home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CD Action 8 A
/
cdactioncoverdisc
/
3rdemo
/
readme.txt
< prev
next >
Wrap
Text File
|
1996-04-26
|
65KB
|
1,411 lines
╒═╦═╕╦ ╦ ╦ ╔══╗ ╦═╗ ╔══╗ ╔══╕ ╦ ╔══╕ ╦ ╦ ╔══╗ ╔══╕
║ ╠══╣ ║ ╠═╦╝ ║ ║ ╠═╦╝ ╠═ ║ ║ ╠══╣ ╠══╝ ║
╩ ╩ ╩ ╩ ╩ ╚═ ╩═╝ ╩ ╚═ ╚══╛ ╩ ╚══╛ ╩ ╩ ╩ ╚══╛
A grand strategy game of WWII
The Avalon Hill Game Company
4517 Harford Road
Baltimore, MD 21214
The 1939-1940 Demo
Toll Free Order Number: 1-800-999-3222
Expected Release Date: Summer 1996
╔══════════════════╗
║ 1.0 INTRODUCTION ╟┐
╚╤═════════════════╝│
└──────────────────┘
Welcome to the THIRD REICH PC 1939-1940 demo. This demo will allow you to
play the first part of our grand strategy game on WWII--starting with the
invasion of Poland and ending when France is conquered or at the end of 1940
(whichever comes first). You command the Allied powers against the computer
driven Axis powers.
Those familiar with our board game Rise and Decline of the Third Reich (or
just Third Reich for short) will find THIRD REICH PC faithful to the game, so
much so that the computer game will not allow you to make an illegal move.
DISTRIBUTION: This demo is provided free of charge, you may copy and
distribute it as you wish.
To run, just type: 3R <enter>
To load a saved game type: 3R 3RSAVE00.3RG <enter>
The Demo version of Third Reich requires 1280K of EMS.
In order to get the game to run under Windows95, follow the instructions
below to create a DOS shortcut to configure the memory for the game.
- From the Windows Explorer
- Double-click on the Windows Folder
- Click on the View menu. Choose OPTIONS
- The 4th option down(HIDE MS-DOS FILE EXTENSIONS) should be
un-checked. If not, un-check it, and click on APPLY
- In the right window(titled CONTENTS OF WINDOWS), right click
on the file called COMMAND.COM
- From the popup menu, choose CREATE SHORTCUT
- You will now see a shortcut highlighted in the window
- Right click on the Shortcut
- Choose PROPERTIES
- Choose PROGRAM
- Click the ADVANCED button
- Select MS-DOS MODE
- Select SPECIFY A NEW MS-DOS CONFIGURATION
- Click the CONFIGURATION button
- Select EXPANDED MEMORY(EMS)
- Select MOUSE(if not listed, contact your system manufacturer
for the correct line to load your DOS-mode mouse driver
- Click the OK button
- In the windows titled "CONFIG.SYS FOR MS-DOS MODE" click on the
end of the last line(devicehigh=c:\windows\emm386.exe)
- At the end of this line, put a space, and the word RAM
- Click the OK button
- Click the OK button
- To use the shortcut, double-click on it and answer YES to the
warning. This will reboot your machine with the memory
configuration that Third Reich requires. Once finished
playing Third Reich, simply type EXIT at the prompt and
press RETURN to reboot back into Windows95.
If the game seems very slow, or constantly accesses the hard drive, please
use SMARTDRV.EXE or some similar program.
IMPORTANT: We have noticed problems while running Third Reich under QEMM. If
you experience trouble you may wish to remove the line:
DEVICE=C:\QEMM\DOSDATA.SYS
from your CONFIG.SYS (or AUTOEXEC.BAT).
ABBREVIATIONS: BRP - Basic Resource Points
DAS - Defensive Air Support
DoW - Declaration of War
SR - Strategic Redeployment
YSS - Year Start Sequence
ZOC - Zone Of Control
╔════════════════════╗
║ 2.0 GAME INTERFACE ╟┐
╚╤═══════════════════╝│
└────────────────────┘
┌─────────────────┐
│ INDICATOR LIGHT │
└─────────────────┘
Up in the top-left of your screen is a green or red light. If the light is
green, the computer is waiting for you to do something. If the light is red,
the machine is thinking and/or working and you should not touch any keys or
click your mouse.
┌────────────┐
│ MAP SCREEN │
└────────────┘
This shows the game map and the position of the units on it.
┌─────────────┐
│ Scroll Rose │
└─────────────┘
This is the group of eight arrow buttons, which move the map on the Map
Screen. Select any arrow button and the map will scroll one hex in that
direction. Click on any arrow button with the right mouse button and,
depending on which button you're using, the map will scroll three hexes
vertically and/or four hexes horizontally in that direction. You can also
scroll one hex at a time by pressing an arrow key on the keyboard--or by
selecting a hex on the map that lies partially off the edge of the screen.
You may also scroll by moving your mouse cursor to the edge of the screen.
┌─────────────┐
│ Done Button │
└─────────────┘
Selecting this button causes the program to exit the current step/phase and
proceed to the next step/phase. In some cases, however, as prompted by the
appropriate message on-screen, pressing Done will abort a particular action.
┌────────────────┐
│ ACTIONS BUTTON │
└────────────────┘
Displays a dialog box with a number of buttons which are used to conduct
various actions in the game. Specifically, they are:
PLACE AIRBASE: Selecting this allows you to place an airbase on the
───────────── map in a hex which you control (assuming the friendly
Shortcut F8 country in question has one to place).
SPLIT AIR UNIT: Selecting this allows you to divide an air unit into
────────────── two smaller ones, within certain limitations.
Shortcut F4
COMBINE AIR UNITS: Selecting this lets you combine two same-nationality
───────────────── air-units into a larger one.
Shortcut F5
COMBINE NAVAL UNITS: Selecting this lets you combine partial naval units
─────────────────── into a full 9-factor fleet.
No Shortcut
CHANGE MAP SIZE: Selecting this switches the map between an overall view
─────────────── of the entire map and a zoomed-in (i.e., close-up) view
Shortcut F3 of a portion of the map.
CHANGE MAP COLOR: This feature is not available in the Demo.
────────────────
Shortcut F2
┌───────────────┐
│ STATUS BUTTON │
└───────────────┘
Displays a dialog box with a number of buttons which are used to display the
current amounts or status of certain items. Specifically, they are:
BRP LIST: This displays, for each Major Power, its total BRPs, remaining
──────── BRPs, BRP spending limit, BRPs spent this turn, growth rate,
Allied/Axis/neutral status, the number and type(s) of unbuilt
units remaining in its Force Pool, and its declared Front Options
for the current Player Turn.
DoW LIST: This displays who is at war with whom, who is allied to whom, and
──────── the countries each Major Power has conquered since the start of
the scenario. The number in parentheses beside the name of a
country is its current BRP value to the opponent should he conquer
that country now.
SR LIST: This displays the number of SRs each Major Power can make at the
─────── present time. The number changes as the country conducts SRs
during the SR Phase.
