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WWIII: Nordic Forces (HC)
WWIII: Nordic Forces (HC)

1980-luvun maailmansotaan suomalaiset, ruotsalaiset. tanskalaiset ja norjalaiset joukot

World War III: Nordic Forces introduces Swedish, Finnish, Norwegian, and Danish forces to World War III: Team Yankee, as Soviet forces attack into Scandinavia

The Swedes are mostly self-sufficient for their military technology with the unique S-tank, a low profile design combining survivability and a powerful 105mm gun. Their well armed infantry are mounted in the Pbv 302 APC armed with a 20mm autocannon. Supplementing their locally manufactured equipment the Swedes also field the Centurion tank, but even this has been extensively upgraded with improved fire-control systems and Explosive Reactive Armour. The Swedes also have integrated Finnish support as the Soviets attack through Lapland.

The Finnish armoured forces field T-72FM1, T-72FM2, and T-55M, Soviet tanks with local improvements and newer western technology applied. Their Jääkäri infantry are mounted in BMPs and BTR60s with a good mix of fire support weapons such a missiles, recoilless rifles, and mortars. The Finnish also have integral Swedish support, which can provide much needed air-support.

The Norwegians have more conventional equipment, fielding Leopard 1 tanks in their armoured forces and M113 APCs for their mechanised infantry. They also field their own unique M113 tank-hunter variant, the NM142, armed with TOW missiles. American M60 tanks, infantry, and attack helicopters, can also be taken as support options.

The Danes field both Leopard 1 and Centurions tanks in their armoured forces, as well older Centurions armed with 20 pdr guns in support. The rest of their forces use conventional vehicles like M113 transports, M106 & M125 Mortars, ans M109 self-propelled howitzers. The Danes can call on integrated West German allied support and have access to West German Leopard 2 tanks, Panzergrenadiers, Roland and Gepard Anti-aircraft, PAH anti-tank helicopters.

• Background on World War III in Scandinavia, Finland, Sweden, Norway, and Denmark.
• Instructions on how to build:
• Finnish T-72FM1, T-72FM2, or T-55M Armoured Companies, and BMP-1 or BTR-60 Jääkäri Companies,
• Swedish Strv 103 S-Tank or Strv 104 Centurion Tank Companies, and a Pbv 302 Armoured Rifle Company,
• a Norwegian Leopard 1 Tank Squadron, and a M113 Storm Squadron,
• or Danish Leopard 1 or Centurion DK Tank Squadrons, and a M113 Armoured Infantry Company.
• Three scenarios featuring World War III: Nordic Forces.
• A detailed painting guide to help you prepare your Forces for combat.

Nordic Forces is a 112 page, Full colour, A4 Hardback Book.

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20.00 €
Bulge: German (HC)
Bulge: German (HC)

The new Bulge: German book covers German forces in the west from the end of the battle for France in August 1944 into February 1945. Its background and history covers the Lorraine fighting in September 1944, the German defence during the Allied Market Garden offensive in the Netherlands, as well the German Ardennes Offensive that became known as the Battle of the Bulge, and Germany’s last major offensive in the west, Operation Nordwind in Alsace-Lorraine in early January 1945.

Background on German Army and Waffen-SS forces on the Western Front from September 1944 to February 1945.

Instructions on how to build:
a Panther (late) Brigade Tank Company
Panzer IV Brigade Tank Company
Brigade Armoured Assault Company
Brigade Armoured Panzergrenadier Company
Brigade Panzergrenadier Company
Tiger II SS Tank Company
Panther (late) SS Tank Company
Armoured SS Panzergrenadier Company
Tiger II Tank Company
Panther (late) Tank Company
Armoured Panzergrenadier Company
Volksgrenadier Company
Jagdpanther Tank-hunter Company
Jagdtiger Tank-hunter Company.

A Painting and Basing guide.

Peiper’s Charge Scenario.

Panzer Brigade Formations
This period sees the introduction of a variety of innovations to the German forces as they try new ideas to turn back the Allied tide. One of these was the new Panzer Brigades, designed for fighting on the Eastern Front where panzer divisions’ armoured battle groups had proved successful in cutting off and destroying Soviet spearheads. These new purpose-built battle groups were the Panzer Brigades. Organised with a panzer battalion (Brigade Panther (late) Tank Company, Brigade Panzer IV Tank Company) and an armoured panzergrenadier battalion (Brigade Armoured Assault Company, Brigade Armoured Panzergrenadier Company, Brigade Panzergreandier Company) equipped with the latest equipment like the Panzer IV/70 tank-hunter, the new Panther (late) (Panther ausf G, with Front armour 10), as well as tried and tested Panzer IV tanks and StuG assault guns.

