1.1 ADVANCED THIRD REICH may be played by two to six players. Each player controls one or more major powers. The number of major powers involved varies in each scenario.
1.11 In ADVANCED THIRD REICH, players may play a two-sided game, in which the Axis and Allies are treated as immutable coalitions, a threesided game, in which the Axis, Western Allies and Russia each have their own victory conditions, or a multi-player game, in which each major power has distinct victory conditions and players may negotiate directly with both enemy and allied major powers.
1.12 In all ADVANCED THIRD REICH games, the diplomatic rules (59, Appendices I - III) may be used to simulate major power efforts to influence other major powers and minor countries. Players who do not wish to use the diplomatic rules should consult the optional rules (72), which set out the dates at which certain diplomatic results are implemented when the full diplomatic rules are not used.
1.2 ADVANCED THIRD REICH is played in game turns of three months each. A Campaign Game (Appendix VI), which begins in Fall 1939, can last up to 26 turns, for a normal playing time of up to 15 to 20 hours. Players who wish to play shorter games should select one of the other scenarios (Appendices VI - XII), which have playing times of three to eight hours.
1.3 Each ADVANCED THIRD REICH game turn consists of two player turns, during which players declare war, move their forces, attack enemy forces, construct unbuilt units and redeploy forces behind friendly lines.
1.4 Many activities in ADVANCED THIRD REICH involve the expenditure of economic resources. These resources are measured in terms of Basic Resource Points (BRPs). The acquisition of BRPs through diplomacy and conquest and the destruction of enemy BRPs are two of the key elements of the game.
2.1 In ADVANCED THIRD REICH, some terms have exact meanings as defined in the rules. In addition, conventions have developed concerning the use of acronyms, both in conversation and in the rules themselves. The following list sets out the definitions and acronyms used in these rules:
"A": Attacker eliminated. An offensive operation ground combat result. See 15.4.
"Allies", "Allied": The Allies consist of Britain, France, Poland and whichever major powers and minor countries go to war with the Axis. Russia and the U.S. are not considered Allied until they are at war with the Axis.
"associated minor countries": A minor country which is attacked by a major power becomes associated with any major power which intervenes on behalf of the minor country against the invading major power (55). Association may also be triggered by a diplomatic result.
"ASW": Anti-submarine warfare. This term is used to refer both to Allied SW units which operate against German submarines and Allied fleets assigned to anti-submarine duties.
"Axis": The Axis consists of Germany, Italy and whichever minor countries join them in their war with the Allies.
"BRP", "BRPs": Basic Resource Point(s). BRPs are the fundamental currency of the game, and are used to measure the economic strength of eachcountry. 5ee33.
"CA", "CA1", "CA2", "CA3": Counterattacks by defending units. An offensive operation ground combat result. See 15.4.
"colonies": Minor countries which are controlled by a major power at the start of the Campaign Game. Colonies do not have independent military forces except after a diplomatic result.
"combat phase": The portion of a player turn in which combat is resolved.
"CRT": Combat Results Table. The CRT is used to resolve ground combat during offensive operations.
"D": Defender eliminated. An offensive operation ground combat result. See 15.4.
"DM", "DMs": Defense Multiplier(s). The defensive strength of a ground unit during offensive operations is calculated by multiplying its combat factor times the net DM. DMs can be both positive and negative, and are always cumulative. See 15.22.
"DP", "DPs": Diplomatic Point(s). DPs are used to represent the diplomatic influence of the various major powers. See 59.1.
"DRM", "DRMs": Die (Dice) Roll Modifier(s). This term refers to the modifications to a die or dice roll. The result of the roll is determined by the result after all DRMs are taken into account.
"DoW", "DoWs": Declaration(s) of War. A neutral country may not be attacked without a DoW. DeWs against minor countries cost 10 BRPs. DeWs against major powers normally cost 35 BRPs. See 46.
"Ex": Exchange - both the attacker and defender suffer losses. An offensive operation ground combat result. See 15.4.
"force pool": The units, built and unbuilt, available to each major power. A major power may not construct more units of a given type than are contained in its force pool.
"fronts": The mapboard is divided into three fronts - the western, eastern and Mediterranean. At the start of each player turn, the moving major powers must select the option they wish to carry out for each of the three fronts on the mapboard.
