What advice should I give new A&A players?


  • Well, I haven’t posted here for about 3.5 years, but I saw that 1941 was really cheap and a very good and less time-consuming version for new players, so me and four of my friends are planning to play it once it arrives.

    I will sort of be new to 1941, but I have played A&A before (mostly Global), so I probably will have an advantage over them. Thus, I want to give them advice on what types of moves to make, especially what their turn 1 movements should be like. I think I have some of the basics down from reading this forum a bit, but more suggestions would also be welcome. Since the Axis are apparently more newbie-friendly, I’m going to play an Allied power (probably the UK), so tactics/strategies for the other four powers would be particularly helpful!


  • Hi cal….

    Although I am inexperienced myself I have taught 1941 to about 8 others.

    I take the first game as a teaching game, spend 20 mins explaining the basics and then get straight into game play, with their agreement that I will explain the “exceptions” to those basics as they come up. All 8 have wanted to play again, which I take as a positive for this approach.

    Not the answer you are looking for.  There are some strategy principles I explain up front which you might find helpful:

    1. The cost of the units vs IPC income meaning a need to value your units.  E.g. if J losses more than 3 infantry in J1 it will start J2 weaker. Thus the importance of strategic focus on a few key objectives each turn - with overwhelming force.

    Some get this immediately. Others insist on frittering away their power on as many uncoordinated attacks as possible regardless and lose quickly.

    2. That the Axis have a massive opening unit advantage, but the Allies with an IPC one, so the opening stages are about the Axis changing the IPC balance by making their unit advantage count quickly.

    3. Make sure that they are aware of the basics challenges faced in WW2, such as the N Atlantic.

    I then advise them as the game progresses - I wouldn’t do that because … + have you thought of this …

    Look forward to reading your other responses, which will help me going forwards.  BTW - Black_Elk’s posts in Article Submission may be about teaching 1942, but you’d no doubt find them helpful. He advocates a very different approach to the above.

    Cheers
    PP


  • Hmm, thanks for the advice! I read his posts, and I’m not sure I want to exactly follow them, since I would like to play a full game in the first session (we are all very busy college students, so I’m not sure if they’d appreciate using the entire session just learning the rules and a set of detailed tips on combat and units).

    My current plan is to introduce the powers/objective of the game (noting that the Axis have more units but the Allies have more money, etc.), then give an overview of the turn sequence, focusing on combat/non-combat rules a bit. Then, I would talk about each of the 9 units and how combat works (land, sea, amphibious). I guess I’ll have to explain sub/destroyer interactions a fair amount as well. Since there isn’t anything like combined arms, bombing raids, or shore bombardment, this part shouldn’t be too confusing.

    I guess I could, at the start, show them what each of the units is and have each of them set up their own power, which should help them a bit. I might also show them some potential first round combats as examples, especially ones that I may suggest them to do (e.g., Russia attacking Manchuria/West Russia, Germany attacking the RN and Egypt, UK attacking Japan, etc.). I can also show the example of the German sub attacking the British carrier to show some of the submarine rules…hopefully, all of this shouldn’t take more than 30-45 minutes, so we can get started quickly.


  • The thing that you need to remember in this game is that each battle and unit is much more important. You can not replace units and make up for losses as easy in this game. The key is to be smart in your actions and make your battles efficient since it is a smaller map and less money flowing around.

  • '17 '16

    @calvinhobbesliker:

    Hmm, thanks for the advice! I read his posts, and I’m not sure I want to exactly follow them, since I would like to play a full game in the first session (we are all very busy college students, so I’m not sure if they’d appreciate using the entire session just learning the rules and a set of detailed tips on combat and units).

    My current plan is to introduce the powers/objective of the game (noting that the Axis have more units but the Allies have more money, etc.), then give an overview of the turn sequence, focusing on combat/non-combat rules a bit. Then, I would talk about each of the 9 units and how combat works (land, sea, amphibious). I guess I’ll have to explain sub/destroyer interactions a fair amount as well. Since there isn’t anything like combined arms, bombing raids, or shore bombardment, this part shouldn’t be too confusing.

    I guess I could, at the start, show them what each of the units is and have each of them set up their own power, which should help them a bit. I might also show them some potential first round combats as examples, especially ones that I may suggest them to do (e.g., Russia attacking Manchuria/West Russia, Germany attacking the RN and Egypt, UK attacking Japan, etc.). I can also show the example of the German sub attacking the British carrier to show some of the submarine rules…hopefully, all of this shouldn’t take more than 30-45 minutes, so we can get started quickly.

