Advanced Third Reich
Overview
Advanced Third Reich (A3R) is a grand strategic wargame published by Avalon Hill in 1992, designed by Bruce Harper. It simulates the European and African theatres of World War II at the corps level, with each turn representing three months. A3R is a major redesign of the original Rise and Decline of the Third Reich (1974), incorporating years of player feedback and development. The game features integrated land, naval, and air warfare combined with diplomacy and economic management systems.
Components
- Large hex map of Europe, North Africa, and the Middle East
- Hundreds of die-cut counters representing corps-level military units (land, air, naval)
- Economic charts and production tracks
- Diplomacy tracks and markers
- Combat results tables
- Dice
- Scenario setup cards
- Comprehensive rules booklet
Setup
Choose a scenario (ranging from the full war 1939-1945 to shorter scenarios covering specific periods). Place units on the map according to the scenario’s historical starting positions. Set economic production levels and diplomatic status for all nations. Assign starting resources and BRPs (Basic Resource Points) to each major power.
Turn Structure
Each game turn represents one season (3 months) and follows this sequence:
- Strategic Warfare Phase: Conduct strategic bombing, submarine warfare, and other strategic operations.
- Diplomacy Phase: Attempt to influence neutral nations and manage alliances.
- Economic Phase: Calculate income from controlled territories, pay for units, manage BRPs (Basic Resource Points).
- Unit Construction Phase: Build new units and replacements using BRPs.
- Movement Phase: Move land, air, and naval units.
- Combat Phase: Resolve ground, air, and naval battles.
- Exploitation Phase: Armored and mechanized units may move and attack again.
- Redeployment Phase: Strategic redeployment of units.
Actions
Diplomacy
- Players attempt to bring neutral nations into their alliance through diplomatic pressure
- Diplomatic actions cost BRPs and are resolved through die rolls
- Historical events can trigger alliance shifts
- Neutral nations have alignment tendencies but can be swayed by either side
Economics (BRP System)
- BRPs (Basic Resource Points) are the game’s currency, representing national economic output
- BRPs are spent on: unit construction, declarations of war, offensive operations, diplomatic actions, and strategic warfare
- Income comes from controlled territories and objectives
- Economic warfare (strategic bombing, submarine campaigns) reduces enemy BRP income
Land Warfare
- Corps-level units with attack, defense, and movement values
- Combat resolved via odds-based CRT (Combat Results Table)
- Terrain affects combat and movement
- Armored warfare provides exploitation movement and combat after the regular combat phase
- Stacking limits apply
Air Warfare
- Air units provide ground support, interception, and strategic bombing
- Air superiority affects ground combat outcomes
- Strategic bombing targets enemy economic capacity
Naval Warfare
- Fleet units operate in sea zones
- Naval combat affects supply lines, amphibious operations, and strategic position
- Submarine warfare disrupts Allied shipping and BRP income
- Amphibious assaults require naval and air superiority
Scoring / Victory Conditions
Victory is determined by controlling key objectives:
- The Axis wins by controlling a specified number of objective hexes representing major European cities and strategic locations
- The Allies win by liberating these objectives and defeating the Axis powers
- Different scenarios have different specific victory requirements
- Sudden death victory is possible if one side achieves overwhelming territorial control
Special Rules & Edge Cases
- The BRP system means every action has an economic cost; overextension can lead to economic collapse
- Diplomatic shifts can dramatically change the strategic situation (e.g., Soviet entry, US involvement)
- Armored exploitation is a key mechanic: breakthrough attacks allow mechanized forces to exploit gaps
- Strategic warfare (bombing and submarine campaigns) can cripple enemy economies over time
- Weather affects operations seasonally (winter reduces movement and combat effectiveness)
- The game can be combined with Empire of the Rising Sun for a global WWII simulation
- Multiple players can split the major powers (Germany, Italy, Japan vs. Britain, USA, USSR)
Player Reference
Major Powers
| Power | Side | Starting BRPs |
|——-|——|—————|
| Germany | Axis | High |
| Italy | Axis | Moderate |
| Great Britain | Allied | Moderate |
| France | Allied | Moderate (until fall) |
| Soviet Union | Allied | High (enters later) |
| United States | Allied | Very High (enters later) |
Turn Phase Summary
- Strategic Warfare
- Diplomacy
- Economics
- Unit Construction
- Movement
- Combat
- Exploitation
- Redeployment
Key Concepts
| Concept | Description |
|———|————|
| BRPs | Basic Resource Points — economic currency for all actions |
| Exploitation | Second movement/combat phase for armor/mech units |
| CRT | Combat Results Table — odds-based combat resolution |
| Strategic Bombing | Reduces enemy BRP income |