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The Gamer's Guide to Third Reich

Expansion for Rise and Decline of the Third Reich

The Gamer's Guide to Third Reich Rulebook

Table of Contents

Table of Contents

  • Diplomacy in Third Reich
    • Bulgaria/Hungary/Rumania (Inactive)
    • Finland (Inactive)
    • France
    • Italy
    • Belgium/Luxembourg
    • Bulgaria (Active)
    • Egypt
    • Finland (Active)
    • Greece
  • Diplomacy Points
      • Germany
      • Great Britain
      • United States
      • Soviet Russia
      • France
      • Italy
    • Hungary (Active)
    • Iraq
    • Japan
    • Persia
    • Portugal
    • Rumania (Active)
  • Afterword
  • Record Keeping in Third Reich

Diplomacy in Third Reich

Another Facet of the Strategic Game

When using this variant, disregard Rules 33.6 and 33.7 (the sections on Foreign Aid and Turkey). Change the tenth result on the Intelligence Table (33.5) to apply to Diplomacy Points. Rules 33.-33.4 (Variant Counters) are probably best disregarded also, since many of the effects therein are duplicated through the actions of this variant. Not all are duplicated however, and players may continue-if agreeable to all-to draw but treat certain selections as void: Axis #1 through #5 and #7; Allied #3, #5 and #6. If using the additional variants presented by Mr. Bucher in "Yet More Possibilities" (Vol. 18, No. 5), we would suggest ignoring: Axis #16, #19 and #20; Allied #11, #"4" and #20. Note that play balance shifts toward the Allies if this is done, since the Axis player has a greater chance of drawing a voided variant counter.

(Printed as shown: "Rules 33.-33.4" and the Allied "#"4"" reference are reproduced as they appear in the source.)

Each major power receives a basic allotment of Diplomacy Points (henceforth, DPs) during each YSS. These are received and committed just after BRP calculation, but before SW construction. The basic allotments are: U.S. and Britain and Germany-3 each; France and Italy and Russia-2 each. The U.S. player receives no DPs until the 1942 YSS. These basic allotments may be increased or decreased by certain game developments, detailed in the accompanying box. These increases/decreases are applied only at a YSS, never during the play of a year.

A nation may also increase its available DPs by spending for "foreign aid" during the YSS. Unlike the 33.6 Foreign Aid Rule, this is a generalized expenditure, assigned to no particular minor countries and more akin to SW expenditure. Each five BRPs spent in this manner produce one additional DP for the player. There are but two limitations:

  1. No nation may spend more than 5% of its YSS BRPs on foreign aid.
  2. No nation may acquire more DPs by foreign aid spending than its basic DP allotment as above (two or three as the case may be).

As with SW spending, if BRP totals are close enough that expenditures could have an effect on the order of play, players must write their spending decisions secretly and reveal them simultaneously.

The next step is commitment of DPs to countries that a power may wish to influence during the coming year. Eligible recipients are listed in detail later in this article. Each player records his decisions on paper in as much secrecy as he wishes-he may, but need not, consult with other players and/or reveal to them his choices. There is but one limitation: no player may commit more than half (rounded up) of his DPs to one country. Players may not "loan" nor give DPs to other players.

The Russian player operates under two additional restrictions:

  1. He may allocate DPs only to Bulgaria, Finland, Greece, Hungary, Japan, Persia, Rumania, Soviet Union, Spain (only if Communist), Sweden, Turkey, Ukraine and Yugoslavia.
  2. He may not allocate DPs to any Balkan country unless Russia controls a supplied hex adjacent to anyone of them. (Balkan countries are defined as-Rumania, Hungary, Bulgaria, Greece, Yugoslavia.)

DPs, wherever they may have been allocated, are wiped clean each year end. They never accumulate, neither in a recipient nor for a major power, so there is absolutely no point in leaving any uncommitted during a YSS. When a major power is conquered during a year, its committed DPs do remain valid for the remainder of the current year. If a nation has a negative amount of DPs at YSS there is no penalty, nor does it carry forward a deficit. It merely cannot allocate any DPs, placing it at a severe disadvantage in the diplomatic struggle. All steps thus far described occur during a YSS; these are also performed prior to the start of any scenario or the campaign game.

During the ensuing game year, a player may attempt to capitalize on the DPs he has farmed out. The mechanics of this follow.

At the start of each game turn (before "Activation of Minor Allies" on the Sequence of Play Chart), up to three attempts may be made to influence the various recipients of the DP grants. The German player has the first chance. If he should pass, the Italian player may take his place. Britain is second. If she should pass, the U.S. (if active) or France, in that order, inherit the chance to influence world events. Russia has the third chance, and faces an additional obstacle: the Russian player must roll one die and may exercise the option only on a result of "5" or "6" on the roll.

