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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      ubernautU
      @Nothingtoseehere about to jump on a work call for a few hours but going to lobby rn
    • LaFayetteL

      New Maps Admin capabilities - add Map Attributes & approve/disable maps

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      TheDogT
      @RogerCooper Not for me, refresh your browser, but probably clear your cookies and it should work.
    • B

      MARTI dice service website issues?

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      B
      @Petiantone the server has already been switched. your link goes to a page that says it can't be reached [image: Screenshot from 2026-09-13 11-17-44.png] Are you AI
    • TheDogT

      Curated Best/Top Maps & TripleA Guides

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      TheDogT
      Thanks! Tidied up that first section to make it current.
    • T

      Qualifier for Wiking-Con 2027 - Game No. 1

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      @Trout Game History Round: 6 Purchase Units - Russians Note to players Russians: It is Late 1942 and Our Factories have Begun Mass Tank Production ! You may now purchase 3 Tanks for 12 PUs. They can only be placed in Moscow. Trigger BuyMassTanks: buyMass_Tanks added to productionRussians Trigger Army ConscriptRemove: buyArmy_Conscript removed from productionRussians Russians buy 1 AirLL, 3 Mass_Tankss, 2 TankLLs, 1 elite and 6 guard_infantrys; Remaining resources: 0 PUs; 0 AirLendLease; 0 TankLendLease; Place Units - Russians 1 AirLL placed in Caucasus 2 TankLLs placed in Bryansk Combat Move - Russians Trigger Russians RemoveLendLeaseFee: has removed 1 AirLL owned by Russians in Caucasus Trigger Russians RemoveLendLeaseFeeTank: has removed 2 TankLLs owned by Russians in Bryansk Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Removing units owned by British from Caucasus: 1 uk_fighter EDIT: Adding units owned by Russians to Caucasus: 1 fighter EDIT: Removing units owned by British from Bryansk: 2 uk_armours and 1 uk_armour_lendlease EDIT: Adding units owned by Russians to Bryansk: 2 armour EDIT: Turning off Edit Mode 2 fighters and 1 tactical_bomber moved from Russia to Baltic States 2 armour moved from Bryansk to Baltic States 1 guard_infantry moved from Belarus to Baltic States 1 fighter moved from Bryansk to Ukraine 1 fighter moved from Caucasus to Ukraine 1 tactical_bomber moved from Russia to Ukraine 1 infantry moved from Rostov to Ukraine 2 infantry moved from Bryansk to Ukraine 1 mech_infantry moved from Egypt to Tobruk Russians take Tobruk from Italians Combat - Russians Battle in Baltic States Russians attack with 2 armour, 2 fighters, 1 guard_infantry and 1 tactical_bomber Germans defend with 1 ElitePanzer and 1 infantry Russians roll dice for 2 armour, 2 fighters, 1 guard_infantry and 1 tactical_bomber in Baltic States, round 2 : 3/6 hits, 3.00 expected hits Germans roll dice for 1 ElitePanzer and 1 infantry in Baltic States, round 2 : 3/3 hits, 1.33 expected hits 1 fighter owned by the Russians, 1 armour owned by the Russians and 1 guard_infantry owned by the Russians lost in Baltic States 1 ElitePanzer owned by the Germans and 1 infantry owned by the Germans lost in Baltic States Russians win, taking Baltic States from Germans with 1 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -10 Casualties for Russians: 1 armour, 1 fighter and 1 guard_infantry Casualties for Germans: 1 ElitePanzer and 1 infantry Battle in Ukraine Russians attack with 2 fighters, 3 infantry and 1 tactical_bomber Germans defend with 1 ElitePanzer Russians roll dice for 2 fighters, 3 infantry and 1 tactical_bomber in Ukraine, round 2 : 2/6 hits, 2.17 expected hits Germans roll dice for 1 ElitePanzer in Ukraine, round 2 : 1/2 hits, 1.00 expected hits 1 infantry owned by the Russians lost in Ukraine 1 ElitePanzer owned by the Germans lost in Ukraine Russians win, taking Ukraine from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 2 Casualties for Russians: 1 infantry Casualties for Germans: 1 ElitePanzer Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Russians from Baltic States: 1 armour EDIT: Adding units owned by Russians to Baltic States: 1 fighter EDIT: Changing ownership of Baltic States from Russians to Germans EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Bryansk Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Caucasus 2 fighters and 1 tactical_bomber moved from Baltic States to Bryansk 1 fighter and 1 tactical_bomber moved from Ukraine to Bryansk 1 fighter moved from Ukraine to Caucasus 1 infantry moved from Volgograd to Rostov 1 russian_para moved from Bryansk to Caucasus 2 armour moved from Urals to Smolensk EDIT: 2 armour moved from Smolensk to 2nd Corps EDIT: 1 artillery and 1 infantry moved from 2nd Corps to Smolensk 1 elite moved from Smolensk to Belarus 2 mine_unarmeds moved from Bryansk to Belarus 1 Russian_Engineer moved from Russia to Bryansk 5 infantry moved from Volgograd to Caucasus 2 Russian_Rails moved from Russia to Volgograd 2 Russian_Rails and 1 russian_minor moved from Volgograd to Caucasus 5 infantry moved from Russia to Smolensk 15 infantry moved from Russia to Bryansk 2 armour moved from Egypt to Tobruk 1 infantry moved from Timguska to Urals 1 infantry moved from Yenisey to Timguska 1 R_Europe_Rail moved from Russia to Yenisey 1 R_Europe_Rail and 1 infantry moved from Yenisey to Bryansk 1 submarine moved from 91 Sea Zone to 105 Sea Zone Place Units - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Belarus: 2 mine_unarmeds EDIT: Adding units owned by Changer to Belarus: 2 R_mine_Belarus_NOVGOs EDIT: Removing units owned by Russians from Bryansk: 10 mine_unarmeds EDIT: Adding units owned by Changer to Bryansk: 10 R_mine_Bryansk_UKRs EDIT: Turning off Edit Mode 3 Mass_Tankss, 1 elite and 6 guard_infantrys placed in Russia Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Turn Complete - Russians Russians collect 32 PUs; end with 32 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 38 PUs Combat Hit Differential Summary : Germans regular : 1.67 Russians regular : -0.17 Trout Tourney Game 1 R 6 .tsvg Tommy and Ivan still don't like each other lol [image: Screenshot from 2026-09-13 04-04-52.png]
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      B
      @Trout The Bunkers in PHI need to be removed. They must be continuosly manned. [image: Screenshot from 2026-09-12 21-16-05.png] Edit Also in case you guys aren't aware, you can turn off the Air Raid siren at Game Start. It's under "Game" [image: Screenshot from 2026-09-12 21-29-28.png]
    • RogerCooperR

      Random WW2 Generation

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      RogerCooperR
      Step 8 Balancing the Game Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced. Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6 This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor. As a starting formula I have: Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories. A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start. The delayed entry penalty is 10% of the TPV for each turn past 1 of delay. To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind. Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost. In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.
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