Hello and welcome back!
As we are getting near the end of 2024, I wanted to do something special to wrap up the year. So I reached out to some of the most experienced X-Men players out there to do a retrospective on the X-Men in 2024. In this series, I'll be asking open questions about characters, Team Tactics Cards the state of the game and what's coming on the horizon. In today's article, I have the pleasure of hosting Ghostdeer!
I think the leadership is incredible, the effect is crazy strong and it really opens up new list building potential. It's kind of like a different Steve1 leadership, where it's worse than his on Turn 1, but then equal or better on the following turns. Which, to be fair, is a big difference, because free power effects like this one are always stronger earlier in the game, but still I think this one is very strong and very fun.
Section 2: Character reviews & team tactic cards
X-Men received a lot of new characters and team tactic cards in 2024. What are your impression of them, what they bring to X-Men and their place overall in the affiliation?
Professor X
Iceman is good in the right situations, which means his inclusion in a roster is going to be pretty situational. He's at his best on a D shape where he can easily rotate between points but anyone chasing him will have to deal with the automatic slow, which can be so incredibly crippling on that shape. That said, the rest of his kit is fine but not great. The spender is cool if you hit the wild, of course, but fairly unreliable. I think I'd only look to play him when the Slow is going to be super relevant and otherwise, look elsewhere.
Hey look, we got a long mover in X-men and it's not the end of the world. Who woulda guessed? (Me. I would. People were way too worked up over this idea). Kitty is a character I wanted to like more than I do, but find that she struggles in one key area. She's great when things are going well or the game is roughly even between her great mobility, decent attacks, and the situationally useful defense boost, but she really feels awful when you need to dig yourself out of a hole. All of her attacks are somewhat predicated on being reliable ways of doing >0 damage but bad at spiking, which is the opposite of what you want when you're behind. If we weren't spoiled for good 3s, I'd probably look at her more, but as it is, she just doesn't make the cut.
Angel rules and if you don't think so, you haven't played enough Angel. He's definitely the second best release we got this year (after Kurt) and feels like the perfect complement to Beast. Now, a thing to keep in mind with Angel is that you'll never use all of his card in a turn (or even in a game) and that's perfectly okay. Expected, even! I think I've used Air Lift on him once in all the games I've played him. But man, his spender is one of the best in the game for his threat cost and it's power cost. A guaranteed Size 3 throw from RNG 3 is incredible. Yeah, it costs an action, but that's fine. Him double spendering can do a crazy amount of damage if you have two models to throw into each other and makes for a great un-daze turn. And Hostile Takeover is such a great thing to have in faction. Being able to pull big models off a point (like a Rhino) while rotating to a different point can unlock big VP swings and opens up even more of a control game than we had. Play more Angel.
When this came out, I thought it was hot trash. Having sat with it a bit, I think it might be okay-ish-but-probably-bad. It's very easy to envision situations where it wins you a game, but in practical application those are more rare than you might expect. If I liked Prof more, I might be more on board with this one, but as is I remain unimpressed.
It's perfect, no notes. I just wish I didn't have to hear about how broken it is while Vince is playing Siege of Darkness to make his 5th and 6th attacks of an activation. Lots of cards are dumb, this definitely belongs in the pantheon, please move on.
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