                              THIRD REICH PC
                        A grand strategy game of WWII
                        The Avalon Hill Game Company
                             4517 Harford Road
                            Baltimore, MD 21214

Included on this CD are four directories full of goodies!

1) Demo directory: You will find playable demos of our '5th Fleet', 
'Advanced Civilization', 'Flight Commander 2, 'Third Reich' and 'Wooden 
Ships & Iron Men' games.

2) Screenshot Directory: You will find screenshots of 'Afrika Korps', 
'D-Day:America Invades', '1830', 'Stalingrad', 'Operation Crusader', 
'Kingmaker', and the 'Flight Commander 2 Mission Builder' (an extension 
to Flight Commander 2.) All screenshots are in .BMP format

3) Patch Directory: You will find patches for all our PC games here. 
Simply go to the directory containing the patch for your game, and type:
   patch.bat (then press the 'Return' key.)

4) Avalon Hill Catalog Directory: This directory contains the text of our
   game catalogs.


 Recommended Windows95 Settings

 While Third Reich is an MS-DOS based game, it can be successfully run on 
 machines running Windows 95.  Below are the recommended settings for
 the 3r.bat properties.  

 To set the properties, right-click on the 3r.bat file, and choose 
 PROPERTIES from the menu that appears.

 Under Program, choose Advanced, and select the options "MS-DOS mode", 
 "Warn before Entering MS-DOS mode", and "Use Current MS-DOS 
 Configuration".

 Click the OK button on that tab, then click the OK button again.  The
 Properties are now set.  Double-click on the 3r.bat file to run Third
 Reich.
 

 
 Manual Additions and Errata
   
 Operations Manual 

  Page 3.  F1 key exits to DOS, not to Scenario Screen.
 
  Page 3.  The "H" key for Hex Control will show you the controller of
  the hex.  The color key is as follows: Red;Axis, Blue;Allies, 
  Gray;Neutral.

  Page 4.  The button labeled Continue has been changed to New Game.  

  Page 6.  The Exit button exits to DOS, not to the Scenario Screen.
      
  Page 8.  Section 4.1 1st paragraph.  A Dialogue box ONLY comes up if 
  there is more than one setup file for that Side/scenario; otherwise, 
  it loads the default setup automatically.

  Page 10.  The cross-reference in 5.44 to 11.22 of the Reference manual 
  should be to 11.3 of the Reference manual.
    
  Page 12.  Section 5.45h makes references to SR'ing units; it is actually
  refering to normal ground/air movement.

  Page 12.  Section 5.46a, in gray box.  First item should say "...must 
  be adjacent to one of the Phasing players red-outlined in supply units".
    
  Page 15.  The cross-reference in section 5.46h to section 12.43 of the 
  Reference manual regarding resolution of Seaborne Invasions should
  be section 21.43.
    
  Page 15.  2nd paragraph 1st column.  States that you may abort an 
  attack by de-selecting the target hex.  You must first de-select all
  selected attacking units, then click the DONE button to abort the 
  attack.

  Page 16.  Section 5.46o, 3rd paragraph.  As above, you must de-select 
  all selected attacking units, then click the DONE button to abort an
  attack.

  Page 16.  The cross-reference in Section 5.47b to 11.25-11.252 in the 
  Reference manual should be to 11.6-11.64.

  Page  17.  The cross-reference in section 5.48a to 11.255 of the 
  Reference manual should be to 11.71.

  Page 17.  The cross-reference in section 5.48c to section 11.26-11.261 
  of the Reference manual should be to 11.72.

  Page 18.  The cross-reference in section 5.48I to section 11.266 in the
  Reference manual should be to 11.76.

  Page 20.  1939 Scenario, situation at start.  The phrase "or leaves one
  or more units east of Polish Partition Line" should be removed.  That
  situation will no longer arise, due to new rules about Eastern
  Europe.  See section 29 of the Reference manual for further 
  information.

  Page 21. Setup requirements for Germany.  Sentence "May place a total 
  of up to 20 Ground/Air factors in Finland(5 maximum), Hungary, Rumania,
  and/or Bulgaria" no longer applys.  The 20-factor limit has
  been removed, except for the 5-factor maximum in Finland. 


