Third Reich Addenda

Rules Ideas

by Steve Kane


I recommend that you add only certain sections of my addenda to THIRD REICH. Use what you wish; nobody is holding a gun to your head. For example, you may be interested in expanding upon the game's strategic warfare: in such a case use only sections B, C, and J.

If you wish to go all the way, do it slowly. If you attempt to incorporate everything that I have listed in this article, the chances are pretty good that you'll enjoy and understand little or nothing unless you add a section or two at a time. I would suggest that sections E3 through E6 be used only be the really fanatical hard-core history nuts among you.

A. In his designer's notes to Avalon Hill's RISE AND DECLINE OF THE THIRD REICH (hereafter referred to as THIRD REICH), John Prados points out that the game is not, nor does it pretend to be, a strictly realistic simulation of Nazi Germany and the Second World War. He also goes on to say that he hopes we have as much fun playing and experimenting with THIRD REICH as he had designing it.

Hence, I have come up with several additions to the game that should prove to be not only "fun", but also bringing into THRID REICH some aspects of World War II that I feel were slighted or distorted by Avalon Hill. So now you can sally out into the Atlantic with the Bismarck, prey on Allied shipping with your merchant raiders, use the Todt Organization to erect impregnable fortified positions, carry on constant attacks on your enemy as you attempt to strangle Britain's life-line or bomb the Nazis back into the Stone Age, stab Hitler in the back by quitting on him or even changing sides, and other fun things.

I have not tampered with what I feel is the game's major flaw; the lack of factor breakdown for land forces. Doing this would entail an entire overhaul of the counters in the game. Additional problems would arise over whether to use corps (too many) or armies (too few), I have dealt with this problem somewhat in the anti-partisan and the fortress rules, which enable the German to offer at least token resistance against Allied attacks. Keep in mind that in the 1944 scenario, for instance, every single square within the start lines contains some German troops (except Sweden and Switzerland). Yet in the game most squares are empty. This doesn't really matter in most cases, but what German in his right mind would waste a panzer corps fighting partisans or using 3-3 infantry corps to garrison the important Aegean Islands? The old axiom that "he who defends everything defends nothing" can be vividly seen in the game, but is the other extreme any better? The German player already is at a disadvantage when the game begins. He should be allowed some degree of flexibility. In any event, on with the show...

B. The early years of World War II saw Britain threatened with an even more deadly menace than the U-boats. From 1939 to 1941, Germany's auxiliary merchant cruisers and her bigger and even more potent warships roamed the Atlantic Ocean and elsewhere almost at will, sinking Allied merchant shipping left and right and drawing off badly needed British naval power from the Mediterranean and from Britain herself, way out of proportion to the Germans' relatively small number.

In addition, the German surface raiders were able to sink (or capture) far more ships than the U-boats did, ship for ship. Also, view the great consternation of the British when it was learned that the Bismarck had gone to sea. Andhow about the Tirpitz? Except for a raid on Spitzbergen she spent virtually the entire war in Norwegian ports, yet where in the annals of naval history can one find a more stiking example of "the fleet-in-being?"

B1. German surface naval factors are allowed in the Strategic Warfare Box, subject to the following limitations:

    1939-41 9 factors maximum allowed
    1942-43 6 factors maximum allowed
    1944-46 3 factors maximum allowed

Unlike the U-boats, the German surface fleet is deployed in the SW Box openly. Note that the Allies may not interfere with the movement of German surface factors into the SW Box; they may, of course, attack the German surface fleet by the other normal mans as provided in the game, including bombing in port.

B2. Once the German has deployed his surface fleet into the SW Box, the British (and not the American) navy must match each German naval factor thus deployed by at least two factors. The British must do this, without exception, unless he has no navy left. Both German and British naval movement into the SW Box does not count as part of strategic redeployment. Exception: If the German moves his fleet into the SW Box from any port that is not one of the five "abort ports", it does count toward strategic redeployment.

B3. Once the British have deployed at least twice as many factors as the German, the following table is referred to:

2-1 RATIO TABLE

    Chit Drawn Result to German Surface Fleet
    1: 100% sunk
    2: 50% sunk, 50% aborted
    3,4: 100% aborted
    5: 50% sunk, 50% remain
    6, 7, 8: 50% aborted, 50% remain
    9, 10: 100% remain

The table above is the one used if the British outnumber the Germans by the minimum 2-1 ratio. If the British outnumber the Germans by three, reduce the chit picked by one. If they outnumber the Germans by a 4:1 ratio, reduce the chit by two, etc. until an 8:1 ratio would ensure the fact that no Germans would remain in the SW Box. An 11:1 ratio or better automatically sinks all German surface factors.

Example: The Germans have 9 factors at sea, the British have 27, giving them a three-to-one edge over the former. The #7 chit is drawn, but since the British outnumber the Germans 3:1, the 7 becomes a 6. Here it makes no difference, for both 6 and 7 have the same result.

B4. If 100% of the German fleet remains, immediately withdraw three British naval factors. These have been sunk.

B5. If the Germans must abort (and also round off in favor of the Germans; e.g., if 9 German factors are in the SW Box, and 50% abort and 50% remain, five factors remain while the other four abort.), refer to the following table.

Shake once for the entire aborting fleet, not once for each aborting factor.

    Die Roll Port Germans Must Return to
    1: St Nazaire
    2 Brest
    3,4 Keil
    5 Bergen
    6 Trondheim (Murmansk Convoy Box)

If a port the Germans must abort to is not in German hands, shake again until you come up with a port that is. If all of the abort ports are in Allied hands, no German surface fleets are allowed to enter the SW Box.