Any major power whose capital is controlled by the enemy must pass. Italy, the U.S. and France do not get the option except as a result of a pass by the major "diplomatic power" they are allied with. Russian action ends activity for the turn; no nation ever gets a second chance even though less than three attempts may have been made.

A player exercising his option names any country to which he, or an ally, committed DPs in the preceding YSS. All players reveal how many DPs they have committed to that particular minor country. A die roll is then made by the player exercising the option, modified according to DPs granted by all players, and then applied to that country. The specific results for each potential choice are detailed later in this article. The results must be enforced.

The basic die modification is determined by subtracting the total number of Allied DPs committed to the country in question from the total number of Axis DPs so committed. The result may be a positive or a negative number, or zero. The Allied total is defined as: (a) if Russia is at war, all Allied DPs; or (b) if Russia is not at war, all Russian DPs or all Allied DPs, whichever is greater. (Note: while all major powers may place DPs in Soviet Russia itself, those of the Western Allies and Russia are never combined, regardless of whether Russia is at war with the Axis or not; only the higher of the two will count against the Axis total, so careful dialogue should be instigated to avoid any duplication of effort towards early Soviet participation by the enemies of the Reich.) In many cases, additional die modifications are specified under the individual minor countries.

A given country may never be named for such a die roll more than once during any one game year.

When the four historical Minor German Allies activate, Germany receives their BRPs immediately, as is customary. Whenever either side acquires any other minor country as an ally, it does not receive BRPs thereafter until the next YSS. Certain countries, under certain circumstances, need not be named for a die roll, although DPs may be committed to them. Instead, the status of these countries are resolved only when other game developments warrant, as explained below.

Note: In all "Results" hereinafter, a die roll lower than the first number listed is treated the same as the first number.

Bulgaria/Hungary/Rumania (Inactive)

While inactive, these three are treated as a unit; DPs assigned to them are assigned to all three collectively. Resolve when Germany attempts to activate them. The German player may choose to do this at any time, even if he has committed no DPs to them.

Additional Modifications:

  • Double all Axis DPs before subtracting Allied DPs.
  • Subtract two DPs for every turn prior to Spring 1941 (Winter '40, -2; Fall '40, -4; Summer '40, -6; etc.).
  • Add one for every turn after Spring 1941 (Summer '41, +1; Fall '41, +2; etc.).
  • Add two if Allies (this includes a still-neutral Russia) have declared war on any of the three.

Results:

  • 0 The three countries assume the same status as any other minor neutral for the remainder of the game. Germany may not again attempt to activate them nor may either side again name them for a DP die roll. Any Axis garrison units must be SRed out or destroyed by the end of the current Axis player turn.
  • 1 The three countries will activate in two game turns.
  • 2 The three countries will activate in one game turn.
  • 3+ The three countries activate immediately.

Note that if the Allies attack an inactive minor ally, German intervention would not cause the automatic activation normally dictated (by Rule 25.2).

Finland (Inactive)

Resolve when Germany attempts to activate, which the German player may choose to do at any time even if he has committed no DPs to Finland.

Additional Modifications:

  • Double all Axis DPs before subtracting Allied DPs.
  • Subtract one DP for every turn prior to Winter 1940 (Fall '40, -1; Summer '40, -2; etc.).
  • Add one for every turn after Spring 1941 (Summer '41, +1; Fall '41, +2; etc.).
  • Subtract three if Russia is not at war.
  • Add two if Allies (this includes a still-neutral Russia) have declared war on Finland.

Results:

  • 0 Finland assumes the same status as any other minor neutral for the remainder of the game. Germany may not again attempt to activate them nor may either side again name them for a DP die roll. Any Axis garrison units must be SRed out or destroyed by the end of the current Axis player turn.
  • 1 Finland will activate in two game turns.
  • 2 Finland will activate in one game turn.
  • 3+ Finland activates immediately.

France

Resolve upon the fall of France.

Results:

  • 0 All French colonies become Free French, along with the forces in them. The French fleet turns Free French, is not halved, and moves immediately to the nearest friendly port on the same front. Vichy France is established normally; Corsica remains Vichy-controlled.
  • 1-7 Vichy France is established normally (per Rule 49.) except for the die rolls for the individual colonies. The "colony" rolls are modified by the same modification just used for France and the results become: 3 or less, Free French; 4 or more, Vichy French.
  • 8+ All colonies remain loyal to Vichy and the Vichy forces are not halved. No partisans may be built in France.

Italy

Resolve upon the conquest or surrender of Italy to the Allies.

Regardless of the die result, the Folgore Airborne, composed of politically-reliable Fascists, if currently in play on the mapboard remains there and becomes a German unit. It loses the ability to airdrop and cannot be rebuilt if lost, but it retains the ability to overstack and may be used anywhere on the board. All other Italian units are removed, but some may return to Allied or German force pools. Rule 26.72 is observed for all following results.