┌───────────────┐
│ TABLES BUTTON │
└───────────────┘
Displays a dialog box with a number of buttons which are used to display
various charts and tables in the game. Specifically, they are:
AIR COMBAT MODIFIERS: This displays the various modifiers applicable
──────────────────── to Air Combat.
ATTRITION TABLE: This displays the combat results table for
─────────────── Attrition Combat.
BRP COST CHART: This displays the BRP cost of building units,
────────────── declaring war and choosing Offensive Options.
COMBAT RESULT TABLE: This displays the combat results table for
─────────────────── Offensive Combat.
INTERCEPTION TABLE: This displays the probability of one fleet
────────────────── successfully Intercepting another, based on both
the distance the Intercepting fleet must travel
and a die roll made by the program.
MAP LEGEND: This displays an explanation of the terrain
────────── symbols used on the map.
MINOR COUNTRY FORCES TABLE: This displays a list of how many and what types
────────────────────────── of units each minor country possesses.
NAVAL COMBAT MODIFIERS: This displays the various modifiers applicable
────────────────────── to Naval Combat.
TERRAIN EFFECTS CHART: This displays the effects of the various terrain
───────────────────── types on movement and combat.
UNIT TYPES: This displays the various types of units and
────────── what their numbers and symbols mean.
┌─────────────┐
│ EXIT BUTTON │
└─────────────┘
This allows you to exit the game. Note that this will not save the game. If
you wish to save it, you must play through to the end of the Player Turn, at
which point a Save prompt will appear.
┌──────────────┐
│ HEX VIEW BOX │
└──────────────┘
When you use the right mouse button to click in a hex on the Map Screen, that
hex appears in the Hex View box.
┌──────────────┐
│ HEX DATA BOX │
└──────────────┘
This shows information about the hex currently being displayed in the Hex
View box.
┌──────────┐
│ ODDS BOX │
└──────────┘
When you select a specific hex to attack, this displays the current combat
odds and the Combat Results Table column that the attack will be resolved on.
(Note that there is a 3:1 maximum combat ratio of air:ground units for Ground
Support and DAS.)
┌────────────┐
│ FORCES BOX │
└────────────┘
In certain phases of the game (e.g., setup, unit construction), this box
displays the force(s) involved in that process. Otherwise it shows the
unit(s) occupying the hex that currently appears in the Hex View box.
┌─────────────┐
│ MESSAGE BOX │
└─────────────┘
This allows the program to communicate with you--e.g., prompting you to
perform an action, or explaining why your attempted action is not allowed.
┌──────────────┐
│ CALENDAR BOX │
└──────────────┘
This displays the current Game Turn date. The current Player Turn is
indicated by a "I" ("first") or "II" ("second") in the upper left-hand corner
of the Box.
┌──────────┐
│ FLAG BOX │
└──────────┘
The flag displayed here indicates the side (not just the nation) whose Player
Turn it is. The specific flag used is the one whose country has the most
BRPs on its side when the flag appears. There are several exceptions to
this, however:
* Whenever a particular country's setup forces, YSS, Force Pool, Front
Options choice or Allowable Builds appear in the Forces Box, and whenever a
minor country has its separate Movement-Combat Phase (see 5.43), that
particular nation's flag appears.
* Whenever a side is allowed to conduct Naval (Counter-) Interceptions
(see 5.45c; 5.46d-.46e) or Defensive Air Support (5.46d; 5.46l), the flag
for its side is displayed even if it is the opponent's Player Turn.
┌─────────┐
│ MAP BOX │
└─────────┘
This is a reduced-size view of the entire map, with a small, red rectangle in
it which outlines the part of the map being displayed on the Map Screen when
the map is in zoomed-in view. Left-clicking in the Map Box automatically
switches the map to its zoomed-in view (if not in that view already) and
scrolls it to display the position where you clicked.
┌───────────┐
│ PHASE BOX │
└───────────┘
This displays the current phase/step of the Turn Sequence.
╔══════════════════════════╗
║ 3.0 IMPORTANT GAME TERMS ╟┐
╚╤═════════════════════════╝│
└──────────────────────────┘
┌──────────────────────────────────┐
│ 3.1 BASIC RESOURCE POINTS (BRPs) │
└──────────────────────────────────┘
BRPs--one of the most important concepts in the game--represent the economic
and -industrial capacities of the Major Powers and thus their war-effort
potential. Each Major Power begins the game with a base amount of BRPS.
This base amount is regenerated in the Year Start Sequence (YSS). The base
amount can be supplemented by conquering countries and Economic Growth.
Economic Growth occurs when a Major Power has BRPs remaining at the end of
the year, a portion of the remainder is added to the Major Power's BRP base.
A Major Power spends its BRPs by declaring war, choosing Offensive Options,
constructing units, waging Strategic Warfare (SW), and granting BRPs to other
nations. It may involuntarily lose BRPs by losing control of a country it
occupied at Year Start, by the loss of a vital production area, or as a
result of Strategic Warfare.
┌────────────┐
│ 3.2 FRONTS │
└────────────┘
The mapboard is divided into three separate fronts by heavy red lines --
Western, Eastern and Mediterranean. At the beginning of a player turn each
major power selects, for each of the three fronts separately, either an
Offensive Option, an Attrition Option or a Pass Option.
┌─────────────────┐
│ 3.3 HEX CONTROL │
└─────────────────┘
Each land hex is controlled by the last nation to have ground units on it or
pass ground units through it. A unit which traverses hexes controlled by a
major power ally does not change the control of those hexes.
┌──────────────┐
│ 3.4 STACKING │
└──────────────┘
Putting more than one unit in a hex is called stacking. Stacking is limited
to two ground units per hex with the following exceptions:
* Three ground units may stack in London if all three are British.
* Airborne units are never counted for stacking limit purposes and may be
added to any legal stack. This is true even if the unit moves like normal
infantry.
* Five ground units may stack on a Bridgehead counter.
* Armor units may overstack on a Breakthrough hex, but such overstacking must
be remedied by the end of your SR phase.
┌──────────────────────┐
│ 3.5 ZONES OF CONTROL │
└──────────────────────┘
Zones of control adversely affect enemy movement and supply. Every ground
unit exerts a zone of control (hereafter referred to as ZOC) on the hex it
occupies. Armor units, only, exert an additional ZOC on the six hexes
adjacent to the hex they occupy, with some exceptions:
* Armor ZOCs do not extend across all-water (not river) hexsides, across
hexsides containing crossing arrows, nor into fortress hexes.
╔════════════════╗
║ 4.0 UNIT SETUP ╟┐
╚╤═══════════════╝│
└────────────────┘
The computer will set up the units for you. If you would like to change the
set up of your units, click on the units you would like to reposition and
they will appear in the Forces Box. From there they can be replaced to the
map. Click on the unit in the Forces Box and then click on the hex you would
like the unit to be set up in. You can set up the units of a given country
only in the area(s) listed as "Controlled at Start" by that country. Minor
neutrals always setup in their homeland. Also be aware of minimum set up
requirements for some nations which the computer will remind you about if you
fail to abide by them. After you finish setting up (or re-arranging) the
units of each country, press Done.
