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Star Wars X-Wing: Tie Phantom Expansion Pack (Anglais) Broché – 22 mai 2014

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Star Wars X-Wing: Tie Phantom Expansion Pack

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Commentaires client les plus utiles sur (beta) HASH(0x8fbff228) étoiles sur 5 53 commentaires
41 internautes sur 42 ont trouvé ce commentaire utile 
HASH(0x8fd187a4) étoiles sur 5 The TIE Phantom... It can cloak! 3 juin 2014
Par El Tonio - Publié sur
The TIE Phantom is one of four "Wave 4" expansion sets for the X-Wing miniatures game. I think there are some good reasons to add at least a couple of TIE Phantoms to your Imperial fleet.

To begin with it has the highest base attack to date (4 dice). And, while the 2 defense, 2 hull, and 2shields leave a little to be desired at first glance, it is the only ship that has the fun and potentially powerful new "cloak" icon in its action bar (and some great upgrades to help you make the most of it). You can cloak as an action, and decloak for free. While you are cloaked you roll 2 more defense dice, but cannot attack. This leads to some great combos, especially with either of the unique pilots and the advanced cloaking devise upgrade (see below).

Pilots include:

(1) Sigma Squadron Pilot, a level 3 non-unique pilot that costs 25 points.

(2) Shadow Squadron Pilot, a level 5 non- unique pilot that costs 27 points.

(3) "Echo", a level 6 unique pilot that costs 30 points, with a pretty fun special ability that reads, "When you decloak, you must use the [2 LEFT BANK] or [2RIGHT BANK] template instead of the [2 STRAIGHT] template."

(4) "Whisper", a level 7 unique pilot that costs 32 points, with a nice special ability that reads "After you perform an attack that hits, you may assign 1 focus token to your ship."

It also includes two previously released upgrades (Fire Control Systems and Recon Specialist), plus three that are unique to this expansion at the time it was released: (1) Tatician - a 2 point crew upgrade that assigns a stress token to ships you attack at range two; (2) Advanced cloaking device - a 4 point modification that lets you perform a free cloak action after you perform an attack; and (3) Stygium Practical Accelerator - a 3 point modification that lets you perform a free evade action when you cloak or decloak.

As with all expansions, this one includes all tokens, dials, etc. that you need to use this ship in a game (though a copy of the base set is still needed to play).

Overall, I think this ship adds some nice twists to an already fun game (cloak is a very interesting new addition to the game).
37 internautes sur 38 ont trouvé ce commentaire utile 
HASH(0x9297375c) étoiles sur 5 A glass cannon, when played with skill can frustrate your opponent 25 juillet 2014
Par C. Jacobson - Publié sur
Achat vérifié
The TIE Phantom is the Imperial's Glass Cannon. It requires finesse to play right, but it can be a potent weapon - both psychological and in dice results.

With 4 Attack Dice, it packs the most firepower of any (non-Huge) ship. At range 1, it can unleash a devastating barrage, and thanks to it's maneuverability it can get into that range and stay there.

It possesses 2 Agility, 2 Hull, and 2 Shields. Given that it costs a little more than an X-Wing, this might seem weak, particularly in comparison to the much cheaper TIE Fighter or slightly cheaper TIE Advanced (which is considered an underperformed for it's cost). What is easy to overlook is that the Phantom gets +2 Agility when cloaked, for a total 4 Agility, which gives it the most Agility in the game.

Maneuverability dial is close to the TIE Fighter, but lacking a 5 Straight and the 3 K-turn.

Cloak is the key to the Phantom. It can frustrate your opponent to no end, by decloaking before it's movement for a free "Straight 2" barrel roll or boost. Because of this, even if your opponent uses Intelligence Agent to peek at your maneuver dial, you can still end up in 4 possible locations.

Tack on an Advanced Cloaking Device and you can re-cloak after shooting. While the available Pilot Skill range is limited (3, 5, 6, and 7), with Veteran Instincts on a named pilot you can reach an 8 or 9, which can get you moving last, shooting first, and cloaking before most other pilots shoot back.

Phantoms can take a single Crew. Navigator can increase maneuverability, and Rebel Captive discourages and punishes taking shots at it. Recon Specialist for extra Focus can be handy, while Gunner lets you shoot again on the occasion those 4 Attack dice fail to cause any damage. However, this does drive up the cost of an already expensive (for Imperial) unit.

The named pilot "Echo" gets to use the "Bank 2" template when uncloaking, and if played well can stay on the tail of even the super-maneuverable A-Wing or TIE Interceptor.

