• TripleA HomePage Content (?)

    14
    1
    2 Votes
    14 Posts
    212 Views
    ubernautU
    @rogercooper i like your collages
  • Searching for Players

    6
    2 Votes
    6 Posts
    3k Views
    T
    @desmond Hi Desmond. There's a long-term gaming group here on Triple A who plays A&A G40 HRE. If you are ever interested in that. Beelee on this forum is our unofficial leader of that group.
  • Question about Germ Successfully Invading UK

    1
    0 Votes
    1 Posts
    1k Views
    No one has replied
  • Ladder Apology

    9
    3 Votes
    9 Posts
    3k Views
    ubernautU
    @odor i can add u to the site but it is unclear how much longer it will be functional
  • Australian Axis and Allies national championship

    1
    0 Votes
    1 Posts
    1k Views
    No one has replied
  • Large Middle Earth - Tharbad strategy

    5
    0 Votes
    5 Posts
    3k Views
    G
    I have been away from this game for a while.. but recently got back into playing against AI. I tried a strategy for Saruman that includes taking Tharbad, and found one that worked well. It does require a LOT of help from other factions, and is likely not a good PvP.. but here it goes. So on round 1, Dol Guldur... one orc marauder blitz north and south undeep... draws some Lorien/Rohan attention which Rhun will clean up later. Saruman... I take all the lands to the west of Isengard except Tharbad... Orcs.. I attack Tharbad with 4 Warg and the Balrog for 1 or 2 rounds (depending on hits recieved).. this takes out all units and damages wall. I also advance 1 orc marauder to Cerin Amroth, Naith, Nimrodel, Limlight, North Fangorn... all other troops in Moria go to Methedras Angmar... focus most forces towards Anor's Capital, and defending Mount Gundabad Rhun... pretty much ALL calvary units and the 5 Archers clean up the neutrals to the west of Dorwinion.. and continue on into Rohan territory... Round 2 forward Dol Guldur purchase Uruk_swordsman and Snaga.. and work north to take out Northmen, Woodland realm and/or Dale Saruman.. take Tharbad.. and every round you have it you MUST place 5 Urak Swordsman there.. and 3 in Ost in Edhill (orcs will need to 'block' the path for a Freefolk counter-attack at least 1 round) Mordor focus Gondor.. (they or Harad can take by round 6) then continue west to clean up.. and North to take out Dale/Dwarf Harad.. focus Gondor... take southern portions of Gondor and head west to clean up Orcs.. focus force to taking Wellinghall and surrounding forest.. this weakens Rohan/Gondor/Lorien significantly, and Lorien isn't much of an offensive threat to Moria... defend Goblintown... and after Wellinghall area secure Saruman should be able to clean up the region, so focus to take out Caras Galadhon/Rivendell Angmar.. take out either Annuminas or Thorin Halls or High Elves lands (whatever is easiest based on what AI defends).. this weakens Amor and gets Amor/freefolk defending on 2 fronts which helps Saruman and lessens pressure on Carn Dum Rhun.. I purchase nothing but Axeman and archer or two here and there all game, and focus going north to pressure Dwarf/Dale from the South/East.. the calvary group carefully advances to Rohan territory to take out Gondor/Rohan troops and territory Wold to Edoras region. Later rounds.. Once Tharbad is secure.. don't worry about Bree with Saruman.. go right towards the lands of shire and if all went well near Isengard you should be able to capture Edoras from Rohan about sametime Mordor/Harad take Minas Tirith .. (support from Rhun in attacking Edoras to weaken it) the bonus PU you get for those shire territories and Edoras are a huge boost.. and you may actually be the faction to take Bree and Annuminas as well It's a cool strategy.. probabaly not for PvP, but makes Saruman, who is typically in survival mode all game, one of the most successful land/capital owners from the Evil faction.
  • Favorite Playlists & Songs while Vanquishing foes

    Moved
    124
    3 Votes
    124 Posts
    100k Views
    board 3659B
    idk if this is necroing but I hope this is fine. https://www.youtube.com/watch?v=jJzo0lWyq5c I know it sounds insane but yes this hits hard IMO https://www.youtube.com/watch?v=_TdOEu5DOVQ Idk why but I really like this war song in particular. https://www.youtube.com/watch?v=xSdtjb2xOow This is one is a more traditional war song but still really great to hear https://www.youtube.com/watch?v=-tKMlRXgr9M Another banger IMO from a pretty great sound track for an overhated game imo
  • TripleA Wiki (?)

    21
    8 Votes
    21 Posts
    9k Views
    jkprinceJ
    @ondis there is https://discord.gg/PRtexuSprq already, but it's not very active
  • No luck revised

    6
    0 Votes
    6 Posts
    3k Views
    RogerCooperR
    @kindwind I am not into playing online. For me, either FTF or against the AI.
  • Feature Awareness Announcement

    3
    4 Votes
    3 Posts
    2k Views
    PantherP
    @zlefin Thank you. I remember that the first one has been available for years, at least I recall myself having used it quite a long time ago. Has there been any work on it recently? The second one is new to me, too. Nice!
  • Quality of Life upgrade

    4
    1 Votes
    4 Posts
    2k Views
    TheDogT
    Im not sure what the revised board is, but the units in those maps will be bigger.
  • Connection Refused

    1
    0 Votes
    1 Posts
    950 Views
    No one has replied
  • Axis Strategy Advice- Hard AI WWII Classic 3rd Edition Version 2.5.22294?

