping him alive is super important.


Useful Lanterns
Basically any Lantern that is good standalone is good in a New Guardians build. I’ll highlight a couple Lanterns here that are particularly good picks, but part of the fun of this faction is the modularity of being able to pair any Lanterns you want together.
  • Blue Lantern (Bro'Dee Walker) (280) - Saint Walker is a solid figure let down by the fact that his offense sucks unless he’s within 4 spaces of a Green Lantern. White Lantern Kyle counts as a Green Lantern and bonds with Saint Walker, fixing this weakness spectacularly. Saint Walker can heal or boost the offense of his allies in addition to offering an attack of 7 at 7 range.
  • Green Lantern (Aya) (280) - Aya is a unique leader and doesn't really work well alongside Kyle, but she likewise has multicolored Lantern synergy so can function in builds without him. Since she similarly likes Lanterns of all colors it made sense to discuss her strategy here. She offers a d20 boost and potential autowounds to her Interceptor Crew Members. She'll generally stay on her own card until the endgame to maximize the use of Interceptor Strike.
  • Indigo-2 (Munk) (270) - Munk can copy the special powers of other Lanterns, and the power level of this can vary widely. Some of the best figures to copy are Yellow Lantern (Arkillo) and (Sinestro), Red Lanterns (Dex-Starr) and (Atrocitus I), or Green Lantern (Guy Gardner). You’ll want to burn Munk’s battery markers pretty quickly, sending him out first - because if his allies die before he does, Munk will have no way to spend his battery markers!
  • Red Lantern (Atrocitus) (I) (360) - Atrocitus (I) got no respect in the Red Lanterns Strategy Guide, but he makes up for it here. Rage Gambit gives Atrocitus a double attack of 7 fully charged. Typically you’ll want to risk the self-wounding early on rather than spending a battery marker. Rage Vomit is a rare source of guaranteed autowounds. Use it to take out a particularly troublesome enemy. Don’t bother with Rage Vomit if you can’t guarantee a kill.
  • Yellow Lantern (Arkillo) (310) - Eviscerate is one of the best autowound powers in the game, and Arkillo has good stats even after spending his battery markers. You can completely ignore Arkillo’s Insurgent Motivation and still earn his points, that’s how useful Eviscerate is.


Army Build Examples:

800 Points
  • White Lantern (Kyle) (450), Green Lantern (Hal Jordan) (350)

900 Points
  • White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Indigo Lantern (Ray Palmer) (170)

1000 Points
  • White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Red Lantern (Dex-Starr) (250), Green Construct (Shield) x1 (20)

1100 Points
  • White Lantern (Kyle) (450), Yellow Lantern (Arkillo) (310), Indigo-2 (Munk) (270), Green Construct (Shield) x1 (20), Green Construct (Decoy) x1 (50)
  • White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Yellow Lantern (Arkillo) (310), Green Construct (Shield) x3 (60)
  • White Lantern (Kyle) (450), Star Sapphire (Diana Prince) (330), Green Lantern (Guy Gardner) (320)

1200 Points
  • White Lantern (Kyle) (450), Yellow Lantern (Arkillo) (310), Indigo-2 (Munk) (270), Green Construct (Mech) (120), Orange Construct (Controller) x1 (50)
  • White Lantern (Kyle) (450), Orange Lantern (Lex) (350), Green Lantern (Ch'p) (200), Orange Construct (Stolen Identity) (100), Green Construct (Tactical Bomber) (100)
  • White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Orange Construct (Glomulus) (140), Yellow Lantern (Sinestro) (330)
  • Green Lantern (Aya) (280), Green Lantern (Hal) (350), Green Lantern (Kilowog) (310), Red Lantern (Razer) (260)

1300 Points
  • White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Star Sapphire (Diana Prince) (330), Yellow Lantern (Jonathan Crane) (240)
  • White Lantern (Kyle) (450), Red Lantern (Atrocitus) (I) (360), Orange Construct (Glomulus) (140), Orange Lantern (Lex Luthor) (350)

