Justice League

## Justice League Faction Strategy

**Overview**
The Justice League is centered on Justice League Marker "hubs", acting as "leaders" for the faction. These designs gain markers only via drafting units from specific classes tied to that character, as we will detail below. The markers gained, can then be spent during play to gain a bonus for your team.
Champion is the class shared by all marker hubs, and a lot of Champion designs were built specifically with the marker hubs in mind, to make great use of the bonuses granted by spending the markers.
**Leaders**The marker hubs are going to act as your "leaders" in a way that you'll always want at least a couple of them to build your army around. Some carry more importance than others in terms of "must have", and I will detail those below\*\*.

* Atom (Justice League) - Can help move markers around to cards that have spent theirs or cards that never had any, then teleport himself next to figures with Justice League Markers on their cards and roll the 20-sided die for auto-wounds. He pairs well with Batman and Doctor Fate (D20 manipulation) and Superman (JL-I) (protection). He's also a cheap marker source and filler for any of the faction hubs.
* Batman (Bruce Wayne) (Justice League) - He can spend a marker to add or subtract 2 from a figure's d20 roll. Additionally, he offers OM & JL Marker recovery upon a figure you control's death, preventing you from wasting turns or JL markers. Generally, he sits in the start zone as a support piece, to supplement your d20 rollers, sabotage enemy d20 rollers, and to keep your turns from being wasted. If your offense has been depleted, send him out to try to play cleanup.
* Black Canary (Justice League) - She offers OM flex to her team, allowing turns to go where best needed in the moment. She can also spend a marker to move up and attack, at the cost of the figure taking a turn's movement. Additionally, she can help act as a reactive auto-wounder as your team takes on wounds, even potentially removing some enemy OMs in the process.
* Cyborg (Justice League) - He gives your team a nice initiative boost, as well as spending his markers for a bulk movement option to get your team to high ground as soon as possible. This can be especially nice for figures with poor movement. Additionally, and possibly even more importantly, his markers can be spent to heal himself or an Android/Cyborg figure, which can greatly benefit a friendly Red Tornado.
* Flash (Justice League) - Fastest Man Alive adds a ton of useful support for the team. Being able to move someone 1 space, or 4 if they are friendly, can help setup attacks from height, or get an ally engaged/disengaged. An emergency +8 to your initiative can also make a difference in a dire situation.
* Green Arrow (Oliver Queen) (Justice League) - He can spend his markers to take a turn after one of your figures takes a turn, to send some arrows flying to help his engaged allies. Additionally, if you keep at least 1 marker on his card, he can roll a d20 to attack again, up to 4 times in a turn. Keep him at a distance outside of the fray, ideally at height.
* Martian Manhunter (Justice League) - He can spend a marker for a once per round turn with any 2 figures you control within 8 clear sight spaces, including himself. This can be pretty great if you have the offensive powerhouses to make great use of them. These turns can be used in conjunction with Black Canary and Green Arrow's aforementioned bonus actions/turns.
* Superman (Kal-El) (Justice League) - He acts as a defender for the team, spending his markers to swap out the defender for another in their place, with a +2 defense for that roll. He can't however swap himself out for someone else, so it's best suited to keep a weaker ally alive a bit longer. This can also be used to great effect if swapping in a figure with a counter strike like ability, potentially dealing auto-wounds to the attacker. Additionally, keeping markers on his card allows him a stronger defense.
* Wonder Woman (Justice League) - She spends her markers on bumping the team's attack and defense for the full round. Best suited to stay back in the start zone to make sure that bonus is used to its fullest, then sent in once out of markers.\*\**Wonder Woman, Batman, Black Canary, and Green Arrow are the 4 that serve the most consistent uses/basic needs for the faction, thus every army should have at least one or two of them featured to be most optimal.*

**Tailored Inclusions**
There are other options that can still be successful, but the following were designed specifically around working well with the Justice League hubs.