Additional Modifications:

  • Add one for every year before 1943 (1942, +1; 1941, +2; etc.).
  • Subtract one for every year after 1943 (1944, -1; 1945, -2; etc.)

Results:

  • 1 Strong anti-German feeling. U.S. force pool gets six 1-3s, two 2-3s and a 2-5. These may be rebuilt in any Allied-controlled hex of Italy (including Sicily) that can trace supply to a western source. These may leave Italy for use anywhere on the board. One-fourth (round up) of the remaining Italian naval factors pass to U.S. control; but if the Italian fleet has been reduced to a remnant, any German claims (under Rule 26.72) take precedence. Allies may build two partisans.
  • 2-5 A war-weary Italy. Add two 1-3s and one 2-3 to the U.S. force pool. These may not leave Italy. Allies may build one partisan.
  • 6+ Pro-fascist loyalties persist. Add two 3-3s and a 2-5 to the German force pool; these may be rebuilt in any Axis-controlled, supplied hex of Italy. U.S. force pool receives three 1-3s. Rebuilt units of either side may not leave Italy. No partisans are created in Italy.

Substitute UK for U.S. if Italy should fall before American entry into the war. None of the rebuilt Italian units may be rebuilt again after combat loss, by either side.

The following countries are resolved only when named for a Diplomatic die roll at the start of a game turn, as explained earlier. Note that a special roll to determine the status of Spain's political government is required before the start of any scenario.

Note: Whenever a result is preceded by an asterisk (*), that country may not be named again for the remainder of the game.

Belgium/Luxembourg

May be named only if Belgium is still neutral.

Results:

  • 0 *Agree to defensive cooperation with the Western Allies. Allied units may enter; Allied units may ignore Rule 22.3 and may give DAS. Allied units may not move across nor attack across the German frontier from either country, and Allied air units may not cross Belgian air space to reach Germany until the Axis does declare war on Belgium.
  • 1-7 *Belgium/Luxembourg refuse any cooperation with either side.
  • 8+ *German forces granted free passage. The German player may treat Belgium and Luxembourg as controlled territory, for two game turns only beginning with the current turn. Any German units remaining in either country at the end of the second game turn are eliminated (interned). Neither side may declare war on either country for the duration of the period of free passage. When it expires, these countries resume their minor neutral status.

Bulgaria (Active)

Bulgaria may not be named as a choice unless Allied ground/air factors in the Balkans outnumber Axis factors. The Balkans are defined as Rumania (including Bessarabia), Hungary, Yugoslavia, Albania, Greece (excluding islands), Bulgaria and European Turkey. Russian factors are not considered "Allied" until Russia is at war with the Axis.

Additional Modifiers:

  • Subtract one if less than six German ground factors are in Bulgaria.
  • Add one if more than thirteen German ground factors are in Bulgaria.
  • Subtract two if a supplied Russian armor or infantry unit is in or adjacent to any hex in Bulgaria.

Results:

  • -1 *Bulgaria switches sides, becoming a minor ally of the Allied player with ground units closest to her capital. If a tie in distance results, use the greatest number of DPs committed (and then a random die roll) to break the deadlock. All Bulgarian units stacked with other Axis units or currently off the mapboard are eliminated permanently. Other Bulgarian units pass to command of the new Allied patron, remain on the board in play and become part of its permanent force pool. Germany loses immediately the Bulgarian BRPs. On the following YSS, BRPs are awarded normally to whoever controls the capital; this may not necessarily be the power that controls the Bulgarian units.
  • 0-2 *Bulgaria surrenders. All Bulgarian forces are permanently removed from play. Germany immediately loses the Bulgarian BRPs; these will be awarded normally the next YSS.
  • 3+ No effect.

Egypt

Additional Modifications:

  • Add two if a supplied Axis armor or infantry unit is in Egypt.
  • Subtract two if no Axis (German or Italian) unit is in any hex of North Africa.

Results:

  • 1 *Political compromises satisfactory to Wafdist leaders are reached. Any Wafdist counters on the mapboard are immediately and permanently removed.
  • 2-6 No effect.
  • 7 Wafdist uprisings. German player may build two partisan counters in Egypt. If destroyed, these may be rebuilt only if a supplied Axis armor or infantry unit is in Egypt. The Wafdist partisans may not close the Suez Canal nor cost Britain 25 BRPs for loss of Suez/Alexandria.
  • 8+ Extensive Wafdist uprising. Same as above except that three partisan counters may be built.

Finland (Active)

Finland may not be named unless Russian combat factors outnumber Axis factors there, or (1943 or later) a supplied Russian armor or infantry unit is in Warsaw or Konigsberg.

Additional Modifications:

  • Add one if Finnish combat factors in Finland are outnumbered by other Axis combat factors therein.

Results:

  • 2 *Finland surrenders. All Finnish forces are permanently removed from play. Germany immediately loses the Finnish BRPs; these will be awarded normally the next YSS.
  • 3+ No effect.

