A SONG OF ICE AND FIRE MINIATURES GAME EXPANSION PACKS

A Song of Ice and Fire Tabletop miniatures Game Expansion packs for the ultimate game experience set in the
World of GAME OF THRONES.

A Song of Ice and Fire: Tabletop Miniatures Game brings the epic battles, political intrigue, and iconic characters
of George R.R. Martin's critically-aclaimed novels to the tabletop.

Utilizing beautiful, pre-assembled models and unit trays, command the armies and heroes of Westeros' great Houses as
they fight for the Iron Throne over multiple, unique game modes.

 These are expansion packs and require a starter set to play.

 Miniatures are unpainted and still in their plastic inserts.
Age 14+ 

Perfect for fans of the popular fantasy series Game of Thrones, this miniatures expansion offers an interactive and engaging gaming experience.

Brand New & sealed in box.

Targaryen Heros 3 :  In far-off Essos, Queen Daenerys Targaryen rules over a court rife with intrigue. But while her subjects may involve themselves in
plot after plot against each other (and indeed against the Queen herself), they stand united against their enemies in the field. With advisors and councillors,
the Dragon Queen sows confusion upon her enemies, while her commanders keep their troops in line, both by example and the whip's bloody lash. 
Requires a Targaryen starter pack to play.

Starfall Knights : A good general knows that the climate in which they fight is as important as any other factor during a battle. It does no good their troops
are falling over dead from heatstroke from wearing cumbersome gear, or freezing to death in the bitter cold 
with nothing but thin mail to protect them. In the
hot 
oppressive Dornish climate the Starfall Knights are less armoured than most heavy cavalry from across Westeros, because their lighter armour and barding
means that they are generally faster and able to strike at enemies more tactically.
Requires a Martell starter pack to play.

Greyjoy Heroes 2 : The battles raging throughout the interior of Westeros are good for House Greyjoy as the coastlines are left relatively undefended
against the Kraken's raids. The halls of House Greyjoy are filled with all manner of spoils.  Asha Greyjoys's ambition could see these new riches making
her Queen. Captains Baelor Blacktyde and Dagmar Cleftjaw pilot their ships with ease into enemy ports, whilst Beron Blacktyde and Moqorro look to the
mysticism around the seas for guidance. The diverse characters exert their influence in different ways but all in service of the Kraken.
Requires a Greyjoy starter pack to play.

Dothraki Outriders : With significant ranged combat power and the and the ability to maintain that range, the Dothraki Outriders are more than simple scouts.
While ordinary archers are a headache for any foot troops, Dothraki outriders are an absolute nightmare.
 Their ability to dance into range, loose their arrows,
then escape beyond range of retaliation gives the Dothraki commander 
a powerful capability to harass and destroy enemies without ever offering a retributive blow.
Requires a Targaryen starter pack to play.

Dune Vipers : To many, the seemingly barren lands of Dorne are simply endless lines of sand dunes. It is easy for travellers to get lost in the shifting
desert seas. However, the Dune Vipers who call this land home, know
each grain of sand's place in this vast desert. They use this to their advantage,
specializing in guerilla tactics,
using their spears and nets to snare enemies.
  Dune Vipers work best when aiding other units by harassing enemies and and
letting their enemies deal the final blows, but they certainly can stand on their own when needs must.
  Requires a Martell starter pack to play.

Sand Skirmishers : House Martell's Sand Skirmishers turn their doctrine of high mobility into a deadly dance of blade and bow. Their light armour
allows them superior speed, rivaling that of the fastest enemy units, and their training allows for deadly 
hit-and-fade attacks, all under a rain of incoming
arrows. If locked down in a 
protracted melee, Skirmishers can hold their own as well as any light unit, but a wise commander will free them as soon as
possible, allowing their dance
 to begin anew.
Requires a Martell starter pack to play.

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