    There is many things to learn at the same time.
    If you want to skip some complex rules about Subs, Destroyers and planes, so you can come back to a deeper view in a second session, here is a way to do it:

    Rise the submarine combat value to Attack 3 Defense 1 Cost 8. Still cannot hit airplanes.
    Keep their submerge capacity at the beginning of a round.
    And keep Destroyer blocking all Submarine’s Submerge.
    Let’s all planes able to hit unsubmerged submarines anytime, as it is the case for all other naval units. (Much simpler, I tested it with my nephew.)

    (You can wait another session to reduce Subs to 6 IPCs A2 D1 and introduce First Strike and Destroyer blocking and pairing with Fighters or Bombers.)

    There is already a lot to learn about this inability to hit planes for Subs and the impact on defenseless Transport interactions.


  • Hmm, I’m not sure if I want to alter the rules like that…my friends are all pretty smart, so I think I should be able to explain the important rules clearly…the destroyer-cancelled abilities are 1st strike, submerge, can’t be hit by planes, and they also have the abilities Can’t Hit Planes and No Hostile Sea Zone.

  • '17 '16

    @calvinhobbesliker:

    Hmm, I’m not sure if I want to alter the rules like that…my friends are all pretty smart, so I think I should be able to explain the important rules clearly…the destroyer-cancelled abilities are 1st strike, submerge, can’t be hit by planes, and they also have the abilities Can’t Hit Planes and No Hostile Sea Zone.

    Can’t hit planes is first.
    This Sneak Move is second:
    No Hostile Sea Zone: Cannot block enemy’s movement, except amphibious assault (transports need to be escorted by at least 1 warship).

    All the other are third:
    No Hostile Sea Zone: Cannot be blocked by enemy’s naval units.
    First strike
    Submerge,
    and
    Can’t be hit by planes,

    because they are all cancelled by Destroyer presence.


  • @greenmustang21:

    The thing that you need to remember in this game is that each battle and unit is much more important. You can not replace units and make up for losses as easy in this game. The key is to be smart in your actions and make your battles efficient since it is a smaller map and less money flowing around.

    This is certainly true. Fortunately, they don’t have to “unlearn” this because they haven’t played other A&A games, while I do. It should also help them decide what to buy quicker.

  • '17 '16

    It will be easy.
    As much Infantry as possible + 1 other units (Fighter or Tank for Germany / Fighter or ships for Japan.)
    Unfortunately, there is no Artillery unit in this game. You will miss it if you played Global games.
    So everyone is stuck with the remaining 1 or 2 IPCs, unable to take advantage of it for ground combat.

    It can be frustrating in a game you have so few IPCs not to be able to spent all the money.

    I’m so unable to go beyond this, that I usually allow Artillery as HR in my 1941 game.

  • '17 '16

    @calvinhobbesliker:

    Hmm, I’m not sure if I want to alter the rules like that…my friends are all pretty smart, so I think I should be able to explain the important rules clearly…the destroyer-cancelled abilities are 1st strike, submerge, can’t be hit by planes, and they also have the abilities Can’t Hit Planes and No Hostile Sea Zone.

    This specific post can be useful when planning this instructional session on Submarines interaction:
    @Black_Elk:

    Tranports and Submarines:
    Run away! Dive! Dive!

    These units are complicated, but there’s just no escaping the depth charge or the torpedo. We have to discuss these units, before I can really explain how the full Air vs Naval dynamic works. For me to get an angle on it, kind of requires a brief digression into the history of Axis and Allies…