Greece

May be named only if still neutral, except following a result of 8+ on the die roll.

Additional Modifications:

  • Subtract one for each Allied-controlled objective in the Mediterranean Front in excess of six hexes.
  • Add one for each Axis-controlled objective in the Mediterranean Front in excess of seven hexes.
  • Subtract one if the Allies will move first in the current game turn.
  • Add one if the Axis will move first in the current game turn.

Results:

  • 0 *Greece grants free passage and limited cooperation to the Allies. Whichever power gets a supplied ground unit into Athens first, controls it for victory condition purposes and will get the Greek BRPs next YSS. Allies can move into and/or through all Greek hexes they desire. Axis units must be "at war" (i.e., a DoW on Greece). Greek units are not placed on the mapboard unless the Axis so declare; Greece becomes a minor ally of the power controlling Athens if/when Axis declare.
  • 1-2 *Greece rejects diplomatic advances of both sides and remains permanently in minor neutral status.
  • 3-6 No effect.
  • 7 *Greece grants free passage and limited cooperation to the Axis. Whichever power gets a supplied ground unit into Athens first, controls it for victory condition purposes and will get the Greek BRPs next YSS. Axis can move into and/or through all Greek hexes they desire. Allied units must be "at war" (i.e., a DoW on Greece). Greek units are not placed on the mapboard unless the Allies so declare; Greece becomes a minor ally of the power controlling Athens if/when Allies declare.
  • 8+ Greece becomes a minor ally of the Axis power having ground units nearest Athens by land. Greek units may not be used outside the Mediterranean Front, nor in French North Africa nor Spain. Greek units may not attack British units during offensive options. Only one partisan may be built in Greece, and only by Russia. Greece may be named for a Diplomatic die roll in a future year-in which case the conditions, modifications and results are exactly the same as those for Hungary (Active) as described below.

Diplomacy Points

The Diplomacy Points box is printed as a sidebar on p. 38; it is placed here after the Greece entry.

Germany

Receives Additional DPs for Axis control of:

  • Grozny, Leningrad, Moscow, Stalingrad, Warsaw or London: +1 DP each
  • Ankara, Istanbul and Izmir: +1 DP for group
  • Athens, Belgrade, Bucharest, Budapest and Sofia: +1 DP for group
  • Brussels, Copenhagen, Luxembourg and the Hague: +1 DP for group
  • Any hex on the Island of Britain (Scapa Flow is included, Ireland is not): +1 DP (This is in addition to the allotment for London; but no additional DPs accrue for control of more than one British hex.)
  • Paris: +2 DPs

Deducts DPs for Allied control of:

  • Any hex of Germany: -1 DP, plus an additional -1 DP for each objective hex controlled by Allied forces within Germany.
  • All hexes of Britain: -1 DP (This is applied only if Axis forces have controlled at least one hex of Britain at an earlier point in the current game.)
  • Any hex of France by supplied American armor/infantry unit: -1 DP

Great Britain

Receives Additional DPs for Western Allied control of:

  • Antwerp, Brussels, Luxembourg and the Hague*: +1 DP for group
  • Any objective hex in Germany*: +1 DP each
  • Genoa, Milan, Trieste and Venice*: +1 DP for group
  • All cities in North Africa: +1 DP
  • Oslo, Paris (see Note), Madrid or Rome (see Note): +1 DP each
  • Athens and Belgrade: +2 DPs for the pair

Deducts DPs for Axis control of:

  • Any city in Egypt: -1 DP
  • Gibraltar or Malta: -1 DP each
  • Any hex on the Island of Britain by a supplied German armor/infantry unit: -1 DP

United States

Receives Additional DPs for Western Allied control of:

  • Antwerp, Brussels, Luxembourg and the Hague*: +1 DP for group
  • Any objective hex in Germany*: +1 DP each
  • Genoa, Milan, Trieste and Venice*: +1 DP for group
  • Rome or Paris (see Notes): +1 DP each

Deducts DPs for Allied control of:

  • All cities in North Africa: -1 DP
  • Any hex of Sicily, Sardinia or mainland Italy: -1 DP

Rome: If controlled after American entry, Britain and the U.S. each receive one additional DP. If prior, Britain receives +1 DP and France, if still active in the game, also receives +1 DP.

Paris: DPs are gained by the Western Allies only if Paris has been recaptured after the fall of France (i.e., France is no longer an active player). The American player and the British player each receive +1 DP.

