Advanced Third Reich
A rewrite of Rise and Decline of the Third Reich.
Advanced Third Reich (A3R) is a board wargame released in 1992, designed by Bruce Harper to simulate the European and African fronts of World War II. Avalon Hill published it, later selling the license to Hasbro, and billed it as "the ultimate World War II strategy game." The game is a reworking of *Rise and Decline of the Third Reich* (1974), pulling together and expanding on ideas that had appeared in *The General* magazine from the early 1980s onward, with the goal of making the game easier to play and more historically accurate.
For land warfare, the game includes a new, larger map painted by Charlie Kibler, though much of the land appears in an odd desert-yellow color. Soviet units are now red instead of brown (the rules incorrectly call them "Russian," even though the map correctly labels the USSR), and Helsinki is now a port. The map also adds Iraq, which Britain must garrison against a possible revolt, and Kuwait. Germany still sets up first, as in the original game, so the setup order remains unchanged. Airbase rules are streamlined, letting a player "recycle" airbases by removing one each turn to place a new one. Defense Modifiers (DMs) now stack, so a unit in mountains behind a river is quadrupled rather than tripled. Minor country forces (except Finns and Swedes) defend at -1 DM outside their homeland, making Romanian and Hungarian units much weaker in the USSR. Infantry defending against exploiting armor get a -1 DM, meaning they defend at face value in clear terrain, though units never defend below face value. Overruns—attacks during movement—are now allowed at 6:1 odds, costing 2 movement points and with a 1 in 6 chance of an "Exchange" result. These changes boost offensive power, especially for Germany against weak Allied forces early on (one French 5-factor air wing doesn't join the force pool until Summer 1940, making French defeat almost certain by then). However, spring mud on the Eastern Front prevents overruns and exploitation, and the Russian Winter (an annual die roll that improves for Germany over time) limits Germany to a two-season attack in the East. During an Attrition Option, a player can conduct "limited offensives," paying for small attacks up to a total of 14 BRP-worth of units.
- Designed by
- Bruce Harper
- Published by
- Avalon Hill
- Year
- 1992
- Genre
- Board wargame
- Theatre
- European and African theatres of World War II
- Based on
- Rise and Decline of the Third Reich (1974)
Lore & Background
Strategic warfare units became cheaper and more plentiful, with combat each turn. U-boats were more effective if Germany controlled French Atlantic ports or Gibraltar, but effectiveness diminished over time. Allied fleets could be placed in the SW box as ASW factors. Germany could send raiders like Graf Spee or Bismarck. Separate British and Soviet partisans were included, with only one of each kind built per country per turn. Each partisan behind Axis lines destroyed 1 enemy BRP per turn. Germany suffered oil effects if deprived of oil from Ploesti. Only Limited Supply could be traced from minor or colonial capitals. Key Economic Areas caused loss of BRPs if enemy-controlled. Diplomacy allowed allocation of Diplomacy Points to influence minor countries, with a companion rule booklet detailing options. Japan's activity could affect US entry speed.
Reader's Guide
Advanced Third Reich represents a significant evolution in World War II board wargaming, refining the mechanics of its predecessor to enhance both playability and historical simulation. Its introduction of cumulative defence modifiers, overruns, and limited offensives shifted the balance toward offensive action, particularly for Germany in the early years, while seasonal restrictions on the Eastern Front maintained historical constraints. The detailed naval and strategic warfare systems, including interception, air attacks on fleets, and U-boat effectiveness tied to port control, added depth to the maritime and economic dimensions of the game. The diplomacy system, with its secret allocation of points and a wide range of possible outcomes, emphasized the importance of political maneuvering, as the main rules noted that the worst blunders a player could make were diplomatic rather than military. The inclusion of separate British and Soviet partisans, oil effects, and limited supply from minor capitals further increased strategic complexity. Overall, Advanced Third Reich consolidated and expanded upon years of player feedback and design development, offering a comprehensive simulation of the European and African theatres.
Did You Know?
- The map was repainted by Charlie Kibler, showing most land in a slightly odd desert yellow color.
- Soviet units are red rather than brown, though the rules wrongly insist on calling them 'Russian'.
- Helsinki became a port, removing the need for Germany to place a corps there at the open.
- Britain has 5 submarine factors in Malta, which operate as if they were naval factors.