Bulge: German Spotlight
The Panzer Brigade’s infantry component could be either the Brigade Armoured Assault Company with troops armed with the StG44 assault rifle (Range 8”/20cm, Halted and Moving ROF 3) mounted in Sd Kfz 251 armoured half-tracks. This hard-hitting infantry is backed up with plenty of firepower from their half-track FlaK Platoons, armed either Sd Kfz 251 (2cm) or Sd Kfz 251 (Triple 15mm) half-tracks. The company can also call on half-track mounted 8cm mortars, 7.5cm guns, and Flame-throwers, as well as a 12cm Mortar Platoon. The formation can also include Panzer IV/70 tank-hunters.

The Brigade Armoured Panzergrenadier Company has a similar organisation, but instead of the infantry being armed with StG44 assault rifles this infantry is more conventionally armed with MG42 teams, giving them longer range, but with almost as good firepower.

Some of the Panzer Brigades were not mounted in Sd Kfz 251 half-tracks, but in trucks. These are represented by the Brigade Panzergrenadier Company. Much like the armoured equivalent above, they are equipped with MG42 teams with Panzerfaust, have the ground mounted machine-guns, 8cm mortars, 5cm and 7.5cm anti-tank guns, and 2cm AA guns.

All of the troops of the Panzer Brigade, being hastily formed, are Motivation Reluctant 5+, but with Third Reich Last Stand 4+, Skill Trained 4+, and Is Hit On Aggressive 3+. Though they have lesser rating than the Waffen-SS or other Panzer troops, they allow you to get an excellent selection and number of troops and weapons into your chosen points value.

Both these types of infantry are armed with Panzerfausts for anti-tank defence, but now in much larger numbers. These teams Panzerfausts are Limited 2, meaning they can use up to two of their Units teams as Panzerfaust weapon in Shooting and in Assaults.

Waffen-SS Formations
Bulge: German also adds more to the Waffen-SS troops available already in D-Day: Waffen-SS, adding three more Formations. The first of these formations is the Tiger II SS Tank Company. The Tiger II (8.8cm) heavy tanks of 501th SS Heavy Tank Battalion (Schwere SS-Panzer Abteilung 501). This formation can be field purely as Tiger II heavy tanks, or a mix of Tiger IIs, Tiger Is or Panthers, and infantry, creating a mixed Kampfgruppe (battle group).

The Tiger II is a massive beast. It has Front armour 16 and is armed with the long 8.8cm gun (Range 48”/120cm, ROF 2/1, AT 17 and FP 3+).

Out second SS formation is the Panther (late) SS Tank Company, giving them the new Panther (late) with its Front armour 10. The new Panther retains all the other features of the Panther from D-Day: German and Bagration: German. This formation can also be fielded as solely Panther (late) tanks or a mix of Panther (late), Tiger II and infantry.

Both these armoured formations can also field their own anti-aircraft tanks, taking either Wirbelwind (Quad 2cm) or Ostwind (3.7cm).

The last SS formations is the Ardennes Armoured SS Panzergrenadier Company, which is a Sd Kfz 251 infantry formation. The panzergrenadier teams are MG42 teams with Panzerfasut, but now have Limited 2 on their Panzerfaust weapons, so two team per Unit can be use it in Shooting and Assaults. The formation can also include armour in one of its compulsory black boxes from either Tiger II, Panther (Late), Panzer IV or Panzer IV/70. The Formation can include anti-aircraft tanks, machine-guns, armoured 8cm mortars, 7.5cm anti-tank guns or armoured flame-throwers.

Like in D-Day: Waffen-SS, these troops are well-motivated, but require skilled input from their commander (Fearless, Trained, Aggressive). The Old Hand rule gives units within range of their commander Tactics 3+ on Skill based Movement Orders.

Heer (Army) Panzer Divisions Formations
These Formations represent the armoured power of the German Heer (Army) concentrated in the west for the Ardennes Offensive. Topped up with the latest equipment if available, none of these divisions would be as powerful again for the rest of the war. Panzer IV, Panther (late), StuG, Panzer IV/70, and Jagdpanthers all fought to make the Ardennes Offensive a success. These formations are all well supported with infantry, artillery, armoured cars, anti-tank, and anti-aircraft.