    So earlier I suggest that in 1942.2 destroyers were like “the infantry of the sea” and that the larger warships were like “tanks of the sea.” A similar analogy using transports and subs was described to me when I first learned how to play Classic in the early 90s. I still think its a fruitful analogy for Classic, and still has applications for the narrow discussion of naval fodder, because in each A&A game there is going to be one primary “fodder” unit on the water, but its not a perfect analogy anymore! In Classic and Revised A&A, subs and transports had traditionally been naval fodder units. In Classic and Revised the primary naval “fodder” role was played by transports and, in those games, the analogy to “infantry of the sea” worked pretty well, because transports attacked at 0, and defended at 1, with 1 hitpoint. Basically they had a strong defensive role, and a very weak offensive one (only as fodder). The Classic submarine on the other hand, was almost exactly like a “sea tank” it hit at 2, defended at 2, with 1 hitpoint. So when describing the game we’d say things like, “transports are infantry/subs are tanks”, and everyone understood what we meant. But the 50th Anniversary Axis and Allies game basically turned the whole naval Transport/Sub fodder aspect of the game on its head! This game created a bunch of new rules for transports and submarines to prevent that exact phenomenon of transports and subs being used as fodder, just to undermine my old “go-to” Classic analogy of “just like infantry/tanks, but on the water” hehe. Now we need to update the analogy for a new A&A era!

    The major difference between 1942.2 and earlier A&A games is that now, Transports have no defense! and no hit point value! and Submarines are considerably weaker! Most importantly of all, both these units no longer create a “hostile” sea zone. In other words they can’t block enemy warships anymore. An attacking warship can choose to ignore submarines, if the subs are alone. A single attacking unit can now destroy an infinite number of transports, if the transports are alone! Attacking units (especially aircraft) can’t hit submarines unless they bring a destroyer with them. If you have noo destroyer with your naval attack force, then the subs get to choose whether to fight or dive. If you have no accompanying destroyer then your attacking aircraft can’t interact with subs at all!

    Its hard to overstate how much this has altered the Naval situation and the Naval vs Air dynamic since Classic/Revised. The old  naval strategies of Classic are defunct, and strategy guides based on that game no longer apply. We need new strategy guides, to describe the new naval situation!

    For anyone coming back to A&A from those older games, this is the single biggest change that you have to get your head around. In TripleA these new transport and sub rules are known as World War II “v3” or later. Every game to come out afterwards uses the same basic abilities and cost structure for transports and subs. Lets try to puzzle it all out…

    In 1942.2 Transports are frequently described as “defenseless” meaning that they have essentially no role to play during the combat phase. They have no attack or defense value, and no hitpoints!

    Subs are now the cheapest naval unit at 6 ipcs (the same cost as the 1942.2 tank), but their attack value and defense value are uneven a bit like infantry att 1/def 2, except here and the att/def advantage of the unit is reversed. It’s like the mirro image of the infantry unit, reflecting the exact opposite attack/defense role, and this unit is on the water instead of the land. The current 1942.2 Sub unit is basically very strong on attack, and very weak on defense for the cost…

    Submarines:
    Attacks at 2
    Defends at 1
    Costs 6 ipcs

    But subs are weird! First off all, Subs cannot hit aircraft. Ever!
    Beyond this, subs have 3 unique abilities that no other unit does:

    A. They have a surprise strike “opening shot” ability vs ships.
    B. They have the ability to “dive” prior to naval combat. And finally,
    C. They can only be hit by aircraft if an enemy destroyer is present.

    A single enemy destroyer can negate all the special abilities for all the subs in a sea zone, with the destroyer’s ASW (anti-sub-warfare) for as long as that destroyer stays alive in combat. If no destroyer is present, then subs behave in very different ways than all other naval units.

    If these rules are starting to sound complex, it’s because they are! And a lot of players who’ve been gaming with A&A for a while, will readily admit, that this is one of the toughest things about the game to explain to new people. The submarine, and its interaction with other units, introduces a lot of nuance and “exceptions to the general rules” that force you to pause and go through a lot tedium at the outset.

    There is no way of getting around this stuff, as I stated up at the top there, because so many first round combats involve Subs! If you don’t describe this stuff before you actually begin playing, you run the risk of really confusing your new player once those combat situations arise. On the other hand, if you do describe this stuff beforehand, you also run the risk of overwhelming the new player, by stating a bunch of complex rules up-front, without a context or solid examples. This is where the battle board comes in.

    I’d suggest slating a good 10 to 15 minutes of battle board practice just with submarines in mixed forces, trying to show all the possible combat situations that Subs might find themselves in. You do this before you try to play things out in the actual game, so that you don’t have to face that awkward waffling situation, where your new player turns to you and says… “Hey! I didn’t know that subs could do that!” or “Hey! How was I supposed to know that subs couldn’t do that!?” etc. Better by far, to just get all this complex stuff out of the way on the battle board, where you can create different scenarios, and build out test cases. Set up a bunch of these sub combats, just ship on ship first, to try and show how the opening Submarine’s opening shot works both on attack and defense. Once the player starts to get a handle on opening shots, then slowly bring the aircraft and destroyers into it.