┌─────────────────────┐
│ Selecting Air Units │
└─────────────────────┘
When you select an air unit in the Forces Box, the display changes to show
all the increments of that air unit available to you. Select the size you
want, and then select the hex you want to set up the air unit in. Air units
are the only unit type that can be voluntarily broken down and recombined
during play.
┌───────────────────────────────────────┐
│ Inspecting Stacks and Selecting Units │
└───────────────────────────────────────┘
Note that a unit in a stack can be selected for an action--or deselected--
only when at the top of that stack. If you want to view all the units in a
stack simultaneously, right-click on that stack on the Map Screen and its
contents will appear in the Forces. If you wish to either view the units in
a stack one at a time or select one of those units, right-click on that stack
on the Map Screen; each time you do so that stack's bottom unit will shift to
the top. The program will not display more than four units per stack;
however, a stack with five or more units in it normally has its bottom unit
outlined in black.
╔═══════════════════════╗
║ 5.0 SEQUENCE OF PLAY ╟┐
╚╤══════════════════════╝│
└───────────────────────┘
THIRD REICH PC is played in Game Turns representing three months each. Each
Game Turn contains two Player Turns, with the side having the higher Basic
Resource Point (BRP) Total moving first within that Game Turn. Each Player
Turn is sub-divided into Movement, Combat, Unit Construction, and Strategic
Redeployment phases. There is also a separate Year Start Sequence (YSS)
between each Winter and Spring Game Turn.
Each Game Turn must follow the sequence below:
┌───────────────────────────────────┐
│ 5.1 Possible YEAR-START SEQUENCE │
└───────────────────────────────────┘
If a Spring Game Turn is about to begin, the Year Start may apply first. See
6.0.
┌───────────────────────────────────────┐
│ 5.2 Possible Russian-Winter Die Roll │
└───────────────────────────────────────┘
Not applicable to this demo.
┌─────────────────────────────────────────┐
│ 5.3 Determination of Player-Turn Order │
└─────────────────────────────────────────┘
Each sides' BRP Totals are compared, and the side with the higher total goes
first in the new Game Turn. Note that this can allow the same side two turns
back-to-back. This is called a "flip-flop"--an extremely important element
in the overall strategy of the game. The Axis player always goes first in
the first turn of the 1939-1940 Demo.
┌────────────────────────┐
│ 5.4 FIRST PLAYER TURN │
└────────────────────────┘
┌─────────────────────────────────┐
│ 5.41 Declarations of War (DoW) │
└─────────────────────────────────┘
You may declare war on one or more countries at this time. As the Allied
player you are in control of France and Britain and have already Declared war
on Germany. Due to the Nazi-Soviet pact of August 1939, the USSR is
prohibited from declaring War on German until the Fall turn of 1941 unless
Germany fails to place at least 20 ground or air factors in hexes on the
eastern front. You should realize that the computer German player will never
fail to do this.
PROCEDURE: If you want to make a declaration of war (DoW),
───────── follow these procedures when the computer prompts
you for any DoWs: Click on the flag of the country
that will declare war, then click your mouse in any
hex of the country that is the recipient of the
declaration.
MINOR COUNTRY PLACEMENT: If you or the computer declared war on a Minor
─────────────────────── country, the player's opponent (thats you if Germany
was the one who made the declaration of war) now
deploys the forces of each minor country that
received the declaration of war. The countries of
Arabia, Ireland, Luxembourg, Persia and Portugal
have no deployable armed forces (i.e., they are
"defenseless"), minor-country Placement does not
apply to them.
┌──────────────────────────────┐
│ 5.42 Front-Option Selection │
└──────────────────────────────┘
If it is your turn, you must designate whether each Major Power and active
minor country on your side will undertake an Offensive, Attrition or Pass
Option on each of the three Fronts. This choice largely determines what
actions your units will be able to perform in the current Player Turn. Once
you exit the Front-Option Selection step you will not be able to change these
Options until your next Player Turn.
IMPORTANT POINTS:
* Each Offensive Option costs 15 BRPs;
* Offensive Air/Naval Missions can be conducted only on each Front that the
player has chosen an Offensive Option for.
* No Fortress, Capital, Objective or Bridgehead hex, nor any hex that can be
occupied only via a hexside containing a Crossing Arrow, can be captured by
Attrition combat;
* A Pass Option greatly restricts all types of movement, and prevents combat,
on that Front (or in that minor country);
┌────────────────────────────────┐
│ 5.43 Minor-Country Operations │
└────────────────────────────────┘
Provided its attacker's opponent(s) has not yet Intervened, each minor
country that has been attacked but not yet conquered takes its own separate
Player Turn. This separate Player Turn comprises a Movement Phase (and a
Combat Phase unless the country chose a Pass Option) only--and occurs
immediately after the Player Turn in which it was invaded but before the
movement and combat, etc. (as listed below) of the Phasing Player's Major
Power(s).
┌──────────────────────────────────────┐
│ 5.44 Voluntary Destruction of Units │
└──────────────────────────────────────┘
You may voluntarily select any of your units, thereby eliminating them and
returning them to their respective country's Force Pool.
NOTE: Voluntarily eliminated units cannot be rebuilt during the same turn.
EXCEPTION: French units may not be voluntarily destroyed prior to 1942, and
airbase counters.
┌──────────────────────┐
│ 5.45 MOVEMENT PHASE │
└──────────────────────┘
You may move all, some or none of the units you control. Ground units may
move up to the limit of their movement factor. Naval units may change base
(but may not move to another front in so doing) and air units may stage.
STAGING:
───────
An air unit may stage (change bases) up to eight hexes during its Movement
Phase. The new base hex need not be on the same front as the old base. It
must have been controlled by the staging side at the start of its turn.
Movement is conducted in the following order:
┌──────────────────────────────────────────────┐
│ 5.45a Move German units to/from Murmansk Box │
└──────────────────────────────────────────────┘
Not applicable in the demo.
┌──────────────────────┐
│ 5.45b Fleet Movement │
└──────────────────────┘
If you have an available fleet unit, you are asked to select one that you
wish to move and then to select the hex that you wish to move that fleet to
(it must be to a friendly-controlled port on the same Front). After you have
selected the destination port, you are prompted to plot a path from the
fleet's starting port to that destination port. This is done by selecting
first a sea or coastal hex that is adjacent to the starting port, and then
selecting each hex along a desired path of contiguous sea/coastal hexes to
(and including) the destination port. Repeat this procedure for each fleet
you wish to move.
┌──────────────────────────────────────────────────┐
│ 5.45c Naval Interception & Counter-Interception │
└──────────────────────────────────────────────────┘
After all fleet movement has been completed, the defender may attempt to
intercept such movement with his naval and air units.
PROCEDURE:
─────────
Select the fleet you wish to intercept. That fleet's movement path is
indicated on the map and you are asked to confirm your intended Interception.
