Wednesday, February 19, 2014

Star Wars X-Wing: Imperial Aces Expansion Pack


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Product Description

Fly your TIE with pride! Imperial Aces features two TIE interceptor miniatures with alternate paint schemes that allow you to wage your X-Wing dogfights while representing either or both of two of the Empire's most recognizable TIE units: the 181st Imperial Fighter Wing and the Emperor's Royal Guard.

The expansion also introduces several highly skilled new pilots, a dozen upgrade cards, and all the tokens and maneuver dials you need to field these ships, as well as a new mission in which the Empire seeks to utilize new, experimental technology in a high-intensity clash with Rebel pilots.


Product Details

  • Amazon Sales Rank: #3026 in Toys & Games
  • Brand: Fantasy Flight Games
  • Model: SWX21
  • Released on: 2013-12-31
  • Dimensions: 2.50" h x 9.75" w x 6.50" l, .37 pounds

Features

  • An expansion for X-Wing featuring two TIE interceptors with detailed alternate paint schemes
  • Introduces several highly skilled new pilots and upgrade cards
  • Includes all the tokens and maneuver dials needed to fly these ships
  • A deeply thematic mission pits Imperial forces against Rebels in a high-intensity clash for experimental technology







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Customer Reviews

Most helpful customer reviews

25 of 25 people found the following review helpful.
Imperial Aces: A Great Addition to the Star Wars X-Wing Miniatures Game
By El_Tonio
Imperial Aces is a two-ship expansion sets for the X-Wing miniatures game. Now that all the cards have been spoiled (and now that I’ve had a chance to playtest some of the new ships/upgrades in solo games or with a friend), I think there are some great reasons to buy at least one or two (and for some folks, maybe even three) Imperial Aces expansions for your Imperial fleet. And, while most of this will obviously help your Imperial fleet, many of the upgrades will also work well with Rebels.

This set contains TWO TIE Interceptors with alternative paint schemes. The Saber Squadron TIE Interceptor has a red “bloodstripe” along the top panels. For the Royal Guard TIE Interceptor, all of the parts that are painted grayish on the regular Interceptor are now painted red (just like the Royal Guard uniforms). The expansion also contains five new pilots plus on reprint pilot (8 cards total with doubles of two of the non-unique pilots), two each of six upgrade cards (12 total, including two old favorites and four great new upgrades). As usual, the expansion also includes all the tokens, dials, etc. that you need to use this ship in a game (and a copy of the base set is still needed to play).

You get four NEW unique pilots (all with pretty amazing special abilities designed to make them live longer or kill quicker) and two each of two different non-unique pilots. All but one of the pilots (the first one listed below) are exclusive to this expansion at the time its release. Pilots include:

(1) Saber Squadron Pilot X2, a pilot skill 4 non-unique pilot that costs 21 points. This pilot was also available in the regular TIE Interceptor expansion (I don’t really think most people will need any more of this one, but given all the other new additions in this expansion I’m happy to let this slide).

(2) Royal Guard Pilot X2, a pilot skill 6 non-unique pilot that costs 22 points. This is the highest pilot skill non-unique pilot to date.

(3) Lieutenant Lorrir, a pilot skill 5 unique pilot that costs 23 points. This pilot has what looks to me like a very fun and cool special ability, “When performing a barrel roll action, you may receive a 1 stress token to use the ONE RIGHT BANK or ONE LEFT BANK template instead of the ONE STRAIGHT template.” You can barrel roll all over the place with this one.

(4) Kir Kanos, a pilot skill 6 unique pilot that costs 24 points, who has a strong offensive special ability that reads, “When attacking at range 2-3, you may spend 1 evade token to add 1 HIT result to your roll.”

(5) Tetran Cowall, a pilot skill 7 unique pilot that costs 24 points, who has what also looks to me like a very interesting special ability, “When you reveal a K-TURN maneuver, you may treat the speed of that maneuver as ‘1,’ ‘3,’ or ‘5.’”