"game turns": Each year consists of four game turns. These are identified by the seasons: Spring, Summer, Fall and Winter.
"IC", "ICs": Industrial Center(s). ICs represent areas of Russian industrial production. The BRPs derived from ICs make up a considerable portion of the Russian BRP total. ICs may be moved, captured and destroyed. See 34.
"initiative": For each game turn, the order in which the player turns occur is determined according to which side has the greater number of BRPs. 5ee9.1.
"limited offensive(s)": Some units on a front on which an attrition option has been selected may carry out offensive operations. This is termed a limited offensive. See 17.
"major powers": The six countries which have independent BRP levels and force pools: Germany, Italy, Russia, Britain, France and the U.S.
"minor allies": A minor country may become allied with a major power as a result of a diplomatic die roll. See 56.
"minor countries": All countries, including colonies, other than the six major powers.
"movement phase": The portion of a player turn in which units are moved.
"objectives": Cities printed in red. Objectives are often used for victory determination. There are fourteen objectives on each front.
"options": Each player turn, each major power must select an offensive, attrition or pass option for each front. See 13.
"player turns": Each game turn is divided into an Axis and an Allied player turn.
"SAC": Strategic Air Command. SAC factors are used to represent Western Allied heavy bombers, and are used in offensive SW operations against Germany.
"SR", "SRS", "SRed": Strategic Redeployment(s), Strategieally Redeploy(ed). SR takes place during the SR phase, at the end of each player's turn, and allows the movement of a limited number of units behind friendly lines. See 20.
"SW": Strategic Warfare. SW involves the use of submarines, SAC, ASW and interceptors. SW is resolved at the end of each game turn. Successful SW eliminates enemy BRPs and limits enemy SRs. See 42.
"unit constrnction phase": The portion of a player turn in which units are constructed. See 19.
"Western Allies", "Western Allied": All Allied major powers and minor countries, other than Russia and its minor allies and associated minor countries.
"YSS": Year Start Sequence. The YSS takes place at the start of each year, before the first game turn of the year. During the YSS, the BRP levels of all major powers are determined and decisions as to SW and diplomatic expenditures for the upcoming year are made. See 32.
"ZOC", "ZoCs": Zone(s) of Control. A fully supplied armor unit exerts a ZoC into adjacent hexes. ZoCs influence enemy movement, unit construction and supply. See 12.
3.1 ADVANCED THIRD REICH consists of the following components:
| A. | Two unmounted 22' x 30' mapsheets. |
| B. | Pour counter sheets. |
| C. | 64-page rulebook. |
| D. | 36-page appendices. |
| E. | Six table and player aid cards. |
| F. | Six scenario cards. |
| G. | Two dice. |
| H. | A complimentary copy of ULTRA. [TS: was missing!] |
4.1 The mapboard consists of a map of Europe, north Africa and the Middle East. Superimposed over the mapboard is a hexagonal grid, which is used to determine movement.
4.11 FRONT BOUNDARIES: Solid red front boundaries separate the mapboard into three fronts: eastern, western and Mediterranean. Fronts are significant with respect to a variety of situations, such as the choice of options by players, weather and oil effects.
4.2 GRID COORDINATES: Each mapboard hex may be identified by a specific grid coordinate reference. Each row of hexes running eastwest has been given a specific letter designation, while a second reference is composed of numbers running diagonally northwest to southeast. Thus Lisbon is V8, Marrakech is EE2, Dublin H22, Rome Y22, Berlin L31, Helsinki D41, Moscow H47 and Perma D61.
4.3 PLAYABLE HEXES: National borders (black dashed lines) and geographical features have been rationalized to conform to the hexagonal grid. Solid gray hexes (Switzerland and the edges of the board) are not playable and are impassable to all units, including air and naval units. All other hexes are playable.
4.31 Ground movement, combat, SR and the tracing of supply lines is not allowed across all-Qattara hexsides (NN25-NN26 and MM25-NN26). This prohibition does not apply to air operations.
