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C3G Faction Strategy Guides

Arch-vile

Archie
Site Supporter
We thought it'd be a fun idea to write some strategy guides for the various C3G factions for those unfamiliar with the many different factions out there. We have a few written up in Sanctum, so we'll post one every so often so there can be some discussion around each one. I hope these encourage everyone to try out a faction they haven't tried yet, or try out an old favorite again! Let us know what you think.


Faction Strategy Guides:
 
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Black Lanterns Faction Strategy

Overview
The Black Lanterns are a unique Lantern corps, as they are the only corps to start off with their battery markers uncharged (for most members), though they have the ability to recharge those batteries throughout the game. Because of this, Black Lanterns tend to have a bit of a steamroller type effect - whether they win or lose, it's typically by a landslide.

Black Lanterns rely on having battery markers to use their special powers and save them from death, and they get those battery markers by killing enemies. Strategically going after weak targets to recharge your markers rather than going after the biggest threat on the board is usually a good strategy with the Black Lanterns.

Important Black Lanterns
  • Guardian of the Universe (Scar) (300) - Scar is an essential part of the faction, as she boosts the Black Lanterns' Attack and d20 rolls. If you're using the uncommon Black Lanterns, it's often a good idea to use The Black Lantern Corps to put a few battery markers on your Black Lanterns for the first several turns of the game. That can give them enough survivability to start killing things on their own, thus recharging their own markers. Scar can also kill things to recharge your Black Lanterns without a d20 roll, which can be very effective if your opponent has some nearly-dead figures nearby.
  • Black Lantern (Uncommon) (175) - The bread and butter of the faction, the uncommon Black Lanterns do nothing particularly well but are cheap for the faction and quite durable with battery markers. They're slow but can swarm and get two attacks per turn. Never send these guys out uncharged! Send out Black Hand first to get some kills or charge their batteries up with Scar first.
  • Black Lantern (William Hand) (475) - Black Hand is a big expensive beat stick, and the only Black Lantern that starts the game with his battery markers fully charged. You'll want to send him out first to charge the rest of your corps. His Black Hand power is a nifty source of autowounds for the more dodgy figures out there.
  • Black Lantern (Crispus Allen) (525) - Spectre is a powerhouse, with crazy durability and insane movement potential with Haunting. Use him to get close to an opponent's leader that would usually be safe in the start zone, and kill them. Gaze of Death is an extremely powerful defensive power. Using your other Black Lanterns to kill figures and charge up Spectre's battery markers means you have a reliable source of autowounds and turn disruption.
  • Black Lantern (Ronnie Raymond) (350) - Firestorm plays similarly to the uncommon Black Lanterns, in that he needs to be charged up before sending him out to fight enemies. Once he's charged up, Firestorm can lay down a ton of autowounds or multi-attacks with the combination of Deathstorm Matrix and Black Ring Rampage.
  • Nekron (1300) - While he has no necessary synergy with the Black Lanterns (Nekron is an army all by himself!), it felt right to discuss Nekron's strategy here. Nekron can grant all Black Lanterns the ability to remove a black battery marker to save themselves from death - especially handy for the fragile Black Lantern (Ronnie Raymond). Nekron's playstyle is typically going to be sniping with his long range and using Black Lightning Special Attack when figures get close. Use Death Incarnate for autowounds against particularly nasty opponents, otherwise save your battery markers as extra life for Nekron.

Army Build Examples:

1000 Points
  • Guardian of the Universe (Scar), Black Lantern (Uncommon) x4
  • Guardian of the Universe (Scar), Black Lantern (Ronnie Raymond), Black Lantern (Uncommon) x2
  • Black Lantern (William Hand), Black Lantern (Uncommon) x3
  • Black Lantern (William Hand), Black Lantern (Crispus Allen)

1300 Points
  • Guardian of the Universe (Scar), Black Lantern (William Hand), Black Lantern (Uncommon) x3
  • Guardian of the Universe (Scar), Black Lantern (William Hand), Black Lantern (Crispus Allen)
  • Nekron

Black Lanterns by point total:
Spoiler Alert!
 
