weaponizedsoul
10/10/2009, 22:19
Theme Team Archive (http://www.hcrealms.com/forum/showthread.php?p=5222151#post5222151)
Streamline Project (http://www.hcrealms.com/forum/showthread.php?p=3339792#post3339792)
Heroclix Archetypes: The GL Tank
The Green Lantern Tank is a potent heroclix strategy that utilizes the Green Lantern team ability to carry up to 8 characters in one action.
Green Lantern CORPS: A Green Lantern CORPS team member that can carry other characters may carry up to eight friendly characters instead of one.
Using a character with the Green Lantern CORPS (GL) team ability (TA), you can carry a miscellany of support or offensive characters to attack your opponent in unison. Having your entire support crew be mobile along with your offensive arsenal in a small area optimizes the effectivity of your whole team at the cost of vulnerability to splash effects like Quake or Pulse Wave. Modern Age, like Restricted before it, has changed the game once more. Lets go through the Classic GL tank and how it can be used again in a Modern Age game.
Modern Age GL Tank
Keywords and higher point costs have radically changed heroclix. 300 pt teams have a lot less figures now and require every character to be able to make significant offensive contributions. Modern Age GL Tanks rely on carrying more than one Ally with one action to get a Tempo Advantage against your opponent.
Golden Age GL Tank
The GL Tanks of old now hold a special place in heroclix history and this thread will help us remember them.
Crisis Green Lantern Tank:
cr023 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt::bolt:
Points: 157
Keywords: Green Lantern Corps, Justice League, Justice League of America, Justice League Europe, Soldier
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(Attack) Lantern 2814.1: Green Lantern can use Energy Explosion and Telekinesis.
(Defense) Lantern's Will: Green Lantern can use Energy Shield/Deflection, Toughness, and Willpower.
Justice League and Soldier Keywords on Crisis GL combined with Willpower, Toughnes, ESD, GL TA, Telekinesis (TK), Perplex and Running Shot gives him a lot versatility on his first clicks. This versatility provides answers to common situations like using TK counter Stealth and Hypersonic Speed (HSS) or push with Willpower to base snipers on elevated terrain. Golden Age gives this version of Hal a few old toys to play with but mostly passengers from the newer sets are better.
Justice League/Justice League of America GL Tank
jl001 V Batman
Team: Batman Ally
Range: 6 :bolt:
Points: 75
Keywords: Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders
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(Speed) Out of the Shadows: Once per turn, when Batman occupies hindering terrain and is given any action that is not a free action, before the action you may place Batman in any square of hindering terrain 6 or fewer squares away to which he has a clear line of fire.
Since you can only typically fit 3 people in Justice League teams, they need to be grounded to benefit from the GL TA. OotS Batman, named after his very efficient special power, makes a great Partner for your GL.
Soldier GL Tank
Soldier Keyword gives Crisis GL so many more options for running theme that you can fit nicely in a 300 pt package. You can run it in 3 ways: Melee, Range, or Balance.
Soldier GL Tank: Melee
The key to running a Melee Force is to have multiple small but effective Close Combat Hitters. Swarm your opponents right away and confuse them by shuffling injured hitters to the back of the line. Your GL can snipe after he rests from pushing to base your opponent's team.
ha008 R Phalanx Soldier
Team: No Affiliation
Range: 0 :bolt:
Points: 31
Keywords: Robot, Soldier
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(Damage) Hive Mind: When Phalanx Soldier is given an action, you can modify his attack value by +1 until the end of the round for each other friendly character named Phalanx Soldier adjacent to it.
an021 V Warlord
Team: No Affiliation
Range: 0 :bolt:
Points: 50
Keywords: Ruler, Soldier, Warrior
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(Speed) .44 Auto-Mag: Warlord can make ranged attacks as if he had a range value of 6.
Run 3 Phalanx Soldiers with Warlord for an even 300 pt team. GL can push to Base your opponents right away and overwhelm them with 4 BCF pieces sporting 11+ AVs. Reducing elegant strategies into an all-out brawl will be in your favor majority of the time.