If you answer Yes, select an eligible friendly fleet or air unit to Intercept
with, and select the hex of Interception. If you choose a fleet to Intercept
with, you must then move it hex-by-hex to the point of Interception. You
may repeat this procedure as many times as you can bring eligible fleet/air
units to bear, and may use them to Intercept the enemy fleet in the same or
different hexes [Exception: all fleets Intercepting the same enemy fleet must
do so in the same hex]. When you have completed all your Interception
attempts vs. that enemy fleet, press Done and you will be asked if you wish
to implement the Interception. (IMPORTANT: a Yes answer will bar further
Interception attempts vs. that fleet.) When you answer Yes, you may then
choose another enemy fleet to Intercept, repeating the above steps to do so.
When you have completed all your Interception attempts vs. all enemy fleets,
press Done and then answer Yes to confirm it.
COUNTER-INTERCEPTION:
────────────────────
Now (as the phasing player) you will be asked if you wish to
Counter-Intercept the computer's Interception fleet(s) with any of your own
fleet/-air units that have not moved yet and are on the same Front. Doing so
follows the same procedure as above, but with the Phasing Player in the
Intercepting role. When you have completed all of your Interception attempts
vs. all such enemy fleets, press Done and then answers Yes to confirm it.
COUNTER-COUNTER-INTERCEPTION:
────────────────────────────
Now Counter-Counter-Interception may occur against Counter-Interception.
This back-and-forth series of designating Interceptions,
Counter-Interceptions, etc., continues until neither side has any further
units willing/able to participate.
┌────────────────────────────────┐
│ 5.45d Interception Resolution │
└────────────────────────────────┘
All (Counter-) Interceptions are now resolved, one at a time, in the opposite
order of their designation (i.e., those designated last being resolved first,
etc.), and the results are displayed on the screen. The program implements
all losses and moves/returns surviving units to their proper hexes.
┌───────────────────────────────────────────────┐
│ 5.45e Check Supply & Designate Supply Fleets │
└───────────────────────────────────────────────┘
If a unit cannot trace a Line of Supply to a supply source at this time, it
is unsupplied. Unsupplied units may not move and are eliminated if still
unsupplied at the end of the owning player's turn. Exploiting Armor units
are automatically in supply the turn after exploitation.
SUPPLY SOURCES:
──────────────
All capitals of major and minor powers are supply sources for the side that
controls them, provided that their country has unit counters represented in
the game (Lisbon and Jerusalem, for example, do not qualify). All ports in
Libya are supply sources for Axis only; all ports in Egypt are supply sources
for Allies only. Tunis and Beirut are sources of supply for French units,
but this supply cannot be shared with other nationalities. All fortress
hexes supply units in the fortress hex, and only those units--units outside
a fortress hex may never trace a supply line thereto. Konigsberg and Durazzo
are supply sources for, respectively, German only and Italy only at the start
of the 1939 scenario. They lose their status as soon as a normal land supply
line is opened to these areas.
SUPPLY LINES:
────────────
Each supply source may supply an unlimited number of units unless specified
otherwise. A unit is in supply if it can trace a line of controlled hexes,
free of enemy ZOC, between itself and a supply source. Enemy ZOC over the
unit and/or the source does not block this supply line as long as all hexes
in the supply line between the unit and the source are free of enemy ZOC.
Units adjacent to a supply source are always in supply unless both the supply
source and the adjacent unit are in the ZOC of the same enemy unit. Supply
lines, like ground units, may cross water without naval assistance at a
Crossing Arrow. The controlled hexes may be hexes controlled by the power
tracing the supply line and/or hexes controlled by allies of the tracing
power.
SUPPLY LINES ACROSS WATER:
─────────────────────────
Supply over water is more complex. A fleet must be designated to carry
supply. Each naval factor may supply one ground unit (or airbase)--thus a
9-factor fleet could supply nine ground units. One fleet counter could
provide supply to more than one port/Bridgehead on the far shore. The supply
line is traced from the source, by land, to the base of the designated fleet,
thence across water to a port or Bridgehead, thence by land to the supplied
unit(s). Both land portions of the line must be composed of controlled hexes
and free of enemy ZOC. Bridgehead counters may receive sea supply lines in
this manner only if they were placed as a result of seaborne invasion.
ISLANDS:
───────
Islands without a port may also be supplied by sea through any one coastal
hex designated by the occupant.
PROCEDURE:
─────────
If the message "Select a red-outlined fleet to use for supply" appears at
this time, the screen will automatically scroll to show one or more
out-of-supply units (which are outlined in purple for identification
purposes). If those units can be supplied by sea, select a red-outlined
fleet on the same Front, then select a destination port, bridgehead or
one-hex island for the supplies to go to. Lastly, to actually put the
units back in supply, select each unsupplied unit that can trace a supply
line to that destination.
┌───────────────────────────────────┐
│ 5.45f Normal Ground/Air Movement │
└───────────────────────────────────┘
To move a ground unit, select it, then select a land hex adjacent to it, then
continue to select each hex along a desired path of contiguous land hexes to
(and including) the unit's destination hex (or until it runs out of movement
factors). Note that the printed movement factor on the unit changes as you
move the unit, indicating how much movement it has left. When a ground unit
reaches its destination hex but still has movement factors remaining, you
must deselect it to end its movement before you can attempt to move another
unit. To stage (i.e., move) an air unit, select it, then select the
friendly-controlled airbase (including city) hex--up to a maximum of eight
hexes away--that it wishes to stage to. You may abort a ground/air unit's
move by selecting it again after its movement has ended. A moving unit's red
outline turns to blue when its movement has ended.
┌─────────────────────────────────┐
│ 5.45g Overstacking Elimination │
└─────────────────────────────────┘
If you have one or more units that are currently overstacked, the screen will
scroll to show them (outlined in red), and a dialog box notifying you of this
situation will appear. If you answer No in the dialog box, you will be
returned to the Movement Phase so you can move your overstacked unit(s) to
conform to legal stacking limits. If you answer Yes (e.g., if there is no
adjacent hex that unit can legally enter), you must then eliminate enough
eligible units in each overstacked hex to bring it within legal stacking
limits.
┌────────────────────────────────────────────┐
│ 5.45h Possible Eastern-Front Factor Check │
└────────────────────────────────────────────┘
This is automatically handled by the computer. As the Axis player, the
computer will always have at least 20 ground or air factors on the east
front thereby prohibiting Russia from declaring war on the Axis.
┌────────────────────┐
│ 5.46 COMBAT PHASE │
└────────────────────┘
You may now perform Offensive Naval/Air Missions (if otherwise allowed), and
may conduct and resolve combat, in the following order:
┌─────────────────────────┐
│ 5.46a Attrition Combat │
└─────────────────────────┘
The number or ground factors in contact with enemy units determines the level
of Attrition that occurs on the Front. Attrition combat will yield hexes and
will eliminate enemy units. Attrition combat results effect only the
defender.
RESOLUTION:
──────────
Attrition is resolved separately for each Front. Your participating units
are marked with a red outline. However, any that are adjacent to another
Front where they could be used in an Offensive or another Attrition Combat
are outlined in purple instead, and you are prompted to deselect each one
that you want to keep from participating in the current Attrition resolution.
