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 Horeath!
I really like it. Using the original storm leadership, X-Men became all about taking the advantage on extracts round 1, and forcing the opponent to play catch up. The changes to her leadership made this slightly harder, however Charles' leadership have unlocked a bunch of new options for "round 1 shenannigans". It also had great play mid-late game, with the right characters, allowing you to get power where you need it. I've found Rogue has always been a solid 4 threat, however with Charles, she has the power to feed her abilities, and has become a must take. It's great to see a classic character become stronger in game!
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
Really frustrating for your opponent. Slowing and chip damaging people who end actions nearby means Iceman can put a real mental strain on your opponent as they decide to play around his aura, or simpy cop it. Sometimes he does silly things damagewise, but most of his utility comes from a beam gainer, along with his 2 superpowers. I take him regularly, and his ability to set up other pieces for impactful activations with ice slide, or using the same power to protect a crucial piece you don't want to activate just yet mean he almost always adds to the squad.
I love Kitty in the comics, and her ruleset looked great at first. However she's fallen out of use for me. He defensive buff is nice, but she can struggle to generate her own power, making her reliant on Prof leadership. Defensive dice are also higher variance than offensive dice, making +2 worth less than they are of offense. I feel her biggest asset is her long move, and I enjoy running her with Storm on extract missions. But in competitive play, I tend to run Prof on extracts, so I just don't need her.
This guy! Oh what a piece!
Initially, he was the opposite of Kurt, an early contendor for most rubbish new piece. However, giving him a run, I have changed my mind.
Flyby gives him surprising mobility, and both airlift and hostile takeover massively impact games. A beam gainer means he can power his abilities even if his (underwhelming) 4 dice physical attack doesn't hurt anyone. I often run him and Iceman together, for crazy amounts of out of action mobility. Also, his size 3 throw on the spender isn't rubbish either.
This is a cool and nasty trick. Ending ther activation gives you a window to deny an opponent the change to pick up an extract, and potentially get it back yourself. Definately a solid card to play. Finding a space 3 power on prof though can be though.
The pick of the bunch. A "must pick" card. I jokingly call it "fair and balanced", but it is super frustrating for people to play into. Important to note, it can be any allied character, and even non-xmen can pay for it. Very handy. The later you can hold it, the more impactful it is, however sometimes you burn it early to deal with a spike of damage, or to hold on to a lead.
I also love that there are models who haven't got a heap of play, like Rogue, who have benefited so much from the leadership that they now see substancial table time.
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