Soldier GL Tank: Range
Make your team revolve around GLs Running Shot and Perplex to support Ranged fighters. Anything with Enhancement or PD/SHIELD TA greatly improves this type of fighting style. Unfortunately, staying safe from range comes at a price: Weakness to Stealth.
cr223 R Thunderer of Qward
Team: No Affiliation
Range: 6 :bolt:
Points: 50
Keywords: Soldier
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(Attack) Qwa-Bolts: Thunderer of Qward can use Energy Explosion. When Thunderer of Qward is given a ranged combat action, you can choose one of the following options: 1) Modify Thunderer of Qward's range value by his current unmodified damage value; or 2) damage from the attack is penetrating damage.
wm008 U Captain Metropolis
Team: No Affiliation
Range: 6 :bolt:
Points: 40
Keywords: Minutemen, Soldier
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(Defense) We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolisby +1.
(Damage) Military Experience: Captain Metropolis can use Enhancement and Leadership
an001 E Easy Company Soldier
Team: No Affiliation
Range: 6 :bolt:
Points: 30
Keywords: Past, Soldier
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(Damage) Minion: Commanding Officer: Whenever a friendly character with the Soldier keyword and point value of 50 or higher is within 8 squares, Easy Company Soldier can use Running Shot and modifies his attack value by +1.
cl2-11 U Nick Fury
Team: S.H.I.E.L.D.
Range: 8 :bolt:
Points: 63
Keywords: S.H.I.E.L.D., Soldier, Spy, Ultimates
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ha040 R Captain America
Team: Avengers
Range: 8 :bolt::bolt:
Points: 72
Keywords: Avengers, Martial Artist, S.H.I.E.L.D., Soldier
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(Attack) Deflection Trajectory: Captain America's line of fire is blocked only by walls and indoor blocking terrain.
I have two versions of the same team with Crisis GL and an Easy Company Soldier + Captain Metropolis & Captain America OR Nick Fury & Thunderrer of Qward. Captain America solves your Stealth problem. Nick Fury and Thunderrer of Qward deals Penetrating Damage while packing Outwit at the same time.
Soldier GL Tank: Balance
Balance Teams have also taken a new form in the Modern Age metagame with many figures getting multiple utility powers in one click while also being able to attack themselves. Pit crews are reduced to one-man swiss army knives who can do multiple things very welll. Partnering Crisis GL with another Utility piece will bring a nice Balance to your team and complemented by either Phalanx Soldier or Easy Company Soldier for close combat support or ranged support. Things like Outwit, another Perplex or Enhancement on figures that can also attack on their own will only be maximized by your own skill. So you could say this play style is for more advanced players who can discern when to attack with Range or when to swoop in for the kill. Using these powers to maximize their effects based on current battle situations will determine your win-loss record more than the first two types of teams which involves mostly point-and-click tactics.
cl1-11 V The Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 100
Keywords: Brute, Fantastic Four, Soldier
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(Speed) It's Clobberin' Time: The Thing can use Quake. Give the Thing a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.
(Defense) Yancy Streeter: The Thing can use Toughness and Willpower.
(Damage) Yer Ever-Lovin' Pal: At the beginning of your turn, if the Thing is adjacent to one or more friendly characters that have one or more action tokens, roll a d6. On a result of 5 or 6, you can remove an action token from one adjacent friendly character, or two adjacent friendly characters if they and the Thing all possess a single common keyword.
si051 U Nick Fury
Team: S.H.I.E.L.D.
Range: 6 :bolt:
Points: 100
Keywords: Politician, S.H.I.E.L.D., Soldier, Spy
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(Defense) L.M.D.: Nick Fury can use Mastermind. When Nick Fury is dealt damage, you can reduce the damage by 2. If you do, after the attack resolves immediately put Nick Fury in an unoccupied square in the corner of the map (or as close to the corner as possible) that does not share an edge with the starting area used by Nick Fury.
(Damage) Spymaster: Nick Fury can use Leadership, Outwit, and Perplex.
There are many more candidates for a Balance team but I've chosen these two to represent Melee and Range. Either run Thing with Easy Company Soldier or Nick Fury with a Phalanx Soldier and round them out with Pogs. The Thing can remove tokens on BOTH GL and EC Soldier while posing as a potent Close Combat threat to anything that dares to come too close. Nick Fury on the other hand combines many support powers to create a small pocket of offense, about seven squares deep, with his Stealth and 6 range. Anything that comes close will be torn up by a Phalanx Soldier. The pogs make great Mastermind fodder. Nick can also bump up GL's damage to 6 if necessary (Perplex twice the SHIELD TA).