    And when you get to the air, here’s one that you should definitely highlight: The Sub vs the fully loaded, but “naked” carrier…

    1 sub vs 1 carrier and 2 fighters defending = 60% odds to the attacker! WTF? But it’s true.

    Because no destroyer is present, the sub is immune from the defensive fighter hits. So basically the Sub hitting at 2 vs a carrier deck defending at 1. If the Sub sinks the carrier deck, and there is no friendly island within the sz, or no friendly territory adjacent to the sz for the defending fighters to land, they will crash into the sea! Think about that for a second… A single sub at a cost of 6 ipcs, could readily sink 34 ipcs of enemy TUV under these conditions! If the defender wasn’t careful and left his loaded carrier deck in open water, unescorted by a destroyer, a lone sub could just wreck it!
    **After you do the “naked” carrier example, then show them…

    6 subs vs 1 carrier and 2 fighters + 1 destroyer. (that’s 36 TUV vs 42)**
    The idea in this example, is to show how the destroyer negates the opening shot of subs, but only for as long that destroyer stays alive during the combat. So its very possible that during the second round of the combat phase, you end up with a situation similar to the naked Carrier one. Remember, subs cannot hit aircraft, and aircraft can only hit subs when a destroyer is present (for each round of the combat phase.) This is the point you want to hammer home, by “showing” it and playing it out with dice (which is exciting for the new player!), rather than “explaining it” in words (which is usually boring and a more confusing for the new player!)

    **Keeping with the “Subs can’t hit Air” theme, here’s another battle board situation to set up:

    2 fighters vs 1 sub and 1 transport.**
    In this “combat”, there is no interaction between the fighters and the sub, the transport is automatically destroyed!

    **2 fighters vs 1 sub and 1 transport + 1 destroyer

    Again, there is no interaction between the air and the sub, if the fighters can kill the destroyer then the transport is automatically sunk, but the submarine will still be alive!**
    It might seem like a major time sink, going through a bunch of sub and transport situations on the battle board, but trust me, its not. Your new player isn’t going to “get” all this stuff until they see it in operation, and you don’t want the first round combats to be your test cases. It takes too long to set up the map, and reset it, if you’re trying to use the first round combats as guinea pigs (and the first round combats don’t always the essential concepts as clearly as we might like) The new player, unable to track all of the possible situations in their head, will just start looking to you for guidance. They are looking to you to be the Game Master, and quickly resolve rules questions about all these complex  Sub/Destroyers/Air interactions. The battle boards gives you an opportunity to refresh everyone’s memory, and try to show most of the weird stuff at least one time, before you actually play the game.

    After the battle board, take it back to the Map! Here we try to show some of the situations that arise, because Subs or Transports cannot create a hostile sea zone by themselves. Show how subs/transports cannot block, and how this can be used to either initiate or prevent certain combats or movements. Again its much better to show this stuff, than it is to try and explain in words because words are tricky (as I’m sure this article will sometimes demonstrate!) But a solid visual and a little practice will help the ideas to stand out.

    Try to touch on the stuff that might seem less intuitive. Show some situations where subs are alone defending a sz. Be sure to show how a “naked” or unescorted transport cannot move into a sz controlled by an enemy sub for the purposes of launching an amphibious combat, but how that same transport could move into a sz controlled by an enemy sub on non combat, for the purposes of unloading units into a friendly territory. Get all this stuff out of the way, beforehand, on the battle-board and using test examples on the map. This will save you a lot of headaches and frustration later on.

    If your new player gets confused at some point, during the actual game, you can then say: “Yeah. Remember how it happened on the battle board? With ‘such and such’ before, when I showed you…”  :-D

    Instead of saying at that point: “Oh yeah, I forgot to mention all this super complicated stuff about subs and transports. So let me backtrack now and confuse the hell out of you, with extra rules…”

    What I’ve been trying to do here, is strike a balance between explaining the actual stuff to the readers here, and telling you guys the ways I think its helpful to explain it your new players. There’s a distinction in that, if you’re the one with the game, you’re expected to have read the rulebook, and serve as the Game Master, for your group. The manual, tripleA, these forums etc can all help you to understand how the rules look, but its up to us to find ways to translate those rules into gameplay realities, examples, and basic “strategic advice” to offer the new player. We don’t want to tell them what to do, because that’s like taking over the whole process, you might as well be playing a solitaire at that point. The whole novelty of it comes from the surprise and the random variability of the human element. So that’s why I let to set up battle examples on the fly, for like a good hour, before you do the full game set up. It gives you a chance to run through it, and keep your player enthusiastic and rolling, instead of weighed down by onerous rules and bunch of reading and slow set up time. Start with the battle board. If you can get up to Submarines, and still keep them excited, then you’re doing fantastic.