* Aquaman (III) - Strong attacker and auto-wounder.
* Aztek - Cheap marker option with some nice auto-wound potential.
* Batman (Bruce Wayne) (Justice League II) - Once per round turn efficiency with the ability to remove enemy OMs.
* Doctor Fate (Kent Nelson) (II) - Dominates d20 rolls on both sides, with the added bonus of spreading some wounds around from your team to the opponent's.
* Green Lantern (John Stewart) (Justice League) - Great ranged attack, decent close quarters auto-wounding/crowd control, and can keep someone in the fight once per round.
* Hawkgirl (Kendra Saunders) - Solid hit and run multi-attacker with the chance at auto-wounding when moving around.
* Hawkman (Justice League) - The bonus attacks if you can set it up, can be quite effective. Flash can really help with setting this up. Wonder Woman’s attack and defense boost can help his effectiveness.
* Hawkwoman - Offers the ability to recharge Justice League/green Battery/Order Markers that were previously removed. Strong attacker and defender/counter striker.
* Martian Manhunter (III) - Swiss army knife for the group. Can do a little bit of everything. Can pull people to him, protecting his allies. Can act as a strong attacker or multi-attacker. Auto-wounder. Self healer.
* Plastic Man (II) - Primary function is to act as a tie down figure to buy the rest of your army some time to do their thing. Get him engaged to the most troublesome enemy figures early on.
* Red Tornado (II) - Battlefield control, disruption, and auto-wound potential with his Tornadoes. Has decent multi-attack potential to all adjacent figures. Can be healed by Cyborg.
* Superman (Justice League II) - Offensive powerhouse and gives +1 to teammate's attack and d20 rolls when killed.
* Zatanna (III) - Acts as a defensive support for the faction, and occasional auto-wounder. Get her close to the action and try to subtract skulls from attacking figures. The more d20 rollers you have in the matchup, the more likely she can deal some auto-wounds.

**Army Build Examples:**800 Points

* Green Arrow(210), Black Canary(220), Hawkwoman(260), Oracle(110) (800)
* Wonder Woman(310), Hawkgirl(240), Batman(250) (800)900 points

* Wonder Woman(310), Aquaman(370), Black Canary(220) (900)
* Batman(250), Aquaman(370), Green Lantern (John)(280) (900)
* Wonder Woman(310), Martian Manhunter (III)(340), Zatanna(250) (900)1000 Points

* Wonder Woman(310), Green Arrow(210), Black Canary(220), Hawkwoman(260) (1000)
* Wonder Woman(310), Green Arrow(210), Plastic Man(200), Green Lantern (John)(280) (1000)
* Batman(250), Green Arrow(210), Red Tornado (II)(320), Black Canary(220) (1000)
* Batman(250), Wonder Woman(310), Hawkgirl(240), Plastic Man(200) (1000)
* Black Canary(220), Hawkwoman(260), Hawkgirl(240), Green Lantern (John)(280) (1000)1100 Points

* Batman(250), Aquaman(370), Green Lantern (John)(280), Plastic Man(200) (1100)
* Batman(250), Superman(380), Black Canary(220), Zatanna(250) (1100)
* Superman(380), Wonder Woman(310), Green Arrow(210), Plastic Man(200) (1100)
* Black Canary(220), Hawkwoman(260), Martian Manhunter(340), Green Lantern (John)(280) (1100)1200 Points

* Wonder Woman(310), Green Arrow(210), Black Canary(220), Hawkwoman(260), Plastic Man (1200)
* Batman(250), Green Arrow(210), Red Tornado (II)(320), Black Canary(220), Plastic Man(200) (1200)
* Superman(440), Hawkwoman(260), Green Lantern(John)(280), Black Canary(220) (1200)
* Black Canary(220), Superman(380), Dr. Fate(370), Cyborg(230) (1200)
* Black Canary(220), Hawkwoman(260), Hawkgirl(240), Green Lantern (John)(280), Plastic Man(200) (1200)
* Batman(250), Black Canary(220), Zatanna(250), Green Lantern (John)(280), Plastic Man(200) (1200)
* Black Canary(220), Superman(380), Martian Manhunter(340), Hawkwoman(260) (1200)

Important Links

* Flash (Barry Allen) (Team Flash)
* Flash (Wally West)
* Atom (Justice League)
* Batman (Bruce Wayne) (Justice League)
* Black Canary (Justice League)
* Cyborg (Justice League)
* Flash (Justice League)
* Green Arrow (Oliver Queen) (Justice League)
* Martian Manhunter (Justice League)
* Superman (Kal-El) (Justice League)
* Wonder Woman (Justice League)
* Aquaman (III)
* Aztek
* Batman (Bruce Wayne) (Justice League II)
* Doctor Fate (Kent Nelson) (II)
* Green Lantern (John Stewart) (Justice League)
* Hawkgirl (Kendra Saunders)
* Hawkman (Justice League)
* Hawkwoman
* Martian Manhunter (III)
* Plastic Man (II)
* Red Tornado (II)
* Superman (Justice League II)
* Zatanna (III)
* Superman (Family Leader)
* Superboy (Kon-El) (II)
* Supergirl (Kara Zor-El) (II)
* Nightwing (Chris Kent)
* Flamebird (Thara Ak-Var)
* Superwoman (Lana Lang)
* Super-Man (Kong Kenan)
* Mon-El (Superman Family)
* Guardian (Jim Harper)
* Steel (John Henry Irons) (Superman Family)
* Blue Lantern (Barry Allen)
* Wonder Woman (SupermanFamily)
* Mister Incredible
* Vibe (Paco Ramon)
* Wonder Twin (Jayna)
* Wonder Twin (Zan)