GL SP
Some characters mimic the GL TA which actually boils down to being able to carry more than 1 character with one flier.
av047 R Wiccan
Team: Avengers
Range: 8 :bolt:
Points: 54
Keywords: Mystical, Teen, Young Avengers
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(Speed) Group Teleportation: Wiccan can use Phasing/Teleport. When he uses this power, he can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to Wiccan.
Three characters against eight may not seem like enough but with the proper grounded bricks and some support to heal back the feedback damage, Wiccan can work. Enhancement is unique to his openning click for this batch of cheap GL tanks to compliment your ranged squad. Being the GL for your tank, he is in the perfect position to lend Enhancement to your entire squad.
Cheap Mobility GL Tank
This strategy relies on the GL for mobility at an affordable cost to carry various combat, support or utility figs for ranged or close combat situations. Carrying 2 or more close combat threats and basing your opponent in a single action can be insanely effective. Pack figs with plasticity to avoid escape or use outwit to remove free breakaway powers like Leap/Climb (L/C), Phasing/Teleport (Phasing), Hypersonic Speed (HSS) or special powers (SP). Positioning snipers to the best spots on the map then moving the whole squad away from being based with just one action. Support abilities like the Hydra /Police (PD) TA, Shield or Enhancement that requires adjacency can be easily positioned with your GL. Defenders/JSA defense chains can become extremely mobile with this strategy. Same goes with Sinister Syndicate/Batman Enemies high attack (AV) chains. Use multiple Poison figs for intense damage. This versatility springs from the low cost of your GL which will be somewhere around 80 points or lower.
cj082 R Green Lantern
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 81
Keywords: Green Lantern Corps
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The first truly “cheap” GL was the Cosmic Justice Rookie Green Lantern (John Stewart). 8 AV means circumstantial offense so you’re basically paying 81 points for a glorified taxi with Phasing. He was the first of his kind so he is worth mentioning.
gl005 E Katma Tui
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 89
Keywords: Green Lantern Corps
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If you’re gonna use John anyway, why not try to find the extra 8 points for Katman Tui instead? Better range, better powers, better combat values, plus she’s a hot alien chick. Willpower on her opening click is her best sell though. Being able to move two turns in a row for a mobility fig decisively takes John’s dial to the next level.
Support GL Tank
These relatively cheap GLs do more than just lug around your team and giving some timely offense. They make your wbole team better with various openning support powers like Enhancement, Defend, Outwit, Leadership, Perplex, Probabilty Control (PC), or Telekinesis. They all cost about less than 80 points and offers a variety of support powers although there are some expensive Support GLs.
GL+Support Powers
gl002 E Ch'p
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 82
Keywords: Green Lantern Corps
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Ch’p is the best Support GL for the cost and probably the only one I’d recommend pushing off his first click ASAP. 18 Defend is nothing to scoff at especially with ESD/Combat Reflexes on your team. His greates weakness is a low 6 clicks of life which turns to 5 after pushing him. Don’t let him fall too early.
gl004 V Arisia
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 103
Keywords: Green Lantern Corps
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Arisia has a nice set of powers with Phasing and Enhancement on the first click. She’s expensive though, breaking the 100 point barrier at 103 points. Team her up with all the ranged attackers you can fit in your force to benefit from the Enhancement.
gl007 E Tomar Re
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 111
Keywords: Green Lantern Corps, Scientist
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Tomar Re seems like an upgrade to Arisia at first glance. But if you’re using him as a Support GL tank then it will be hard for him to create the opening needed to utilize his 12 range and perplex if you’re carrying too many troops. His second click will serve your team better if you built around his Enhancement. If you have points to spare then use Tomar Re over Arisia.
Combat Tank
This brand of GL Tank actually relies on your GL for the bulk of the offense. The most effective strategy with this is Trick Shot but you can rule out close combat. Carry support pieces that improve your GL’s offense like perplex, enhancement, Shield TA, Hydra/PD TA or wildcards that copy those Tas. Pack the Support power for healing to keep your GL in his top clicks. Base combat values are very important in choosing your tank because of how easy it will be to modify his numbers with all the support you can carry.
