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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

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

Last edited by japes; May 19th, 2021 at 11:57 PM. Reason: added points
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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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  #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 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

Last edited by japes; May 19th, 2021 at 11:34 PM.
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  #21  
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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  #22  
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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  #23  
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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  #24  
Old May 20th, 2021, 09:44 AM
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Re: C3G Faction Strategy Guides

Outsiders Faction Strategy

Important Links
Overview
When the Justice League refused to operate outside of international law, Batman created a group that would get done what was needed! The Outsiders are a diverse and powerful group of superheroes who are willing to do things the Justice League won’t. With Batman at the helm and Geo-Force backing him up, they’re competitive enough to take on the strongest armies!

Leaders
Batman (Outsiders) is downright essential. You can assemble an Outsiders army without him but it won’t be nearly the same strength. Geo-Force is a great secondary leader or a primary one if you want to go for it without Batman.
  • Batman (Outsiders) (220) – Batman is the piece that brings the Outsiders together and Outsiders Operation Protocol is his key ingredient. Unless you’re playing with Looker, Batman should get all of your Order Markers each round. The trick is to plan out your entire round so that you’re able to activate at least one new Outsider each turn without losing steam. Black Lightning and Katana (Outsiders) are two that are good to move up early for defensive purposes. Metamorpho is one you want to be able to activate multiple turns in a row to keep him in the most advantageous form. Geo-Force is a good any time activation. Halo is a bit delicate and is usually better with a screen in front of her. As for Batman, ideally you’d hold him back and protect him a little bit. Thanks to lack of range or clear sight restriction on Outsiders Operation Protocol, that’s not too hard to pull off. However, you usually will have few enough Interlopers in your army that you’ll want to activate him over the course of a round. Luckily, with a decent screen and Geo-Force as a back up (if he’s in your army) this can work quite well. On his own turns, you want Batman Bat-Grappling to height and staying at range for a triple attack with his Bat Shuriken as much as possible. It’s typically wise to use Batman’s X” for Mission Prep either on a turn where you’ll be mustering a lot of offense (Katana’s Deadly Strike loves the boost, as do Batman’s Shurikens) or on a turn where you know you’ll be facing an onslaught and want to survive. If you feel you can ruin your opponent’s round with overwhelming force, it may be worth the risk to burn the “X” on your first turn of the round and the “3” on your second turn of the round, both to boost attacks.
  • Geo-Force (280) – Geo-Force wants you to kill his friends. Geo-Force’s main strategic hook is that when another Interloper is destroyed, he gets to move any Order Markers to his card and then for the remainder of the round, after revealing a numbered Order Marker on this card and taking a turn with Geo-Force, you may immediately choose and take a turn with up to two other Unique Interloper Heroes you control. This can be a powerful effect that can swing games and with the right timing and luck it can work in an army without Batman. In an army with Batman, it can crank your turn efficiency up to truly competitive levels. In an army without Batman, you need to guard Geo-Force carefully and try to lead with other Outsiders to activate his Rally Outsiders power. With Batman, you can play a bit looser and view the triple turn from Rallies as more of a bonus. As much as possible, try to bait your opponent into targeting and taking down Outsiders one at a time, rather than spreading wounds around and killing them all at once in the same round. Geo-Force is also a sturdy, (short) ranged flier, and can throw down lava field and rock tiles for potential auto-wounds. Ideally you want to set up rock or lava field in a way that gives him height advantage and an attack boost from his Earth Strength power. Play your cards right and you can easily be attacking with Range 4, Attack 8 on those Mission Prep boosted turns.
  • Arsenal (190) – Not an Interloper himself, Arsenal still pairs well thanks to his Team Cover Fire, which lets him attack on Interloper turns and provides bonus movement for himself and Interlopers. He’s not an ideal fit in lower point games if you’re running Batman and want all the bodies you can get, but he provides a little extra firepower in larger games or if you’re trying to make do without Batman. He also bridges the gap if you want to try a multi-faction build with Titans.