    Now this whole time I’ve been saying things like, first this, and then we’ll talk about Air in more detail later. Clearly its impossible to fully suspend a discussion of Air, when you’re going through the battleboard examples you’re showing their attack and defense values, how they relate to carriers or subs etc. But the reason I think its cool to hold off on the full Air discussion until the end, is for the impact and the drama! Aces High!

    Aircraft, Fighters and Bombers naturally lend themselves to a discussion of the broader A&A elements, like Movement across the map, using aircraft for mass defense, or mass attack, how SBR works, can-opening and a lot of other fun, but somewhat higher order concepts.

    Once you’ve given a half hour or 45 minutes to ground and naval on the battle board, I like to pause the action, and pick up a Fighter and a Bomber, hold them up high for everyone to see, and then say something like, “now lets really talk about aircraft”  :-D

    Just like airpower changed the whole nature of Warfare during WWII, understanding airpower in A&A will take your gameplay to the next level! Fighters and Bombers, your knights of the sky! Like jousting lances and clashing swords, are the key to winning this game. Every Nation has a starting air force, and aircraft are involved in all aspects of the broader strategy for both sides, Axis and Allies. You can’t play any Nation effectively, until you’ve mastered the use of your starting fighters and bombers, knowing how to coordinate them with your teammates, and then knowing how when/how to build more. They are key, and the sculpts look pretty damn cool too, so I like to hold them up, and let them hang there for little bit, to heighten the suspense! heheh

    Catch you guys in a few!


  • All of theses are the exceptions I explain during game play, as play grabs attention more than explanation.

  • 2024 '22 '21 '19 '15 '14

    Greenmustangs point is critical! The main difference between 1941 and other A&A games is the huge disparity between starting Total Unit Value and Starting Income. What this amounts to is a game where unit replacement is very challenging and very expensive, relative to the money on hand. This was my initial gripe with 1941 as a “starter board” because the margin for error is so slim. New players don’t have as many oppertunities to explore silly moves, or learn from combat or purchasing errors, since even one goof can dramatically alter the balance of forces. If everyone playing is equally inexperienced with A&A, this isn’t a huge problem, because units will  just be destroyed in a flash, the game will end quickly, and then you just reset the board and play again.
    ;)

    It gets a bit more challenging though, when one player “knows what they’re doing” but the others don’t. The less experienced players often have a hard time grasping this idea that the starting units are way more valuable, than the units that enter the game through purchasing, and each unit you lose can present a major setback. The desire to fight and destroy enemy units often trumps the desire to “play it safe” wait and not engage, and what happens is they throw away most of their starting units in trades to no purpose.

    My best solution for 1941 with new people, is to just put a little more cash in play. A one time bonus of 10 ipcs during the first round to starting income. Or a repeating bonus of 5 ipcs per nation per round (for holding their capital) can make the game a lot more enjoyable for new people. It gives them some breathing room, and a chance to recover from early screw ups.

    I agree with you completely, the best way to learn is by playing. In that other thread for 1942 sec ed, I suggested that you start with the battle board and stage a lot of example battles, before playing the game itself. The advantage of 1941 is its fast set up time. 1941 drags a bit due to the lack of artillery, but even then, I’d think you should be able to complete a game in the first session, and perhaps even complete a second game. I find that 1941 takes about 2 hours to complete on average. It can go longer, but usually one side can manage to take a capital by then.