The first Formation is the Tiger II Tank Company, like the SS already mentions, the Army Heavy Tank Battalion began to also field the Tiger II heavy tank. This heavily armoured (Front 16, Side 8, Top2) and armed (long 8.8cm gun, AT 17), the Tiger II is a formidable foe for any Allied force. As well as the Tiger II heavy tanks, you can also take one Unit as Tiger I tanks and Wirbelwind or Ostwind AA tanks.

The second formation in this section introduces the Panther (late) tank for the experienced Panzer troops. The Panther (late) Tank Company can take two or three Panther (late) Tank Platoons, with the third Unit having options for infantry as well. The fourth Formation Unit is a Wirbelwind or Ostwind AA Tank Platoon.

The Ardennes Armoured Panzergrenadier Company lets you take Sd Kfz 251 (MG) half-tracks with one half-track replaced with the new Sd Kfz 251 (2cm) to give your panzergrenadier transports a bit more firepower with its ROF 3/2, anti-tank 5, and Firepower 5+. The platoon itself is equipped with MG42 teams with Panzerfaust anti-tank weapons with the new Limited 2 special rule. The formation’s third infantry option can be a third Ardennes Armoured Panzergrenadier Platoon, or a Panther (late), Panzer IV/70, or Panzer IV tank unit. The Formation can also have machine-guns, armoured 8cm mortars, armoured 7.5cm gun, Grille (late) 15cm gun, armoured flame-thrower, 7.5cm tank-hunter and light AA platoons.

The panzer troops are well-disciplined and trained (Confident, Veteran, Careful).

Volksgrenadiers
Another important element in the German forces after Normandy was the Volksgrenadier (People’s Grenadier) Divisions. These were the rebuilt infantry divisions from Normandy and the Eastern Front, given a new name and a new organisation. A Volksgrenadier Company has three combat units and the usual selection weapons support you would expect from a German infantry company, machine-guns, 8cm and 12cm mortars, 7.5cm tank-hunters, and Scout. They also have up to two 7.5cm Gun Platoons, which along with the mortars, provides them with substantial artillery assets.

However, the combat units are divided into two Volksgrenadier Assault Platoons and a Volksgrenadier Rifle Platoon. The Assault Platoons are equipped with StG44 assault rifle teams. Like SMGs these weapons have a ROF 3/3, but with an extended range of 8”/20cm. On top of this they have MG42 and Panzerfaust, both with Limited 2. This means that two teams per Shooting or Assault phase can use MG42, giving them extended shooting range (16”/40cm) to provide fire support to rest of the Unit. Another two teams each turn can fight as Panzerfausts, great for anti-tank defence and offence.

The third unit is conventionally armed with MG42 & K98 rifle team with Panzerfaust, offering further longer-range fire. Because they are refreshed with mostly raw recruits with only limited training times the Volksgrenadier Company is rated Motivation Reluctant 5+, but with Third Reich Last Stand 4+. Their Skill is Trained 4+ and they are Aggressive Hit On 3+.

Heavy Tank-hunters
Bulge: German contains two heavy tank-hunter Formations. The first of these is the Jagdpanther Tank-hunter Company that is primarily armed with the Jagdpanther tank-hunter. Like the Panther is has good front armour (Front 9, Side 5, Top 1), but is armed with the same long 8.8cm gun as the Tiger II with its long 48”/120cm range and anti-tank 17.

This formation can also field Hornisse, Panzer IV/70 tank-hunters or StuG assault guns. The Hornisse is worth a special mention as it is now a new plastic kit along with the Hummel (see more below). The Hornisse is armed with the same formidable gun as the Jagdpanther, but is a more tradition tank-hunter formation in a open top fighting compartment is just Front armour 2.

The second formation is the mighty Jagdtiger. This is on the same hull as the Tiger II, but with more armour and a bigger gun. The Jagdtiger is virtually invulnerable from the front with Front armour 17. It gun is a 12.8cm gun, with rounds so big it them come in two parts and require two loaders. The guns has a long range of 48”/120cm, Rate of fire 2/1, Anti-tank 18 and Firepower 2+. It is also had Brutal, making Infantry and Gun teams reroll their saves. It is Slow Firing, giving its moving ROF +1 to the score required to hit.

Like the Jagdpanthers, this Formation can also take other armoured units, in this case Panzer IV or StuG Tank Platoon.

Both the Jagdpanther and Jagdtiger formations can also have a Wirbelwind or Ostwind AA Tank Platoon.