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Great ideas here Arch. I don't expect it to be anytime soon, but I'll try to contribute something at some point.
 
Really pumped to see this thread get started! This goes pretty hand in hand with my unit strategy thread, I'd love to contribute to this one sometime.

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Black Lanterns are pretty interesting among the Lanterns, they're a SUPER feast or famine faction from my experience. I've run the Scar + Ronnie + 2x Uncommon build, and I spent all of round 1 using Scar to place markers on my other 3 figures. I gave up some ground sure, but once the lanterns started rolling they could fly up and tear someone apart. Ronnie is really fragile for his price, so you generally have to accept that he's probably going to die at some point ; you just want to make sure you've crippled your opponent more before that happens.
 
This is also a great place for folks to post requests for guides! If there's a faction y'all want to know better but don't really understand, let us know, and you can probably convince one of us to write something up (or at least chat about it)!

I know a lot more of these will be dropping in the near future as some of the factions we've been working on make their way to the public, so stay tuned! :)
 
I'd be interested in seeing something about the Teen Titans and the Thundebolts.

I've played the Titans a few times but have always gotten crushed, I'm sure I played them wrong.

Thunderbolts look interesting but there's a lot going on, I haven't figured out their dance steps yet.
 
I will say at least that for the Titans the key pieces are Nightwing, Raven, Starfire, and Superboy (Kon-El) with Changeling and Arsenal being of secondary importance.

Nightwing is the leader. Round one you usually want the 3 and the X on him to Titans Go when you're in range to attack or set up for next round's attack. After that, you want 1 and X on him to try to hit as hard as you can at the start of the round.

Raven mostly wants to stay nearby Nightwing and Starfire to move wounds off of them (not too many at once!) and transfer them to the enemy.

Starfire is the priority target for the opponent, so screen her, protect her, and hold her back. Your goal is use her as the offensive engine of the army, triggering off of wounds on others, which means others need to be wounded before she gets in the mix.

Superboy is there to protect Starfire primarily but also Nightwing and Raven if she's close to death. Try to keep him unengaged so he can turn whatever wounds the other Titans take into single wounds on him (which Raven can then absorb and transfer to the enemy, or which Starfire can play off of to attack).

Changeling is a nice piece in that he has a high life for a low cost, so Starfire usually has more multi-attack opportunities with him around. He also has a diverse tool set for attacking the enemy.

Arsenal helps with bonus movements and activations. Ideally he sets things up so Starfire stays safe, Superboy stays out of engagement, everyone stays in range for Titans Go, and Arsenal gets a extra attack off for each of your player turns.

A sub-faction of Young Justice stuff should be out later this year that really adds to and expands what the Titans do and they have a lot of neat other pieces of course (I like Tempest as an auto-wounder and Magical Defense figure to combo well with Raven, for instance, and Aqualad, Kid Flash (Wally), and Speedy (Roy) all have synergies worth considering). But the above is the basics at least.
 
I also really like having Wonder Girl (140) in my Titans army. I really regretted not having her for my Con army. Figure movement is just a huge boost to the core team of Nightwing/Raven/Starfire. Your opponent bee lines for one of those 3 and you can use the lasso to pull them away.
 
Helmut Zemo's Thunderbolts Faction Strategy

Important Links

Overview
Helmut Zemo's Thunderbolts can be a little tricky to pick up; they don't work off a traditional Order Marker hub, and they've got a lot of passive powers that require attention to placement to leverage. They've got a lot of tricks up their sleeves, though.