Soviet Russia

Receives Additional DPs for Russian control of:

  • Helsinki, Riga, Stockholm, Warsaw or Copenhagen: +1 DP each
  • Istanbul, Ankara and Izmir: +2 DPs for group
  • Bucharest, Budapest, Sofia, Belgrade and/or Athens: +1 DP for any group of three
  • Any objective hex in Germany: +1 DP each

Deducts DPs for Axis control of:

  • Moscow, Leningrad, Stalingrad or Vologda: -1 DP each

France

Receives Additional DPs for Western Allied control of:

  • Brussels, Madrid or Rome (see Note): +1 DP each
  • Any objective hex in Germany*: +1 DP each
  • Any objective hex in Italy: +1 DP each

Deducts DPs for Axis control of:

  • Any hex in European France: -1 DP
  • Any hex adjacent to Paris: an additional -1 DP

Italy

Receives Additional DPs for Axis control of:

  • All cities in Egypt: +1 DP
  • Gibraltar, Malta or Madrid: +1 DP each

Deducts DPs for Allied control of:

  • All cities in North Africa: -1 DP
  • Any hex of Sicily, Sardinia or mainland Italy: -1 DP

Notes:

  • *DP gains so marked may go either to the United States or to Great Britain, but not both. If British and American players are unable to agree, neither gets the additional DPs. In the rare game where France and the United States are simultaneously active and the Western Powers control an objective hex in Germany, the French player would receive a DP and the British or the American player would also receive one.

Hungary (Active)

Hungary may not be named as a choice unless Allied ground/air factors in the Balkans outnumber Axis factors. The Balkans are defined as Rumania (including Bessarabia), Hungary, Yugoslavia, Albania, Greece (excluding islands), Bulgaria and European Turkey. Russian factors are not considered "Allied" until Russia is at war with the Axis.

Additional Modifiers:

  • Subtract one if less than six German ground factors are in Hungary.
  • Add one if more than thirteen German ground factors are in Hungary.

Results:

  • -1 *Hungary switches sides, becoming a minor ally of the Allied player with ground units closest to her capital. If a tie in distance results, use the greatest number of DPs committed (and then a random die roll) to break the deadlock. All Hungarian units stacked with other Axis units or currently off the mapboard are eliminated permanently. Other Hungarian units pass to command of the new Allied patron, remain on the board in play and become part of its permanent force pool. Germany loses immediately the Hungarian BRPs. On the following YSS, BRPs are awarded normally to whoever controls the capital; this may not necessarily be the power that controls the Hungarian units.
  • 0-2 *Hungary surrenders. All Hungarian forces are permanently removed from play. Germany immediately loses the Hungarian BRPs; these will be awarded normally the next YSS.
  • 3+ No effect.

Iraq

Additional Modifications:

  • Add one if coup has already occurred in Persia.

Results:

  • 0 *Political compromises pacify Iraq for remainder of the game. Any Iraqi rebel counters are removed immediately and permanently from play.
  • 1-5 No effect.
  • 6+ Pro-Axis coup occurs. The results are identical to those for Axis Variant Counter #1.

Japan

May be named only during 1941.

Additional Modifications:

  • Add three if Axis forces control any hex of Persia.
  • Subtract one if France is still unconquered.

Results:

  • 0 *Japan remains neutral and unmenacing. Use provisions of Allied Variant Counter #6.
  • 1-7 No effect.
  • 8+ *Japan launches an immediate attack on Russia. Free Siberian Transfer not allowed; five 3-3s permanently removed from Russian 1942 force pool.

Persia

Additional Modifications:

  • Subtract one if Lend-Lease route has been activated.
  • Subtract one if any Allied ground unit is in Persia.
  • Add one if Axis forces control Rostov, Sevastopol, Ankara, or Port Said.
  • Add one if Axis forces control any hex in or adjacent to Persia.
  • Add one if coup has already occurred in Iraq.

Results:

  • 0 *Political compromises pacify Persia for remainder of the game. Any Persian rebel counters are removed immediately and permanently from play.
  • 1-5 No effect.
  • 6+ Pro-Axis coup occurs. The results are identical to those for Axis Variant Counter #1; substitute Tabriz for Mosul in application.

Substitute Tabriz and Sarab for Mosul and Munawir in applying Rule 25.46; force levels and geographical restrictions of 25.46 are the same.

Portugal

May be named only if both Portugal and Spain are still neutral.

Results:

  • 0 *Portugal becomes a British minor ally.
  • 1-4 No effect.
  • 5+ *Portugal remains permanently in minor neutral status.

Rumania (Active)

Rumania may not be named as a choice unless Allied ground/air factors in the Balkans outnumber Axis factors. The Balkans are defined as Rumania (including Bessarabia), Hungary, Yugoslavia, Albania, Greece (excluding islands), Bulgaria and European Turkey. Russian factors are not considered "Allied" until Russia is at war with the Axis.

Additional Modifiers:

  • Subtract one if less than six German ground factors are in Rumania.
  • Add one if more than thirteen German ground factors are in Rumania.