4.4 LAND/SEA HEXES: Land terrain is defined as the area inside the shoreline bordering all bodies of water. Hexsides must contain land on both sides to allow normal ground movement or combat across them. Similarly, sea hexsides are defined as any hexsidecontainingblue on both sides of the hexside, provided the blue is not solely attributableto a river. Naval movement is allowed only across sea hexsides (EXCEPTION: The Suez canal - 67.1). Where the red front boundary follows a coastline it is treated as sea for the purposes of this rule. Lakes which do not completely cover a hexside have no effect on play and are included on the mapboard for acsthetic purposes only.
4.41 Hexsides which are partially sea and partially land are considered both land and sea for all purposes.
4.42 Any completely gray land mass is impassable to ground units. Such areas are included on the mapboard for aesthetic purposes only. Thus areas such as the islands east of Athens (DD28 and CC28) do not exist for game purposes. Similarly, the extended northernmost peninsula on the Caspian Sea in W52 does not exist for game purposes. Any ground unit in W52 would be considered to be on the southernmost peninsula. F33 is not considered a onehex island (4.72), even though the G32 portion of the island is unplayable.
4.43 LAND MOVEMENT: Terrain never slows ground units. Except at a crossing arrow (4.46), ocean and lake hexsides may not be crossed by ground units without naval assistance.
4.44 Units are not 'adjacent' for the purposes of pass option movement, exploitation (15.62) or SR when they are separated by all-water (nonriver) hexsides, including those containing crossing arrows.
4.45 The ZoC (12) of armor units does not extend across all-water hexsides, including those containing crossing arrows. ZoCs do extend across rivers.
4.46 CROSSING ARROWS: Red crossing arrows permit ground units to move or engage in offensive or attrition combat across all-water hexsides in either direction. Crossing arrows occur only in Denmark (3), Scotland (1), the Turkish Straits (2), the strait of Kerch (1) and the strait of Messina (1).
4.5 CITIES:
4.51 The term "city" includes capitals, objectives and ports.
4.52 Capitals (any city designated by a star, including those in colonies) and objectives (any city printed in red) may not be selected for attrition occupation (16.5). Infantry and replacement units defending against exploiting armor in such cities are not subject to an adverse DM (15.24). See 29.2 for details of capitals as supply sources.
4.53 Ports (any city designated by an open, non-solid black or red circle) may base naval units (27.1). Capital-ports (Algiers, Athens, Helsinki, Lisbon, Oslo, Stockholm, Tripoli) function as both a port and a capital. Brindisi is on the east coast of AA25; naval units may traverse it only via the easternmost of the two water areas within the hex. Similarly, Rosyth (F26) is on the east coast of Scotland, Plymouth (K21) is on the southern coast of its peninsula, Lorient (N19) is on the southwest coast of its peninsula and Famagusta (GG34) is on the southeast coast of Cyprus.
4.54 Other cities, designated only by black dots, have no military significance except for their ability to base air units (26.11). Such cities have no effect on combat.
4.6 FORTRESSES:
4.61 Malta and Gibraltar are always fortress hexes. All other fortress hexes lose their fortress status permanenfly as soon as they are occupied by an enemy unit.
4.62 Maginot hexes lose their status upon the fall of France, and are not treated as fortress hexes in the 1941, 1942 and 1944 scenarios.
4.63 The German West Wall (Q25, Stuttgart, Frankfurt, Bonn and Essen) is shown with gray fortress symbols on the board. West Wall hexes do not become actual fortress hexes until the start of 1944, and then only if they are under Axis control. Allied occupation of a West Wall hex prior to 1944 does not prevent the hex from becoming a fortress, provided the Axis recapture the hex prior to the start of 1944.
4.64 Units defending in Malta, Gibraltar, and, while fortress hexes (4.61), Leningrad, Sevastopol, Berchtesgaden (Axis variant 25) and Moscow and Stalingrad (Allied variant 13) receive a +2 DM (15.23E) when attacked from any direction. Units defending in Maginot and West Wall hexes receive this +2 DM if attacked from hexes faced by their fortifications or by airborne units airdropped on them. If attacked from the rear the fortifications in such hexes are disregarded.
4.65 Fortress hexes act as supply sources only where specified (29.2).
4.66 Fortress hexes may not be selected for attrition occupation. This prohibition does not extend to hexes which have lost (4.61) or not yet. obtained (4.63) their fortress status, or to Maginot or West Wall hexes which are attacked from a hex which is not faced by their fortifications.