These specialist troops are well-disciplined and trained (Confident, Veteran, Careful).

Support
The support section in divided into three parts, SS, Volks and Heer. The SS Support Units include a Sd Kfz 250 SS Scout Troop, a Sd Kfz 234 SS Scout Troop which can be either the Sd Kfz 234 (2cm) (Sd Kfz 234/1) or the Puma (5cm) (Sd Kfz 234/2).

The Grille (Late) SS Gun Platoon is a little unusual, as these vehicles are usually fielded in pairs. However, during the Ardennes Offensive the 1st SS group theirs together in a battery of six to concentrate their firepower.

The Volksgrenadier Divisions and the Volks corps troops provided all branches of the German armed forces with support. You can take Volks Hetzer Tank-hunter Platoons, Volks StuG Tank-hunter Platoon and Volks 10.5cm Artillery Battery, all the same ratings as the Volksgrenadiers. Due to shortage of artillery specialist to command the batteries, Volks 10.5cm Artillery Batteries have six guns instead of four, but there are less batteries in regiment.

The Heer Support Units make up the bulk of the available support. There are armour cars, self-propelled and gun tank-hunters, 10.5cm and 15cm artillery, rocket launchers, observers, anti-aircraft and aircraft. A few key units to take note of are the Hetzer Flammpanzer Platoon, Sturmtiger Assault Howitzer Platoon, Hummel Artillery Battery, and ME 262 Fighter-Bomber Flight.

If you have out Hetzer model already you may have noticed the parts to the Hetzer Flammpanzer it comes with. Now you can field it in the Hetzer Flammpanzer Platoon. The Hetzer Flammpanzer is equipped with Flame-thrower with a Range 4”/10cm, ROF 4/4, AT 2, FP AUTO. The Flame-thrower rule means hit Infantry Gun and Unarmoured Tank teams reroll successful Saves and are automatically Pinned Down. Armoured Tank team must make their Save against their Top Armour.

Another weapon design specifically for use against building and fortifications is the Sturmtiger, a rocket howitzer mounted on the hull of a Tiger I with even more armour than it (Front 15). It is armed with a 38cm rocket that is fired as artillery with range 56”/140cm, AT 4, FP 2+. It is Brutal and has the Bunker Killer and Rocket Howitzer rules. Bunker Killer allows it to target Nest and Bunker teams despite being an Artillery Bombardment. Rocket Howitzer allows it to fire its Bombardments without the normal penalty for have only 1 or 2 weapons firing and gives it one ranging in attempt for each weapon in the bombardment.

As mentioned earlier the Hummel is getting a new plastic model. The Hummel Artillery Battery provides some hard-hitting fire power. Its artillery bombardment has Range 80”/200cm, AT 3 FP 2+, while its direct fire is Range 16”/40cm, ROF 1/-, AT 11 FP AUTO and Brutal.

The Me 262 Sturmvogel (Storm Bird) was used during the German campaigns for late 1944 and early 1945 for ground attack. It was felt its size and speed would allow it to get through where larger German bombers could not. As a fast moving Jet it is Hit On 6. It is armed with two 30mm cannons (Range 6”/15cm, ROF -/2, AT 6, FP 5+) and a pair of 500 kg bombs (Range 6”/15cm, ARTILERY, AT 4, FP 2+, Bombs).

Peiper's Charge
The book also includes the Peiper’s Charge Scenario. This scenario pits Kampfgruppe Peiper against the defending American as they try and stop 1. SS-Panzerdivison and their push across the Ardennes. The game can be played as three separate parts, playing each of the three table setups one after the other. Or you can play it with you gaming friend is one big game over three tables.

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20.00 €
M4 Sherman (Late) Platoon (Plastic)
M4 Sherman (Late) Platoon (Plastic)

includes five plastic M4 Sherman (late) tanks, one Decal Sheet and one Plastic Tank Commander Sprue.

The M4A3 was developed as a replacement model for the M4 and M4A1. There are two major features that you can use to identify an M4A3 Sherman tank.

While the M4A3 improved the breed, some things still needed to be addressed. One of the critical flaws was the fact that the tank’s ammo tended to catch on fire with practically every hit. To fix this, designers added ‘wet’ stowage ammo racks. They also added another hatch on the top of the turret to help the crew get out faster.

The front end of the M4A3 also underwent some changes. The drivers’ hatches were made larger, prompting the front armour plate to be tilted at a steeper angle. Extra armour protection was also added. The M4A3 (late) model first saw action as replacement vehicles from September 1944 and served to the end of the war.