    10
    0 Votes
    10 Posts
    4k Views
    TheDogT
    @sculpt @Cernel Does the same thing happen in the latest 2.6 ? https://github.com/triplea-game/triplea/releases
  • Adapting to Higher Spreads.

    4
    0 Votes
    4 Posts
    2k Views
    ZjelcopZ
    @kindwind I don’t have access to a PC at the moment so cannot check that out. However I was looking up previous posts on the topic as I knew there are plenty. new-dice-server In this topic there’s a screenshot of some dice-stats. The funny thing I noticed is that the given median is different, either 3 or 4, for different players. It should be exactly 3,5 for all players I think. So while I’m confident the actual given dice in the game are fair perhaps the calculated dice statistics are off. @Kindwind perhaps you can check if you see a relation between given median and the deviation in your stats and if perhaps the given median is side dependent (for example: first alliance gets median 3, second gets 4).
  • Yes

    1
    0 Votes
    1 Posts
    940 Views
    No one has replied
  • Fun LOTR strategy for <Evil>

    4
    2 Votes
    4 Posts
    2k Views
    G
    @david09 Thanks glad you enjoyed it! Every time I try it I am always amazed at the fact that even though the elves can't make new units, they hang around so long in the north east. Those troops in Lorien and Mirkwood are tough to handle. Plus I feel like Goblins should steamroll the Freefolk, and they kind of do but it takes a bit of time to recover from taking Rivendell.
  • Edit mode, tool or gamefeature

    17
    1 Votes
    17 Posts
    4k Views
    M
    @ice1 For the sake of argument, where in the written rules is the "save" function listed as a game feature? Since it is not discussed in the rules, if you have to save the game, do you lose and is that an "illegal game function?" By your logic, use of game tools to accomplish legitimate purposes is not allowed. If you think using edit feature to move units you forgot during your turn is illegal, I am sorry, but that is not reasonable in my opinion.
  • NWO TOC 3 and 4

    1
    0 Votes
    1 Posts
    969 Views
    No one has replied
  • TripleA: World at War - faction strategies, opening turns, etc etc

    6
    2 Votes
    6 Posts
    3k Views
    redrumR
    Here is a bunch of old tips that someone posted a while back: Transports are “old school” defend at a 1 and take hits in combat. You purchase armored cars and artillery two at a time, effectively making them 3.5 ICs each. Remember to factor that in on your unit count for deployment. In SZs connected to another SZ via multiple canals, you (and your Allies) must own just 1 of them to pass through. You don’t have “back-up” capitals, you have multiple capitals. If you lose ANY of them, it counts as losing your capital. a. Example: in one game, Russia lost Kaask, the Soviet far east capital with a production value of 6. Hisachi took it, and Russia lost all his money, even though he still had Moscow and that one in the middle no one really uses. Lol. b. On your next round, you’ll collect income if you still have at least one capital left. Most powers have “Late War” units that don’t become available for purchase until the beginning of your Round 4. Bunkers are an immovable, 2-hit unit that repairs at the beginning of your turn, defends at 3, and can be built in any territory, regardless of factory. Only available for purchase as a Late War unit, costs 6 ICs. Limit one per territory per turn. Patrol boats, cruisers, and super subs can carry units! a. I didn’t say just infantry, because they can carry armored cars as well! An armored car weighs as much as an infantry (2 carrying capacity). A battle transport can carry two tanks (3 cap) and one infantry (2 cap), or FOUR infantry/armored cars. Subs and transports can block naval movement. Planes can hit subs! a. But if no destroyer is present on the attacking side, they can submerge AFTER the first round of combat. Free, one-round of aircraft shots against lone subs. AA guns have no combat value, and get a shot at EVERY plane. (Classic rules). Capturable. Moveable during NCM if you controlled it at the start of your turn. Deployment is restricted to the production value of the territory. You can build a new factory in any territory you control at the beginning of your turn with a value of 1 or higher. SPECIFIC UNITS that you have to learn through play: a. Long range bombers: US/JAPAN/UK. They not only move 8 and attack @ 5 and can bomb, they give artillery support to supportable units if used in combat! Cost 18. b. Battle Carriers: US/JAPAN. They are two hit repairable units. c. Mechanized Infantry give artillery support, as do Stukas (German only plane). d. Katyushan Russian rocket trucks are mechanized inf that attack for 3 defend 1 instead of 2/2. Also move 3 and support. e. Many Pacific powers have marines, which are an attack 3 infantry. Options include inf, atk 1, elite, atk 2, marines atk 3. f. torpedo boats are a 2/1/1 naval unit. They can transport 1 inf. Good for immobile land bridges. Slow movement makes them difficult to use, but they’re cheap like a transport (6 ic).
  • Screenshots of a crashed game

    3
    2
    0 Votes
    3 Posts
    1k Views
    Z
    ironglaive, cernel was able to get a save of the game using save from history that seems to be correct. so you don't need to make an edit-fixed copy.

Recent Posts