4.67 The ZoCs (12) of armor units do not extend into fortress hexes, nor into Maginot and West Wall hexes across the sides marked with fortifications. ZoCs do extend out of fortress hexes.
EXCEPTION: Where armor units in the Maginot Line are facing West Wall fortifleations, or vice versa. This may only occur if France survives until 1944).
4.68 Leningrad is a fortress under Russian control at the start of all scenarios.
4.681 Sevastopol is a fortress under Russian control at the start of the Campaign Game and the 1939, 1941, 1942 and Barbarossa scenarios. Sevastopol is not a fortress in the 1944 scenario, because it has been occupied by the Axis, then recaptured by the Russians, before the start of the scenario (4.61).
4.7 ISLANDS: Islands which have beach hexes may be invaded only at those beach hexes.
4.71 Islands so small that they are shown in gray are included on the board for acsthetic purposes only. Such islands are not playable, may not be invaded and are not considered islands for game purposes.
4.72 Onehex islands, including Scapa Flow, I32 (the Danish island containing Copenhagen) and I31 (27.431), but not the island at the northern tip of Denmark, may be invaded, provided they do not contain an enemy 9-factor fleet at the moment the invasion is resolved (27.432).
4.73 Supply may be traced to onehex islands even if they do not contain a port or bridgehead (29.331). Units may also be SRed in and out of such islands (27.67).
4.8 TERRAIN EFFECTS ON GROUND COMBAT: The Terrain Effects Chart printed at the back of the Appendices summarizes the effects of terrain features on combat.
4.81 The defensive strength of a ground unit attacked during an offensive option or limited offensive operation equals its printed combat strength times its net DM (15.22).
4.82 Defending ground units receive a +2 DM (i.e., have their combat factor at least doubled) regardless of terrain (15.23A), subject to possible negative DMs (15.24).
4.83 Ground units defending against a seaborne invasion receive a + 1 DM, even if they are simultancously attacked by enemy ground units from adjacent land hexes or by dropped airborne units (15.23B). Beach hexes do not otherwise benefit the defender.
4.84 Defending ground units receive a +1 DM when behind a river or a hexside crossing arrow if all the attacking ground units are on the opposite side. This DM is negated if the defending units are attacked by other ground units on their side of the river or crossing arrow, including an airborne unit dropped on top of the defenders (15.23C).
4.85 Defending ground units receive a +1 DM when in a mountain or swamp hex (15.23D).
4.86 Defensive benefits are cumulative: a unit defending on a mountain behind a river is quadrupled (a DM of +4); a unit defending in a fortress against seaborne invasion is quintupled (a DM of +5). Terrain effects on movement and combat are summarized in the Terrain Effects Chart (4.8). The interaction between positive and negative DMs is detailed in 15.22.
4.9 MAPBOARD BOXES:
4.91 U.S. BOX: The U.S. box represents North America. Newly constructed American units are placed in the U.S. box, as are British fleet factors rebuilt in Canada. Naval units may intercept from the U.S. box and may be moved into the SW box, but otherwise may only leave thc U.S. box by initially deploying to Europe during the SR phase (EXCEPTION: 20.73).
4.92 STRATEGIC WARFARE (SW) BOX: The SW box represents thc Atlantic shipping lanes and the air war over Germany. German submarines and interceptors and Allied ASW and SAC factors are inverted to conceal their true number and placed in the SW box during the SW deployment phase of the YSS and each Spring, Summer and Fall game turn. German air factors and Allied 9-factor fleets assigned to SW are openly placed in the SW box. German raiders may attempt to enter the SW box prior to SW resolution in order to disrupt Allied convoys. Other than raiders, units may only move to and from the SW box during the SW phase.
4.93 MURMANSK BOX: The Murmansk box represents the northern ports in Norway and the Murmansk convoy route. German air and naval units in Bergen may either move or SR into the Murmansk box, both to oppose Allied convoys to Russia and (fleets only) to facilitate movement to the SW box as raiders. Allied fleets may enter the Murmansk box during the SR phase to protect convoys to Russia. German submarine and Allied ASW factors may be allocated to the Murmansk box during a SW deployment phase.