The M4A3 (76mm) married the new M4A3 hull with the 76mm gun, making for a fast, hard-hitting tank. This gave US tank crews a definite edge over German medium tanks, as well as giving Panther and Tiger crews something to truly fear.

Like the other late M4A3 models, the M4A3 (76mm) tank by its steep front armour plating and crew hatches. Of course the 76mm gun is another dead give-away, but once again the turret was redesigned and the loader’s hatch was made into a single-piece oval hatch. The M4A3 (76mm) came into service along side the M4A3 (late) models in September, 1944.

The 105mm assault gun variant was developed to lend serious firepower to the fight. Their role was to use their high-calibre shells to knock out enemy infantry and gun positions.

The assault gun was based on both the older M4 and the late M4A3 chassis and are similar to those models in appearance.

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45.00 €
Finnish Command Cards
Finnish Command Cards

Contains: 23x Command Cards

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9.00 €
Finnish Unit Cards
Finnish Unit Cards

Contains: 30x Unit Cards

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9.00 €
White Death: Mid-War Finnish Forces 1942-43
White Death: Mid-War Finnish Forces 1942-43

The Finnish Army had become famous across the world for its epic defence against the 1939 Soviet invasion of the Winter War. In 1941 they joined the Germans in the war against the Soviet Union. The bitter lessons of the Winter War had been well learned. These were further reinforced during the hard fighting of 1941 as they recaptured lost territory and pushed the Red Army back to their original frontiers. With hard-fighting infantry, skilled light infantry, and their newly formed armoured units, the Finnish Army are more than prepared to fight the Soviets to a standstill again.

Inside you will find:
Background on the Finnish Army and its divisions during Continuation War against the Soviets between 1942 and 1943.

Instructions on how to build:
* An Armoured Company armed with T-26 light tanks, T-28 and T-34 medium tanks and KV-1 heavy tanks. It also has its own armoured AA tanks in the Swedish designed 40mm Bofors gun armed Landsverk Anti II.
* A Light Infantry Company based the famous elite Jääkäri (Jäger). These fearless riflemen are backed up by anti-tank rifles, machine-guns, light mortars, and submachine-gunners.
* An Infantry Company. The Jalkaväki infantry make up the bulk of the Finnish army. Finnish infantry companies were well-balanced teams with infantry, Jääkäri (scout) units, machine-guns, and mortars able to see off any enemy infantry assault. With the attachment of divisional assets such as anti-aircraft and anti-tank platoons, and perhaps even some captured tanks, they made the forests of Finland a death trap for enemy tanks.

The booklet also includes a handy basing guide to help get you troops on the table.

The booklet comes bundled with Unit Cards (27) and Command Cards (18).

The Command Cards include Warrior Lauri Törni, as well as build cards like the Pioneer Company, unit upgrades like Close Defence (discard to give an infantry team AT3 and FP 1+ in an Assault) or Sissi Tactics (Discard to pass Blitz on 2+ for any Unit Leader within 8”/20cm of the Formation Commander.

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20.00 €
Star Wars X-Wing: Miniatures Game Core Set 2nd Edition
Star Wars X-Wing: Miniatures Game Core Set 2nd Edition

Enter the next era of interstellar combat in the Star Wars galaxy!

Out of the X-Wing Second Edition Core Set, you can start to assemble your own squadron of iconic starfighters from across the Star Wars saga and engage in fast-paced, high-stakes space combat with iconic pilots such as Luke Skywalker and Iden Versio. With refined gameplay that focuses on the physical act of flying starships, X-Wing Second Edition lets you create your own Star Wars space battles right on your tabletop. Intuitive mechanics create the tense atmosphere of a firefight while beautifully pre-painted miniatures draw you deeper into the action. Man your ships and enter the fray!

The X-Wing Second Edition Core Set contains two TIE/ln fighter miniatures and one T-65 X-wing miniature, along with all of the maneuver templates, dials, cards, dice, and rules that you need to play the game.

From the skies of Scarif in Rogue One to the climatic clash above Endor in Return of the Jedi, starfighters have played a pivotal role in almost every defining battle of the Galactic Civil War. During these confrontations, the brave members of the Rebel Alliance faced seemingly insurmountable odds, squaring off against the merciless forces of the Galactic Empire in intense, ship-to-ship space combat.