B6. For strategic warfare purposes as well as for any other purpose, the German naval forces may break down and/or combine at will, as long as they never have over 36 factors of naval units present on the board. No other navy can do this except through regular losses suffered. Vichy French and Italian fleets taken over by the Germans can also break down, although they can never leave the Mediterranean, and thus join the SW Box, unless Gi1bralter or the Suez area is in Axis possession.

B7. For every remaining German Surface factor in the SW Box, after combat and aborting have taken place, remove five BRP's from Britian. See section C below for further details.

C. Having strategic warfare. One of the most important aspects of World War II, performed only before spring of each year seems unrealistic to me and an unnecessary abstraction. German naval and Allied air operations were conducted almost from the first day of the War up until VE-Day. The only thing that should prevent SW from taking place would be if the attacker's losses became so heavy that he felt it worthless to undertake SW that turn, This happened in reality to both sides. the German U-boats after the disasters of 1943 and early 1944, the German surface fleet after the fiasco in the Barents Sea, and to the Allies after the bloodbath over Schweinfurt in October 1943.

C1. Thus, strategic warfare is resolved every turn, right before the unit construction phase. All BRP losses during the year are not deducted from the losing country's BRP total; rather, they are kept track of on a separate piece of paper by type. During the year/start sequence (i.e., where SW is located at present in THIRD REICH) the British BRP losses are totalled and dividedby two, the German BRP losses are totalled and divided by three, These results are the permanant BRP loss suffered by both nations (America also, if the Germans are foolish enough to try to reduce the U,S.A.'s BRP total. American BRPs lost are totalled and divided by three, like the German). The permanant BRP loss is deducted from the nation's BRP total. Example:

    Spring 1942 Germans sink 18 BRP with subs, 5 w/surface fleet
    Summer 1942 Germans sink 24 BRP with subs, 15 w/ surfate fleet
    Autumn 1942 Germans sink 9 BRP with subs, 0 w/ surface fleet
    Winter 1942 Germans sink 3 BRP with subs, 5 w/ surface fleet

So in spring 1942 the British lost 23 BRPs. In the summer they lost 39. Autumn saw 9 more down the drain, and Winter only 8. Now we add these up, and find that they total 79 BRPs. Note that none of these 79 BRPs have yet been deducted from Britain's total.

Divided by two, we thus see that the British permanent loss for 1942 is 39 BRPs. This total is immediately deducted from Britain's remaining BRP level. If the Germans (or Americans) had lost 79 BRPs during the course of a year, their permanant BRP loss would have been 26.

C2. Starting in autumn 1939 1 ASW may be exchanged for 1 sub,
Starting in spring 1943 1 ASW may be exchanged for 2 subs.
Starting in,autumn 1943 2 ASW may be exchanged for 3 subs
Starting in spring 1945 2 ASW may be exchanged for 1 sub.

C3. Starting in autumn 1939 1 SAC may be exchanged for 1 interceptor. Beginning in the summer 1943 turn, the Germans roll the die once before resolving Allied SAC strikes. If a six is rolled, it means the Me-262 has been okayed by Hitler as a fighter. When this occurs, every two factors of interceptors can destroy three SAC factors. If a 1-5 is rolled, it means the Me-262 has been forced into a bombing role by Hitler. This has no effect upon strategic warfare in the spring 1945 turn, the Me-262 automatically becomes a fighter.

D. Partisan warfare tied down more and more of the Wehrmacht as the war dragged on. The partisans were more or less active in all occupied countries, but especially in Yugoslavia, where Tito continuously engaged an entire German Army Group (F) throughout the war, with partisans whose numbers topped 800,000 in 1945. The game allows partisans in only four countries: Greece, Yugoslavia, France and Russia, for a total of 12 factors. I find this unrealistic. There are a total of 20 neutral groundfactors available in THIRD REICH (16 light brown, 4 dark brown) and all of these can be used as partisans.

D1. The table below represents the maximum number of partisans available in any one country at any given time:

    Yugoslavia: 6
    Russia: 4
    Italy: 1
    Albania: 1
    France: 2
    Czechoslovakia: 2
    Greece: 3
    Poland: 1

D2. Partisans may be created as 2-3 infantry units, and they may be created every turn in any country where allowed. Czechoslovakia is broken down into two parts: "Czechia' and "Slovakia". One factor of partisans are allowed in each part, Slovakia is the two mountain hexes southwest and southeast of Krakow. "Czechia" is Prague and any hexes one or two squares east of Prague. Partisans can only appear in Slovakia after the summer 1944 turn. Partisans can appear in Czechia only if Allied ground units are within four hexes of Praque.

Partisans in Italy can only appear after an Italian surrender to the Allies, Polish partisans cannot operate east of the Russo-Nazi Non-Agression Pact Line of 1939, nor can they operate west of the river that begins north of Krakow. Once destroyed, partisans in Czechoslovakia or Poland may not be recreated.

D3. Additional partisans can be created in Britain, Spain or Turkey. Simply use the a propriate counters of each country Mfantry only). Britain can have two factors, Spain three and Turkey four factors of partisans maximum. Note that Spain and Turkey can only get partisans if conquered by the Axis. There are no Axis partisans in the game (an exception are the Irish, seen in Axis Variant #2),

D4. French partisans are allowed in Corsica, Greek partisans in Crete. Otherwise all partisans must be placed and stay within the confines of their own country. Ireland is not part of Britain, but British partisans can operate in the Irish port and the hex northwest of it. No partisans are allowed in colonies, Note that for partisan purposes Albania is not an Italian colony, but no Italian partisans may appear there, only Albanian partisans.

D5. As mentioned in part A, the Germans simply do not have enough troops to effectively deal with the partisans. But remember, German troops are present in every conquered country regardless of the number of unit counters located there.