4.94 SOUTH AFRICA BOX: Allied units which SR between the western front and Suez, Basra, Bushire or India (20.511, 20.512) incur a oneturn delay and are placed in the South Africa box while in transit. Similarly, during the first turn of Allied BRP grants to Russia through Persia (38.4) a counter is placed in the South Africa box to indicate the transit of BRPs.
4.95 INDIA BOX: Allied units which have SRed to India (20.512) are placed in the India box.
4.96 SIBERIA BOX: Russian units in transit to or from Siberia (20.514) are placed in the western portion of the Siberia box. Units actually in Siberia are placed in the eastern portion of the Siberia box.
5.1 The ADVANCED THIRD REICH mapboard includes the following significant changes from the 4th edition THIRD REICH mapboard:
5.2 PORTS:
5.21 Helsinki, Lisbon, Oslo and Salonika are ports. Suda Bay (in Crete, hex GG26) is a port. Famagusta (in Cyprus, hex GG34) is a port on the southeast coast.
5.3 CAPITALS:
5.31 Tunis is the capital of Tunisia; Algiers is the capital of Algeria; Rabat is the capital of Morocco.
5.32 Tripoli is the capital of Libya.
5.33 Baghdad is the capital of Iraq and an objective.
5.34 Tehran is the capital of Persia.
5.35 Tirane is the capital of Albania.
5.36 Kiev is the capital of the Ukraine while it is an active German minor ally (sce Appendix II).
5.4 TERRAIN:
5.41 The southern beaches in Lorient (hex N19) and Famagusta (hex GG34) have been deleted.
5.42 The Danube has been extended into Hungary and Germany. The Douro and Tagus rivers have been added in Portugal and Spain.
5.43 Mountains have been added in Greece, southern Turkey, Spain and French North Africa.
5.44 Swamp hexes have been added west of Vologda.
5.45 The mapboard has been extended to include the rest of Iraq, Kuwait and parts of Persia, Algeria and Morocco.
5.46 The coastlines in Britain and the Crimea have been modified.
5.5 BORDERS:
5.51 The borders of Vichy France, the Ukraine and the Polish Corridor are shown in gray.
5.6 NAZI-SOVIET PACT LINE:
5.61 The Nazi-Soviet Pact area includes the Finnish border hexes (A46, B45, C44), and the two hexes south of Lvov (Q34 and R34).
5.7 START LINES:
5.71 A 1941 and 1942 Start Line has been added in Libya.
5.8 BRP VALUES:
5.81 Eastern Poland (58.4) is worth 10 BRPs.
5.82 The Baltic States (58.5) are worth 15 BRPs.
5.83 Bessarabia (58.6) is worth 5 BRPs.
5.84 The Finnish border hexes are worth 5 BRPs.
5.85 Iraq is worth 10 BRPs.
5.9 ADDITIONAL CHANGES: The initial locations of Russian ICs are shown in gray. Ploesti is represented as an oil center. Mosul is no longer an objective. South Africa, India and Siberia boxes have been added to indicate the location of units which are not on the board.
6.1 Ground unit counters show a combat factor as the first (left) number on the counter, followed by a movement factor (EXCEPTION: Replacement counters, which may not move, show only a combat factor). Commandos may be used by the British only if Allied variant 16 is played.
6.2 Air unit counters also show a combat factor and a movement factor. Fleet unit counters show only a combat factor; their range is unlimited within their front. Each country is provided with partial fleet counters (27.7). British submarines may only base in Malta (64.4).
6.3 SW counters (submarines, ASW, SAC and interceptors) show only a number representing the strength of the unit.
6.4 BRP counters are used on the BRP track on each major power's scenario card. Year and season counters are used on the Time Track on the mapboard. A marker has been provided to help keep track of the U.S. - Axis tension level (Appendix III). Numbered counters are used to select variants (71).
6.5 IC counters are used to represent concentrations of industry in Russia (34). Each major power has a limited number of airbase (26.12) and bridgehead (28) counters. Rocket bases may be built by Germany if it selects Axis variant 24.