Trick Shot+RCE+Running Shot+GL
Trick Shot
Prerequisites: Plasticity or Ranged Combat Expert
Choose a character.
When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.
20 Points
This is the essential combo of the first GL tank. Use Trick Shot to see through Stealth and any other fig in the way of your target while hiding behind your own Stealthed meatshields. RS transfers your whole squad from a defensive to an offensive position in one action while attacking at the same time.
un084 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 165
Keywords: Green Lantern Corps, JLA
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un220 LE Hal Jordan
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 178
Keywords: Green Lantern Corps, Justice League of America, Justice League Europe
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The original GL tank which had RCE, 10 range, Running Shot (RS) and Willpower. Pack Trick Shot, with lots of Hydra/PD, Shield and Enhancement to dish out 5 or 6 damage with a 14 or 13 AV 2 out of every 3 turns. It was potent and it was brutal. Nova Blast or plain old Pulse Wave (PW) and Multi-target Energy Explosion (EE) prevented its rise to ultimate cheesedom but man was it an awesome strategy when it first came out.
cd051 V Green Lantern
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 167
Keywords: Green Lantern Corps
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Kyle is not as great Hal. 12 range with 12 speed RS is a great upgrade. However you lose Willpower and suddenly your top click RCE followed by perplex becomes extremely fragile. His high defenses make him hard to heal up to his top click. His main strength is the 12 range so you have to be patient. Take your time and pick your spots to strike.
or208 LE Alan Scott
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 171
Keywords: Green Lantern Corps, Justice Society
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Like Kyle, Alan lacks the consecutive top clicks of RCE and willpower to make him a more consistent threat like Hal. Alan also has a shorter 10 range, a lower base damage of 2 and a lower 17 def. The low def means he’s much easier to heal though. Another good thing about his dial is the mid-dial spike that reunites RCE and RS with his openning 10AV and 2 damage. He costs more and offers a lesser but different look at the GL tank.
lg058 R Sinestro
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 102
Keywords: Green Lantern Corps, Ruler
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Sinestro offers us a budget piece of the essential ranged GL tank combo pairing RS with RCE on the first click for only 102 points. Low 8 range, low 9 AV and only one click of the combo means healing is a must if you plan to use him for your GL tank.
Charge+GL+Medic
This close combat variant of the GL tank relies on carrying a lot of smaller close combat pieces along with a healer to keep the tank fresh after retaliation. Use a plethora of support powers to pump your tank and careful positioning and timing to strike you opponent using an corner square to surround you target after you charge in with your GL tank to minimize retaliation. If all your attacks hit, charge in on your first turn to soften the enemy then follow up with your secondary troops on the next turn to KO your opponent and free yourself from base to base contact for healing. You eliminate the trip back to base to see the medic this way since whereever your beatstick goes, the medic follows. This strategy will require a lot of things to go your way along with patience and positioning making it more of a novelty than something to rely on to win consistently. But it’s definitely fun to play!
A = Allies
O = Opponent
G = GL
M = Medic
O A A
A G A
M A A
un087 U Kilowog
Team: Green Lantern Corps
Range: 6 :bolt:
Points: 112
Keywords: Green Lantern Corps, Justice League International
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Force Field
Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis
Choose a character without a power that reduces damage.
The character gains Toughness.
10 Points
Pack Force Field to increase Kilowog’s staying power and charge in with a Perplexing close combat GL tank. Try to pack multiple Perplex and PC to ensure your initial strike hits. Even if you don’t score a KO don’t worry about it as long the target won’t be able to run away. Bring Outwit to get rid of your opponent’s carry ability or free breakaway powers. Plasticity helps keep the target there while your secondary attackers clean up the next turn. If Kilowog pushes or is dealt damage then heal him right away if possible.
Lunge
Prerequisites: Close Combat Expert or Leap/Climb
Choose a Character
When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares.
5 Points
Guy is a pretty bad piece. I don’t mean that in a good way. But he does qualify for Lunge. Which gives him an extra 2 space reach and nullifies the Carrying –2 modifier while charging. Using him as a Close Combat GL tank means you’ll need either a lot of Perplex to bump that damage and PC to make sure he hits with his pretty average 10 AV. Perplex also synergize well with his Flurry SP later on. I wouldn’t mind as much if he got hit unlike Kilowog since he can be potent on most of his clicks. Use Perplex on his dismal AV when he hits those Super Strength clicks.
