Click here for a link to a MapQuest map of Schweinfurt. The primary Schweinfurt targets None of these companies remains in the hands of the WW2 owners, and some have changed names more than once.
Gameplay[ edit ] The game normally starts in Fallalthough scenarios are provided for starting in and the latter is recommended for learning purposes. Each quarterly turn Spring, Summer, Fall, and Winter represents three months of real time.
Economics[ edit ] Each major power has a pool of Basic Resource Points BRPs - sometimes pronounced "burps" to represent economic power, and used to build units, declare war 35 BRPs to declare war on a major power, 10 to declare war on a minor poweror offensives 15 BRPs.
The side with more BRPs moves first, so by economising the previous season, a player may gain a "flip-flop" and make two consecutive moves, possibly allowing a devastating offensive.
Germany moves first in Fallreduces her BRP total by building lots of units, so moves second in Winter, then first again in Spring as her BRP level refreshes, allowing a spectacular German offensive in the West.
Allied bombers, which are not as cheap or effective as U-Boats, fight German interceptors, or German air factors withdrawn from the map. Excess bombers or U-boats eliminate enemy BRPs. Extra BRPs are received for minor countries controlled; a conquered major power France or Italy after surrender is treated as a minor worth half her BRP base.
Germany begins with a base of BRPs, but in mid-war will often have or more BRPs including conquests, and after building all her forces may have enough of a surplus to see her base increase sharply.
Allied aid to the USSR, usually sorely needed, must go via Murmansk the Germans may oppose these transfers with naval, air and U-boat battles in an off-map boxor Lend-Lease via Persia certain to arrive, but taking an extra turn to reach the USSR, with an initial one-off payment need to open up the pipeline.
In general two counters may stack in a hexagon, or five on a bridgehead a bridgehead provides unlimited supply for the first post-combat supply phase, and supply may be traced to it in subsequent turns as if it were a port.
British and US infantry have 4 movement points rather than 3, reflecting their higher degree of motorisation. Combat is completely voluntary. Units are always at least doubled on defence exception: German units in the first winter after their attack on Russia.
Terrain, which has no effect on movement, triples units on defence, while fortresses Maginot Line, Westwall, Gibraltar, Malta, Leningrad and Sevastopol quadruple them. Each combat may result in the complete elimination of either side, or an exchange, or a compulsory counterattack, either at face value i.
If the defender is eliminated, victorious attacking units may advance after combat into the hex.
Provided at least one attacking unit was armour, any other armour unit which did not attack, but which was adjacent to an attacking unit, may now be placed on the newly gained hex the "breakthrough hex".
These armoured units may then "exploit", i. There is no limit to the number of armour units which may stack on or attack from the original breakthrough hex, provided the overstack is rectified by the end of the turn. Breakthrough against an empty enemy-controlled hex is not allowed, but a key position can be attacked by obtaining an overstacked armoured breakthrough against a weakly held hex adjacent to it.
An alternative type of combat is "attrition". The attacker totals the land factors in contact with the enemy air units play no part. The die roll may require the enemy to lose counters major countries have replacement units - immobile single-factor infantry units - used to garrison remote areas or to remove to fill attrition losses, apart from the USSR which has many cheap single-factor infantry armies or hexes - the attacker may not choose a capital, red objective city or bridgehead.
The defender may eliminate units from a hex to prevent it being chosen for attrition occupation. There are three fronts East, West and Mediterranean on the map; in a multi-player game, attrition may only be selected if all players of one side choose that option for that front - if one player wants to take an offensive, his allies must do the same or else pass neither movement into enemy-controlled hexes nor combat allowed.
Units built each turn appear at once in the home country except a rebuilt 9-factor fleet - see below.Shirer's The Rise and Fall of the Third Reich: A History of Nazi Germany is the Harry Potter of historical writing. It may not have wizards, hippogriffs, and time-turners, but in the 50+ years since its first publication in , the book has won America's National Book Award.
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The official name of the state was Deutsches Reich from to and Großdeutsches Reich from to , while common English terms are "Nazi Germany" and "Third Reich".
The latter, adopted by Nazi propaganda as Drittes Reich, was first used in a book by Arthur Moeller van den timberdesignmag.com book counted the Holy Roman Empire (–) as the first Reich and the German Empire ( World War II Third Reich Nazi militaria and collectables from small badges to complete uniforms, the Hitler Youth to the Waffen SS, and Enlisted Men to Generals.
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