Hence, there are two ways in which Germany can destroy partisans. One is through normal offensive and attrition options, the other by anti-partisari operations conducted by troops present in the country but not in the game. The latter method is simply done, If a conquered country contains German ground forces not adjacent toreguZar Allied ground forces (any German land units that occupy an invadable coast hex are considered adjacent to the Allies), and regular attrition or offensive options have not (or will not) be used against partisans in that country, a die roll of 1-4 eliminated one factor of partisans in said country.

If no German units occupy the country, or if all units within the country are either in invadable hexes or adjacent to Allied ground forces, a roll of 1 or 2 eliminates one factor of partisans. Note that the German may elect to use either normal attrition or offensive options against partisans on a particular front, or to conduct anti-partisan operations through the die roll method against partisans in a particular country. He cannot do both.

Example: Let us assume the Germans have picked an offensive option for the Mediterranean front. They expend the 15 BRPs, and attack Allied forces in Italy. They also directly attack the Italian partisan factors, as well as three factors in Yugoslavia and one in Greece. So, any other partisans in Yugoslavia or Greece may not be destroyed by rolling the die that turn, They must be attacked directly, or not al all.

If partisans were in Albania, however the Germans could deal with them by rolling the die. This is because no partisans in Albania were directly attacked.

D6. Once Belgrade has been liberated and held for a turn against German counterattacks, Yugoslav partisans are no longer subject to die-roll elimination. Yugoslav partisans may also operate outside of the country in the Trieste hex.

D7. The term "German" is identical with the term "Axis" in dealing with partisans. In other words, if Bulgarians are present in Greece but no Germans are, a die roll of three or four eliminates one factor of Greek guerillas, unless, of course, the Bulgarians undertook normal attacks or attrition against the Greeks, as part of the overall front effort.

E. As the fortunes of war turned against Germany, Hitler poured more and more men and material into creating strongly fortified positions. The Siegfried Line (West Wall) and the Atlantic Wall are the most famous of Germany's fortified lines, but there were several others that proved to be almost as formidable. In addition, the Germans constructed what proved to be self-supporting fortresses, little enclaves that remained in German hands until May 1945. Although their presence was little more than a mere annoyance to the Allies. The Germans stationed in such places as Lorient and LaRochelle denied Eisenhower the use of additional ports to relieve the badly overworked facilites of Antwerp, LeHavre, Marseilles. and Cherbourg. Complete German mastery in the Aegean showed Turkey that the Third Reich was no pushover even in the unimportant sideshow theaters of the War and may even have kept that country neutral as long as they did (Feb. 23, 1945). The negative aspect of the whole affair was centered around one big question: Was it worth it to Germany to keep about 300,000 men permanantly tied down while her armies were being bled to death in Russia, France, and elsewhere?

E1. The Siegfried Line is to be created by the German player on Aachen, Essen, Stuttgart, and the hex southwest of Stuttgart. The 1939 game begins with the Frankfurt hex already con. structed. Thereafter, on every year/ start sequence from 1940 to 1943, an additional fort may be constructed on one of the four remaining hexes, until the line is complete. Each additional fort built as part of the Siegfried Line cost the German 3 BRPs. The Siegfried Line is treated in all asects like the other forts in the game Maginot Line, Malta, etc.).

E2. Other fortified lines may be built by the German, at a cost of 3 BRPs each. They may be built on any Axis controlled square, at the beginning of the unit construction phase. Each fort thus built does not automatically quadruple the defenders. Instead, these non-Siegfried Line forts raise the defenders' status by one. For example, if built on a mountain or swamp hex, the defender would be quadrupled. Normally he is tripled on these.

If built on plain terrain the defender would be tripled. Attacked solely from across a river, a fort behind that river would quadruple the defender. These forts may be taken by attrition. Once occupied by the Allies, the fort is removed from the game. Note that a fort that is built on a capital, a bridgehead, or an objective hex may not be taken by attrition, Forts may not be built on top of other forts, including the West Wall.

E3. The following are fortresses. The number to the right of each fortress represents the already quadrupled strength of the unit located within. Note that these forts are completely immobile; once placed on the board, they may never be removed unless destroyed by the Allies.

    Bergen-1
    Marseille-1
    Calais -2
    La Rochelle-1
    Cherbourg-1
    Bordeaux-1
    Brest-1
    The beach West of Lorient-1
    Bordeaux-1
    St. Nazaire-1
    Rhodes-1
    Each hex of Crete (3)-1
    The three Aegean Island hexes-ea (3, 4, 5 hexes SW of Istanbul)
    Channel Islands-4 (draw in or pretend there is a glob on the sea square one hex west of Cherbourg)

Beginning one year after the fall of Norway, France, and Greece, these fortresses may be constructed in the respective countries. Each fort costs the same as its garrison: For example, the Channel Islands cost 4, each hex on Crete cost one, etc. So, to build the entire lot would cost the German 21 BRPs (20.5 rounded up). The forts on the Norwegiean and French mainland may be freely entered by the Allies, but they may not use the fort located there (or build air base until the German fortress garrison is eliminated. Remember that these forts do not cover the entire square in most cases, only the port. In other words, German units may exist in the square both in the fort and outside it. German regular troop counters may freely enter and leave these ports. Allied troops may also enter and leave the fort square freely (the forts have no ZOC), and may trace supply through it, but may not gain any other benefits from it.

Fort squares that con tain no port (the beach West of Bordeaux and all the islands) cannot be freely entered by the Allies; the Germans within occupy the entire hex. The German may build these at a rate of three BRPs per unit construction phase expended, so after a minimum of seven months he could have all of them.

It is suggested that German land and air counters occupying the Bergen and French port hexes be inverted onty if they are stationed within the fortress itself. Note that any Axis land units within the ports have no zone-of-control. Once cut off from supply, regular German land counters locked up in fortresses may attempt to get out by land attack or naval transport. but the fortresses' intrinsic garrison can never do so. Regular German land units defending in the ports are quadrupled on defense.