Reference Manual Errata

  Page 6. The cross-reference to 11.232 should be 11.42.  

  Page 6. The cross-reference to 11.26 should be 11.7.

  Page 8. The cross-reference in section 8.0, last paragraph to 11.266 
  should be 11.76.

  Page 18. Section 12.4, 2nd column.  The sentence "He may retreat into 
  enemy ZOC, or into a vacant enemy-controlled hex, if forced to
  do so" should have the "if forced to do so" removed.  See the 
  modification of boardgame rule 18.33 below.

  Page 19. Declarations of War(DOW)
  See the rules modification below for boardgame rule 21.4.

  Page 22. German Garrisons.
  See the rules modification below for boardgame rule 25.6.

  Page 29. Section 20.45, Air Attacks on Naval Bases.
  In order to attack naval units in Malta, you must first send air to
  counter-air the air factors in Malta first, and send additional
  air factors to attack the naval units.  If the air in Malta declines
  combat, then the additional air factors are allowed to attack the
  naval units.

  Page 30. Partial Air Units.
  There is a picture of a 4-4 air unit.  There are none in the game.

  Page 30. Partial Air Units
  The cross-reference to 11.251 should be to 11.61.

  Page 31. Movement  
  The cross-reference to 11.263 should be to 11.7.

  Page 34. Sea Escort
  The cross-references in the 1st paragraph should all be 11.7.

  Page 21.7  Partial Naval Units
  The cross-reference to 11.252 should be to 11.62.

  Page 35  Airdrops
  See the rules change below for boardgame rule 31.1

  Page 39. Poland/Eastern Europe
  The following sentence should be added to the paragraph about Poland.
  "If Poland is unconquered, any Polish units east of the Partition
  line at the end of the Axis Fall 1939 turn are eliminated".
  
  Page 39.  Russo-Allied Cooperation
  Not Implemented.

  Page 41. Axis Forces in Africa
  See the reference below to boardgame rule 35.5

  Page 42. Suez Canal
  See the reference below to boardgame rule 47.3.


 Reference Manual Index Corrections

 Britain - Reference to 14.1 should be 13.1
 BRPS - Reference to 11.73 should be 11.71
 Combat, Attrition option - References to 11.231 and 11.242 should be
         11.41 and 11.52 respectively
 Corsica - Reference to 11.254 should be 11.64
 Crossing Arrow - Reference to 11.242 should be 11.72
 East Prussia - Reference to 11.254 should be 11.64
 Egypt - Reference to 32.0 should be 34.0
 Force Pool - Reference to 11.251 should be 11.61
 Free Siberian Transfer - Reference to 11.253 should be 11.63
 Front Boundaries - Reference to 11.211 to 11.26 should be 
         11.2 - 11.21, 11.41 - 11.42
 Front Options - Reference to 11.21 to 11.264 should be 11.21 
 Gibraltar - Reference to 11.26 should be 11.72
 Lend-Lease - Reference to 11.263 should be 11.71
 Movement Phase - Reference to 11.23-232 should be 11.4
 Ocean Hexes - Reference to 11.26 should be 11.72
 Ocean/Lakeside Hexes - References to 11.242, 11.26 should be
         11.72, 11.52
 Overstacking - Reference to 11.267 should be 11.77
 Sicily - Reference to 11.254 should be 11.64
 SR - Reference to 11.26 -.263 should be 11.7 -.72
 Staging - Reference to 11.231 - .232 should be 11.4 -.42
 Submarines - Reference to 11.231 should be 11.41
 Surrender, Russian - Reference to 11.26, 11.27 should be 11.8
 Sweden - Reference to 11.252 should be 11.62

 
Rules Differences between Third Reich PC and the boardgame, Third Reich, 
4th Edition rules.

This section contains references to 4th Edition boardgame rules, and
the changes that were made in the conversion to the PC.