When you press Done, Attrition is resolved, and both the number of hexes you
are allowed to occupy and the number of ground units your opponent must
eliminate are displayed.
OCCUPYING A HEX:
───────────────
If the Attrition Table allows you to occupy a hex, select each hex (if any)
that you wish to force all enemy ground units out of. (If you do not wish to
do so, or if you opt to select fewer hexes than you are entitled to, you may
press Done, and the game will proceed to the next step in play.) Note the
following:
* Each such hex must be currently occupied by an enemy ground unit and must
be adjacent to one of your red-outlined units;
* If you force an enemy unit out of its hex, you must occupy that hex with
one of your adjacent red-outlined units (see below);
* Since minor-neutral units cannot advance beyond their own borders, they
cannot force an enemy unit to retreat from a hex beyond their own borders.
Next, select a red-outlined ground unit that is adjacent to each vacated hex
to occupy that hex. If the computer has made an Attrition attack against you
and is allowed to occupy some of your hexes, you must retreat your units from
the hexes the computer selects. To do this, select a ground unit in the hex
chosen, then select an adjacent hex to retreat it to. Repeat this until all
of your ground units in marked hexes have retreated.
┌─────────────────────────────────────┐
│ 5.46b Offensive Naval/Air Missions │
└─────────────────────────────────────┘
You may select one or more friendly naval units to perform Offensive Missions
(i.e., Sea Transport, Seaborne Invasion or Shore Bombardment) on each Front
for which you have chosen an Offensive Option. To perform an offensive naval
mission, select (in order, as prompted by the program): one eligible fleet,
its Mission type, its destination hex, its path of movement, all other fleets
in its starting hex that will accompany it, and all units that it will carry
(the latter will disappear from the map as they are selected). See also the
special procedures below. Ground/air units cannot be selected if they are
out of supply, or if they moved or carried out some other activity prior to
the Combat Phase. If you decide to abort the Mission of a fleet, you may do
so by selecting that fleet again before it reaches its destination hex.
SEABORNE INVASIONS:
──────────────────
Invasions may be directed against any beach hex, Gibraltar or single hex
island. A fleet conducting a Seaborne Invasion can carry only ground units
that are in its port of embarkation (i.e., its starting hex), and only at the
rate of one ground factor per three naval factors. The hex designated as the
target of the Invasion force must be attacked by some ground unit of yours--
even if the attacking unit is not part of the Invasion force. If the hex
does not contain an enemy unit, the attack is directed against an empty hex
and may generate Breakthrough and Exploitation. If the target hex contains
an enemy 9-factor fleet, at the start of the player turn, Invasion may not be
attempted there.
SEA TRANSPORT:
─────────────
Fleets may move from one controlled port to another controlled port on the
same front, carrying ground or air units. Each two naval factors may
transport one ground or air combat factor. When the "The fleet has reached
its final-destination port" prompt appears, answer Yes unless you have not
yet finished picking up units for this Sea Transport Mission.
Ground and Air Units may move before and after being Sea Transported: Ground
units that are in supply, and that have neither moved nor carried out any
other activity in the current Player Turn, may be moved by you in the Combat
Phase to a port from which it will be Sea Transported. Such movement is
conducted after you have moved the Sea-Transport fleet (and any other fleets
that accompany it) to its final-destination port. Move the ground unit just
as if it were the Movement Phase, but each must end its move in a marked port
hex that was friendly-controlled at the start of your Turn or its move will
be canceled. Sea-Transported ground/air units may move after re-appearing in
their destination port if they have a sufficient movement allowance
remaining--but this is done after all Interceptions are resolved (see 5.46f
below).
OFFENSIVE AIR MISSIONS:
──────────────────────
Air units may perform one mission (offensive or defensive) per turn.
Offensive missions are flown during the combat phase on a Front where an
Offensive Option has been chosen. There are four different types of
Offensive Air Missions: Ground Support, Counterair, Interception and Attack
on Naval Bases. Air units on an Offensive Air Mission may fly up to four
hexes to their target. To perform an offensive air mission, first select an
eligible air unit that will perform it, then select the defending ground
unit's hex (for Ground Support), the defender's air unit (for Counter-Air),
or the hex that contains the enemy port and fleet(s). Note that Interception
of Defensive Air Support (DAS), despite being an Offensive Air Mission, is
conducted in a later segment.
┌───────────────────────────────┐
│ 5.46c Counter-Air Resolution │
└───────────────────────────────┘
All Counter-Air Missions designated in the previous step are resolved when
Done is pressed to end that step. The resulting losses (if any) of air
factors are then implemented.
┌────────────────────────────────────────────────────────────────────────────┐
│ 5.46d Defensive Air support (DAS) & Intercepting Offensive Naval Missions │
└────────────────────────────────────────────────────────────────────────────┘
DEFENSIVE AIR SUPPORT (DAS):
───────────────────────────
The defender (or non-phasing player) may use one or more friendly air units
to conduct Defensive Air Support (DAS) for any/all friendly ground units
which might be attacked. To do this select an eligible air unit and then a
hex that is a possible target of an enemy ground attack. Air units used for
Ground Support add their combat factor to that of the attacking round units.
The total air factors attacking any one hex may not exceed three times the
total ground factors attacking that hex. Attacking air units are destroyed
by an "A" result in ground combat. If the attacker suffers an "EX" result he
may elect to take his losses from either air or ground so long as he
eliminates sufficient factors. Defending air units are also destroyed if the
defending ground units are eliminated.
NAVAL INTERCEPTION:
──────────────────
The defender may attempt to Intercept Offensive Naval Missions. To do this,
select an enemy fleet that is conducting such a Mission; when you do, that
fleet's movement path is indicated on the map and you are asked to confirm
your intended Interception. If you answer Yes, select an eligible friendly
fleet or air unit to Intercept with, and also select the hex of Interception.
If you choose a fleet to Intercept with, you must then move it hex-by-hex to
the point of Interception. You may repeat this procedure as many times as
you can bring eligible fleet/air units to bear, and may use them to Intercept
the enemy fleet in the same or different hexes [Exception: all fleets
Intercepting the same enemy fleet must do so in the same hex]. When you have
completed all your Interception attempts vs. that enemy fleet, press Done.
You will next be asked if you wish to implement the Interception. When you
answer Yes, you may choose another enemy fleet to Intercept, repeating the
same procedure to do so. When you have completed all your Interception
attempts vs. all enemy fleets, press Done and then answer Yes to confirm it.
┌─────────────────────────────────────────────────────────────────────────┐
│ 5.46e DAS Interception and Combat-Phase Air/Naval Counter-Interception │
└─────────────────────────────────────────────────────────────────────────┘
INTERCEPTION:
────────────
You may Intercept enemy DAS with your own friendly air units which have not
yet flown. To do so, select the air unit and then a hex that contains an
enemy air unit performing a DAS Mission (repeat this procedure if more than
one air unit will Intercept). Press Done, and the Interceptions will be
resolved and the results displayed. IMPORTANT: If the defender has the
larger force in combat and wins the aerial combat, his survivors may continue
their DAS mission (for this reason, the attacker should always try to
intercept DAS with at least an equal number of Interceptors).
