New Guardians

## **New Guardians Faction Strategy**

**Overview**

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

**New Guardians Leader**

White Lantern Kyle is the leader of the New Guardians and is essential to armies featuring multiple colors of Lanterns. Note that his bonding does not allow you to bring multiple Lanterns who start the game with the same color battery markers, meaning most factional synergy is out.

* White Lantern (Kyle Rayner) (450) - Kyle bonds with other Lanterns or Constructs, making him your Order Marker dump for the faction once he’s moved into position. Kyle can heal himself or others so keeping allies nearby can be helpful. Kyle is the backbone to your army, so keeping him alive is key! Additionally, Kyle counts as every other Lantern color, giving him those specific Lantern synergies and letting him use every color of Lantern construct. The most useful synergies are getting free rerolls from Ganthet or Sayd and getting to use Green Constructs. See the Green Construct section of the Green Lantern faction strategy guide for specifics on using them. Green Constructs (Shield) are especially useful to plop by Kyle for +2 defense since he's typically stuck in one position for most of the game and keeping him alive is super important.

**Useful Lanterns**

Basically any Lantern that is good standalone is good in a New Guardians build. I’ll highlight a couple Lanterns here that are particularly good picks, but part of the fun of this faction is the modularity of being able to pair any Lanterns you want together.

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

**Army Build Examples:**

800 Points

* White Lantern (Kyle) (450), Green Lantern (Hal Jordan) (350)

900 Points

* White Lantern (Kyle) (450), Blue Lantern (Saint Walker) (280), Indigo Lantern (Ray Palmer) (170)

1000 Points

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

1100 Points

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

1200 Points

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

1300 Points

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

1400 Points

* White Lantern (Kyle) (450), Yellow Lantern (Arkillo) (310), Blue Lantern (Hal Jordan) (370), Indigo-2 (Munk) (270)\*These Lantern armies are very modular thanks to the many Lanterns and Constructs available. Easy additions to round out an army are: Green Construct (Shield) (20 each), Green Construct (Decoy) (50 each), Orange Construct (Controller) (50 each), Orange Construct (Stolen Identity) (100 each), Green Construct (Tactical Bomber) (100), Green Lantern (Ch'p) (200), Blue Lantern (Barry Allen) (300), or Red Lantern (Mera) (300).

**Important Links**

* List of Battery Marker figures