 Rule 3.35 Initial deployment
   Once initial setup requirements are met, you may freely move any
   units.  This means that Russian units may move, even if Axis forces
   have not approached them.
 
 Rule 14.23 Combat      
  An attacking unit may only attack one hex during it's offensive phase.
   
 Rule 14.24 Combat
  Not implemented. (See Reference Manual 12.0).

 Rule 18.31 Attrition 
  Attrition losses may be taken from "friendly" major countries before
  intervention.
  
 Rule 18.33 Attrition (Reference manual 12.4)    
  There is no requirement to prefer friendly, supplied, non-enemy
  controlled hexes for attrition retreats if available.  You may retreat 
  into ANY eligible hex.

 Rule 18.34 Attrition (Reference manual 12.4)
   All hexes are not predesignated during attrition, but are designated
   one at a time.
 
 Rule 21.4  Declarations of War (Reference manual 13.0)
  A major power that declares war on a minor must on the turn of 
  declaration, either move forces into that minor or conduct an Offensive 
  or Attrition option attack against that minor's forces.  If a nation 
  finds itself unable to comply with this rule, it's DOW is revoked and 
  the BRPs lost.  Additionally, if any forces allied with the major power 
  were moved into the minor to make an attack, they are eliminated and 
  returned to the force pool.
 
 Rule 24.23 Conquest of Minor Countries, Supply Lines
   Not Implemented.

 Rule 24.7 Cooperative Conquest
   The proportions of Brps may change from YSS to YSS.   
   
 Rule 24.23 Conquest of Minor Countries (Reference Manual 16.0)
   The program chooses the hexes for the supply line for the hostile 
   major power unit(s).

 Rule 25.6 Minor Ally Garrison (Reference Manual 17.4)
   Other than initial setup restrictions, there is no 20 factor limit
   on German garrisons in the minor allies, with the exception of the 
   5-factor limitation in Finland.

 Rule 28.62-28.64 Partial air counters
   There is no limit to partial air counters, substitute air units are
   eliminated.  However, there are no 4-4 air counters in the game. when 
   taking losses from air units, the game breaks it down the the next 
   available counter size; if taking a 1 factor loss from a 5-4 air unit,
   it will take 2, breaking it down to a 3-4.  A good practice is to 
   break down air units into smaller factors before using them.

 Rule 29.414, 29.437  Bombardment losses are no longer taken from 
   naval units. (Reference Manual 21.41, 21.43).

 Rule 29 Fleet operations
   Invasion fleets from different ports are treated as separate 
   invasion forces for interception purposes, even if they end
   their movement in the same hex or if their paths overlap.
 
 Rule 29.172 Fleets in the US Box (Reference Manual 21.11)
   British and French fleets may not be SR'ed to the US Box until the 
   US has entered the war.
 
 Rule 29.438 
   Not Implemented.

 Rule 31.1   Airborne 
   Airborne drops during exploitation will only take place if there are
   exploiting armor units; otherwise, there will be no exploitation phase.

  Airborne may not drop if it is in an enemy ZOC; however, if, during 
  normal combat phase, the enemy armor unit(s) are eliminated, removing 
  the ZOC, then the Airborne may then drop during exploitation phase, 
  pursuant to the aforementioned exception regarding exploiting armor.

 Rule 31.5 Airborne Use in Combat
   Not implemented.  You may only attack with 2 units from each attacking
   hex.

 Rule 32 Partisans
   Not implemented.
 
 Rule 33  Variants
   Not implemented.
 
 Rule 35.5 Axis forces in Africa, east of Suez. (Reference manual 31.0)
   Not implemented.  There is no 18-factor limit on Axis units East
   of the Suez.

 Rule 37.3 Gibraltar (Reference manual 32.0)
   Not implemented.

 Rule 43 Poland/Eastern Europe 
   See Section 29 of the Reference Manual.
 
 Rule 47.3 Suez Canal (Reference manual 34.0)
   Not implemented.  The canal is still usable, for instance, if the Axis
   took Port Said, and there were Allied fleets in Suez City, they could
   move on their next turn to Alexandria or another Allied-controlled 
   Mediterranean port. 