COUNTER INTERCEPTION:
────────────────────
You may also attempt to Counter-Intercept the enemy's Interception fleet(s)
with any of your own fleet/air units that are not performing a Mission and
are on the same Front. To do so, select an enemy fleet that is conducting an
Interception; when you do, that fleet's movement path is indicated on the map
and you are asked to confirm your intended Counter-Interception. If you
answer Yes, you then select an eligible friendly fleet or air unit to
Counter-Intercept with, and select the hex of Counter-Interception. If you
choose a fleet to Counter-Intercept with, you must then move it hex-by-hex to
the point of Counter-Interception. You may repeat this procedure as many
times as you can bring eligible fleet/air units to bear, and may use them to
Counter-Intercept the enemy fleet in the same or different hexes [Exception:
all fleets Counter-Intercepting the same enemy fleet must do so in the same
hex]. When you have completed all of your, Counter-Interception attempts,
press Done and you are asked if you wish to implement the
Counter-Interception. When you answer Yes, you may then choose another enemy
fleet to Counter-Intercept, repeating the same procedure to do so.
RESOLUTION:
──────────
When you have completed all of your Counter-Interception attempts vs. all
enemy fleets, press Done and then answer Yes to confirm it. All Counter-
Interceptions are then resolved, one at a time in reverse order (i.e., with
the fleets sailing last resolving their attempts first), and the results are
displayed on the screen. The program implements all losses and moves/returns
surviving units to their proper hexes.
┌──────────────────────────────────────┐
│ 5.46f Landing Sea-Transported Units │
└──────────────────────────────────────┘
Each unit that was successfully Sea Transported now disembarks automatically
in its destination port and re-appears on the map. Those that retain
movement capability are outlined in purple; the Phasing Player may now move
them just as if it were the Movement Phase (though each will have already
expended at least one movement point, for disembarking).
┌────────────────────────┐
│ 5.46g Normal Airdrops │
└────────────────────────┘
If you have chosen an Offensive Option on any Front(s),you may perform one or
more Airdrops on that Front by selecting first an eligible friendly airborne
unit and then its destination hex. Repeat this procedure until all desired
Airdrops have been made.
┌─────────────────────────────┐
│ 5.46h Normal Ground-Combat │
└─────────────────────────────┘
PROCEDURE:
─────────
If you choose an Offensive Option for any Front(s), you will be prompted to
select a hex to attack, and then to select the friendly ground unit(s)
adjacent to that hex (or in the hex, if conducting a Seaborne Invasion and/or
attacking with an Airdropped unit) with which to make the attack. When ready
to resolve the attack, press Done and the results will appear.
ADVANCE AFTER COMBAT:
────────────────────
If all defending ground units in the hex are eliminated, you may advance one
or more of the adjacent attacking ground units into it by selecting each
desired unit when so prompted. Normally, due to stacking limits, no more
than two units may advance--but if a Bridgehead is placed after the initial
unit advances, up to five units may be placed in the hex (see 7.7).
BREAKTHROUGH:
────────────
If the attacking ground unit(s) included at least one armor unit, and at
least one attacking unit advanced after combat, that hex becomes a
Breakthrough hex. Each friendly, in-supply armor unit that made no attack
during combat, but that was adjacent to or stacked with any unit that did
attack the Breakthrough hex, may now be moved into the Breakthrough hex. To
conduct Breakthrough movement, simply select each eligible armor unit in turn
when so prompted. Movement factors and stacking limits are ignored.
SEQUENCE:
────────
Each attack, as well as any advance/Breakthrough movement resulting from it,
is resolved prior to selecting the next hex to attack; therefore, before
exiting Normal Combat Resolution, repeat this step as many times as needed to
complete all attacks.
┌─────────────────────────────────────────────┐
│ 5.46i Resolving Air Attacks on Naval Bases │
└─────────────────────────────────────────────┘
Attacks on enemy fleets in ports that were designated in step 5.46b are
resolved.
┌──────────────────────────────┐
│ 5.46j Exploitation Movement │
└──────────────────────────────┘
Armor that had been freely moved (not advanced) into a Breakthrough hex in
step 5.46h above may conduct Exploitation Movement. Do this by selecting
each such unit in turn and moving it. Exploitation Movement is exactly like
normal movement except the units are restricted in the distance they may move
from the Breakthrough hex. The first Exploiting armor unit may move up to
two hexes from the Breakthrough hex. Each subsequent Exploiting unit may
either move up to two hexes from the Breakthrough hex, or duplicate exactly
the move of a previous Exploiting unit and then move up to two additional
hexes on its own. In no case may a unit exceed its movement factor, which is
counted from the Breakthrough hex and is limited normally by the ZOC of any
enemy armor in the vicinity.
IMPORTANT: To "duplicate exactly the move of a previously Exploiting unit,"
select first the unit to be moved, and then the current hex of that
previously moved unit; this will move the unit to that hex, from where it
will be able (unless it has now used its full movement capability) to
complete its Exploitation Movement.
IMPORTANT: Exploitation Movement cannot be aborted, so be sure you move
each unit to exactly where you want it to go.
┌────────────────────────────────────┐
│ 5.46k Exploitation Ground-Support │
└────────────────────────────────────┘
Your friendly air units may provide Ground Support for Exploitation Combat in
the same way as in regular combat.
┌───────────────────────────────────────────┐
│ 5.46l Exploitation Defensive-Air-Support │
└───────────────────────────────────────────┘
The defender may commit air units to DAS of a hex that is a possible target
of an Exploitation ground attack in the same way as in regular combat.
┌──────────────────────────────────────┐
│ 5.46m Exploitation DAS-Interception │
└──────────────────────────────────────┘
Same as in regular combat.
┌──────────────────────────────┐
│ 5.46n Exploitation Airdrops │
└──────────────────────────────┘
You may perform one or more Exploitation Airdrops in the same way as in
5.46g.
┌────────────────────────────┐
│ 5.46o Exploitation Combat │
└────────────────────────────┘
Only Exploiting units, airborne units that dropped during Exploitation
movement, and their air support may engage in Exploitation attacks select a
hex to attack, and then select the Exploiting armor unit(s) (and/or the
airborne in or) adjacent to that hex with which to make the attack. (note
that more than two ground units can make an Exploitation attack from a
Breakthrough Hex). When ready to resolve the attack, press Done and the
results will appear. (Note: the program resolves all Counterattack results
internally--although the die rolls generated for them can be seen if the Die
Roll Display is turned on--and shows only the net result of the attack.)
ADVANCE AFTER COMBAT: If all defending ground units in the hex are
eliminated, you can have one or more of the attacking armor units advance
into it by selecting each unit when so prompted.
┌────────────────────────┐
│ 5.46p Attrition Combat │
└────────────────────────┘
All Attrition combat not resolved earlier in the turn is resolved now.
