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Recent Posts

  • B

    @johnnycat

    Yes the Game Notes mention some at the start of Notes and then are explained in more detail in their individual "Note" explanation.

    It's an ongoing process but yea rules that you think need hilighted are good to point out. Victory and Panzer have mentioned things that they thought important.

    I just spent 4 hours last night updating how LMs work and am still only half done lol

    https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11

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  • @beelee OK Thank you for that update. I will add to the basic strategy guide that I am building another parallel guide that is a DETAILS OF PLAY type of TripleA guide that also works for playing on the game board. Like a list of things to keep watch for and "player enforce" as you say

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  • B

    @johnnycat

    Good Afternoon

    Yea sadly triplea isn't able to enforce the max build correctly for the Waffen Inf. Waffen Panzergrenadiers either. The reason being is that those units upgrade into other units and their upgrades are placed first place phase.

    so the "Waffen Oberst" replaces a "Waffen Inf" that was present in Berlin at the start of Germany's turn. You can have up to 4 Oberst.

    By rule, any Waffen Inf after being upgraded no longer counts as part of the maximum of 6. So if you have a wehrmacht Inf present in Berlin it can be upgraded at the same time the Waffen Inf is upgraded.

    The only way for triplea to allow that is by adding the max number of Oberst to the max total of waffen Inf.

    This is one of the more difficult things to keep track of and all players should help check for rule compliance. It is easy to miscount, especially later in the game when large number of units are all over the board.

    Panzergrenadiers are also hard to track. 6 regular Army but 4 can be upgraded to Waffen SS status, so same situation.

    I tried to code in a way to track them and have a notification popup saying you over purchased and not allowing placement .

    However that was unsuccessful as the upgrade units only place in Berlin.

    Anyway, it is something one has to keep an eye on same as you would on the physical board.

    I think it is explained in Game Notes. Haven't looked in a while.

    Screenshot from 2026-02-10 14-22-36.png

    I will add a extended explanation in next update.

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  • I
    TripleA Turn Summary: Japanese round 2

    TripleA Turn Summary for game: World War II v3 1942

    Game History

    Round: 2 Research Technology - Japanese Purchase Units - Japanese Japanese buy 2 armour, 1 factory and 3 infantry; Remaining resources: 0 PUs; Combat Move - Japanese 1 armour moved from Fukien to Burma 2 infantry moved from Fukien to Yunnan 2 infantry moved from Hupeh to Sikang 3 infantry moved from Suiyuan to Ningxia 1 fighter moved from French Indo-China Thailand to Yunnan 1 fighter moved from French Indo-China Thailand to Sikang 1 fighter moved from Kiangsu to Ningxia 1 fighter moved from 35 Sea Zone to Burma 1 transport moved from 62 Sea Zone to 60 Sea Zone 1 infantry moved from Okinawa to 60 Sea Zone 1 infantry and 1 transport moved from 60 Sea Zone to 62 Sea Zone 1 infantry moved from Japan to 62 Sea Zone 2 infantry moved from 62 Sea Zone to Manchuria 2 artilleries moved from Japan to 62 Sea Zone 2 infantry moved from Japan to 62 Sea Zone 2 infantry moved from 62 Sea Zone to Buryatia S.S.R. 2 artilleries moved from 62 Sea Zone to Buryatia S.S.R. 1 fighter moved from 62 Sea Zone to Buryatia S.S.R. 1 fighter moved from 62 Sea Zone to Manchuria 1 bomber moved from Caroline Islands to Burma 1 submarine moved from 53 Sea Zone to 48 Sea Zone 1 battleship moved from 61 Sea Zone to 62 Sea Zone Combat - Japanese Battle in Manchuria Japanese attack with 1 fighter and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 battleship in Manchuria, round 2 : 1/1 hits, 0,67 expected hits Chinese roll dice for 1 infantry in Manchuria, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Manchuria Japanese win, taking Manchuria from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Buryatia S.S.R. Japanese attack with 2 artilleries, 1 fighter and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 cruiser in Buryatia S.S.R., round 2 : 0/1 hits, 0,50 expected hits Japanese roll dice for 2 artilleries, 1 fighter and 2 infantry in Buryatia S.S.R., round 2 : 2/5 hits, 1,83 expected hits Russians roll dice for 1 infantry in Buryatia S.S.R., round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Buryatia S.S.R. 1 infantry owned by the Russians lost in Buryatia S.S.R. Japanese win, taking Buryatia S.S.R. from Russians with 2 artilleries, 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Russians: 1 infantry Battle in Yunnan Japanese attack with 1 fighter and 2 infantry Chinese defend with 1 infantry Japanese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/3 hits, 0,83 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Burma Japanese attack with 1 armour, 1 bomber and 1 fighter British defend with 1 infantry Japanese roll dice for 1 armour, 1 bomber and 1 fighter in Burma, round 2 : 1/3 hits, 1,67 expected hits British roll dice for 1 infantry in Burma, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Burma Japanese win, taking Burma from British with 1 armour, 1 bomber and 1 fighter remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Ningxia Japanese attack with 1 fighter and 3 infantry Chinese defend with 1 infantry Japanese roll dice for 1 fighter and 3 infantry in Ningxia, round 2 : 1/4 hits, 1,00 expected hits Chinese roll dice for 1 infantry in Ningxia, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Ningxia 1 infantry owned by the Chinese lost in Ningxia Japanese win, taking Ningxia from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Sikang Japanese attack with 1 fighter and 2 infantry Chinese defend with 1 infantry Japanese roll dice for 1 fighter and 2 infantry in Sikang, round 2 : 1/3 hits, 0,83 expected hits Chinese roll dice for 1 infantry in Sikang, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Sikang Japanese win, taking Sikang from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Non Combat Move - Japanese 1 transport moved from 61 Sea Zone to 50 Sea Zone 2 infantry moved from Philippine Islands to 50 Sea Zone 2 infantry and 1 transport moved from 50 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to French Indo-China Thailand 1 carrier moved from 35 Sea Zone to 36 Sea Zone 1 battleship moved from 35 Sea Zone to 36 Sea Zone 1 bomber moved from Burma to French Indo-China Thailand 1 fighter moved from Burma to French Indo-China Thailand 1 fighter moved from Yunnan to 36 Sea Zone 1 fighter moved from Buryatia S.S.R. to 62 Sea Zone 1 fighter moved from Manchuria to 62 Sea Zone 1 fighter moved from Sikang to Hupeh 1 fighter moved from Ningxia to Hupeh Place Units - Japanese 1 factory placed in French Indo-China Thailand 2 armour and 3 infantry placed in Japan Turn Complete - Japanese Japanese collect 38 PUs; end with 38 PUs

    Combat Hit Differential Summary :

    Chinese regular : -0,33 Japanese regular : -0,33 Russians regular : 0,67 British regular : -0,33

    Savegame

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