7.1 When beginning a game of ADVANCED THIRD REICH, players must choose the scenario they wish to play. Players may select from the Campaign Game, 1939, 1940, 1941, 1942, 1944 and Barbarossa scenarios. The details of each scenario are found in Appendices VI - XII. In each case, the historical situation at the starting date of the scenario is set out, along with other information and rules applicable to the scenario.
7.2 The information contained in each scenario consists of the following:
7.21 DURATION: This defines the length of the scenario. Players playing the 1941 or 1942 scenarios may, if they agree beforehand, continue past the end of the scenario and play to the end of the Campaign Game scenario (Winter 1945), using the Campaign Game victory conditions.
7.22 SITUATION: This indicates which nations are at war and which diplomatic results are in effect at the start of the scenario. No BRPs are expended to attain these states of war.
7.23 ORDER OF DEPLOYMENT: Prior to play, each nation involved in the scenario sets up its forces in the indicated order.
7.24 ORDER OF MOVEMENT: Once play begins, the indicated order of movement is followed.
7.25 VICTORY CONDITIONS: In each scenario, the victory conditions for both two-player and multi-player games are indicated.
7.251 The winner of the scenario is determined only at the end of the scenario, unless one side concedes. If both sides fulfill their victory conditions, the winner is determined by comparing the level of victory conditions achieved. Similarly, in a multi-player game, more than one major power may achieve its victory conditions.
EXAMPLE: In a two-player Campaign Game, the Axis control 28 objective hexes at the end of the Winter 1943 game turn, giving the Axis a marginal victory. The Allies then conquer the Axis by Winter 1944, giving them a tactical victory. The Allies would win the game. Had the Allies conquered the Axis in Spring 1945, the Allies would also achieve a marginal victory and the game would be drawn.
EXAMPLE: In a multi-player Campaign Game, France survives until Summer 1941, achieving a tactical victory. If Italy held seven objective hexes at the end of the game, it would achieve a decisive victory and would win the game.
7.252 Britain and Russia are considered to be conquered for the purpose of the Axis two-player Campaign Game victory conditions only if their surrenders are in effect at the end of the game (Winter 1945).
7.253 To fulfill their victory conditions in a two-player Campaign Game, the Allies must only conquer Germany. Italy surrenders if Germany is conquered (47.411). Major powers are conquered as described in 47.
7.254 When victory is determined by the possession of objective hexes at the end of play, objectives in neutral minor countries are not credited to either side unless one side or the other has gained control over them as a consequence of a diplomatic result. If Italy or Russia remain neutral, objective hexes under their control at the end of play are credited to the Axis/Allied totals in a two-player game and to the Italian/Russian totals in a multi-player game. If Britain or Russia surrender, all objective hexes under British or Russian control at the end of the game are counted in the Allied total.
7.255 Where one player controls two or more major powers in a game governed by multi-player victory conditions, that player must abide by the victory conditions of the nation under his control which controls the most objective hexes at the start of the scenario. Although the player controls the forces of one or more other major powers, those major powers are not considered for victory determination purposes except insofar as they influence the victory conditions achieved by other, determinant major powers.
7.256 In a multi-player game, a player may withdraw from the game at any time by assigning play of his major power(s) to another player participating in his alliance. When a player acquires a second or third major power, that player must abide by the victory conditions of the nation under his control which controls the most objective hexes at the time he takes control of the additional major powers. The acquiring player may choose a major power for victory determination purposes only if the additional major powers have the same number of objective hexes as his original major power when he acquires control over them.
7.257 As players withdraw, the game may ultimately become a two- player game in which normal two-player victory conditions apply.
7.258 If a scenario is played where there are separate British and American players, they play as partners, winning or losing jointly.
7.26 BRP LEVEL AND GROWTH RATE: The starting BRP level for each major power is indicated. The source of these BRPs, including each major power's BRP base, is set out in parentheses. The growth rate (33.2), which determines the rate of BRP increase each year, is listed below each major power's BRP level.
7.27 SR LIMIT: The basic SR limit for each major power (20.1) is listed. For convenience, reference is made to the rules which govern the possible reduction of this basic SR limit.
7.28 DP ALLOCATION: The basic number of DPs for each major power (59.1) is listed, together with additional DPs which may be available at the start of the scenario.