1400 Points
  • White Lantern (Kyle) (450), Yellow Lantern (Arkillo) (310), Blue Lantern (Hal Jordan) (370), Indigo-2 (Munk) (270)

*These Lantern armies are very modular thanks to the many Lanterns and Constructs available. Easy additions to round out an army are: Green Construct (Shield) (20 each), Green Construct (Decoy) (50 each), Orange Construct (Controller) (50 each), Orange Construct (Stolen Identity) (100 each), Green Construct (Tactical Bomber) (100), Green Lantern (Ch'p) (200), Blue Lantern (Barry Allen) (300), or Red Lantern (Mera) (300).

Last edited by Arch-vile; October 24th, 2021 at 12:28 PM.
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  #41  
Old September 22nd, 2021, 11:32 PM
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Re: C3G Faction Strategy Guides: New Guardians!

Sweet, always love these guides!
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  #42  
Old September 23rd, 2021, 12:30 AM
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Re: C3G Faction Strategy Guides: New Guardians!

Fantastic 4 Faction Strategy

Important Links
Overview
Marvel's first family has a lot of history and thematic allies to pull from. While the original four members is a really solid army, they have many different options for how to build and play them. While it may seem like it's an Adventurers + Scientists faction at first, that's sort of misleading as Mister Fantastic only offers bonding to Adventurers. The Scientist synergy on the rest of the family is just for Reed.

Important Adventurers
  • Mister Fantastic (235) - The entire reason to play this faction. His Leadership power is one of the best in C3G (if a little luck dependent), and you'll feel unstoppable when you're hitting 18+ a couple turns in a row. You want to put every Order Marker on Mister Fantastic and let him lead the rest of the figures. When he gets low on life you may consider putting some of your later Order Markers on other figures in case he falls, but you should default to piling them onto his card first.
  • Invisible Woman (215) - Undoubtedly the second most important figure in the faction. It's hard to leave home without Mister Fantastic and Invisible Woman. Her defensive boost is so important to keeping Reed alive and he can use his Rubber Wrap to keep key figures away from Sue. The synergy between these two is the backbone of any Adventurer army. You definitely want to keep her as far away from the opponent's army as possible (that's where Reed comes in to tie down pesky figures who get too close), but you also want to keep the entire family in range of her Defense boost.
  • Human Torch (225) - One of the best autowounders in the game. He's great at taking down figures with annoying defensive powers or just high defense by giving them two wounds at a time. Be careful when facing armies who can take control of your figures temporarily though, you really don't want Torch going Nova on your army... Never be afraid to take a leaving engagement attack to roll for Flame On, it's almost always correct to gamble on those.
  • The Thing (325) - Just your run of the mill beat-stick. If your opponents leave any of your other figures heavily wounded but alive, Thing will be sure to make them regret it. Setting up the double attack of 10-11 dice is not as hard as you might think and general it makes short work of anyone who happens to be nearby.
  • Spider-Man (Future Foundation) (225) - A long time friend of the first family, Spider-Man gets the chance to step up when Human Torch is out. This design is a clean swap for Human Torch in the 1000 point family build when you feel like the autowounds from Human Torch aren't critical or you just want a little more positioning on the map.
  • Silver Surfer (400) - When The Thing alone isn't enough for the army you're facing, Silver Surfer is a tank of a design. Great at getting in a hit then moving just out of their range on the right maps too, Surfer can be a pain to deal with. Don't be afraid to burn a few Order Markers all in one turn if your opponent puts too many Order Markers on one card in the mid/late game, Surfer can take out tons of characters with a single hit.
  • Crystal (225) - Crystal and Human Torch were love interests for a while and Crystal filled in for Sue when she had her first child. Even though Crystal cannot replace the value Invisible Woman adds to Fantastic 4 armies, she does bring a lot to the table. She's got solid autowounding and board control with her Earth Shift, you can place the Outcrop in places you don't want your opponents to be able to camp and force them to avoid the area for as long as you leave the Outcrop there. She also has two solid Special Attacks which the Fantastic 4 is lacking on so keep Crystal in mind when those are an important counter to what your opponent is bringing to the table
  • Stan Lee (50) - It's really fitting that the Fantastic 4's creator works so well with them. You can make Stan Lee an Adventurer and get a few licks in with him when your team starts to dwindle and you have extra Leadership activations. The real value is saving either Mister Fantastic or Invisible Woman from one big attack and keeping them alive as long as possible. If you have an extra 50 points in your army, Stan Lee is a slam dunk inclusion.