Results:

  • -1 *Rumania switches sides, becoming a minor ally of the Allied player with ground units closest to her capital. If a tie in distance results, use the greatest number of DPs committed (and then a random die roll) to break the deadlock. All Rumanian units stacked with other Axis units or currently off the mapboard are eliminated permanently. Other Rumanian units pass to command of the new Allied patron, remain on the board in play and become part of its permanent force pool. Germany loses immediately the Rumanian BRPs. On the following YSS, BRPs are awarded normally to whoever controls the capital; this may not necessarily be the power that controls the Rumanian units.
  • 0-2 *Rumania surrenders. All Rumanian forces are permanently removed from play. Germany immediately loses the Rumanian BRPs; these will be awarded normally the next YSS.
  • 3+ No effect.

Soviet Union

May only be named before a DoW with/by the Axis.

Additional Modifications:

  • Subtract one if the Soviet Union is played by an independent player with Victory Conditions separate from the Western Allies.
  • Subtract one each if Allied Variant #13 (Stalin Purged) or #19 (no Winter War) is in effect.
  • Subtract two if Turkey is at war with, conquered by, or a minor ally of the Axis.
  • (Note: the next two cases supersede the effects of Rules 21.54 and 43.2.)
  • Subtract one for each five (or fraction thereof) German garrison combat factors on the East Front below 20.
  • Add one for every whole fifteen German garrison combat factors on the East Front in excess of 20.
  • Add one if there is a supplied, non-airborne German ground unit in England.
  • Add one if Russia is currently at war with any unconquered minor country.

Results:

  • -2 *Russia is free to make a DoW on the Axis at any time.
  • -1-0 (printed as "-1-0") Russia is free to declare a "Limited War" on the Axis (35 BRP) at any time until reversed by a later diplomatic result of 1+ in a future year. Limited War restricts Russian expenditures to 20 BRPs per game turn in non-DoW costs and no Western Allied BRP grants to Russia are allowed. Russia switches from Limited War to "Total War" (i.e., these restrictions are lifted) when the Axis control any five East Front objective hexes or in the Spring 1942, whichever comes first.
  • 1-5 No effect.
  • 6-7 *Russia remains strictly neutral and can make no DoWs on any country prior to Fall 1941.
  • 8+ *Russia adopts a policy of appeasement and may not make any DoWs prior to Summer 1942. Germany receives a 15 BRP grant from Russia during the Allied Spring 1942 SR Phase (both BRPs and SRs are charged against Soviet Russia). Russian 1942 Force Pool additions trickle into the allowable builds at the rate of one armor or airborne, or two infantry units per turn until the fifth turn of its war with the Axis (at which time all remaining are added to the Force Pool) commencing in Spring 1942.

Spain

Roll one die before the game begins. On a die roll of 1-5, Franco has won the civil war; on a 6, the Loyalists have won. Roll again if the Loyalists won; on a die roll of 6, the government is communist-dominated. The form of government will determine which of the following may be used.

Franco's Spain

May be named only if France has been conquered and Spain is still neutral, except following a result of 7+ on the die roll.

Additional Modifications:

  • Add one if Axis forces control any hex of Great Britain.
  • Add three if Great Britain has been conquered.

Results:

  • 0 *Spain rejects all advances and remains permanently in minor neutral status.
  • 1-6 No effect.
  • 7+ Spain becomes a minor ally of the Axis power that committed the most DPs to Spain (a die roll if tied). America may build and operate four partisans in Spain. Spain may be named for a Diplomatic die roll in a future year, provided the Allies control Rome or Paris. The modifications and results are exactly the same as those for Hungary (Active).

Loyalist Spain

May not be named until 1940, and only if still neutral.

Additional Modifications:

  • Add one if Italy is at war.
  • Add one if France has been conquered.
  • Subtract one if Axis forces control no hexes of France.
  • Subtract two if Italy has been conquered.
  • Subtract three if Allies control Paris (applied only after France has fallen).

Results:

  • 0 *Spain becomes a minor ally of the Allied power that committed the most DPs to Spain (a die roll if tied). Germany may build and operate two partisans in Spain.
  • 1-6 No effect.
  • 7+ *Spain rejects all advances and remains permanently in minor neutral status.

Communistic Spain

May be named only if Russia is at war and Spain is still neutral.

Additional Modifications:

  • Double Russian DPs.
  • Subtract two if Italy has been conquered.
  • Subtract three if Allies control Paris (applied only after France has fallen).

Results:

  • 0 *Spain becomes a Russian minor ally. Germany may build and operate two partisans in Spain.
  • 1-6 No effect.
  • 7+ *Spain rejects all advances and remains permanently in minor neutral status.

Sweden

May be named only if neutral.

Additional Modifications:

  • Add one if Axis forces control Oslo.
  • Subtract one if Allied forces control Oslo.