7.29 FORCE POOL: "At Start" forces are placed on the mapboard during the initial setup of the scenario. Other forces become available as "allowable builds" as indicated. In each Appendix, the number of units of each type available to each major power is indicated in brackets ("[]"). The number which precedes the brackets indicates units added to or, in the Barbarossa scenario, subtracted from, each major power's force pool at a given time.
7.291 Once forces are available, they may be constructed during a player's unit construction phase. Units eliminated during the game are returned to the owning major power's force pool as allowable builds. EXCEPTIONS: Airborne units may not be reconstructed during the game turn they are eliminated (24.4). Minor country armor and air units may be permanendy eliminated (53.5). Minor country naval units (27.85) and "free Russian" units (Axis variant 18) may never be reconstructed).
EXAMPLE: Germany begins the Campaign Game with eight 3-3 infantry units, four 4-6 armor units, four 5-4 air units and two 9-factor fleets. During the Fall 1939 unit construction phase, twenty 3-3 infantry units, eight 4-6 armor units, two 5-4 air units and one 9-factor fleet are added to the German force pool. These may be constructed during the Fall 1939 unit construction phase, subject to BRP spending limits. Germany's third 9-fator fleet and its two 5-6 armor units may not be constructed until they are added to Germany's force pool during the Spring 1942 and Spring 1943 unit construction pheses.
7.292 AIRBASE COUNTERS: The number of airbase counters (26.12) available to each major power is indieated.
7.3 DEPLOYMENT LIMITS: A major power may be required to place specific minimum forces in a given location or area. Additional forces may be placed in such areas, subject to stacking limits. Deployment limits apply only to the opening setups of scenarios. Forces may move freely once the scenario begins.
EXAMPLE: Britain must begin the Campaign Game with at least one air factor and one 1-3 infantry unit in Malta. Additional ground or air units may be placed in Malta, but a 3-4 infantry unit could not substitute for the 1-3 infantry unit. Similarly, a 4-5 armor unit could not substitute for the 2-5 armor unit which must be placed in Egypt.
7.31 CONTROL: The indicated areas are controlled by the major power at the start of the scenario. Units may only be placed during opening setup in controlled areas. In the Campaign Game, a player may not set up units in areas controlled by another major power, even if that major power is an ally. Thus Britain could not begin the Campaign Game with units in France, although it could, with French permission, move units into France during the Allied Fall 1939 player turn, nor could Germany begin the Campaign Game with units in Rumania.
7.32 SURPLUS SW: The 1941, 1942 and 1944 scenarios begin with one side or the other having some SW factors already in play. This amount may be increased by SW construction during the YSS at the start of those scenarios. SW construction has already occurred in the 1940 scenario.
7.4 SCENARIO CARDS: Each scenario card contains a summary of the information set out in the Appendices for each major power. In addition, each scenario card has a BRP track which players may use to record BRP levels by moving each major power's three BRP counters along the 100's, 10's, and 1's line. Players may wish to keep a written record of BRPs, as such a record is immune from tablejostling and is useful in providing reliable answers to questions such as "Did you subtract 15 BRPs for that offensive option?"
7.5 BEGINNING A GAME: Each player places his at start forces on the mapboard, following the order of deployment, and places his allowable builds on the force pool section of his scenario card. Each major power's BRP counters are placed on its BRP track, and each major power's airbase, bridgehead and substitute air and naval counters are kept available.
7.51 Once all at start forces have been set up, SW construction and DP purchases take place in the 1941, 1942 and 1944 scenarios. In the Campaign Game and 1939 scenarios these steps are omitted. Players then allocate their DPs (59.2).
