 
         ͸    ͻ ͻ    ͻ ͸  ͸       ͻ ͸    
             ͹  ˼      ˼         ͹    ͼ        
                   ͼ      ;  ;           ;    


                        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


ͻ
 1.0 INTRODUCTION ǿ
ͼ
 

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

ͻ
 2.0 GAME INTERFACE ǿ
ͼ
 

Ŀ
 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.

Ŀ
 MAP SCREEN 

This shows the game map and the position of the units on it.

Ŀ 
 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.

Ŀ 
 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.

Ŀ
 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


Ŀ
 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.


Ŀ
 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.


Ŀ
 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.

Ŀ
 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.

Ŀ
 HEX DATA BOX  

This shows information about the hex currently being displayed in the Hex 
View box.

Ŀ
 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.)

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 PHASE BOX  

This displays the current phase/step of the Turn Sequence.


ͻ
 3.0 IMPORTANT GAME TERMS ǿ
ͼ
 

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

ͻ
 4.0 UNIT SETUP ǿ
ͼ
 
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. 

Ŀ
 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.

Ŀ
 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.


ͻ
 5.0  SEQUENCE OF PLAY ǿ
ͼ
 

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:

Ŀ
 5.1  Possible YEAR-START SEQUENCE 

If a Spring Game Turn is about to begin, the Year Start may apply first.  See 
6.0.

Ŀ
 5.2  Possible Russian-Winter Die Roll 

Not applicable to this demo.

Ŀ
 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.

Ŀ
 5.4  FIRST PLAYER TURN 

Ŀ
 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.

Ŀ
 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);

Ŀ
 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).

Ŀ
 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.

Ŀ
 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:

Ŀ
 5.45a Move German units to/from Murmansk Box 

Not applicable in the demo.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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:

Ŀ
 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. 

Ŀ
 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.

Ŀ
 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.


Ŀ
 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.


Ŀ
 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.

Ŀ
 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).

Ŀ
 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.

Ŀ
 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.

Ŀ
 5.46i  Resolving Air Attacks on Naval Bases 

Attacks on enemy fleets in ports that were designated in step 5.46b are 
resolved.

Ŀ
 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.


Ŀ
 5.46k  Exploitation Ground-Support 

Your friendly air units may provide Ground Support for Exploitation Combat in 
the same way as in regular combat.

Ŀ
 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.

Ŀ
 5.46m  Exploitation DAS-Interception 

Same as in regular combat.

Ŀ
 5.46n  Exploitation Airdrops 

You may perform one or more Exploitation Airdrops in the same way as in 
5.46g.

Ŀ
 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. 

Ŀ
 5.46p Attrition Combat 

All Attrition combat not resolved earlier in the turn is resolved now.

Ŀ
 5.47  Unit Construction Phase 

You may build new units and/or conduct certain other activities, in the 
following order:

Ŀ
 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.


Ŀ
 5.48  STRATEGIC REDEPLOYMENT (SR) PHASE 


Ŀ
 5.48a  designate BRP Grants 

Not applicable to the demo.

Ŀ
 5.48b  Lend-Lease 

Not applicable to the demo.

Ŀ
 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.

Ŀ
 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. 

Ŀ
 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.

Ŀ
 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. 

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 5.49  END OF PLAYER TURN PHASE 


Ŀ
 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>

Ŀ
 5.5  Second Player Turn 

The opposing player now becomes the Phasing Player, and the steps are 
repeated.

Ŀ
 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.


ͻ
 6.0  YEAR START SEQUENCE (YSS) ǿ
ͼ
 

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).

Ŀ
 6.1  Strategic Warfare (SW) Resolution 

Not applicable to this demo.

Ŀ
 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.

Ŀ
 6.3  Strategic Warfare Construction 

Not applicable to this demo.

ͻ
 7.0 SPECIAL RULES ǿ
ͼ
 

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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.

Ŀ
 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).  

Ŀ
 7.6 US ENTRY  

The U.S. enters play during the spring 1942 turn, so will not come into play 
in the demo.

Ŀ
 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.

ͻ
 8.0 VICTORY CONDITIONS ǿ
ͼ
 

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.

ͻ
 9.0 HOT KEYS ǿ
ͼ
 

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