E4, The German may attempt to further strengthen his coastal ports, as well as any invadable coastal square. He does this at a cost of 1 BRP per factor so placed. This requires bookkeeping, but it is a good method of creating static coast defense units that offer at least token resistance in the event of anAllied invasion, The same rules as in section E3 apply.

A maximum of six factors (6 BRPs) may be placed in any non-port beach hex, so in France, for example, there are 8 beach hexes, 5 of which contain no ports. Hence the German could expend 30 BRPs, giving each of those 5 hexes an intrinsic defense strength of 6. The port hexes of Lorient, Cherbourg and Calais contain beach hexes, so each hex could contain up to 6 factors of static coast defenses located outside of the port. Each port, since for these purposes it is treated separatel,y from the hex which it occupies, may contain up to 12 intrinsic defense factors. Keep in mind that, even though all of these intrinsic fort and beach-hex defense strengths are kept track of on paper, they can never be kept secret from the Allies.

The Allied player can examine the intrinsic defense strength paper at any time he so desires. So, if the German were to use these intrinsic defense factors at maximum status, in France he would have a total of 48 factors guarding the coast, along with 72 factors in the ports themselves. Such a situation would involve spending 120 BRPs, obviously ridiculous, but if "intuition" tells you that he'll invade France, such an expenditure of BRPs might be worth thinking about.

Note that the maximum number of ground factors the German can have defending a hex is now 31 (the two 5-6 panzer korps, the 3-3 Para, the 12 intrinsic factors in a port, and the 6 intrinsic factors along the beach). If the Allies were to invade this hex, they could ignore the 12 intrinsic port factors, but they would have to attack all those units stationad outside of the port. If the Germans had such a garrison in for example, the Cherbourg hex, the minimum defense factor for the beach would be 6 and for the fort 12. The maximum beach defense would be 58 (6+45+5+3), while the maximum port defense would be 64 (1 2+4(5+5+3). So, if the Allies chose to invade the entire hex, port and beach, they could be faced with as much as 70 defense factors. Any intrinsic defense factors forced to retreat are destroyed they may not counterattack if forced to. Remember also that the German may build fortifications in beach squares, thus quadrupling its defenders.

E5. The chart illustrates the maximum number of intrinsic defense factors that can be used for countries with outlets to the sea in continental Europe:

NOTE: The following should be ports: Oslo, Helsinki, Copenhagen, Liverpool, Glasgow, Bordeaux, Lisbon, Casablanca, Bizerte-Tunis (count as one), Barcelona, The Hague, Salonika and Talinn.

EXPLANATORY WORD

The garrisons listed in E3 are the minimum allowed. Each intrinsic factor costs one BRP, but keep in mind that the factors garrisoning the ports are different (smaller) than the static beach defense units.

In other words, each factor making up a port fortress equals 1/4 of a factor. Being in the fortified port, it is quadrupled and thus becomes a "1". Each factor guarding a "pure" beach hex is tripled, so this means that each static beach unit's "basic" defense factor is 1/3. A fortified beach hex quadruples only the regular combat units placed there, not the intrinsic garrison. If you wish, think of the regular combat units stationed in a beach hex as being mile or so away from the beaches. with the intrinsic statics right at the water's edge.

E6. Note that regular units in non-Siegfried-Line fortifications are subject to isolation. Units in the Siegfried Line are not, and neither are one-hex islands and fortified ports, The German player may build fortifications on fortress ports, such as the Cherbourg hex. Any units either inside or outside Cherbourg would thus be quadrupled on defense (except, of course, the intrinsic defense units), A fortress and fortification on the Marseille hex would quadruple those inside Marseille and triple those outside it.

F. As the fortunes of war turned against Hitler, his allies began deserting him in droves. By 1945 the once powerful Axis consisted of only a crumbling Nazi Germany, Japan, Mussolini's puppet republic in northern Italy, Croatian police troops who deserted at the nearest opportunity, and Hungary, In addition, every one of Hitler's allies was a special case; thus players of THIRD REICH should disregard the standardized rules of the game that force each ally to surrender only if their capital has fallen. Instead, special rules apply for each specific country.

F1. FINLAND: Finland's army is limited to penetrations up to four squares into Russia, unlike six as stated in THIRD REICH. Furthermore, Finnish u- nits may begin the 1942 and 1944 scenarios along the scenario lines of those games, not inside Finland. Finnish units may not attack Leningrad, under any circumstances. Finland capitulates as soon as the Soviets have occupied the three hexes just inside the Finnish border.

If this occurs before a German invasion of Russia the Finnish Army is not withdrawn from the map, but it may not occupy those three border hexes until a German ground factor enters Finland, or until the Germans attack Russia, whichever comes first. No Russians are allowed to occupy these hexes either, once Finland has capitulated for the first time.

Finland may also be knocked out of the war a second time, in the same manner (i.e. occupation of the three border hexes. In the instance of a second capitulation the entire Finnish army is immediately withdrawn from the map, but no Soviet troops need occupy Finland after the second capitulation.

Any Germans in Finland at the time of the surrender may, if they have access to the northernmost hexes, reappear in Norway or Sweden on the next turn.

F2. BULGARIA: Bulgarian troops may only be used in Bulgaria itself, or in Yugoslavia, Albania or Greece (Turkey also if the Germans attack there). No more than two factors of Bulgarian troops may ever leave Bulgaria, unless Bulgaria has switched sides, in which case the entire Bulgarian army and air force may be used aganist the Germans.

The Bulgarian air force may never leave Bulgaria, but it may operate over the countries mentioned. This means that the airunit must always be based in either Sofia or Plovdiv. It can operate anywhere within four hexes of its base, so long as it never operates against Soviet forces. Bulgarian troops may aid the Germans in attacking the Balkans. but only two factors may cross the Bulgarian border into another country. When the Allies have occupies Sofia or any two squares in Bulgaria, the Bulgarian armed forces immediately switch sides, They may move and attack nearby Germans on the turn of surrender.

