Green Lantern what?!
Actually, “Green Lantern Tank” refers to a once-popular HeroClix strategy, best explained in this HCRealms forum thread.
The idea behind the original GLT (lol, quite unlike a BLT) is to surround a strong, flying Green Lantern figure with lots of supportive characters, such as figures with Enhancement (for ranged damage), Probability Control (for rerolls), and perhaps some Perplex and Outwit thrown in there as well for extra pwnage. The Green Lantern figure was most often equipped with the feat card called Trick Shot, which enabled a ranged character to attack from range without worrying about characters, hindering terrain, or Stealth.
Most famously, this was done, as one of the forum members says, with the Veteran Hal Jordan Green Lantern figure. But other GL pieces could do this as well. The two prerequisites for this: The GL figure had to be able to fly, and it had to have the Green Lantern Corps team symbol on its base, seen below:

The reason the team symbol was so important? The GL team symbol means that the character can carry up to 8 adjacent, friendly, grounded figures with it when it moves. Basically, the GL piece could “hide” behind its grounded buddies, keeping it safe from both ranged and close attack, while being able to fire off attacks using the Trick Shot feat, and it could move around the board carrying its 8 buddies with it–a very mobile, highly-efficient, and dangerous team.
And Then, They Nerfed It
Nerf: Verb. Meaning “to dull down the effectiveness of, to soften the damaging effect of.” And yes, it’s related to the Nerf ball.
The GLT strategy was effectively nerfed when game developers took Trick Shot and other feats out of the modern Clix environment–suddenly, Hal Jordan was trapped in the middle of his 8 buddies with no way to fire out from behind them. Also, they introduced a movement penalty for carrying characters. A flying figure who can move 10 squares on his/her own could no longer carry a friendly grounded character for 10 squares–he/she can only go 8. This really reduced the “run-and-gun” strategy for the GLT, and it seemed as if the strategy was dead.
It’s Not Dead, Just Sleeping
Trust me to find a way to revive an old, decrepit strategy. Well, maybe not totally revive it, but repurpose it. One gamer’s trash is another gamer’s treasure!
I discovered the wondrous power of the Green Lantern team ability one day while talking Clix strategy with my boyfriend. Being a Mystics player, I had a ton of wildcard pieces, many of them Legion of Superheroes figures (i.e., flying wildcards); I’m also a hardcore swarm strategist, liking to play many smaller figures instead of just a few large figures.
That day, I’d been trying out a new strategy, using the 37-point Rookie Invisible Woman piece as a central figure. R Invisible Woman’s 18 defense with Defend meant that she could share her 18 defense with up to 8 people around her. I had a lot of little ranged and close-combat pieces that were strong attack characters, but had very low defenses (Veteran Shi from Indy, anyone? That 15 defense made me SAD, even if it did come with Super Senses!).
Thus, I sought to protect my strong attackers by letting them borrow Invisible Woman’s 18 defense; I surrounded Invisible Woman on all sides with friendly figures. Invisible Woman enabled Shi and other small stealthy attackers to survive for the whole game, and Shi and her pals protected Invisible Woman, whose 6 attack and 6 move would be harmless to just about everyone.
I loved the strategy–it was defensive and stealthy and unexpected and it was chock-full of characters. But there was one problem with it.
“Wish there was a way to move my teams quickly and carefully into position,” I said to my boyfriend as we ate a quick dinner. “I mean, Sue (Invisible Woman) has to be protected on all sides as soon as possible, otherwise the strategy folds. But aside from having a few flying characters, I can’t figure out how to transport a whole team at once.”
“Ever heard of the Green Lantern team ability?” my boyfriend said, ever a fountain of Clix knowledge.
I had heard of it, but since most of the figures who carry that team symbol are way expensive for my tastes (over 100 points), I had largely dismissed it from memory. “Oh, yeah, that…I remember the symbol, but what does it do?”
“It allows a flying character to carry up to 8 friendly, adjacent, grounded characters,” my boyfriend replied.
And my memory leaped into my mental wildcard stash, coming up with all the Legion of Superheroes pieces I favored. No, they weren’t particularly strong by themselves, but if you could Wildcard to Mystics, surely you could Wildcard to Green Lantern team. The seed of the idea sprouted and grew vigorously, and I grinned. That was the key to moving my high-defense, stealthy, unexpected team. Nobody would expect a Legionnaire, of all things, to come flying in with 8 of her friends!
Refining the Strategy
Once I had the main idea, I sought out pieces that had similarities to Invisible Woman–I already knew that just using a wildcarded-Green Lantern piece in the center could be possibly more effective than just having that piece fly in Invisible Woman and 7 other friends. If I could find a wildcard who had Stealth and Defend like Invisible Woman, I would likely be set.