┌───────────────────────────────┐
│ 5.47 Unit Construction Phase │
└───────────────────────────────┘
You may build new units and/or conduct certain other activities, in the
following order:
┌──────────────────────────┐
│ 5.47a Unit construction │
└──────────────────────────┘
You may build units that are available in the Force Pool of each of his Major
Powers and active Minor-Allies. To do so, select a unit in the Forces Box,
then select the hex you wish to place it in. When finished constructing
units for that country, press Done. Note that each nation's current
spendable-BRP total (or, for an active Minor-Ally, the total for the Major
Power it is allied to) appears in the Forces Box along with the nation's
Allowable Builds.If you build a unit in the wrong hex or decide you don't
want to build it after all, deselect its counter in the Forces Box if it is
still outlined with a red and white border, then select the actual unit (the
one on the map) and it will be put back in the Forces Box. Note that newly
built air and naval units cannot perform a Mission during the Game Turn they
were constructed (as indicated by their light-blue outline for the remainder
of that Game Turn).
AIR UNITS:
─────────
If you build a partial air unit in a hex that contains one or more other
partial air units of its same nationality, those whose combat factors total
at least "5" are automatically combined into a 5-4 air unit.
NAVAL UNITS:
───────────
Partial naval units cannot be rebuilt, only 9-factor fleets.
┌─────────────────────────────────────────┐
│ 5.48 STRATEGIC REDEPLOYMENT (SR) PHASE │
└─────────────────────────────────────────┘
┌─────────────────────────────┐
│ 5.48a designate BRP Grants │
└─────────────────────────────┘
Not applicable to the demo.
┌───────────────────┐
│ 5.48b Lend-Lease │
└───────────────────┘
Not applicable to the demo.
┌───────────────────┐
│ 5.48e SRing units │
└───────────────────┘
You may Strategically Redeploy (SR) a number of your on-map units (France may
SR five units, Britain may SR seven units). Units SRed by land may move an
unlimited distance, but only over controlled, supplied hexes. Any SRed unit
may not be adjacent to nor move adjacent to any enemy unit including air,
naval and airbase counters. Any type of unit may SR, including Air, ground
and naval units. Naval units being SRed may not cross more than one front
boundary. They may pass through the strait of Gibraltar only if Gibraltar is
controlled by their side.
SEQUENCE OF SR:
──────────────
The SRs of one nation need not be completed before starting the SRs of
another. A unit selected for SR can be deselected, thereby aborting its SR,
provided it has not yet actually been SR'd.
SR OVER WATER:
─────────────
In order for a land unit to cross water, a 9-factor fleet must provide Sea
Escort. Each 9-factor fleet may Sea Escort one unit counter of any size.
Lesser fleets may not perform Sea Escort. The unit must be able to move to
the escorting fleet's base by controlled land hexes. The Sea Escort portion
of any given SR must begin and end in controlled ports. To Sea Escort a
ground or air unit, select first that unit and then an eligible fleet.
CROSS FRONT SR:
──────────────
Sea Escort is also possible across a Front boundary if a second unused fleet
is available in a two-Front port (for example, Gibraltar) between those
Fronts. Conduct cross-Front Sea Escort by selecting first the unit to be Sea
Escorted, and then an eligible fleet on the same Front; answer Yes to the
ensuing question, select the fleet in the two-Front port, and then select the
destination on the other Front. Cross-Front Sea Escort is also possible
between a Western-Front port and Suez city if both are friendly to the
Phasing Player. Conduct it by selecting first the unit to be Sea Escorted,
and then an eligible fleet on the same Front. Answer Yes to the ensuing
question, and then select the destination on the other Front. This kind of
SR uses up two SRs for that nationality.
┌───────────────────────────────────────────────┐
│ 5.48f Check Supply & Designate Supply Fleets │
└───────────────────────────────────────────────┘
Supply is checked again at this point. If any of your units (including
airbases) are currently out of supply, the message "Select a red-outlined
fleet to carry supply" will appear in the Message Box, allowing you to
designate an eligible fleet for sea supply.
┌────────────────────────────────────────┐
│ 5.48g Elimination of Unsupplied Units │
└────────────────────────────────────────┘
If Done is pressed while one or more units is out of supply, those units are
automatically eliminated if Yes is pressed in the dialog box that appears.
If No is pressed, the screen will scroll (if necessary) to show an unsupplied
unit/stack outlined in purple, and you are given another chance to designate
a supply fleet.
┌───────────────────────────────────────────┐
│ 5.48h Relocation of Unsupplied Air Bases │
└───────────────────────────────────────────┘
The program now moves each unsupplied airbase of the Phasing Player's side to
the Capital of its country. Each air unit left in a non-city (or left
overstacked in a city) hex due to this is automatically moved to the nearest
friendly city or airbase; if more than one are equidistant, you will be
prompted to choose one for each such air unit.
┌──────────────────────────────────────┐
│ 5.48i Removal of Certain Bridgeheads │
└──────────────────────────────────────┘
At this point the program will automatically remove any Bridgehead which is
no longer required to supply a unit and is more than four land hexes from an
enemy unit.
┌────────────────────────────────┐
│ 5.48j Overstacking Elimination │
└────────────────────────────────┘
If you have one or more units that are currently overstacked, the screen will
scroll to show them (outlined in red), and a dialog box notifying you of this
situation will appear. If you answer No in the dialog box, you can then SR
your overstacked unit(s) so as to conform to legal stacking limits. If you
answer Yes (e.g., if the unit cannot be SR'd for some reason), you must then
eliminate enough eligible units in each overstacked hex to bring it within
legal stacking limits.
┌────────────────────────────────────────────┐
│ 5.48k Possible Eastern-Front Factor Check │
└────────────────────────────────────────────┘
If it is an Axis Player Turn, and Germany and the U.S.S.R. are not yet at
war, the program checks again at this point to see if the Axis has at least
20 ground/air factors on the Eastern Front.
┌────────────────────────────────┐
│ 5.49 END OF PLAYER TURN PHASE │
└────────────────────────────────┘
┌──────────────────────────────────────────┐
│ 5.49b Save-Game prompt for 1939-40 Demo │
└──────────────────────────────────────────┘
When this dialog box appears and you answer Yes to it, the current player
turn is saved in the file 3r save00.3rg. You can resume play if you exit the
game by typing: 3R SAVE00.3RG <enter>
┌─────────────────────────┐
│ 5.5 Second Player Turn │
└─────────────────────────┘
The opposing player now becomes the Phasing Player, and the steps are
repeated.
┌─────────────────────────┐
│ 5.6 The Next Game Turn │
└─────────────────────────┘
At the end of each second Player Turn, the Calendar Box displays a new turn
date to signify the start of a new Game Turn. At this point the program will
tell you which side--Axis or Allied--goes first, and after pressing OK you
may resume play as per 5.0.
╔════════════════════════════════╗
║ 6.0 YEAR START SEQUENCE (YSS) ╟┐
╚╤═══════════════════════════════╝│
└────────────────────────────────┘
The YSS consists of Strategic-Warfare-Resolution, BRP-Calculation and
Strategic-Warfare-Construction Phases. It occurs immediately before the
start of each Spring Game Turn. This will occur only once in this demo
(before the spring 1940 turn).