Army Build Examples:

700 Points
  • Fantastic Adventures in Babysitting: Mister Fantastic, Invisible Woman, Zero-G, Mass Master, Lightspeed, Energizer

800 Points
  • Mister Fantastic, Invisible Woman, Human Torch, Bombastic Bag-Man

900 Points
  • Farcetastic 4: Mister Fantastic, Invisible Woman, Thing, Bombastic Bag-Man
  • Double Date: Mister Fantastic, Invisible Woman, Human Torch, Crystal

1000 Points
  • Fantastic 4: Mister Fantastic, Invisible Woman, Human Torch, The Thing
  • Frostastic 4: Mister Fantastic, Invisible Woman, Iceman, Silver Surfer
  • Future Foundation: Mister Fantastic, Invisible Woman, The Thing, Spider-Man (Future Foundation)
  • Mister Fantastic, Invisible Woman, Human Torch, Jocasta, Plastic Man (I)
  • Mister Fantastic, Invisible Woman, She-Hulk (I), Iron Man (Hasbro)

1100 Points
  • The Fantastic and the Furious: Mister Fantastic, Invisible Woman, Human Torch, Thing, Sports Car x1

1200 Points
  • Mister Fantastic, Invisible Woman, Human Torch, Thing, Aurora

1400 Points
  • Mister Fantastic, Invisible Woman, Human Torch, Thing, Aurora, Northstar
  • Mister Fantastic, Invisible Woman, Human Torch, Thing, Silver Surfer


Adventurers by point value:
Spoiler Alert!

Last edited by Arch-vile; October 22nd, 2022 at 12:41 AM.
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  #43  
Old September 23rd, 2021, 12:31 AM
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Re: C3G Faction Strategy Guides: New Guardians!

Just remembered I wrote that one up a while ago and never posted it here.
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  #44  
Old September 23rd, 2021, 12:46 AM
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Re: C3G Faction Strategy Guides: New Guardians!

Nice! I don't think I've ever used Crystal, I'll have to give her a try.
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  #45  
Old September 23rd, 2021, 06:43 AM
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Re: C3G Faction Strategy Guides: New Guardians!

Nice write up!

Quote:
Originally Posted by Arch-vile View Post
Nice! I don't think I've ever used Crystal, I'll have to give her a try.
I have a "double date" army I like where you swap Thing out for Crystal in a basic Fan Four build for a 900 point army.

Edit: Which is listed in builds in Tickle's post.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.


Last edited by IAmBatman; September 23rd, 2021 at 08:47 AM.
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  #46  
Old September 23rd, 2021, 07:43 AM
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Re: C3G Faction Strategy Guides: New Guardians & Fan4!

I have had a lot of luck with She-Hulk, Jocasta and Iron Man(Hasbro).
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Old September 23rd, 2021, 08:04 AM
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Re: C3G Faction Strategy Guides: New Guardians & Fan4!

She-Hulk (because she's a beat) and Jocasta (because her defense combos well with Mister Fantastic and Invisible Woman) are probably worth mentions for sure, yeah.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #48  
Old September 23rd, 2021, 08:18 AM
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Re: C3G Faction Strategy Guides: New Guardians & Fan4!

Ice-Man is pretty solid as well for his cost.
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