Key Synergy Pieces
These are the engines that drive the Charlatan ship. Songbird is essential in almost any Charlatan build, but Citizen V can be foregone in smaller games (<800 points or so). As the Thunderbolts are rooted in the Charlatan class, Songbird's Thunderbolt Redemption special power is necessarily not used in Thunderbolts builds. You'll find her quite worthwhile without it, though.
  • Songbird (180) - Mel bonds with other Charlatans and also boosts their defense. She's no great shakes as an attacker, but a ranged attack of 4 is nothing to sneeze at either. She's best played conservatively - the enemy is probably coming to her, so don't overextend her for the sake of getting an attack in. You want to make sure you're keeping her close to the rest of the gang for the sake of her support powers anyway. Keep her in the middle or back of the group, and put her on whatever high ground (or other advantageous terrain) is available.
  • Citizen V (Helmut Zemo) (190) - Zemo is the leader of the Thunderbolts, and the second-most important source of Charlatan synergy. Zemo's leadership style is limited, but comes with a bundle of tricks. His "Justice, Like Lightning..." special power lets him activate two Charlatans, instead of whatever figure you actually revealed an Order Marker on. Getting two turns once a round may not seem like outstanding leadership, but there are some significant upsides. One is that he's providing flexibility for a faction without an Order Marker hub. The second is that you're still revealing an Order Marker on the first figure. There a couple figures in-faction that can leverage this (Techno and Jolt, primarily), but it also allows him to incorporate 'guest stars' that work off of revealed Order Marker mechanics into a Charlatan build. As a f'rinstance, Captain America's stat-boosting works off of having a revealed Order Marker on his card. You can reveal an Order Marker on Captain America to boost your Avenger-Thunderbolts, then use Zemo to give two of those figures turns instead of taking the turn with Captain America. This ability to rope non-Charlatans into the build makes him helpful for building big armies around the T-Bolts. Less significantly, he also provides +/-1 to Charlatan d20 rolls, as a minor perk for the Charlatans that use the d20.

    Leadership aside, Zemo is packing impressive attack power, as a 5 Attack figure with Swordplay. However, he is a bit defensively fragile and leans on the other Thunderbolts to keep him alive. Using him offensively is high-risk, high-reward. You'll likely want to keep him in the back of your army at first, and only come out swinging once your army is depleted.