F3. RUMANIA: No more than five factors of Rumanians, plus the air force unit, may ever be used outside Rumania Operations by Rumanian forces are limited to Russia and the Balkans. In the fall, 1940, turn Rumania loses the three hexes that are northwest, north-east and east of Cluj to Hungary (Vienna Award), but in an attack upon Russia it regains the five hexes of Bessarabia due to the Nazi-Soviet Non-Agression Pact.

Starting in 1943 the Rumanian air unit must be stationed in Ploesti and can perform no missions. Rumania surrenders whenever four hexes of the country (and these four hexes must be west of the red, not the black, border, and remember the 3 hexes near Cluj that belong to Hungary) are occupied by the Allies. In such an event Rumania's armed forces are immediately removed from the map, but on the next turn they may reappear anywhere in Rumania that is Allied controlled and may conduct normal operations against the Germans. At no time in the game when both Rumania and Hungary are German allies can troops of either Rumania or Hungary be stacked together or become adjacent.

F4. ITALY: As soon as an American or British unit occupies a hex of mainland Italy, and after Allied conquest of either Sicily or Sardinia, the Italians surrender. Immediately remove all units of the Italian army and air force from the board, and shake for each factor of the Italian navy:

    Die Roll : Result to Factor
    1,2 : Scuttled
    3,4,5 : Allied
    6 : German

    Scuttled - remove from mapboard

    Allied - Immdiately sail the factor to the nearest Allied port; this movement is subject to instant German air attack and naval interception. The Factor, if it reaches an Allied port safely, becomes part of the Allied fleet.

    German - Germans take over; sail to nearest German-held port or retain it where it is; factor becomes part of the Kriegsmarine

For every two Italian factors stationed in Yugoslavia, Albania or Greece at the moment of the Italian surrender, the Allies immediately get one 1-3 partisan unit, to be placed on a square previously held by Italians, If Germans are also present in that hex, or if the hex is in the ZOC of a German panzer corps, the partisan unit may not appear. This partisan creation cost the Allies no BRPs, but note that no country can exceed its partisan limits (Yugoslavia-6, Albania-1, Greece-3).

One full year (4 turns) after the Italian surrender both the German and the Allied player receive one Italian 1-3 infantry unit, These factors may be placed anywhere in Italy, as long as they are not placed in a hostile square, Both units may move and fight normally, but no replacement factor for either unit exists. Once eliminated, the pro-Axis and pro-Allied Italian factors may never return. Partisans may be created in Italy by the Allied player once Italy has surrendered. All partisan rules apply.

F5. CROATIA: Two turns after the Axis conquest of Yugoslavia, a 1-3 infantry unit of Croatian troops appear. This unit is allied to the Germans, and may be used to combat Yugoslav partisans or an Allied inva5ion of that country. The factor may be replaced if destroyed, but it may hever leave Yugoslavia. When Belgrade falls to either Yugoslav partisans or Allied ground units the replacement capacity of the Croatians no longer applies. The German pays one BRP to ~ecreate this unit if destroyed, but no more than one factor of Croatians may ever exist at one time.

F6. HUNGARY: After the conquest of Poland (in which Hungary can participate, if so desired), Hungary gains the southernmost hex of that country, two hexes west of Cernauti. See F3 for the gains near Cluj granted to Hungary by the Vienna Award. Hungarian and Rumanian units, if both are German-allied, may never stack together or become adjacent. Hungary can participate in a German attack on Yugoslavia, and can maintain one factor there. If/when Russia is attacked Hungary may send and maintain two factors into that country.

Starting in 1943, any time that the Russians are within four hexes of the Hungarian border, the German expands five BRPs for a "declaration of war", of sorts, against Horthy's government. This represents political presssure and some military action against the Hungarians. Once this is done, Hungary's air force and up to six ground factors may be used by the Germans in Russia or anywhere so desired. Once the German expends the five BRPs, Hungary can never surrender. If Budapest falls to the Allies, the Hungarians lose their replacement capabilites and the Germans lose the BRPs, but Hungary continues to fight side-by-side with the Germans until the war ends. (So much, for the "perfidious Hungarian allies". Mr. Prados. Hitler's 1945 offensive into Hungary was done for many reasons, but punishment of the Hungarians was not one of them. In fact, Hungarian troops participated in this attack.)

If the Germans select not to expend the five BRPs, Hungary surrenders to the Allies if Allied ground units are within three hexes of Budapest, Hungarian troops, however, never defect to the Allies.

G. Vichy France represented one helluva mess for both the Germans and the Allies during the years of its existance. The Germans were forced to treat Vichy with kid gloves, while the British, although they attacked Vichy-held Syria and the French fleet at Dakar, also could not afford to alienate the Vichy French too much, or else the latter might have wound up fully in the German camp. And as the game stands now, most contests will result in Vichy forces fighting side-by-side with the Germans until Paris is liberated by the Allies. Indeed, Vichy troops could conceivably be used by the Germans to attack Paris and regain it from the Allied forces. Such a thing is of course ridiculous!

G1. When France is conquered by the Germans, do the following: Total the remaining French army in metropolitan France and divide by two. This is the new Vichy army. The air force is reduced to one factor. The navy is also halved (scuttled). Now, do not shake or halve Vichy forces in the colonies. All French units located therein automatically become Vichy. When France falls, however, the British get a 2-3 Free French infantry unit. Place this unit in any British controlled area. It represents odds and ends who escaped from France, as well as French troops favorable to DeGaulle stationed in colonies located off of the playing board. It may be used in any manner the British so desire, and may be replaced if destroyed.