Results:

  • 1 Sweden denies iron ore shipments to Germany. Subtract 10 BRPs from German total each YSS (prior to SW construction). Germany can avoid this penalty by either controlling Stockholm, or reversing the diplomatic outcome with a Diplomatic die roll of 2+ in a future year.
  • 2-4 No effect.
  • 5-6 *Sweden signs a long-term pact for continuation of ore shipments to Germany.
  • 7+ *In addition to the iron ore pact, Sweden agrees to limited transit of Axis troops. One Axis unit per turn may SR through Sweden. This unit may SR to or from Finland via the north edge of the mapboard.

Turkey

May be named only if still neutral, except following a result of 8+ on the die roll.

Additional Modifications:

  • Russian/Western Powers DPs are combined even if Russia is not at war.
  • Add one if Axis forces control all cities in Egypt.
  • Add an additional one if Axis forces control any city in Palestine or Transjordan.
  • Subtract one if Allied forces control two or more cities in Libya.
  • Add two if Axis forces control Sevastopol, Rostov and either Moscow or Leningrad.
  • Subtract one if Axis forces control neither Sevastopol, Rostov, Moscow nor Leningrad.
  • Subtract one for each Allied-controlled Mediterranean Front objective in excess of seven.
  • Subtract three if Axis forces control no hex bordering Turkey. (Note: inactive Bulgaria is considered "Axis-controlled", as is Vichy-controlled Syria until conquest or deactivation.)

Results:

  • -2 *Turkey becomes a minor ally of Allied power that committed most DPs to Turkey (a die roll if tied).
  • -1-7 No effect (printed as "-1-7").
  • 8+ Turkey becomes a minor ally of Axis power that committed most DPs to Turkey (a die roll if tied). Turkey may be named for a Diplomatic die roll in a future year-in which case the conditions, modifications and results are exactly the same as those for Hungary (Active).

Ukraine

May be named only if Axis forces control Kiev.

Additional Modifications:

  • Subtract one for each Soviet-controlled objective in excess of six hexes.
  • Add one for each Axis-controlled objective on the East Front in excess of eight hexes.
  • Add two the turn after Kiev is first controlled by Axis forces.
  • Add one the second turn after Kiev is first controlled by Axis forces.

Results:

  • 0 *Political compromises pacify Ukrainian nationalism for the remainder of the game. An additional Russian partisan is allowed in this region only (see below).
  • 1-6 No effect.
  • 7+ *Ukrainian separatists join Germany as a Minor Ally (10 BRPs) with Kiev as the capital. These forces may operate between rows N and T inclusive and east of the River Don in Russia. Their Force Pool comprises two 2-3s and three 1-3s (Russia's Force Pool is reduced by two 2-3s as soon as they are discovered in the Soviet allowable builds). Russia is allotted one less partisan throughout the rest of the game and none whatsoever may operate in the Ukraine.

Ulster

May be named only if Ireland is still neutral.

Results:

  • 3 *Ulster remains tranquil throughout the war.
  • 4-6 No effect.
  • 7 IRA active. Use provisions of Axis Variant Counter #2, except that only five British factors need be diverted to Ulster. Credit Germany with one extra SS factor during next SW resolution, reflecting covert Irish assistance to U-boats.
  • 8+ *Identical to above except Irish Republic actively assists IRA. Full ten British factors must be diverted to any part of the island. Britain must declare war on Ireland at the start of her next player turn; the British player may even incur a BRP deficit to do so if necessary (i.e., if less than 10 BRPs remain).

United States of America

May only be named in 1940 or 1941.

Additional Modifications:

  • Subtract one if Axis forces control any hex of Great Britain.

Results:

  • -2 *U.S.A. enters war immediately, but only if Axis forces control three or more hexes of Great Britain. Otherwise, U.S.A. enters one game turn earlier than usual (i.e., in Winter 1941). U.S.A. gets no BRP growth before 1943 YSS in any event. All results of a -1 Diplomatic die roll (below) are also implemented.
  • -1 *U.S.A. commits naval forces to trans-Atlantic convoy escort and institutes a shoot-on-sight ASW policy. Roll two dice and increase British ASW factors by the resulting number.
  • 0 *U.S.A. offers limited ASW assistance. Roll one die and increase British ASW factors by the resulting number.
  • 1-4 No effect.
  • 5+ U.S.A. observes strict neutrality until drawn into war by Japanese attack.

Vichy France

Additional Modifications:

  • Identical with those of Rule 49.42.

Results:

  • -1 *Any Vichy colonies switch sides and become Free French, along with all forces therein. Additionally, if Allied forces control a supplied hex in continental Europe adjacent to Vichy France, units in France follow suit and all Vichy hexes become Allied-controlled. Otherwise, Vichy forces in Europe deactivate.
  • 0 *Implement Vichy deactivation (as described in Rule 49.41).
  • 1-6 No effect.
  • 7+ Vichy France becomes a minor ally of the Axis power that committed the most DPs to Vichy France (a die roll if tied).