Streamline Project (http://www.hcrealms.com/forum/showthread.php?p=3339792#post3339792)
Heroclix Archetypes: The GL Tank
The Green Lantern Tank is a potent heroclix strategy that utilizes the Green Lantern team ability to carry up to 8 characters in one action.
Green Lantern CORPS: A Green Lantern CORPS team member that can carry other characters may carry up to eight friendly characters instead of one.
Using a character with the Green Lantern CORPS (GL) team ability (TA), you can carry a miscellany of support or offensive characters to attack your opponent in unison. Having your entire support crew be mobile along with your offensive arsenal in a small area optimizes the effectivity of your whole team at the cost of vulnerability to splash effects like Quake or Pulse Wave. Modern Age, like Restricted before it, has changed the game once more. Lets go through the Classic GL tank and how it can be used again in a Modern Age game.
Modern Age GL Tank
Keywords and higher point costs have radically changed heroclix. 300 pt teams have a lot less figures now and require every character to be able to make significant offensive contributions. Modern Age GL Tanks rely on carrying more than one Ally with one action to get a Tempo Advantage against your opponent.
Golden Age GL Tank
The GL Tanks of old now hold a special place in heroclix history and this thread will help us remember them.
Crisis Green Lantern Tank:
cr023 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt::bolt:
Points: 157
Keywords: Green Lantern Corps, Justice League, Justice League of America, Justice League Europe, Soldier
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(Attack) Lantern 2814.1: Green Lantern can use Energy Explosion and Telekinesis.
(Defense) Lantern's Will: Green Lantern can use Energy Shield/Deflection, Toughness, and Willpower.
Justice League and Soldier Keywords on Crisis GL combined with Willpower, Toughnes, ESD, GL TA, Telekinesis (TK), Perplex and Running Shot gives him a lot versatility on his first clicks. This versatility provides answers to common situations like using TK counter Stealth and Hypersonic Speed (HSS) or push with Willpower to base snipers on elevated terrain. Golden Age gives this version of Hal a few old toys to play with but mostly passengers from the newer sets are better.
Justice League/Justice League of America GL Tank
jl001 V Batman
Team: Batman Ally
Range: 6 :bolt:
Points: 75
Keywords: Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders
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(Speed) Out of the Shadows: Once per turn, when Batman occupies hindering terrain and is given any action that is not a free action, before the action you may place Batman in any square of hindering terrain 6 or fewer squares away to which he has a clear line of fire.
Since you can only typically fit 3 people in Justice League teams, they need to be grounded to benefit from the GL TA. OotS Batman, named after his very efficient special power, makes a great Partner for your GL.
Soldier GL Tank
Soldier Keyword gives Crisis GL so many more options for running theme that you can fit nicely in a 300 pt package. You can run it in 3 ways: Melee, Range, or Balance.
Soldier GL Tank: Melee
The key to running a Melee Force is to have multiple small but effective Close Combat Hitters. Swarm your opponents right away and confuse them by shuffling injured hitters to the back of the line. Your GL can snipe after he rests from pushing to base your opponent's team.
ha008 R Phalanx Soldier
Team: No Affiliation
Range: 0 :bolt:
Points: 31
Keywords: Robot, Soldier
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(Damage) Hive Mind: When Phalanx Soldier is given an action, you can modify his attack value by +1 until the end of the round for each other friendly character named Phalanx Soldier adjacent to it.
an021 V Warlord
Team: No Affiliation
Range: 0 :bolt:
Points: 50
Keywords: Ruler, Soldier, Warrior
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(Speed) .44 Auto-Mag: Warlord can make ranged attacks as if he had a range value of 6.
Run 3 Phalanx Soldiers with Warlord for an even 300 pt team. GL can push to Base your opponents right away and overwhelm them with 4 BCF pieces sporting 11+ AVs. Reducing elegant strategies into an all-out brawl will be in your favor majority of the time.