G2. Up to 1/3 of the Vichy Forces in metropolitan France may be transported by sea to the French North African and/or Mideast colonies. This transport may take place at any time Vichy is in existence, provided that only French naval units transport the Vichy French. Once transported to a colony the troops must remain there. If the French have no navy, they may not reinforce their colonies. Vichy French forces and their naval escorts may not be attacked by the Allies while at sea. However, if stationed in port and not performing a mission, the French fleet may be attacked by the Allies by air, provided the latter are within range. The Vichy air factor may never leave France.

G3. The Allies may invade Vichy colonies by sea and/or land, Use the following table to determine the status of Vichy forces in a colony (if any) in the event of an Allied attack:

Composition of
Allied Invaders
Die
Roll
Vichy
Reaction
100% American1 2Disbands
3,4,5Changes sides
6Fights
50% American1,2Disbands
3,4Changes sides
5,6Fights
100% non-American1Disbands
2,3,4,5,6Fights

NOTE: Use the "50% American" table if some American units are present at the invasion, but not 100%.

If Vichy "disbands", immediately remove all Vichy forces in that colony from the game. If Vichy changes sides, all Vichy forces in that colony become Allied, but may not move that turn. If Vichy fights, they remain Axis and must be attacked by the Allies on that turn. For example, if the Allies invaded Algeria and Vichy forces therein remained Axis, the Allies must attack (if at all possible) the Vichy forces located there. The Allies cannot wait until the next turn and roll the die again so that will perhaps disband Vichy or enable them to change sides.

For all purposes there are four French colonies: Syria-Lebanon, Algeria, Morocco, and Tunisia. Corsica is considered part of metropolitan France.

G4. The Germans and their regular allies (namely, the Italians) may not enter metropolitan Vichy France unless a French colony has been attacked by the Allies. This may be done regardless of whether the Vichy troops in said colony have disbanded, changed sides, or remained Axis. Once having entered metro Vichy France, the Vichy Army and Air Force units located therein are immediately removed from the game. A roll of one or two will give the German the air unit, if he cares to try for it. Refer to the following table for the effect of German entry into metro Vichy France upon the French fleet based in Marseille (Toulon) or Corsica.

    Roll: Effect upon French Fleet
    1 Entire fleet taken over by Germans
    2,3 Half of fleet scuttled, half taken over by Germans (round off in favor of the French)
    4,5,6 Entire fleet scuttled; Germans get zilch.

Once entering metro Vichy France, all Vichy troops remaining in the French colonies automatically become Allied.

G5. The Germans may enter a Vichy colony if they have not yet entered Vichy France proper. The entry may be made at anytime, subject to the following:

    Die roll Effect upon Vichy Forces
    1,2 Nothing happens; Vichy remains Axis
    3,4,5 Vichy forces immediately disbanded (only those in colony)
    6 Vichy changes sides (not just the entered colony, but the whole thing, metropolitan France included).

If a six is rolled on the above table, all troops in the colonies become Allied, and no French units in metro Vichy France are removed. The Germans must fight them, and may not attempt to capture the fleet unless a paradrop is made onto the port where they are stationed. If the fleet is not captured by the Germans, it is not scuttled, but must sail for the nearest Allied port, subject to immediate German and Italian naval and air interception.

G6. Once metro Vichy France has been entered by the Germans, he may freely enter any French colony, since all Vichy troops in France have disbanded and all in the colonies have changed sides. Note: The only purpose the German would have in entering Vichy France would be to attempt to capture the French fleet and guard the beach hex located there. As long as the Germans stay out of metro Vichy France the Vichy French stationed there remain. Thus, it is possible for the Alles to have conquered all the Vichy colonies, but if the Germans have not violated metro Vichy, the Vichy army there would still be in existence.

Note that it is entirely possible in the game to have Free French fight Vichy French. This occurred in real life, in Syria, May to July 1941.

G7. If all Vichy colonies are Allied-held, and if the Germans have not yet entered Vichy France, the Allies may invade Vichy France, by using the "Composition of Allied Invaders" Table in G3. If the Allies enter metro Vichy France before the Germans do, the French fleet automatically becomes Allied, the air unit is automatically disbanded, and the army automatically remains Axis. The Germans may freely enter metro Vichy France after an Allied landing there without risking the loss of the Vichy Army. Corsica is not considered part of metro Vichy France for this purpose,

G8. Once Paris falls, all Vichy forces still fighting on the German side are inmdiately withdrawn from the game. Also, when Paris becomes Allied the Free French army may begin receiving replacements, but only from those Free French units previously lost in battle.

H. One of the major flaws with THIRD REICH is the mapboard. Although the board is done in a highly attractive manner, far too many terrain features are completely missing. For instance, your panzers can blitzkrieg just as swiftly in the steppes of the Ukraine as in the Sierra Nevada Mountains of Spain (12,000 feet or so), In looking at Spain, you will see, of course, that no such mountains appear, The Massif Central is also missing, as well as numerous other important alpine and swamp regions. Several key rivers are missing also, such as the Elbe and the Dneister, while other rivers are not long enough. The Danube, for example, ends in Yugoslavia. There is no Rhineland either, for Aachen is (aargh!) located east of the Rhine. Thus, I have dusted off my geography book and have listed below all those hexes that should contain mountains and swamps in the game, but, sadly, don't.

Note: unless your name is Red Simonsen, do not attempt to draw or color in any of the terrain features except the rivers. If you do, you'll end up with an unattractive mess (I know, I tried it). The rivers can be carefully drawn in with a blue pen, but use blank unit counters to represent the other terrain features. Only use these when needed; otherwise, you will simply have too many counters on the board to work with, the game loses its enjoyability, etc.