Since its release, X-Wing Miniatures Game has invited you to enter the Star Wars galaxy and play out your own battles with some of the series’ most iconic starfighters. Leading custom-built squadrons into fast-paced, high-stakes battles, you’ve flown with the Galactic Empire, the Rebel Alliance, and the Scum and Villainy of the galaxy in countless battles. You’ve modified your ships for every scrap of speed, maneuverability, and firepower. Now, it’s time for a new chapter in your X-Wing journey.

X-Wing Second Edition, a game of daring space combat for two players! With three fully assembled and beautifully pre-painted ships, and all the cards, movement tools, tokens, and dice that you need to get flying with the second edition, the X-Wing Second Edition Core Set is the perfect way to introduce yourself to the new mechanics or experience X-Wing for the first time.

While the X-Wing Second Edition Core Set provides everything you need to get started with your first space battles in the new edition, it isn’t all that will be on offer. You can bring your full collection of first edition ships into the new edition with Conversion Kits for the Galactic Empire, Rebel Alliance, and Scum and Villainy. What’s more, a full hangar bay of expansions will launch alongside the Core Set, giving you plenty of options for creating your squadrons and customizing your X-Wing Second Edition experience.

Why Second Edition?
Since 2012 and the release of the game, X-Wing Miniatures Game has grown and expanded to become a massive bestseller. Fourteen waves and fifty-eight distinct starships provided a massive library of ships and tactical possibilities, giving you the chance to field hundreds of unique squadrons in their space battles across the Star Wars saga.

Despite the massive success of the game’s first edition, we believe that by advancing the game to a second edition, X-Wing can offer an even better experience! There are four primary places where we believe X-Wing Second Edition will offer a renewed and improved experience:

* With X-Wing Second Edition, gameplay has been refined across the board, implementing minor tweaks and changes to improve the game’s flow, clean up interactions, and refocus the game on the physical act of flying starships.
* The Force is a crucial part of the Star Wars galaxy that has historically played a smaller role in the game of X-Wing. With the release of X-Wing Second Edition, we have the chance to implement the Force as an important part of the game, affecting how you fly your ships and the choices that you make in the heat of battle. For more information about the Force and how it plays out in your games of X-Wing, just keep reading!
* Faction identities have been strengthened in X-Wing Second Edition, giving each faction more unique tactics and strategies. Flying a squadron of Scum and Villainy starships should feel very different from flying an Imperial squadron, and with the game’s second edition, those differences are more present than ever before. What’s more, the First Order and Resistance have been reformed into their own distinct factions, separate from the Rebel Alliance and Galactic Empire, with their own themes, strengths, and weaknesses.
* An official X-Wing squad builder app / website will be implemented, bringing a new level of dynamic play to Organized Play and casual games alike. This X-Wing squad builder gives players an easy way to assemble their squadrons and manage their collection, and it also allows the Organized Play team to explore dozens of new possibilities with alternate formats for the game. The point cost of ships and upgrades and the upgrade slots available to ships can be adjusted for the course of a single event, a tournament series, or an entire season of the game. Ultimately, the X-Wing squad builder app creates dynamic and constantly evolving Organized Play unlike anything that was possible before. For more information about the X-Wing squad builder app, read on.

Fly into the Fray
X-Wing Second Edition puts you in command of your own squadron of advanced starfighters locked in thrilling, tactical space combat. Following in the footsteps of the first edition, the second edition refines the intuitive and exciting core formula of maneuvering your ships into position by placing a central focus on the visceral thrill of flying starships in the Star Wars galaxy.

During a battle, you’ll use your squadron’s unique capabilities to give yourself an advantage in the thick of combat. Each X-Wing ship flies differently, with its own set of maneuvers ranging from gentle banks to aggressive Koiogran turns. As in the game’s first edition, you’ll need to use every ship’s maneuvering capabilities to the fullest in order to strategically position your ships. A round begins with players secretly selecting a maneuver on each of their ships’ unique maneuver dials. Once you’ve decided how each of your ships is going to fly, you’ll begin revealing the dials and moving your ships, starting with the lowest skilled pilots.

As you move, you’ll enter a tense duel with your opponent as you both try to line up the perfect shot. Before you can open fire on an opponent’s ship, however, they must be in your firing arc and within range. By carefully selecting your maneuvers, you can get enemy ships in your sights, and once you’ve locked onto your target, you’re free to choose your plan of attack. You might pepper the enemy with blaster fire to whittle away their shields. Or, you could go for massive damage and launch a devastating volley of proton torpedoes. No matter how you approach the battle, you have complete control of your squadron. One player wins when all of their opponent’s ships are destroyed!