 Rule 47.4 Suez Canal
   Once a hex adjacent to canal is taken, it is considered damaged.  The 
   Allies do not get one turn to retake it, and naval units stationed in
   Suez city when canal is damaged are eliminated and returned to force
   pool.

 Rule 49.6  Vichy France
   British units trapped in Vichy territory by the fall of France are now
   eliminated immediately, and returned to the force pool.
 
   Vichy units, while inactive, are not movable by the Axis, but can
   be SR'ed.


 Difficulty Levels

   Novice Allied or Difficult Axis level:
        US BRP Base x .6
        Allied BRP Growth x .8
        Axis BRP Base and Growth x 1.2
        Force Pool Additions:
        Italy : 3-3 Inf, 2-3 Inf, 5 Air factors, 9 Naval factors
        Germany : 7 x 3-3 Inf, 1 Replacement, 3 x 4-6 Armor, 5 Air factors,
                  9 Naval factors
 
   Easy Allied or Challenging Axis level:
        US BRP Base x .7
        Allied BRP Growth x .9
        Axis BRP Base and Growth x 1.1
        Force Pool Additions:
        Italy : 9 Naval factors
        Germany : 5 x 3-3 Inf, 4-6 Armor, 5 Air factors
 
   Normal Allied or Normal Axis level:
        No adjustments

   Challenging Allied or Easy Axis level:
        German BRP Base x .85
        Axis BRP Growth x .9
        Allied BRP Base and Growth x 1.1
        Force Pool Additions:
        France: 2 x 2-3 Inf, 1 Replacement, 3-5 Armor
        Britain: 3-4 Inf, 4-5 Armor, 9 Naval factors
        US: 3 x 3-4 Inf, 9 Naval factors
        Russia: 3 x 3-3 Inf, 1-3 Inf, 4-5 Armor
 
   Difficult Allied or Novice Axis level:
        German BRP Base x .7
        Axis BRP Growth x .8
        Allied BRP Base and Growth x 1.2
        Force Pool Additions:
        France: 3 x 2-3 Inf, 2 Replacement, 3-5 Armor, 5 Air factors
        Britain: 2 x 3-4 Inf, 4-5 Armor, 5 Air factors, 18 Naval factors
        US: 3 x 3-4 Inf, 1 Replacement, 5-6 Armor, 10 Air factors,
            9 Naval factors
        Russia: 5 x 3-3 Inf, 1-3 Inf, 2 x 4-5 Armor, 5 Air factors
 

General Errata

 On the Game Map, there is no BRP value listed for Bulgaria; it is
 worth 10 BRPs.

 Occassionally, when playing as the Allies, and trying to grant Brps to
 Russia, the dialogue box that comes up for choosing either Lend-lease
 or Murmansk appears with both boxes checked.  Click on Murmansk to 
 de-select both of them, then choose your option.
 
 If you no longer want to sit through the opening animation, simply edit  
 the batch file(3r.bat or 3rv.bat), and remove the number from the end
 of the last line.
 

 Additional Credits

 There were numerous people whose effort went into the making of this 
 game.  We would be remiss if we failed to mention and give credit to the 
 numerous testers who worked on the project.  Without their help, Third 
 Reich PC would not have been possible.  Below are the beta-testers whose 
 names were not able to make it into the manual.
 
 Drew Albert                 James Hyden
 Herbert Appler              Todd Jenkins
 Bill Arns                   Bryce Don Johnson
 John Bluethgen              Craig Johnson
 Rich Bryars                 Warner Johnston
 Andy Burden                 Glenn Jones
 Heath Cajandig              Philip Jones 
 Cliff Carpenter             Nicholas Kapetanis
 Walt Cassidy                David Kotomski
 Jeffrey Child               Larry Kuzniak
 Eddie Corbell               Steven LaPierre
 John Coussis                Michael LaRock
 Jack DeFelice               Steven Larson
 Lowell Denning              Jeff Legay
 Darrell Dik                 Mark Mastrorilli
 Douglas Dowling             Geoffrey Pagels
 Alan Dunkin                 Ronald Paldino
 Michael Dwiel               Mark Polk
 Ronald Elsner               Richard Porter
 William Gillespie           Jim Potts
 Timothy Goff                Per Amund Ruth
 Scott Gowland               Barry Sommons
 Ray Grant                   Donny Sunarjo
 Bernard Greenbank           Mark Wall
 David Grosskurth            Geoffrey Watson
 Frank Hagen                 John Van Valer
 R. Daniel Haynes            Preston Werntz
 Wayne Heermans              Robert Wesley
 Kirk Hess                   Michael Yelich
 