Important Thunderbolts
  • Meteorite (210) - Karla is one of the nastiest, most disruptive figures in the game. As a ranged flier with Intangiblity, she's already solid at kiting. Manipulation is a nasty trick for killing enemy Order Markers, and Blinding Light, by denying enemy clear sight, straight up shuts off a lot of enemy special powers if they get too close to her. Nasty. A lot of enemies will target her early for this reason, needing to take her off the board in order to access their full skillsets. Make sure to keep her in range of Songbird's defense boost, and consider her positioning carefully. She's one of the Thunderbolts' best attackers, and likely to be an early target, so you may want to move her to high ground to boost her attack/defense. On the other hand, a lot of enemies will have to engage her in order to deal with her (unless they have ways of wounding her from range that don't rely on clear sight), so you may want to use her to lure enemies to low ground.
  • Jolt (80) - Hallie is fragile, but a cheap auto-wounder, and also boosts the Move of other Charlatans (plus a d20 boost for Atlas and MACH-I). Her boost works off of a revealed Order Marker, so she's a decent candidate for getting Order Markers that Citizen V diverts to other Charlatans with Justice Like Lightning. She can survive in a scrap for a while, largely by virtue of not being a priority target (generally - be careful against enemies that pick on weak figures). Having her close to the action makes it much easier to sneak in an auto-wound here or there.
  • MACH-I (200) - Abe offers some auto-wound potential with Support Fire, but it's not something you can count on. It does benefit from the d20 boosts that Jolt and Citizen V provide, as well as Meteorite's ability to force engagements. He's a solid normal attacker, and Evasive Flying gives him a lot of ability to choose who he goes after. He benefits from being unengaged to get Support Fire rolls, but often the value of tying someone down on the front line will be higher. His special attack is handy for providing a little movement for the other Thunderbolts and keeping their various aura effects properly layered. It also lets him move Jolt to trigger her auto-wound power.
  • Atlas (270) - Erik is the big front-line brawler of the group: defensively stalwart, with a big normal attack. The main thing to keep an eye on is managing his placement to score potential Ionic Imbalance wounds. Keep him away from your own guys (but not too far away) and engage key enemy pieces with him. He's a bit slow-moving, and doesn't like LEAs, so he enjoys the movement from MACH-I's SA as well as the move boost from Jolt. Ionic Imbalance is also the most potent d20 effect for Citizen V and Jolt to boost, and the one where they're most likely to make a difference (with its multiple thresholds).
  • Techno (150) - Norbert is the second-cheapest Charlatan. He's a bit of a swiss army knife. He doesn't look like a huge threat, but Reckless Engagement can beef up his Attack number if you're willing to play risky with him and let him rely on Meteorite and Songbird to stay alive. Like Jolt, he also has a good trick for interacting with Citizen V's Justice Like Lightning: you choose his Tech-Pac effects when you reveal the Order Marker on him, regardless of whether or not you take a turn with him. Most of the effects don't matter when he doesn't take a turn, but the defense subtraction does. So if he's engaged, you can dock the defense of figures he's engaged with, then use Zemo to bounce your turn to more potent attackers.
  • Hawkeye (Avengers) (220) - What's this Avenger doing here? I'll have you know Clint took over leadership of the Thunderbolts after they turned on Zemo, and this guy is also perfectly suited as a fallback leader in-game. He's not a Charlatan, so he doesn't benefit from the hard Charlatan synergies that Citizen V, Songbird and Jolt provide. But he does actually work on a mechanic that's similar to Citizen V's - you can reveal your Order Marker in one place, but then take your turn with Hawkeye. Hawkeye's version is more limited in who you get the turn with (just Hawkeye), but actually a bit more generous in that the figure who got the Order Marker still gets its full turn, just not its attack. This means that Jolt and Techno's tricks that they can pull with Justice, Like Lightning still apply here. But, even better, figures still get their not-attacking tricks on their turns, and Hawkeye can cut through a lot of defensive powers the T-Bolts can't deal with on their attacks anyway. So MACH-I or Atlas could reposition on their turn (to set up placements for their passive powers) and then let Hawkeye attack. More nastily, Meteorite or Jolt could do the same thing, but they also both have offensive powers they could use on a turn they gave their attack to Hawkeye (Meteorite's Manipulation and Jolt's Hyperkinetic Blitz). Also consider that he can still replace a figure's attack on a turn they bond with Songbird, and Citizen V can use Justice Like Lightning to get around the Order Marker requirement on Hawkeye's leadership power. Hawkeye doesn't have enough Avenger Markers to go around, but he's still a solid add-on to a Thunderbolts army, providing some additional flexibility once some of your key pieces have started to drop.

Currently Charlatans don't have other options outside the core thematic group. It's a class that's looking to expand, though!

Army Build Examples:

600 Points
  • Songbird, Atlas, Techno

800 Points
  • Songbird, Atlas, Techno, MACH-I

900 Points
  • Songbird, Atlas, Techno, Jolt, Hawkeye (Avengers)

1000 Points
  • Songbird, Atlas, Techno, Meteorite, Citizen V

1200 Points
  • Songbird, Atlas, Techno, Meteorite, Citizen V, MACH-I

1300 Points
  • Songbird, Atlas, Techno, Meteorite, Citizen V, Jolt, Hawkeye (Avengers)
  • Songbird, Atlas, MACH-I, Captain America, Citizen V, Hawkeye (Avengers)

1500 Points
  • Songbird, Atlas, Techno, Meteorite, Citizen V, MACH-I, Jolt, Hawkeye (Avengers)
 
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Re: C3G Faction Strategy Guides - Thunderbolts!

This is one of my favorite small factions to play and even I picked up a couple tidbits here. Thank you for creating this one Ronin.
 
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.
 
Re: C3G Faction Strategy Guides - Thunderbolts!

Awesome write-up, Ronin! Just played them with Radioactive Man recently and it was a really fun game.
 
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!
 
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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
 
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.
 
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.
 
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!
 
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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!
 
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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.
 
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.
 
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.
 
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)


Outsiders by point value:
Spoiler Alert!
 
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