┌────────────────────────────────────────┐
│ 6.1 Strategic Warfare (SW) Resolution │
└────────────────────────────────────────┘
Not applicable to this demo.
┌────────────────────────────┐
│ 6.2 BRP-total Calculation │
└────────────────────────────┘
The program now calculates a new BRP Total for each Major Power. After
Strategic Warfare Construction (6.3) is finished, each Power's Total is
re-adjusted accordingly. Note that half (fractions rounded down) of each new
Total is the maximum amount of BRPs that Power may spend during any one
Player Turn in this Game Turn.
┌─────────────────────────────────────┐
│ 6.3 Strategic Warfare Construction │
└─────────────────────────────────────┘
Not applicable to this demo.
╔═══════════════════╗
║ 7.0 SPECIAL RULES ╟┐
╚╤══════════════════╝│
└───────────────────┘
┌─────────────────┐
│ 7.1 Switzerland │
└─────────────────┘
No nation may declare war on Switzerland and no hexes in that country may be
entered by ground units or overflown by air units.
┌────────────────────┐
│ 7.2 The Suez Canal │
└────────────────────┘
Hexsides LL30/LL31, MM30/LL31 and MM30/MM31 are the Suez Canal; they are
treated as a river for all purposes, the only exception being that naval
units may enter them. Naval movement may occur only if the hexes adjacent to
the canal are under friendly control.
┌────────────────────────┐
│ 7.3 Poland/East Europe │
└────────────────────────┘
The demo begins with German at war with France, Britain and Poland; none of
the major powers pay DoW cost unless they declare war on additional
countries. German must begin with an Offensive Option on the Eastern Front
and must make at least one ground attack on Polish ground units.
Germany must maintain at least 20 ground and/or air factors on the Eastern
Front until Russia and German are at war.
The dotted red line running north-south in Poland is the partition line
agreed to in the Nazi-Soviet pact.
On the Russian Fall 1939 turn or thereafter, Russia may declare war on and
occupy East Europe. East Europe is comprised of the Baltic States, Poland
east of the partition line and Bessarabia (Rumania east of the Eastern Front
boundary). Russia must pay 10 BRPs to declare war on all of East Europe.
Russian units may not move across the Polish partition line unless at war
with Germany. Russia need only occupy the three Eastern Polish cities to
satisfy the Polish portion of her East Europe conquest requirements.
┌────────────┐
│ 7.4 Russia │
└────────────┘
Russia may not declare war on Germany or Italy or take any action that would
automatically result in war with Germany until the Fall 1941 turn. Until
Russia is at war with Germany or Italy, she may declare war only on bordering
minor countries. She may not declare war on Axis Minor Allies (active or
not) if the minor is garrisoned by at least one German ground factor.
┌──────────────────────────────┐
│ 7.5 Anglo-French Cooperation │
└──────────────────────────────┘
STACKING:
────────
British and French units may not stack together under any circumstances.
Specifically: (the reverse cases hold as well)
* British fleets may not carry nor Sea Escort French units.
* British air units may give offensive Ground Support to French ground units
(because the British air would be placed atop the attacked Axis units
rather than atop the French) provided the attacked units are not in a hex
prohibited by to them (see below). They may not give DAS to the French,
because they may not be atop the French units.
* British armor may not exploit a French breakthrough.
* British and French air and fleet units may not combine to conduct any
mission.
PROHIBITED HEXES:
────────────────
British units may not be in the Maginot line, Paris, Marseilles, nor the city
of Vichy. They may pass through these hexes during Movement or SR, but may
not pause in them at any point of a turn. If forced to retreat into such a
prohibited hex they are eliminated. French units may be in Britain or
British colonies (including Gibraltar).
┌──────────────┐
│ 7.6 US ENTRY │
└──────────────┘
The U.S. enters play during the spring 1942 turn, so will not come into play
in the demo.
┌─────────────────┐
│ 7.7 BRIDGEHEADS │
└─────────────────┘
Five ground units may occupy a Bridgehead. Only two may attack during an
Offensive Option (three if all three are British in London). All five are
counted if in contact with the enemy during an Attrition Option. All five
defend against an attack and all five can counterattack when required. A
Bridgehead counter may, at the attacker's option, be placed on:
1. A hex successfully occupied by seaborne invasion.
2. A tripled river hex or crossing arrow hex successfully occupied by an
Offensive Option Attack.
╔════════════════════════╗
║ 8.0 VICTORY CONDITIONS ╟┐
╚╤═══════════════════════╝│
└────────────────────────┘
ALLIED MARGINAL: Prevent the capture of Paris
ALLIED TACTICAL: Conquer Italy
ALLIED DECISIVE: Conquer Germany
STALEMATE: The Axis capture Paris in the second player turn of the
Winter, 1940 Game Turn
AXIS MARGINAL: France is conquered in Winter, 1940 turn *
AXIS TACTICAL: France is conquered in the Fall, 1940 turn*
AXIS DECISIVE: France is conquered in the Summer, 1940 turn*
*Conquest occurs immediately after the conquered power fails to regain
control of the capital during its combat phase.
╔══════════════╗
║ 9.0 HOT KEYS ╟┐
╚╤═════════════╝│
└──────────────┘
F1: Exit to Scenario Screen
F2: Change Map Color
F3: Change Map Size
F4: Split Air Unit
F5: Combine Air Units
F6: Place Airbase
F7: Display Tables Menu
F8: Display Actions Menu
F9: Display Status Menu
F10: Die Roll Display
Pressing the D key is equivalent to selecting the Done button with the mouse.
The same is true for the Y, N and O keys to answer Yes, No or OK
respectively. In addition, the Enter key functions like the O or the Y key.
Pressing B allows you to remove a Bridgehead.
Pressing V displays the version of the game.
THIRD REICH CREDITS:
───────────────────
Lead Programmer: Jamie Nash
Programming: David Hiller, John Sabean, Bryan Stout
Lead AI Programmer: David Hiller
AI Programming: Jamie Nash
Map Database: Joseph Hummel
Computer Graphics: Joe Amoral
Read Me File: Mark Simonitch, Bob McNamara, Eric McConnell
Playtest Coordination: David Hiller
Production Coordination: Bill Levay, Phyllis Opolko
Original Boardgame Design: John Prados
Alpha Testing Team:
──────────────────
Vince Alonso
David Bowman
Justin Bunnell
James Feeney
David L. Greth
Roger Hoffman
Ken Jones
David Kleiman
Elliot Kravitz
Andrew Kurtz
Michael McMain
Mike Murnane
Pascal Ode
Leslie Odgers
Steve Parrish
Jim Pedicord
Tony Perkins
Richard Phillips
Ken Robinson
Demo Beta Testing Team (additional):
───────────────────────────────────
Steven Brengard
Stuart Clark
Scot Crispin
Michael Delay
John Griesbacker
Edward K. Holman
Michael Lamb
William Larry
Andrew G. McArthur
Eric McConnell
David Spangler
Stuart Tucker
Phil VanWiltenburg
James Whitfield