Slick flying is certainly important, but it isn’t the only consideration you’ll have to make in the midst of a dogfight. As in the first edition of X-Wing, once your ships have completed a maneuver, you can also perform an action to gain the upper hand. Whether you choose to acquire a target lock on a rival ship or barrel roll out of an enemy’s firing arc, the actions you take affect the course of the battle and determine the fate of your squadron.

Now, in the second edition of the game, your actions offer greater strategic depth than ever before. Some actions are red and induce stress when they are used. Other actions may be linked, allowing you to chain two actions together and push the limits of how your ship can handle in a dogfight!

Use the Force
The Force is an iconic part of the Star Wars galaxy, and some of the best pilots, including Luke Skywalker and Darth Vader, have been able to use this energy source to push themselves—and their starfighters—to the limits of their capabilities.

Fittingly then, X-Wing Second Edition introduces Force powers into the game, giving Force-sensitive pilots an extra edge in the heat of battle. Pilots with the ability to exert their influence over the Force have Force charges that they can spend to perform awe-inspiring feats, far beyond the abilities of normal pilots.

At their most basic, these charges can be spent to improve a pilot’s aim or give them an extra push to avoid incoming fire. Using a Force charge lets you change a single focus result on attack or defense to a hit or evade result! When paired with upgrade cards, however, Force-sensitive pilots become even more versatile. Upgrades that require Force charges can make Force-sensitive pilots more perceptive of their surroundings, give them supernatural reflexes, or even grant them the ability to reach out and sense where their opponent will move next.

While the Force can be a powerful ally in the midst of battle, it is also a finite resource. You must choose the right moment to spend your charges to ensure they have the greatest impact on the battle. Trust your feelings and let the Force flow through you!

Iconic Ships
X-Wing is known for bringing starships from across the Star Wars galaxy to life in beautifully-detailed miniatures. On top of the T-65 X-wing and two TIE fighters included in the X-Wing Second Edition Core Set, the many X-Wing Second Edition expansions give players plenty of options for building a squadron that fits your playstyle.

Whether you prefer the versatile starfighters of the ragtag Rebel Alliance, the speed and overwhelming numbers of the Galactic Empire, or the unpredictability of the galaxy’s most wretched Scum and Villainy, all three factions will be represented at launch. New players can expand their collections with X-Wing Second Edition ship expansions while veterans can use each faction’s conversion kit to bring their entire collection of first edition ships into the game’s second edition.

Each conversion kit contains a massive array of second edition cards, tokens, and maneuver dials for the ships previously released in the game’s first edition. Between the conversion kits and the support offered by the X-Wing squad builder app, you’ll have everything that you need to completely customize your squadron and play with all of your existing ships in the game’s second edition.

Furthermore, the X-Wing Second Edition Dice Pack will be available alongside the release of the Core Set. This accessory includes three red attack dice and three green defense dice, identical to those found in the Core Set. With this tool of convenience at your side, your battles can keep up with even the fastest starfighter.

Of course, the Star Wars saga encompasses more than just the Galactic Civil War. The Force Awakens and The Last Jedi continue the story, dramatizing the struggle between the Resistance and First Order. Rather than continue as sub-factions of the Rebel Alliance and Galactic Empire, the Resistance and the First Order are being expanded into their own complete factions in X-Wing Second Edition! These factions will be introduced during the second wave of expansions, with their own conversion kits for veteran players to bring their existing First Order and Resistance ships into the game.

Build Your Squad
Once you’ve chosen a faction, it’s time to build your squadron. X-Wing Second Edition gives you a massive amount of freedom to select the ships, pilots, and upgrades that you want to fly. Ace pilots such as Luke Skywalker and Iden Versio bring special abilities to the fray, giving them an advantage over other pilots. On top of the tricks that your pilots can bring to the battle, aces and rank-and-file pilots alike can customize their ships with modifications, secondary weapons, astromech droids, and special skills that add new variety and tactical depth to every game. In the second edition, however, the exact upgrades which each ship can equip are determined by the X-Wing squad builder app, which we’ll explore more below!

The upgrade cards that you choose give your pilots special abilities or alternative ways to attack, giving you more flexibility in the middle of a battle. You’ll choose your upgrades using the Quick Build cards or the official X-Wing squad builder app before the game starts, as part of assembling your squadron. Once equipped, the new, horizontally-aligned upgrade cards are tucked partially beneath the ship card or another equipped upgrade—allowing you to clearly view the text and any new icons that the upgrade adds to your ship.