(6) Cornor Jax, a pilot skill 8 unique pilot that costs 26 points, with what I think is one of the most powerful special abilities in the game, “Enemy ships at rang 1 cannot perform focus or evade actions and cannot spend focus or evade tokens.” We playtest this one in particular before it was released and it was nasty given his high pilot skill and some of the other upgrades included in this set. If folks can find ways to keep him alive this one could really change the nature of the game in a variety of different ways.

Another nice thing about this expansion is that it comes with two each of six upgrade cards (that’s 12 upgrade cards total, most of which is exclusive to this expansion set at the time it was released). As with the pilot skills, these upgrades are designed to help the ships survive defensively or inflict damage offensively (most at a very reasonable cost).

(1) Push the Limits (which until now as only available in the A-Wing expansion), a handy 3 point elite pilot upgrade that lets you take a stress token to take a second action.

(2) Opportunist (first time available), a 4 point elite pilot upgrade that lets you take a stress token to add an additional attack dice IF the defender does not have a focus or evade token.

(3) Shield Upgrade (which until now was only available in the Millennium Falcon expansion), a 4 point ship modification that increases your shield value by one. I don’t see needing too many more of these, but a couple of more doesn’t seem like too bad of an idea.

(4) Hull Upgrade (first time available), a 3 point ship modification that increases your hull value by one.

(5) Targeting Computer (first time available), a 2 point ship modification that adds target-lock to your action bar. Thinking this could be fun on regular TIE Fighter’s, especially Night Beast who will be able to get BOTH a focus AND a target lock if he does a green maneuver.

(6) Royal Guard Tie (first time available), a 0 point TIE Interceptor Only Title card that lets you equip your ships with TWO modifications instead of the normal one as long as our pilot skill is 5 or higher. An extra hull AND extra shield for 7 points will give them much more staying power.

Overall, I think Imperial Aces adds MANY nice and interesting twists to an already fun game (especially since so many of the upgrade cards can be used on other ships). And, until now TIE interceptors were often hard to keep alive in the game. And as noted, most of the special abilities and upgrades will give them a much better chance of surviving longer or attacking better while they are alive. I already have five regular TIE Interceptors, so ordered just one copy for now. But, there is little doubt I’ll be getting at least one more copy if the upgrades prove as handy as I think they’ll be.

1 of 1 people found the following review helpful.
The Interceptor pilot, he's suicidal and bloodthirsty.
By Robert I Vanzo
What can I say this might be one of the best sets to come out for Star Wars X-Wing Alliance game. The upgrades are amazing besides getting two Push the limit, you also get two Royal Guard TIE Interceptor upgrade cards with allow you to have two upgrades per TIE Interceptor. You also get Opportunist and Targeting Computers in this set which can make for some real good offensive power plays.

The Imperial Aces set also come with the most fun combat mission to date named "Mission 7: Cutting the Cord."

Long story short the Imperial Player gets to use a special prototype version of any non-unique craft. Under the right conditions you can have a TIE Interceptor, or even a Imperial Guard TIE Interceptor, do 7 die damage with its primary laser cannons!!! Heres the run down. You have 3d standard with Interceptor, you get +1d if at range one. You get a +1d if using Opportunist or expose, last but not least you get a +2d if using the satellite that grants the +2d to primary laser damage. In total you are doing 7d damage for your primary laser cannons. To top it off if you are using a Royal Guard TIE Interceptor that is upgraded to RGTI you can throw in a targeting computer to reroll your dice rolls. At this point you might want to use PTL instead of Opportunist or Expose so you can focus and target lock but you will do on dice less damage.

The new named Characters from the 181st and the Royal Guard are also fantastic.

What can I say about the miniatures, they are fantastic. They did a great job with the new paint jobs for the 181st and the Royal Guard Interceptors. The only one problem I have is that the Royal Guard TIE Interceptor doesn't have the modifications it should. The mini is nothing more than a really cool looking Red TIE Interceptor. Although since we don't know to much about them maybe some don't have the full modifications...? Since I can't be for sure I am still giving this 5 Stars.

0 of 0 people found the following review helpful.
Great pack! Beautiful Models!
By Curtis Thornock
Great pack! Beautiful Models! Someone else here gave a thorough reiew. I'll definitely buy a second one like they suggest.

See all 4 customer reviews...

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