Soldier GL Tank: Range
Make your team revolve around GLs Running Shot and Perplex to support Ranged fighters. Anything with Enhancement or PD/SHIELD TA greatly improves this type of fighting style. Unfortunately, staying safe from range comes at a price: Weakness to Stealth.
cr223 R Thunderer of Qward
Team: No Affiliation
Range: 6 :bolt:
Points: 50
Keywords: Soldier
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(Attack) Qwa-Bolts: Thunderer of Qward can use Energy Explosion. When Thunderer of Qward is given a ranged combat action, you can choose one of the following options: 1) Modify Thunderer of Qward's range value by his current unmodified damage value; or 2) damage from the attack is penetrating damage.
wm008 U Captain Metropolis
Team: No Affiliation
Range: 6 :bolt:
Points: 40
Keywords: Minutemen, Soldier
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(Defense) We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolisby +1.
(Damage) Military Experience: Captain Metropolis can use Enhancement and Leadership
an001 E Easy Company Soldier
Team: No Affiliation
Range: 6 :bolt:
Points: 30
Keywords: Past, Soldier
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(Damage) Minion: Commanding Officer: Whenever a friendly character with the Soldier keyword and point value of 50 or higher is within 8 squares, Easy Company Soldier can use Running Shot and modifies his attack value by +1.
cl2-11 U Nick Fury
Team: S.H.I.E.L.D.
Range: 8 :bolt:
Points: 63
Keywords: S.H.I.E.L.D., Soldier, Spy, Ultimates
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ha040 R Captain America
Team: Avengers
Range: 8 :bolt::bolt:
Points: 72
Keywords: Avengers, Martial Artist, S.H.I.E.L.D., Soldier
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(Attack) Deflection Trajectory: Captain America's line of fire is blocked only by walls and indoor blocking terrain.
I have two versions of the same team with Crisis GL and an Easy Company Soldier + Captain Metropolis & Captain America OR Nick Fury & Thunderrer of Qward. Captain America solves your Stealth problem. Nick Fury and Thunderrer of Qward deals Penetrating Damage while packing Outwit at the same time.
Soldier GL Tank: Balance
Balance Teams have also taken a new form in the Modern Age metagame with many figures getting multiple utility powers in one click while also being able to attack themselves. Pit crews are reduced to one-man swiss army knives who can do multiple things very welll. Partnering Crisis GL with another Utility piece will bring a nice Balance to your team and complemented by either Phalanx Soldier or Easy Company Soldier for close combat support or ranged support. Things like Outwit, another Perplex or Enhancement on figures that can also attack on their own will only be maximized by your own skill. So you could say this play style is for more advanced players who can discern when to attack with Range or when to swoop in for the kill. Using these powers to maximize their effects based on current battle situations will determine your win-loss record more than the first two types of teams which involves mostly point-and-click tactics.
cl1-11 V The Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 100
Keywords: Brute, Fantastic Four, Soldier
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(Speed) It's Clobberin' Time: The Thing can use Quake. Give the Thing a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.
(Defense) Yancy Streeter: The Thing can use Toughness and Willpower.
(Damage) Yer Ever-Lovin' Pal: At the beginning of your turn, if the Thing is adjacent to one or more friendly characters that have one or more action tokens, roll a d6. On a result of 5 or 6, you can remove an action token from one adjacent friendly character, or two adjacent friendly characters if they and the Thing all possess a single common keyword.
si051 U Nick Fury
Team: S.H.I.E.L.D.
Range: 6 :bolt:
Points: 100
Keywords: Politician, S.H.I.E.L.D., Soldier, Spy
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(Defense) L.M.D.: Nick Fury can use Mastermind. When Nick Fury is dealt damage, you can reduce the damage by 2. If you do, after the attack resolves immediately put Nick Fury in an unoccupied square in the corner of the map (or as close to the corner as possible) that does not share an edge with the starting area used by Nick Fury.
(Damage) Spymaster: Nick Fury can use Leadership, Outwit, and Perplex.
There are many more candidates for a Balance team but I've chosen these two to represent Melee and Range. Either run Thing with Easy Company Soldier or Nick Fury with a Phalanx Soldier and round them out with Pogs. The Thing can remove tokens on BOTH GL and EC Soldier while posing as a potent Close Combat threat to anything that dares to come too close. Nick Fury on the other hand combines many support powers to create a small pocket of offense, about seven squares deep, with his Stealth and 6 range. Anything that comes close will be torn up by a Phalanx Soldier. The pogs make great Mastermind fodder. Nick can also bump up GL's damage to 6 if necessary (Perplex twice the SHIELD TA).