When you’re pulling together a squadron to battle against a friend, X-Wing Second Edition offers two excellent ways to assemble your squadrons. If you want to jump into action right away, you can use the Quick Build cards for each ship to easily put together balanced squadrons. These cards include predefined selections of pilots and upgrades, with a threat level that represents the strength of that particular combination. All you have to do to get playing is choose a threat level, select a combination of Quick Build cards that add up to that threat level, and start playing!

If you want full control over the pilots and upgrades in your squadron, however, X-Wing Second Edition introduces the X-Wing squad-builder app. In the first edition of X-Wing, a ship’s upgrade slots and the point costs of ship cards and upgrade cards were printed directly on the card. With the advent of X-Wing Second Edition, these point values and upgrade slots will be governed by the app! Rather than using point values printed on the ship cards and upgrade cards, the squad-builder tracks all point values and the upgrade slots available to a ship at any time. What’s more, this app explains the rules of squad-point building and enforces these rules so that players do not accidentally build illegal squads.

Not only does the X-Wing squad builder app enable fast, accurate list-building, the versatility of the X-Wing squad builder app means that it will be easy to support multiple formats of play, creating a more dynamic play environment. Whether you’re playing at a tournament or around your table at home, the squad builder can be used to create specific formats that test all of your squad-building abilities. The point costs or upgrade slots available to certain ships could be easily adjusted for the course of a single event, a series of tournaments, or a season of the game.

The dynamic approach to X-Wing formats given by the X-Wing squad builder app gives the Organized Play team an opportunity to create unforgettable and unique tournament formats. You can even use the X-Wing squad builder app to create your own custom formats if you’re playing at home or running your own tournament in a local store! By restricting certain cards, you can create a tournament format that’s as unique as the game experience you want to explore.

Future previews will explore the Quick Build cards and the squad builder app in much more detail, showing you just how you’ll be able to pick your pilots, outfit their ships, and jump into the thick of battle!

Why are there no point costs or upgrade slots printed on cards?
The X-Wing squad-builder app will track the point value of all ships and upgrades, allowing for fast and accurate squad-building. Points will adjust based on the type of game that you are playing, and the cost of a card could vary under very specific criteria. For example, an upgrade card may cost more for one ship to equip than another ship. The X-Wing squad builder app will also track which upgrades a ship is allowed to equip at any given time.

How will the squad building app work?
The X-Wing squad builder lets you build a custom squadron by explaining the rules of squad-point building and enforcing those rules so that you do not accidentally build an illegal squad. The app also tracks how many copies of each expansion you own, helping you know whether you can build a squadron that you create. In addition, the squad builder will track the point costs and upgrade slots for all ship cards and upgrade cards, allowing the Organized Play team and the development team to create new and unique ways for you to experience the game!

Not only does the X-Wing squad builder app enable fast, accurate list-building, the versatility of the X-Wing squad builder app means that it will be easy to support multiple styles of play. No matter where your games take you, the squad builder can be used to create specific types of games that test all of your squad-building abilities. The point costs or upgrade slots available to certain ships could be easily adjusted by the developers or the Organized Play team for the course of a single event, a series of tournaments, or long-term for the ongoing health of the game.

Certain ships, ship cards, and upgrade cards may rotate in and out of tournament legality, giving the Organized Play team an opportunity to create unforgettable and unique tournaments. You can even use the X-Wing squad builder app to create your own custom games if you’re playing at home or running your own tournament in a local store! By restricting certain cards, you can create a tournament that’s as unique as the game experience you want to explore.

Do I have to use the squad builder app?
While the X-Wing squad builder is best for players who want full control over their pilots and upgrades, you can also play a match using the Quick Build cards included in the Core Set. This mode of play lets you easily create a squadron using predefined selections. Each Quick Build card consists of a ship card, a number of upgrade cards, and a threat level from one to five. To play a match using Quick Build cards, players must agree to a particular threat level. Then, both players build their squadron by choosing a combination of Quick Build options that add up to that threat level.

For freeform building and tournament play, however, the X-Wing squad builder app is an essential part of the X-Wing Second Edition experience.

A New Beginning
Enemy ships are on your scanners and you only have a few seconds to issue your commands. Experience the next era of interstellar Star Wars battles with X-Wing Second Edition!

30 – 45 minutes
2 players
Ages 14+

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