Avalanche Press Homepage Avalanche Press Online Store



SS Youth in
Beyond Normandy

Search



ABOUT SSL CERTIFICATES

 
 

Third Reich: Old and New

   John Prados' Third Reich, the new edition from Avalanche Press, is the latest iteration of a classic World War Two strategy game. Players take the roles of the leaders of Italy, France, Britain, German, the Soviet Union and the United States, striving to meet their nation's goals in the face of enemy resistance.
   The new game keeps many of the trappings of the old, but players of the old version will find that many things have changed. The following is a brief synopsis of these changes.

Components
   The game board is still mounted, but in three segments rather than four in the previous editions. The Avalanche Press standard game board is significantly wider than the previous publisher's, and the map has been canted to bring Narvik in northern Norway into play. Terrain in Iran and Iraq has been deleted.
   Counters are in full living color, with tank silhouettes and full-color aircraft.

Production
   This part of play retains the Basic Resource Point, the currency of the old game. As in the older editions, players expend BRPs to build new units and for assorted game functions.

Politics
   The new game contains a large set of event chits, one of which is drawn each turns. These range from such things as political interference in military operations ("Mussolini is Always Right") to revolution ("Coup in Iraq" or "Iron Guard") to technological breakthroughs ("Manhattan Project"). These events drive the course of the game, and can have profound effects. They also insure that play is never the same from game to game.

Diplomacy
   This is dramatically different from older versions. Major powers can attempt to bring minor countries onto their side, in ways ranging from cooperation to outright alliance.

Sea Control
   In another change of focus, naval units move by sea area rather than hex. The focus is on gaining control of a sea area to permit other operations (amphibious landings, supply or transport, for example) or denying it to the enemy. Naval combat is resolved without the use of tables, and the strange modifiers of older versions (like the +1 "Aryan modifier" for Sweden, which had not waged a naval war since 1791) are gone.
   New naval unit types include aircraft carriers and landing craft, plus submarines (which were represented in highly abstract form in the older models, for the Germans only). Greece, the Netherlands and Finland now all have their navies represented as well.

Operations
   In the older editions, the map was divided by "fronts," with players paying BRPs to conduct operations on a front. Now each player has a number of headquarters, and pays BRPs to conduct operations within a set distance of the headquarters. This removes some of the odd play possible with the front lines.
   Players use BRPs to purchase operations chits - Naval, Air Effort, Headquarters Offensive, General Offensive or Attrition - which determine what types of operations may be conducted. Each turn has a varying number of these "impulses," so players are never completely sure when the turn will end.

Land Operations
   Combat between ground units is also resolved with the use of tables, as players attempt to obtain "hits" against enemy units. These hits will either destroy enemy units, or force the expenditure of BRPs to keep them from being destroyed.
   Unit types now also include cavalry, and a number of nations have had their force pools adjusted to more accurately reflect historic realities.

Air Operations
   Once again, there are no combat tables involved. Air units can support ground units, engage in battle with naval units, or attack enemy economic infrastructure. There are two types of air unit, tactical and strategic.

Special Rules
   The game would not be complete without oddball special rules, the touches players love. South Africa may choose not to participate. Switzerland can now be conquered, in which case every country except the Soviet Union suffers economic hardship (due to disruption of international banking). Turkey will fight until every Turkish city is captured - a near-impossible task given Turkey's mountainous terrain. Yugoslavia may dissolve, though the Yugoslav partisans are fearsome opponents.

   The game's introductory scenarios take about four hours to play, the longest scenario lasts 12 to 20 hours. The game is for two to six players, though it works best with five. It is not a difficult game to play, though the many interactions between the different aspects (military, political, economic) make strategy subtle and hard to define.

To Order Toll Free: 1-800-564-9008