GL SP
Some characters mimic the GL TA which actually boils down to being able to carry more than 1 character with one flier.
av047 R Wiccan
Team: Avengers
Range: 8 :bolt:
Points: 54
Keywords: Mystical, Teen, Young Avengers
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(Speed) Group Teleportation: Wiccan can use Phasing/Teleport. When he uses this power, he can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to Wiccan.
Three characters against eight may not seem like enough but with the proper grounded bricks and some support to heal back the feedback damage, Wiccan can work. Enhancement is unique to his openning click for this batch of cheap GL tanks to compliment your ranged squad. Being the GL for your tank, he is in the perfect position to lend Enhancement to your entire squad.
Cheap Mobility GL Tank
This strategy relies on the GL for mobility at an affordable cost to carry various combat, support or utility figs for ranged or close combat situations. Carrying 2 or more close combat threats and basing your opponent in a single action can be insanely effective. Pack figs with plasticity to avoid escape or use outwit to remove free breakaway powers like Leap/Climb (L/C), Phasing/Teleport (Phasing), Hypersonic Speed (HSS) or special powers (SP). Positioning snipers to the best spots on the map then moving the whole squad away from being based with just one action. Support abilities like the Hydra /Police (PD) TA, Shield or Enhancement that requires adjacency can be easily positioned with your GL. Defenders/JSA defense chains can become extremely mobile with this strategy. Same goes with Sinister Syndicate/Batman Enemies high attack (AV) chains. Use multiple Poison figs for intense damage. This versatility springs from the low cost of your GL which will be somewhere around 80 points or lower.
cj082 R Green Lantern
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 81
Keywords: Green Lantern Corps
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The first truly “cheap” GL was the Cosmic Justice Rookie Green Lantern (John Stewart). 8 AV means circumstantial offense so you’re basically paying 81 points for a glorified taxi with Phasing. He was the first of his kind so he is worth mentioning.
gl005 E Katma Tui
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 89
Keywords: Green Lantern Corps
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If you’re gonna use John anyway, why not try to find the extra 8 points for Katman Tui instead? Better range, better powers, better combat values, plus she’s a hot alien chick. Willpower on her opening click is her best sell though. Being able to move two turns in a row for a mobility fig decisively takes John’s dial to the next level.
Support GL Tank
These relatively cheap GLs do more than just lug around your team and giving some timely offense. They make your wbole team better with various openning support powers like Enhancement, Defend, Outwit, Leadership, Perplex, Probabilty Control (PC), or Telekinesis. They all cost about less than 80 points and offers a variety of support powers although there are some expensive Support GLs.
GL+Support Powers
gl002 E Ch'p
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 82
Keywords: Green Lantern Corps
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Ch’p is the best Support GL for the cost and probably the only one I’d recommend pushing off his first click ASAP. 18 Defend is nothing to scoff at especially with ESD/Combat Reflexes on your team. His greates weakness is a low 6 clicks of life which turns to 5 after pushing him. Don’t let him fall too early.
gl004 V Arisia
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 103
Keywords: Green Lantern Corps
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Arisia has a nice set of powers with Phasing and Enhancement on the first click. She’s expensive though, breaking the 100 point barrier at 103 points. Team her up with all the ranged attackers you can fit in your force to benefit from the Enhancement.
gl007 E Tomar Re
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 111
Keywords: Green Lantern Corps, Scientist
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Tomar Re seems like an upgrade to Arisia at first glance. But if you’re using him as a Support GL tank then it will be hard for him to create the opening needed to utilize his 12 range and perplex if you’re carrying too many troops. His second click will serve your team better if you built around his Enhancement. If you have points to spare then use Tomar Re over Arisia.
Combat Tank
This brand of GL Tank actually relies on your GL for the bulk of the offense. The most effective strategy with this is Trick Shot but you can rule out close combat. Carry support pieces that improve your GL’s offense like perplex, enhancement, Shield TA, Hydra/PD TA or wildcards that copy those Tas. Pack the Support power for healing to keep your GL in his top clicks. Base combat values are very important in choosing your tank because of how easy it will be to modify his numbers with all the support you can carry.
Trick Shot+RCE+Running Shot+GL
Trick Shot
Prerequisites: Plasticity or Ranged Combat Expert
Choose a character.