    I think your plan is solid. I usually try to stick to the OOB values the first time out since the new guys will be more reliant on the set up cards and graphic information written on the map and the battleboard, because it’s their first time. Of course, there is a trick with that because the current “official” set up doesn’t exactly match the cards. Especially with the US destroyer or the US starting income. That’s why I think its fairly easy to just give everyone an extra 10 ipcs at the outset and an extra 5 each turn at collect income, just to make purchasing a bit more fun for them. It allows them to explore more “big ticket” buys like tanks or fighters or ships, without getting punished so hard by the dude who understands the strong advantage of the infantry push.
    ;)

    Have fun and let us know how it went


  • @Black_Elk:

    Greenmustangs point is critical! The main difference between 1941 and other A&A games is the huge disparity between starting Total Unit Value and Starting Income. What this amounts to is a game where unit replacement is very challenging and very expensive, relative to the money on hand. This was my initial gripe with 1941 as a “starter board” because the margin for error is so slim. New players don’t have as many oppertunities to explore silly moves, or learn from combat or purchasing errors, since even one goof can dramatically alter the balance of forces. If everyone playing is equally inexperienced with A&A, this isn’t a huge problem, because units will  just be destroyed in a flash, the game will end quickly, and then you just reset the board and play again.
    ;)

    It gets a bit more challenging though, when one player “knows what they’re doing” but the others don’t. The less experienced players often have a hard time grasping this idea that the starting units are way more valuable, than the units that enter the game through purchasing, and each unit you lose can present a major setback. The desire to fight and destroy enemy units often trumps the desire to “play it safe” wait and not engage, and what happens is they throw away most of their starting units in trades to no purpose.

    My best solution for 1941 with new people, is to just put a little more cash in play. A one time bonus of 10 ipcs during the first round to starting income. Or a repeating bonus of 5 ipcs per nation per round (for holding their capital) can make the game a lot more enjoyable for new people. It gives them some breathing room, and a chance to recover from early screw ups.

    I agree with you completely, the best way to learn is by playing. In that other thread for 1942 sec ed, I suggested that you start with the battle board and stage a lot of example battles, before playing the game itself. The advantage of 1941 is its fast set up time. 1941 drags a bit due to the lack of artillery, but even then, I’d think you should be able to complete a game in the first session, and perhaps even complete a second game. I find that 1941 takes about 2 hours to complete on average. It can go longer, but usually one side can manage to take a capital by then.

    I think your plan is solid. I usually try to stick to the OOB values the first time out since the new guys will be more reliant on the set up cards and graphic information written on the map and the battleboard, because it’s their first time. Of course, there is a trick with that because the current “official” set up doesn’t exactly match the cards. Especially with the US destroyer or the US starting income. That’s why I think its fairly easy to just give everyone an extra 10 ipcs at the outset and an extra 5 each turn at collect income, just to make purchasing a bit more fun for them. It allows them to explore more “big ticket” buys like tanks or fighters or ships, without getting punished so hard by the dude who understands the strong advantage of the infantry push.
    ;)

    Have fun and let us know how it went

    Yeah, I plan to emphasize that since money to so tight, the units you have are very valuable. I was also thinking of giving them some advice on their first turn moves and in general as the game goes on, though I don’t want it to be like I’m playing for them…do you have any suggestions on how I can achieve a proper balance with respect to advice giving?

  • '17 '16

    I can think about as often as possible suggest two things at a time and let the player decides.
    Offering alternatives and the main consequences (1 good and 1 bad), let a lot of decisions burden on the player.

    Can gives general advice for a country about what not to buy, to remain in the game.
    This should let a lot to think about what is needed.

    I agree with Black_Elk, more money allows for some un-smart move without loosing everything.


  • Yes - as BM says give options and allow the player to make his/her own decisions - that’s exactly what I do.  My experience is that those you are teaching will take any opportunity to do their own thing regardless so you won’t be leading them by the nose.

    Hope it goes well.


  • Are there enough units and “chips” in the box to use in a normal game? When I did the initial setup, I ran out of grey chips and so has to put 2 infantry pieces in some territories, leaving everyone with few reserve infantry pieces.


  • Almost! As you say the chips don’t quite cover the set up, so use the units.


  • Sure, the setup is fine, but will there not be more units as the game goes on? Or is that a no because battles will kill more units than the replacements?


  • Yes - you can run out of units and end up using another Power’s. A little lower down this Board is a “Two Questions” thread I started, one of those questions being about sourcing additional units for which I got very helpful answers - have a look.

    Cheers
    PP

  • '17 '16

    If you are pieces collector, I suggest to buy another 1941 edition box.
    It can be even cheaper than buying extras pieces.
    Also, there is a lot of unique sculpts in this edition.

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