Yugoslavia

May be named only if still neutral, except following a result of 8+ on the die roll.

Additional Modifications:

  • Add one if Allied forces control no hexes in the Balkans (excluding Bessarabia).

Results:

  • 3 *Yugoslavia rejects all advances and remains permanently in minor neutral status.
  • 4-7 No effect.
  • 8+ Anti-Nazi coup does not occur. Yugoslavia will become a German minor ally at the same time as Hungary/Rumania/Bulgaria (and therefore immediately should these three be active allies), and is treated as an inactive ally until then. Only two partisans may be built in Yugoslavia, and these only by Russia. Yugoslav forces may operate in Yugoslavia, Greece, Rumania, East Europe and Russia only. Yugoslavia may be named for a Diplomatic die roll in a future year-in which case the conditions, modifications and results are exactly the same as those for Hungary (Active).

Afterword

Feedback received since the appearance of this article in The GENERAL indicates the need for the following clarifications and modifications:

  • DPs are received and allocated at the beginning of each scenario and the campaign game, in addition to each YSS.
  • If 5+ is obtained on the USA table, America still enters the war in Spring 1942 even if a zero has been obtained for Japan.
  • The activation die rolls for Finland and for Bulgaria/Hungary/Rumania are independent of all other die rolls and may be attempted at any time, regardless of and in addition to whatever other rolls the Axis player may be making that game turn.
  • As with SW, the US may allocate DPs beginning with the 1942 YSS.
  • If the Axis declare war on Franco Spain, Finland, Bulgaria, Hungary or Rumania, a -3 modification applies to all subsequent die rolls for the other four so long as they are inactive. This penalty does not apply if, prior to the Axis DoW, a result of zero had been obtained for the country attacked.
  • If the Western Allies declare war on any minor neutral, excepting the five named immediately above, a +3 modification applies to all subsequent die rolls for Belgium/Luxembourg, Greece, Portugal, Loyalist Spain, Sweden and Yugoslavia. A result of 8+ in Ulster does not invoke this penalty.

Record Keeping in Third Reich

A playing aid (record sheet) printed on p. 4. Only the sheet's own instructions and layout are transcribed here.

After my first two or three games of Third Reich I abandoned the BRP tracks and counters in favor of a written running record by country and turn. During the third edition playtest I learned that others had done the same: Bob Cross and Dr. Mueller both sent in copies of the forms they used and my practice was primitive by comparison. The playing aid in this issue is largely adapted from Dr. Mueller's submission.

The form is largely self-explanatory. The YSS portion follows the summary given in the box on p. 22 of Vol. 18, #4; the asterisks are a reminder that the 1940 YSS differs in sequence. The eight little boxes overlapping columns are for recording combined Axis and Allied totals for purposes of determining initiative for the coming turn.

Some won't like France and the USA sharing a column. The column can be split by a line down the middle when necessary. I think the space gained to record the normal game outweighs the inconvenience in the unusual game.

It is up to the player how elaborate a record he wishes to keep in the seasonal boxes. Liberal use of abbreviations is very helpful. Some examples of possible entries (as printed):

Printed labelEntryValue
(DoW)Be, Ne, Lux-30
(Offensives)East, Med-30
(Builds etc.)1 4-5-8
3 3-4-9
1 fleet-27
1 ptsn Fr, 2 Gr-6
Loss of Suez-25
FA Bu 2 Sp 1-3
Russia (Murmansk)

The label column shows only the labels printed beside the entries; the sheet does not label every row.

A player who dislikes so much writing can find his own short cuts, e.g. "builds -50".

Columns (as printed): Third Reich (row labels), GERMANY 50%, ITALY 20%, GREAT BRITAIN 40%, RUSSIA 30%, FRANCE 30% / U.S.A. 60% (France and U.S.A. share one column).

Rows for the YSS block (labelled Y S S):

  1. Previous Base
    • Leftovers x % *
    • SW BRP deficit
  2. New Base
    • Conquests, etc. *1940
    • non-SW BRP def.
  3. Total
  4. SW Builds
  5. YSS Total
  6. Per-turn limit

The eight small boxes overlapping the column boundaries at the YSS Total row record combined Axis and Allied totals for initiative.

Four seasonal blocks follow, labelled (letters printed vertically) S P R I N G, S U M M E R, F A L L and W I N T E R. Each block has the same five rows:

  1. DoWs
  2. Offensives
  3. Builds & other expenditures
  4. Gains
  5. Total
  • Soviet Union
  • Spain
    • Franco's Spain
    • Loyalist Spain
    • Communistic Spain
  • Sweden
  • Turkey
  • Ukraine
  • Ulster
  • United States of America
  • Vichy France
  • Yugoslavia
  • -40
    (Gains)Leningrad+15
    Vichy deac roll-5
    actvn of Spain+30
    rcvd via Murmansk+26