The strengths of the Phantom are:
1. 4 Attack Dice base is a strong attack, and 5 dice at Range 1 can be brutal. Your opponent will want to start taking Evade actions rather than Focus, which impacts their ability to hurt you.
2. Highly maneuverable, thanks to cloak
3. Rewards skillful play, and can be downright fun

The weakness of the Phantom are:
1. A fairly high points cost (for Imperials)
2. Require skill to play well; they benefit from facing lower Pilot Skills, but if you can out-think your opponent you can do well against higher Pilot Skills.
3. If caught out in the open with their pants down (no cloak) they can die quickly. Stress should only be accumulated if already cloaked.
4. Turrets are their worst enemy. Their biggest strength is staying out of enemy fire arcs. Turrets on high Pilot Skill are even worse, because to attack the Phantom must drop cloak and lose it's bonus 2 Agility dice.
5. Your opponent might get frustrated by the high maneuverability, and inability to get out of arc or line up a shot, which might result in a not-so-fun game for them.

Why might you take a Phantom instead of the 2 TIE Fighters the same points would buy you? While you can argue that those 2 TIE Fighters each can attack, that's still only 2-3 Attack dice per attack. Your opponent will get to roll Agility dice against both of those attacks. Versus a single 4-5 dice attack, those same Agility dice won't stop as much damage. 4 Attack dice vs 2 Agility dice provides about a 50% increase in average damage results vs two separate attacks of 2 Attack dice vs 2 Agility dice.
3 internautes sur 3 ont trouvé ce commentaire utile 
HASH(0x901bb9cc) étoiles sur 5 Just too good! 14 octobre 2014
Par Dad. Board Gamer. Coffee Lover. Nerd. - Publié sur
Achat vérifié
It's so good, I feel bad using it. I fly this with a mini swarm, and Fat Han or no Fat Han... it almost seems unfair. I've never lost, nor come close to losing when I fly a Phantom list. Granted, we're talking about friendly matches and I'm sure I'm no expert, but yeah, this thing is awesome.

For that reason, I actually only fly it about once a month. Can't be fun for my opponent to see me put this on the table.
8 internautes sur 9 ont trouvé ce commentaire utile 
HASH(0x8fd82024) étoiles sur 5 An interesting TIE with the power to cloak 7 juillet 2014
Par Neko-san - Publié sur
The TIE Phantom is an expansion for the X-Wing Miniature Game, which happens to include a good model. I'm not familiar with this ship from the Star Wars EU, but the ship looks intriguing so I decided to get this one.

The sculpt and paint of this miniature are really good. This miniature is about 1.5" long x 1" wide. Not knowing better, I believe Fantasy Flight Games has this ship at scale with other miniatures in the X-Wing Miniature Game such as the X-Wing and Tie Fighters.

In addition to the TIE Phantom, this expansion includes a stand and a base for the miniature, two ship tokens for the base, one maneuver dial, a rulesheet, and plenty of other tokens as those included for the X-Wing Miniature Game.

I had no expectations, but the cards included in the expansion make this ship even more interesting. This expansion includes:

4 ships/pilots: Whisper (7, 32pts), Echo (6, 30pts), Shadow Squadron Pilot (5, 27pts) and Sigma Squadron Pilot (3, 25pts);
2 crew cards: Recon Specialist and Tactician
1 cannon upgrade: Ion Cannon (3)
1 system upgrade: Fire Control System
2 utility upgrades: Stygium Particle Accelerator and Advanced Cloaking Device.
3 reference cards: Modifications and Titles, Cloak Action and Decloak.

The TIE Phantom is as agile as an X-Wing (2), more powerful (4), but with less hull (2) and about the same shields (2). It is as maneuverable as a TIE fighter, but unlike the TIE fighter, it can not go straight at speed 5. However, it does include the cloak ability

Overall, this is great model for Star Wars collectors and an intriguing (in-game expensive) fighter.
HASH(0x8facfc90) étoiles sur 5 Disappears without a trace 24 mars 2016
Par Cary C. - Publié sur
Achat vérifié
Cloaking is nice (or annoying depending on who’s side it’s on). When I got this expansion I was really curios to see how they would handle the cloaking action and while I don’t really love how it is handled in play, it creates some really interesting effects. When you cloak you don’t remove the phantom, instead the craft stays were it was but the agility value increases by two. The real kicker is when you decloak you can either boost speed two or barbell roll at speed two. This makes hitting the phantom extremely frustrating and it can suddenly drastically increase its agility and then magically reappear somewhere else (not exactly simultaneously). The trade off is it cant attack when it is cloaked but perhaps you can just annoy the rebels into a surrender.
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