For example, if Spain remains neutral throughout the game, don't put in any blanks to represent the mountains there. Just use the terrain features in an area where there is sure to be some kind of combat on that turn. Then, as soon as the area passes into Axis or Allied hands and is located behind the lines, remove the terrain features from the map.

H1. All of the following are mountain hexes: (Note: "1 E Toulouse" means that a mountain exists one hex east of Toulouse.)

1 E Toulouse1 W Sarajevo2 E Toulouse1 NE Tirane
1 SW Vichy1 SE Tirane1 SE Vichy1 SE Albanian Port
1 W Santander2 SE Tirane1 NW Madrid2 SW Salonika
1 NE Madrid3 SW Salonika1 E Madrid4 SW Izmir
1 RW Valencia2 SW Cluj1 E Cordoba2 SE Port Said
1 E Granada2 SE Jerusalem1 NW Cartagena1 NE Amman
1 NE Glasgow2 E Ankara2 NE Glasgow14 E Malta
3 E Marrakech1 NE Damascus4 E Marrakech5 E Konya
2 SE Tangiers6 E Konya1 SE Canstatine1 E Izmir
6 W Syracuse2 E Izmir1 SW Tunis4 SE Istanbul
2 SE Constantine10 SW Rostov1 E Bengazi1 NW Leipzig
1 NE Bengazi1 W Prague10 SE Naples1 NW Prague
1 E Metz1 NE Prague1 SE Milan1 SW Berchtesgaden
1 NE Cassino3 E Bengazi1 SW Taranto1 SW Salonike
1 NW Syracuse7 SW Istanbul7 E Valencia3 SW Livorno
1 NW Zagreb1 SE Zagreb--

H2. The following are swamp hexes:

1 SE Danzig1 E Leningrad1 W Maikop3 NW Vologda
4 SW Tunis5 W Yaroslavl5 W Tripoli4 NW Kalinin
4 W Tripoli2 NW Leningrad1 NE Kiev1 SW Leningrad
2 SE Minsk4 E Talinn6 E Rostov2 NE Helsinki
1 NW Astrakhan3 NE Helsinki1 W Astrakhan6 NW Moscow
7 SE Malta---

H3. These are rivers entirely missing from the mapboard. Follow the instructions carefully; otherwise you will make a mess of you mapboard. Now, for example, the Thames River. This river runs into the Channel along the hexside southwest of Dover. Draw it in. Now trace the river to its source, going along the hexsides north, northwest and north. Thus, this river runs along the hexsides separating London from Dover, London fron Coventry, and Coventry from Birmingham,

a. Thames River: see above

b. Tagus River: Hexside northeast of Lisbon; northeast, southeast, northeast, southeast, northeast.

c. Guadiana River: Two hexsides northwest of Cadiz; north, northeast, southeast, northeast, southeast, northeast,

d. Elbe River: Hexside south of Kiel: southeast, south, southeast, south, southeast, northeast, southeast, south, southwest, south, southeast, northeast, southeast, south.

e. Dneister River: Hexside southwest of Odessa; north, northwest, north, northwest, north, northwest, north, northwest, southwest, northwest.

f. Ural River: Hexside east of Magnitogorsk: southwest, south, southwest, south, southwest, northwest, southwest, northwest, southwest, northwest, southwest, south, southeast. south, south- east, south, southeast, south, southwest, south.

g. Kizil River: Hexside west of Samsoun; southwest, south, southeast, northeast, north, northeast, southeast, northeast, southeast, northeast.

H4. These are rivers already in the game, but which need lengthening. Simply draw in the hexsides listed, thus extending the river to its source. If you don't know which river is which (I'm referring to them by name), I sincerely believe that you should find yourself another game.

a. Garonne River: extend NE (1).
b. Elbro River: extend NW, 4, NW, N, NW (5).
c. Po River: extend SW (1).
d. Seine River: extend S, SE (2).
e. Rhone River: extend (from the hexside west of Lyon) NE, N (2).
f. Loire River: extend S (1).
g. Danube River: extend (from three hexsides east of Zagreb) N, NW, N, NE, N, NW, SW, NW, N, NW, SW, NW, SW, NW, N, NW, SW, NW, SW (19).
h. Tigris River: extend SW, NW, N, NW, N (5).
i. Euphrates River: extend NW, N, NE, N, NE, N. NE (7).

Note: The number in parentheses at the nnd of each river listing is the number of hexsides to be drawn in for that river.

H5. Change the Rhine River so it runs directly on the southeastern, eastern and northeastern hexsides of the Aachen hex. Ignore the three Rhine hexsides that run northwest, west and southwest if Aachen. Also, create a red crossing arrow between Suez and Port Said.

I. Movement in THIRD REICH is ridiculously slow, almost as bad as D-DAY. To remedy this, as well as to enable second combat to take place in a turn (after all, an entire season is quite a long time), use the following: When an offensive option is desired on a front (the pass and attrition options remain the same), the player wishing to attack has two choices:

I1. Expend the 15 BRPs. Then conduct a normal offensive option, with Movement of naval and air units if so desired. After you have done this, your opponent may move ground troops (no air or naval, except defensive air support) on the front where you attacked. He may also attack you if he wishes, but gets no exploitation phase. Now, you may move, fight, and exploit again, but this time only using those air and naval forces which did not move or fight in the first phase. You may freely move ground units again during this phase. Once you exploitation phase is over, begin the over-all strategic warfare phase (see part C). This is followed by unit construction and strategic redeployment, then it is your opponenent's turn,

I2. A more "all-out" type of offensive option can be played. This naturally costs more than a normal offensive option, but it is generally worth it. Hence, to use this offensive option, expend 25 BRPs. Now conduct a normal attack, with movement, combat, and exploitation. After this is over, repeat the process. During this second phase only those naval units which moved or fought in the first phase are not allowed to participate. You may freely move any and all ground and air units on the front where you have a 25 BRP offensive option, regardless as to whether or not the ground and air units moved or fought in the first phase. Now, once your second exploitation has ended, your opponent may not move. He must, however, attack all of your ground units which are adjacent to his (on that front). He may not use exploitation if any of his attacks succeed. Once this is over, go to Strategic Warfare, Unit Construction, etc.