Origins & Design Philosophy
Advanced Third Reich, released in 1992, stands as a significant evolution in the World War II board wargame genre. Designed by Bruce Harper, the title simulates the European and African theatres of the conflict and was published by Avalon Hill before the license was sold to Hasbro. The company marketed it as the ultimate World War II strategy game. Rather than an entirely new creation, A3R functions as a thorough reworking of the 1974 title Rise and Decline of the Third Reich. Over roughly a decade, players and commentators contributed suggestions through The General, and Harper incorporated and developed those published ideas. The result was a game designed to improve both ease of play and historical realism, addressing the limitations of its predecessor while preserving the broad strategic scope that had defined the original.
Land Warfare & Historical Realism
The land combat system in A3R underwent significant restructuring to better reflect the realities of the 1939–1945 war. A newly painted map by artist Charlie Kibler expanded the playing area to include Iraq and Kuwait, while reclassifying Helsinki as a port to eliminate the requirement for Germany to station a corps there at the start. Perhaps most importantly, the setup sequence was revised so that Germany no longer places its forces last, removing the ability to launch implausibly devastating opening strikes on France or Yugoslavia. Defensive mechanics were overhauled: Defence Modifiers now stack cumulatively, meaning a unit sheltered in mountains behind a river enjoys a quadrupled defense rather than merely a tripled one. Offensive capabilities were enhanced through the introduction of overrun attacks during movement, though the Eastern Front remains constrained by seasonal mud and an annual Russian Winter die roll that limits Germany to a two-season attack window. The French player faces a particularly grim early war, as one of her five-factor air wings does not become available until Summer 1940, rendering her defeat by that point nearly unavoidable.
Naval & Air Combat Revolution
The naval and air combat systems in A3R represent a dramatic departure from the static exchanges of its predecessor. A new, more dynamic combat table allows individual naval factors to be damaged before being sunk, adding a layer of attrition beyond simple elimination. Naval engagement became far more frequent because strategic redeployment and sea escort operations can now be intercepted, with interception triggering automatically within four hexes—the range at which aircraft are considered active. The interception rules grow complex, as intercepting forces themselves may be intercepted, creating cascading chains of engagement. Air power against the sea was substantially strengthened: air factors may strike a moving fleet once per hex traversed within range, and a full five-factor air unit can inflict lethal damage on a passing convoy. Naval units gain a defensive roll before each air attack round, which can destroy or force the abort of attacking aircraft, meaning small air raids are unlikely to succeed. Naval reconstruction proceeds each turn without delay, though each major power faces shipyard capacity limits, such as Britain rebuilding one factor in Canada and two at Rosyth per turn.
Strategic Warfare & Logistics
Beyond tactical hex-level combat, A3R introduced a more granular strategic warfare and logistics layer. Strategic warfare units became cheaper and more numerous, with combat occurring every turn rather than intermittently. Each turn, only a quarter of these units are committed, and a die roll determines the percentage of maximum possible BRP losses inflicted. Countries suffering these losses see their Strategic Resources reduced, a penalty that particularly affects Britain during the mid-game. U-boat effectiveness is directly tied to territorial control: Germany holding the French Atlantic ports boosts submarine output, while also controlling Gibraltar amplifies it further, though this advantage erodes over time. Allied fleets stationed in the Southwest box each count as anti-submarine warfare factors, though U-boats can eliminate them in combat without sinking the parent fleets. Germany may also dispatch small groups of naval factors as raiders, evoking vessels like the Graf Spee or Bismarck, and if they slip past interception they can engage Allied naval factors in the strategic warfare box, disrupting convoy protection. Separate British and Soviet partisan units, distinguished by color, were also added to the game.
Frequently Asked Questions
What is Advanced Third Reich?
Advanced Third Reich is a 1992 board wargame that simulates the European and African theatres of World War II. It was marketed by its publisher as the definitive WWII strategy tabletop experience.
Who designed Advanced Third Reich?
Bruce Harper designed the game, and Avalon Hill handled its initial publication in 1992. The title later passed to Hasbro when the license was sold.
How does Advanced Third Reich relate to Rise and Decline of the Third Reich?
A3R is essentially a full reworking of the 1974 Avalon Hill classic, rebuilding its core mechanics while incorporating design ideas that had been circulating in The General magazine since the early 1980s. The goal was to make the experience more accessible and closer to the historical record.
What made Advanced Third Reich different from its 1974 predecessor?
The most visible change was a new, larger land-warfare map, but the broader intent was to simplify play and tighten historical accuracy throughout the rules. Fans generally describe it as a more streamlined and realistic treatment of the same two-theatre conflict.
Why is Advanced Third Reich considered important in the wargame hobby?
It served as the bridge between the classic 1974 design and modern WWII board wargaming, proving that a major rework could preserve the original's strategic depth while lowering the entry barrier. Its influence is still visible in how subsequent designers approach multi-theatre WWII simulations.
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