The best match I found came from my own Clix box–Experienced Umbra, 56 points, a flying Legionnaire. With 9 move, 9 attack, 17 defense, and 3 damage first click, she was enough to ward off attacks, and with Stealth, Force Blast, and Defend, she was exactly what I needed for wildcard fodder.
Now to find a cheap-enough Green Lantern piece. Since I don’t like playing figures over 100 points (unless they’re REALLY amazing and worth every point), I struggled finding a Green Lantern piece I could live with. But finally, due to some good searching, my boyfriend and I found two figures that fit the bill. Experienced Jade, 92 points from the Legacy set, and Rookie Green Lantern, 81 points from the Cosmic Justice set, worked very well for what I needed them for (mainly wildcard-fodder), and they were both good fits for my collection. I could improve their defenses if I needed to by incorporating Invisible Woman, and their attacks could be fixed with Perplex. (Of course, with the recent Green Lantern pieces that have been released in the Fast Forces and Gravity Feed packs, I could also get my hands on some more (and cheaper) pieces if I needed to. These just happened to be the first I got.)
Trying It Out
I have played this strategy several times and really enjoy how it works. It’s great for getting a large team into position (try using 2 Green Lantern team pieces for those really large-point-value games!), and it’s ideal for getting hurt pieces up, up, and away from the danger. I used Rookie Green Lantern in tandem with Exp. Umbra in one 500-point game, and ended up surviving the game with 11 of my 22 pieces intact, sitting atop Elevated terrain that was 3 squares by 4 squares–perfect for my team to hide out on and heal, and hard for my enemies to approach.
Defensive GLT is also good for moving more than one supportive piece at a time (like repositioning your Perplex, Prob, and Outwit so they can see better). Using E Umbra to move Destiny, Harley Quinn, and Abbey Chase around, while still providing them with a 17 base defense, is very, very efficient when you’re working with large teams and limited actions.
I don’t find that the -2 to movement is all that encumbering with GLT. You can always Perplex up the movement value if you absolutely need those 2 extra squares and you have the spare Perplexes to do it. Alternatively, you can use the feat Contingency Plan to heighten the movement by a maximum of 3 if you have a Leadership/Mastermind character on your team. Or, you could just use a wildcard flier that has a larger movement value to begin with: many of the Legionnaires have 10 move, such as Dawnstar, Triplicate Girl, and Karate Kid.
The best figures that work with this build are small-point-value figures with good defensive abilities and solid attacks. Having Stealth and/or Energy Shield/Deflection is great; so is having Combat Reflexes, Impervious, or Invulnerability. If you have more luck with Super Senses rolls than I have, Super Senses is also a good choice, but that 33% chance to dodge doesn’t always cover one’s posterior as well as one might hope.
Choosing a good Defend piece is also important–you want to protect that source of good defense with great offense, but you don’t want your Defend piece to be absolutely useless if your opponent breaks through the offensive wall. And don’t forget Support, Prob, Outwit, Perplex, and Telekinesis! Having at least one representative of those powers is always a good thing with swarm.
Weaknesses
Like the more offensively-based GLT, defensive GLT is weak to Pulse Wave attacks (the Defend won’t matter). Energy Explosion is a little more difficult to pull off against this team, because of how much Stealth I incorporate (especially on the side of the 3×3 GLT “box” that faces the enemy. Stealth plus high Defense values = I scoff at Energy Explosion. If you don’t have Stealth on your side, at least put in some Energy Shield/Deflection to jack up your Defense value 2 more points higher at range. (Oh yeah, Jason Blood is sitting on a 20 defense at range. YEEHA.)
A good close-combat rush is a winning tactic against a defensive GLT that has overbalanced on range pieces. That’s why I always include a Mockingbird, Vet Psylocke from Armor Wars (Stealth and Combat Reflexes–SURPRISE!!), or even a good Cheetah for a little 11 attack Blades. Shi from Indy functions as both a range and close-combat piece, too, which makes her a good choice for defensive GLT. Make sure not to use too many range or too many close-combat pieces–try to intersperse a few close-combatties in with your pew-pew-pew squad.
Hey, Wait a Minute, Why Don’t You Have a Team List?
Because I don’t build off keywords. I use a more “toolbox” approach to playing Clix–a piece has the ability I need at the point value I can afford, so I play it. That said, I have literally dozens of Clix pieces that could suit this strategy. GLT, in my opinion, is a min/max-friendly format, but it also encourages innovation and creativity, using pieces that lots of people call “bad” to win big. (Ever seen a 30-point Checkmate Black Knight deal 5 damage at range and emerge from the game unscathed? Yep, I did it–with 2 Enhancers, 1 Probber, and Invisible Woman in the background!)
Summary
Unlike the Green Lantern Tank of gamer legend, my “defensive” Green Lantern Tank strategy is not necessarily a game-winner. However, it will stretch your boundaries of what makes a “good” team, and might just make you rethink how you play. One thing’s for sure, the Green Lantern team ability is not just for running-and-gunning anymore!