Note that all combat and movement rules still apply during either of these offensive options, except where I have noted otherwise. Also, any armor unit moving into a swamp or mountain hex now expend two movement factors, not one.

J. Gnashing your teeth will not bring northern Scandinavia onto the mapboard. It is unfortunate that Avalon Hill neglected this theater, since it would show the obvious strategic importance of the Scandinavian peninsula. But, since only the southern areas of Norway, Sweden and Finland are shown, this area becomes a mere backwater to the War (it was in real life, but it had some activity. In the game the Germans knock out Norway, use the Murmansk convoy box, and waste one or two infantry corps guarding against an invasion, that will probably never come). Also, since the northern regions aren't shown, no overland attack on Murmansk is possible. (Note that section J is a very simplistic one. Previously I had devised an elaborate mapboard with all portions of the far north shown; provisions were also made for ground, air, and naval combat. Frankly, however, this stunk. I have seen quite a few unplayable games in my day, but my own took the proverbial cake.)

Hence, the following:

J1. One turn after Norway is conquered, the German expends 3 BRPs to create a 3-3 infantry unit. Do not use one of the 3-3 infantry corps in the game; just take a blank counter and pretend. As soon-as possible, strategically redeploy this unit into the far north. Two years after Norway falls, expend 3 more BRPs, and redeploy another blank 3-3 up there.

J2. To capture Murmansk overland, the Germans must expend BRPs to launch offensives. (Warfare in the Arctic, as you may know, was not the most easy of chores.) Thus, the German expends 15 BRPs any time in the game between his conquest of Norway (or Sweden) and the inevitable invasion of Russia. Without this expenditure, no attempts to take Murmansk may occur.

J3. Once Russia is attacked. Murmansk may be taken. It may not be, if the 15 BRPs have not been expended, or no German land units are in the Arctic. On the turn Russia is invaded, a die roll of five or six enables the German to capture Murmansk, He rolls once on this turn, despite the double combat phase described in Part 1. If the attack succeeds Allied Lend Lease through the Murmansk Convoys to Russia is limited to summer turns.

J4. If the attack fails the German may still attempt to capture Murmansk. To do this he must expend 7 BRPs; then, if he shakes a six, the city is his. The 7 BRPs may be expended regardless of the option picked for the Eastern Front. Think of the Far North as a fourth front, albeit tiny, in the game. Note also that German ground (or air or naval) units in the far north may not be removed due to attrition.

J5. Once Murmansk has fallen, the convoys to Russia are still possible during the summer to Archangel. If the German elects to try for Archangel he must have two infantry units present in the far north. Again expending 7 BRPs, he mayytry to take Archangel. He must shake two sixes on two different (not necessarily consecutive) turns to do this. No attacks are allowed in winter months. The only exception to this is if the Germans invade Russia in the winter; in such a case, the free attempt on Murmansk may be made.

J6. Once Murmansk and/or Archangel has been captured, the Russians may not recapture these ports. Even if they did, it is assumed that the Germans would totally demolish all port facilities, thus rendering the ports useless. Note also that the Murmansk/Archangel convoys are ended if the Axis capture or isolate both Leningrad and Vologda.

J7. In the event of an Allied invasion of Norway, the infantry units of Germany stationed in the far north do not come onto the board. Hitler stockpiled enough supplies up there to enable his forces to "wither on the vine" for several years. However, all the German naval and air forces up there (in the Murmansk convoy box) must vacate the area, as described in the rules to the game.

J8. Strategic redeployment is possible by using the far north as a throughway. Units in southern Norway and Sweden may redeploy into southern Finland and vice versa. Simply take the unit to be redeployed and place it in either section. Note that no more than two corps (the "blanks") of German infantry may ever be stationed in the far north, but units may transfer freely through this area. Also, no more than 3 German infantry factors may be stationed in southern Finland (the part that is shown on the mapboard). German air and naval units have no such limitations.

J9. No German air or naval units are allowed into the Murmansk convoy box unless Norway has been conquered and at least one unit of "blank" German infantry is stationed in the far north. The conquest of Sweden does not matter in this case. Neither does its neutrality in the case of German strategic redeployment in the far north, either to or away from Finland. German units can pass through the "off-the-board" section of Sweden even if that courftry is neutral.

K. This section deals with the "what-ifs" and "might-have-beens" of the Second World War. No elaborate, or, for that matter, even basic rules are presented with these. Instead, players should use their own imaginations for using these "what-ifs" in the game.

K1. Atomic Bomb developed by Allies or Germany in time for use in Europe. (BRP expenditure, "luck" die rolls).

K2. German alliance with Islam instead of Italy. Shortly before his death Hitler lamented over the fact that he had not done this.

K3. No formation of a Vichy France. France fights on against the Germans from her colonies.

K4. Earlier development (and proper use) of Germany's "Wonder Weapons".

K5. "Japan First" thinkers in the U.S. get their way.

K6. More humane Nazi occupation of Europe. This means less partisans.

K7. NO U.S. war with Germany. Hitler lets the Japs go it alone. This means Japanese defeat, but almost all cases decisive Nazi victory.

K8. No Irish independence in 1922; Rebellion put down with great bloodshed and hatred on both sides. Irish become active allies of Germany. (Use minor army such as Bulgaria or Hungary.)

K9. Unlimited German and Italian deployment in Africa.

K10. Japan attacks Soviet Union.

K11. Better co-operation amoung Germany's minor allies.


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© Copyright 1975 by Donald S. Lowry
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