When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.
20 Points
This is the essential combo of the first GL tank. Use Trick Shot to see through Stealth and any other fig in the way of your target while hiding behind your own Stealthed meatshields. RS transfers your whole squad from a defensive to an offensive position in one action while attacking at the same time.
un084 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 165
Keywords: Green Lantern Corps, JLA
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un220 LE Hal Jordan
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 178
Keywords: Green Lantern Corps, Justice League of America, Justice League Europe
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The original GL tank which had RCE, 10 range, Running Shot (RS) and Willpower. Pack Trick Shot, with lots of Hydra/PD, Shield and Enhancement to dish out 5 or 6 damage with a 14 or 13 AV 2 out of every 3 turns. It was potent and it was brutal. Nova Blast or plain old Pulse Wave (PW) and Multi-target Energy Explosion (EE) prevented its rise to ultimate cheesedom but man was it an awesome strategy when it first came out.
cd051 V Green Lantern
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 167
Keywords: Green Lantern Corps
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Kyle is not as great Hal. 12 range with 12 speed RS is a great upgrade. However you lose Willpower and suddenly your top click RCE followed by perplex becomes extremely fragile. His high defenses make him hard to heal up to his top click. His main strength is the 12 range so you have to be patient. Take your time and pick your spots to strike.
or208 LE Alan Scott
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 171
Keywords: Green Lantern Corps, Justice Society
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Like Kyle, Alan lacks the consecutive top clicks of RCE and willpower to make him a more consistent threat like Hal. Alan also has a shorter 10 range, a lower base damage of 2 and a lower 17 def. The low def means he’s much easier to heal though. Another good thing about his dial is the mid-dial spike that reunites RCE and RS with his openning 10AV and 2 damage. He costs more and offers a lesser but different look at the GL tank.
lg058 R Sinestro
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 102
Keywords: Green Lantern Corps, Ruler
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Sinestro offers us a budget piece of the essential ranged GL tank combo pairing RS with RCE on the first click for only 102 points. Low 8 range, low 9 AV and only one click of the combo means healing is a must if you plan to use him for your GL tank.
Charge+GL+Medic
This close combat variant of the GL tank relies on carrying a lot of smaller close combat pieces along with a healer to keep the tank fresh after retaliation. Use a plethora of support powers to pump your tank and careful positioning and timing to strike you opponent using an corner square to surround you target after you charge in with your GL tank to minimize retaliation. If all your attacks hit, charge in on your first turn to soften the enemy then follow up with your secondary troops on the next turn to KO your opponent and free yourself from base to base contact for healing. You eliminate the trip back to base to see the medic this way since whereever your beatstick goes, the medic follows. This strategy will require a lot of things to go your way along with patience and positioning making it more of a novelty than something to rely on to win consistently. But it’s definitely fun to play!
A = Allies
O = Opponent
G = GL
M = Medic
O A A
A G A
M A A
un087 U Kilowog
Team: Green Lantern Corps
Range: 6 :bolt:
Points: 112
Keywords: Green Lantern Corps, Justice League International
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Force Field
Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis
Choose a character without a power that reduces damage.
The character gains Toughness.
10 Points
Pack Force Field to increase Kilowog’s staying power and charge in with a Perplexing close combat GL tank. Try to pack multiple Perplex and PC to ensure your initial strike hits. Even if you don’t score a KO don’t worry about it as long the target won’t be able to run away. Bring Outwit to get rid of your opponent’s carry ability or free breakaway powers. Plasticity helps keep the target there while your secondary attackers clean up the next turn. If Kilowog pushes or is dealt damage then heal him right away if possible.
Lunge
Prerequisites: Close Combat Expert or Leap/Climb
Choose a Character
When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares.
5 Points
Guy is a pretty bad piece. I don’t mean that in a good way. But he does qualify for Lunge. Which gives him an extra 2 space reach and nullifies the Carrying –2 modifier while charging. Using him as a Close Combat GL tank means you’ll need either a lot of Perplex to bump that damage and PC to make sure he hits with his pretty average 10 AV. Perplex also synergize well with his Flurry SP later on. I wouldn’t mind as much if he got hit unlike Kilowog since he can be potent on most of his clicks. Use Perplex on his dismal AV when he hits those Super Strength clicks.