Important Outsiders
  • Katana (Outsiders) (150) – In addition to her Attack 2 Deadly Strike pairing nicely with boosts from Mission Prep, Katana has two great synergy powers. Outsiders Advance offers an initiative boost and an opportunity to reposition three Interlopers when you win initiative (great for getting Geo-Force on a rock tile, Black Lightning next to your allies, or anyone out of trouble). She can also trigger unblockables this way, so it’s good to try to keep Katana near the front lines. With 4 Life and 4 Defense, she can be a bit delicate, so you’ll want to guard her, but she also has Iajutsu Strike to help keep her and her allies alive. So long as Katana is engaged with an enemy figure, when they try to target any figure, whether it’s her or not, a 14 or higher on the 20-sided die will end that figure’s turn and give them one wound. If she’s rolling hot, you’re in great shape. Just watch out for range!
  • Black Lightning (160) – Black Lightning is a pretty conventional defensive unit in that he and adjacent figures you control add one to their defense against normal attacks. There’s an added benefit that if the attacking figure is adjacent to Black Lightning, the defending figure can counter strike the attacker. So, like Katana, Black Lightning appreciates being on the front lines. He also likes drawing fire, as a few wounds will power up his special attack to nasty levels. And if he dies early, well, that’s why you brought Geo-Force!
  • Looker (190) – Her requirement for Order Markers makes her an awkward pairing with Batman, but it’s often worth sacrificing the “X” you’d use on Mission Prep to shut down an important enemy power for a round. Her Can’t Look Away power can be extremely powerful at denial, especially when it comes to an opponent’s synergy powers that require clear sight. The rub is that she has to be on the front lines to pull it off and she needs Order Markers. I wouldn’t recommend her without Geo-Force as back up. Katana is a nice pairing as well, to help her get to the front faster.
  • Halo (190) – Halo is fragile, but she’s an absolute utility knife. She can inflict an auto wound, add an auto skull to her attack, add one to her attack number, freeze a figure in place for a round, remove an Order Marker, throw a figure, and heal 2 wounds from herself. But each of these effects can only be used once per game, so choose wisely!
  • Metamorpho (290) – Metamorpho has a fair amount of utility, being able to kite and stay invulnerable at range, get in multiple attacks against squaddies, or go rock solid and battle it out in melee. The last of these is probably where he’s at his strongest, but the others can help get him there safely. Once you start rolling with him, you want to be able to activate him multiple times in a row to keep his Shapeshifting at the ideal point. He pairs well with Batman as a result.
  • Jade (240) – A fast, (short) ranged flier with a hefty defense and low life, but an ability to self-heal, Jade also benefits from activation flexibility. You want to be able to time her healing just right to keep her in the fight.
  • Katana (I) (190) – More offensively-oriented than her cheaper counterpart, everything Katana does is meant to wound other figures. She shines brightest against enemy figures with low defenses or lower attack melee figures. If you’re facing a horde army, she’s a good bet.
  • Creeper (120) – Creeper’s low cost and 5 Life with Healing Factor make him a nice addition. He might go crazy on you, but so long as it’s just a little bit crazy, he’ll have value. Also at his best with Batman around to keep him healing when you need it.


Army Build Examples:

600 Points
  • Batman (220) and two of Halo (190), Looker (190), Katana (I) (190)
  • Creeper (120), Metamorpho (290), Arsenal (190)

700 Points
  • Batman (220), Metamorpho (290) and one of Halo (190), Looker (190), Katana (I) (190)

800 points
  • Batman (220), Katana (Outsiders) (150), Jade (240), one of Halo (190) or Looker (190)

900 points
  • Batman (220), Geo-Force (280), Black Lightning (160), Jade (240)
  • Batman (220), Metamorpho (290), Katana (Outsiders) (150), Jade (240)

1000 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), one of Halo (190) or Looker (190)
  • Creeper (120), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290)
  • Geo-Force (280), Katana (Outsiders) (150), Halo (190), Looker (190), Arsenal (190)

1100 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290)
  • Geo-Force (280), Katana (Outsiders) (150), Halo (190), Looker (190), Metamorpho (290)
  • Batman (220), Jade (240), Black Lightning (160), Metamorpho (290), one of Looker (190), Halo (190), or Katana (I) (190)

1600 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290), Creeper (120), Halo (190), Looker (190)

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 Arch-vile; May 22nd, 2021 at 10:28 AM.
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