7.52 Once DPs have been allocated, play begins as indicated by the order of movement for the scenario.
8.1 The following tables are set out on separate sheets to facilitate reference during play:
| A. | Combat Results Table. |
| B. | Attrition Table |
| C. | Air Defense Table |
| D. | Air Attack Table |
| E. | Air Force Nationality DRM Chart. |
| F. | Naval Interception Table |
| G. | Fleet Combat Table |
| H. | Naval Nationality DRM Chart |
| I. | Fleet Staying Power Table |
| J. | Naval Reconstruction Table |
| K. | Russian Winter Table. |
| L. | SW Ratio Table |
| M. | SW Effects Table |
| N. | British Resistance Table |
| 0. | Russian Resistance Table. |
| P. | Year Start Sequence of Play. |
| Q. | BRPCostsChart. |
| R. | Minor Country Forces Chart. |
| S. | US Tensions |
8.2 The Combat Results, Attrition, SW Ratio and SW Effects Tables are also printed on the mapboard for quick reference.
9.1 BRP LEVEL DETERMINATION AND ORDER OF PLAY:
9.11 At the beginning of each game turn, the Axis and Allies each total their remaining BRPs to determine which side holds the initiative. The side with the higher total has the initiative and moves first in the coming game turn. If the BRP totals are equal, the order of play from the previous turn prevails. For the purpose of determining the initiative, a major power which has incurred a BRP deficit is considered to have a BRP total of zero.
9.111 The Axis move first in the first turn of the Campaign Game and the 1939, 1940, 1941 and 1942 scenarios.
9.12 The side which played last in a game turn may find that it will move first in the next game turn, thus obtaining a "double move". The opportunities offered by such a development are exceptional, and may warrant the limiting of BRP expenditures in order to keep a higher BRP level than the opponent. On the other hand, there are hazards connected with a double move, because the other side may later regain the initiative and thereby obtain a double move itself. The side with the initiative may never obtain a double move, because it is already moving first.
9.13 Italian BRPs are always included in the Axis total, whether or not Italy has entered the war, and Germany and Italy conduct their turns at the same time. Russian and American BRPs are not included in the Allied total until they are at war with Germany. However, Russia and the Western Allies conduct their turns at the same time throughout the game, whether or not Russia is at war with Germany, and even if a neutral Russia has a larger BRP total than the Axis and the Axis have the initiative.
9.14 American BRPs are included in the Allied total only after the turn in which the U.S. enters the war, because a DoW by or against the U.S. would take place after the initiative has been determined for that turn.
9.15 The BRPs for newly activated minor allies (56.3F) and minor countries subject to German economic penetration (57.1) are added to the appropriate major power's BRP level at the start of the player turn following the diplomatic die roll which triggered the activation of the minor ally or the economic penetration. The BRPs for minor allies which switch sides (56.92) are added immediately after the diplomatic phase. The addition of these BRPs would not affect the determination of the initiative for that game turn.
9.2 SEQUENCE OF PLAY DURING PLAYER TURNS:
9.21 The detailed Sequence of Play printed on the back of the rulebook should be consulted by players regularly during play. The highlights of each player turn are summarized below.
9.22 DECLARATIONS OF WAR (DoWs): Each major power, at the start of its player turn, announces any DoWs it is making that turn and immediately pays the BRP cost associated with each DoW. The forces of minor countries which have been subject to a DoW are then set up by an opponent of the major power which made the DoW (53.1).
9.23 OPTION DECLARATIONS: Each major power then announces its option for each front. Each major power immediately pays 15 BRPs for each offensive option it selects.
9.24 MOVEMENT: Once options have been declared, movement of units takes place. Supply is determined during the movement phase (29.4).
9.25 COMBAT: After all movement is completed, combat takes place. Limited offensive operations and regular offensive combat are resolved before attrition combat. Exploitation movement and combat takes place after the resolution of attrition combat.
9.26 UNIT CONSTRUCTION: After post-combat adjustments, including the removal of unsupplied units, unbuilt units may be constructed (19).
9.27 STRATEGIC REDEPLOYMENT (SR): During the SR phase, units may be SRed (20) and BRPs granted (36).
9.3 MINOR COUNTRY TURNS: Minor countries which have been attacked, but not conquered, conducttheir turn immediately following the player turn of the major power which attacked them, even if the invader has obtained a double move and will thus move first in the coming game turn. A minor country player turn consists of movement, combat and unit construction only. Minor country units may only be SRed if the minor country is allied to a major power. Minor countries do not move independendy once a major power has intervened to assist them (55).
9.4 SECOND PLAYER TURN: The opposing coalition then moves, repeating the steps oudined above.
9.5 SW RESOLUTION AND ALLOCATION: Once both sides have completed their player turns, German raiders may be sent into the Aflantic (44). SW is then resolved, after which SW forces are deployed for the following turn (42.4, 42.6).