 And Special thanks to:
 
 Steve Holmes - New Avalon Hill Opening Animation
 Bill Levay - Sounds
 Rich Bryars & Mike Bowles - Additional Setup scripts

        
        
Designer Notes on the Artificial Intelligence for Third Reich PC
        

I have had about a year of time to create the "Computer Opponent", or 
Artificial Intelligence (AI) for Third Reich PC.  This is actually the
third effort at creating an AI for this game.  The first happened before
the game was anywhere near complete, and never got anywhere.  The second
attempt at an AI was entirely inadequate when the game was ready to go 
into beta testing in October 1995.  I had made a number of suggestions 
about how to finish the AI, so when it was decided to start anew I was 
given the opportunity to do the job.  I found that I had to begin from 
scratch.  All of the ideas are mine, though I had a great deal of help 
from Jamie Nash in the coding.  This is the best that I could do in a 
year.  I plan to tweak and support the Third Reich PC AI for years to 
come, so please send any comments or suggestions to AHDavid@AOL.com.

Third Reich has been a difficult AI to create.  The AI plays by the same 
rules, using the same keyboard and mouse clicks that a human player does.  
If you ever see the game tell the AI that it is violating some rule, 
please let me know so that I can correct the problem!  A great deal of 
effort has gone into simply making sure that the AI knows how to play 
the game.  The only rule that was changed to make things easier for the 
AI is the number of breakdown counters for air units.  It was simply much 
easier for the AI to work with 1-4 air units during movement and combat, 
and then recombine them for Strategic Redeployment.  All of the other rule 
changes would have been made even if there had been no AI.  Not only does 
the AI play the same way that a human player does, but it does not cheat 
in any way either.  If the AI wins, it does so honestly.

You might find that the AI takes a few minutes to finish some phases,
such as Strategic Redeployment.  However, in general the AI needs far 
less time to finish a turn (10 to 20 minutes) than a human requires, 
especially when playing the boardgame (a turn can take hours).

The AI starts a turn by deciding grand strategy, such as "Conquer Russia".  
It uses its grand strategy, together with the current situation on the 
board, to decide its long term goals.  For each goal the AI guesses
what enemy units are trying to act on the same goal and, then, based on 
the priority of that goal, assigns units to achieve the goal.  If the AI 
has sufficient forces to attack to achieve a goal the AI will use an 
offensive option on the front of the goal.  If none of the goals require 
an offensive option, the AI will use an attrition option instead.  During 
movement all of the units assigned to a goal will move in coordination 
with each other, and during combat they will attack together.  The long 
term goals are also used to decide what units to build, and where to 
strategically redeploy units. 

During an opponent's turn, the long term goals are used to decide where 
to send defensive air support.  Hence the AI will act with a coordinated 
strategy throughout the turn.  The long term goals are also adjusted as 
the enemy takes actions and as goals are achieved.

Right from the beginning, I have been responding to suggestions and 
comments on the AI.  I was even sending my design on paper to Alpha 
testers before a single line of code was written (many thanks to all of 
you!).  I have done my best to implement suggestions that I have received 
during Beta testing.  Now that the game is released, I hope to continue to 
improve the AI.  So please do send comments!

If you are new to Third Reich, a good way to start is by watching the
AI play itself for a while.  After that you might try the 1944 scenario, 
which is the simplest.  The Axis has the advantage in this scenario, so 
you might start by playing the Axis.  Later switch to the Allies once you 
are comfortable with the mechanics of the game.

- David Hiller

