Page 9 of 10
RE: Third Reich
Posted: Sat Jan 26, 2013 10:42 am
by shunwick
Steve,
Just a quick note. 3R.zip does not contain the equipment file. The original v1 did but since then...
Best wishes,
Steve (no, the other one)
RE: Third Reich
Posted: Sat Jan 26, 2013 3:53 pm
by sPzAbt653
Thanks Steve [&o]
RE: Third Reich
Posted: Sat Jan 26, 2013 6:01 pm
by Crossroads
Locked and loaded! Glad you opened up the SW and BRP rules too. It is a bit easier to play with the SW TOs now

RE: Third Reich
Posted: Wed Feb 20, 2013 12:28 pm
by Crossroads
Hmm, lessee here...
Sequence of Play
I. Year Start Sequence:
Year Start Sequence logic (he who has most BRPs will move first) not available as such.
Playing Axis Variants (6 & 10): while not available in a random fashion (one Variant only), variants such as activating Italy, activating other Minors via commencing with Barbarossa.
Strategic Warfare Resolution: done automatically
BRP Level Calculation (Basic Replacement Points vs Resource Points, liked it!): done automatically with disbandable units in conquered Capitols.
Strategic Warfare Construction: available as TOs
II. Game Turn:
A)Playing Axis Variants (9 & 10): again, some of them implemented into game.
B)Russian Winter dice roll: available as bad weather during the first winter after Barbarossa
C)Determination of Player turn: not applicable.
D) First Player Turn:
1) Axis Variant 3,4,5,7; Allied Variant 6
2) Declarations of War: available as TOs
3) Placement of forces of newly-attacked Minor Countries: Minors activate as a hostile unit spends a turn adjacent to their territory. Like it.
Plaement of forces as obtained with BRP points: new units available through TOs.
4) Option Selections (Attrition, Defense, Pass): Not applicable, or rather: implemented as how the player plays his turn.
5) Movement & Combat Phase of any Minors which have been attacked: Either player or Elmer does this.
6) Voluntary Destruction of Units: TOAW Disbanding units but as this refers to combat sequence: not applicable as such.
7) Movement phase: Battle and movement per TOAW round sequence.
8) Combat phase: Battle and movement per TOAW round sequence.
... [snip]...
BRP deductions if a Capital is lost: included within the last yearly turn, before new BRPs become available in Spring turn.
Victory Conditions such as French or Italian surrender: included.
9) Unit Construction Phase: available as TOs
10) Strategic Redeployment Phase: not available within TOAW, railways / fleets need to be used instead.
11) Removal of Unsupplied Units: TOAW supply rules
12) Removal of certain Bridgehead Counters: not applicable as such, some supply points created in areas where a bridgehead would be needed (Sealion for an example).
13) Possible Russian Surrender: Russians do not surrender, but it is possible to create a manned line to Eastern edge of the Map, keeping the Russian reinforcements out, and complying with the requirement for a strong occupation force in Russia as well.
14) Possible Repair of Keile Canal, Suez Canal: Not applicable.
E) Second Player Turn
F) Turn up all inverted air and naval counters: Not appicable. (Inverted counters, ... the memories lol )
And that's it!
I think you've done a magnificent job in migrating the game into TOAW. Being such a mediocre player, this remains a challenge for me, I have properly lost all the wars I've started as the Evil Empire. For a player of my skills, there is no need to tweak the balance. Also, it's been fun to try various strategies, such as commencing with Sealion before Barbarossa.
Like I said earlier: you deserve a medal for your efforts! [:)]
PS: As a side comment: I do not believe adding a random Variant to Axis player adds to the game, I just referred to them as they were in the manual.
RE: Third Reich
Posted: Wed Feb 20, 2013 1:15 pm
by sPzAbt653
Nice review Mr. Crossroads !! You and Mr. Rodia must share in the accolades. [&o]
In reference to the randomness of which player starts a turn, TOAW does have that and it should happen in this scenario, especially around the time that the USA enters. TOAW uses number of units on map to make the calculation, I think.
By starting in 'Hotseat Mode' the player can avoid the 'innitiative switches', but I haven't tried that with this scenario to see how it might affect the Allied side (as there are some formation orders that are canceled by starting in Hotseat).
RE: Third Reich
Posted: Wed Feb 20, 2013 3:38 pm
by Crossroads
I was not aware TOAW had a capability for an initiative switch, that would be a nice addition and in compliace of the feared double-turn sequence with 3R.
Also, having read the manual through again, I believe the Axis and Allied Variants might be a cool addition, after all. Possibly have (some of) them available as a TO for the first turn, with a rule that a player may select only one of them?
This has been a fun ride so far [:)]
RE: Third Reich
Posted: Fri Feb 22, 2013 10:42 am
by sPzAbt653
... I believe the Axis and Allied Variants might be a cool addition ...
Had to think about this one a bit. I wouldn't give the player the choice of which option, rather I would give the player the choice of having an option, and the computer would pick a random one. This would also trigger a random Allied option.
On the other hand, if I were the player and I really wanted to have Turkey as an Ally, I'd rather not go thru re-starting until I finally got that option. Seems kind of silly. So I'm stuck as to how to implement the options.
Back to what you suggested, having them as options and the player can pick which one. (No reason why the player wouldn't pick more than one if they really wanted to). The game will only display a few Theater Options at one time. As TO's are removed from the list new ones will take their place. The turn 1 TO list is full, so these options would have to wait a turn or two before appearing. If the player didn't choose enough existing ones, not all the new ones would appear on the same turn.
Still thinking ... [:(]
RE: Third Reich
Posted: Wed Jul 24, 2013 9:47 am
by Crossroads
Played this again last night, continues to be great fun. I am such a terrible TOAW player the Axis campaign remains a challenge for me... No fear for evil world domination with me in charge lol...
RE: Third Reich
Posted: Fri Jul 26, 2013 7:40 pm
by sPzAbt653
I suppose I should get cracking on the Allied version.
RE: Third Reich
Posted: Wed Feb 12, 2014 4:19 pm
by Zovs
Are the "Third Reich" graphics that I see posted in these six threads part of the download? If so where can I get the download with all the "shebangs" ?
RE: Third Reich
Posted: Wed Feb 12, 2014 5:36 pm
by shunwick
dlazov66,
The whole shebang is included.
The link is:
http://www.dizium.net/TOAW
Best wishes,
Steve
RE: Third Reich
Posted: Wed Feb 12, 2014 5:47 pm
by Crossroads
Yup. This scenario is reason enough to buy TOAW in case someone don't own it yet [:)]
RE: Third Reich
Posted: Thu Feb 13, 2014 3:53 pm
by Zovs
Thanks Steve!
Got it!
RE: Third Reich
Posted: Sun Feb 16, 2014 4:22 am
by rjantzi
I've just downloaded this scenario and am unsure where to put all the files. Can someone explain the steps I need to take or point me to a forum post that does?
RE: Third Reich
Posted: Sun Feb 16, 2014 9:42 pm
by sPzAbt653
Place the '3R - Axis.sce' file in the Scenario Folder of your choice.
Go to 'The Operational Art of War III' directory and open the 'Graphics' folder. Create a new folder called '3R - Axis'. Place the remaining files (not the .sce file) into the folder you just created.
RE: Third Reich
Posted: Tue Feb 18, 2014 12:25 am
by rjantzi
Thanks for the direction. Everything looks to be working, I'm looking for to giving this a try.
RE: 'Third Reich 1942-1945' - Your thoughts?
Posted: Tue Feb 18, 2014 6:34 pm
by Sertorius1
I actually forgot to check, but I recall one hex = 100 kms, I do not know does TOAW support this or is it one hex = 50 km max?
The odds are that the map was drawn free handed. Most AH games from that period are this way. The only one that was scaled was Anzio. I can write this because I checked a number of the games I bought back then and found myself remaking the maps.
RE: 'Third Reich 1942-1945' - Your thoughts?
Posted: Mon Dec 08, 2014 8:58 pm
by GJK
This is an older thread but I stumbled upon for the first time today while searching for "Third Reich scenario for TOAW".
I've had an itch to play some ETO of a manageable scale and have been making due with the old 3RPC game (via DOSBox). That works well enough but I thought that there had to be something a little more recent (i.e., not DOS based lol). So I stumbled upon this thread and remembered the graphics mod that I had done, which incidentally, was based on "John Prados' Third Reich"; a different version of the original game released by Avalanche Press under the auspices of John Prados' namesake:
http://boardgamegeek.com/boardgame/2904 ... hird-reich
In fact, the way that you have Europe laid out, it looks more like this than the original AH version (and perhaps that's what you were using as a guide?). In either case, the scenario that you have here is WONDERFUL and I had a great time playing it all afternoon. I had to brush up on my TOAW "skills" but I think that I have it now. The look is GREAT, the gameplay is WONDERFUL and it is perfect to scratch that ETO itch when you don't want to play a Grisby monster or a yet another Panzer General knockoff. Great job to all of you that helped and of course thanks to
sPzAbt653 for all of his hard work!!!
RE: 'Third Reich 1942-1945' - Your thoughts?
Posted: Tue Dec 09, 2014 2:43 am
by sPzAbt653
Not sure what I used as a guide, but I would think I used the map that I pictured on page 5, post #139.
It was great fun working with Crossroads and Rodia, and your graphics mod made it really work well. Thanks Gary !
RE: 'Third Reich 1942-1945' - Your thoughts?
Posted: Fri Dec 12, 2014 12:00 am
by SMK-at-work
Excellent scenario - I haven't played the board game & had to adjust my thinking to some of the mechanisms you used, but it plays well - thanks
