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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander Right on The Captain has the ones that aren't in the rulebook here https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion The in Game Help tab has some info on them as well
    • ubernautU

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

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      @ubernaut Good thing I kept the save then.
    • alkexrA

      Middle Earth: Battle For Arda - Official Thread

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      Hi @alkexr, thanks for the update! Hope things are going well for you and you can spend a bit of time on the map One question on the removal of mechanical variety. You are planning to remove flanking vs ranged but you want to introduce/keep/adapt charge vs. spearwall. This seems a little weird to me. I think I understand where you are coming from but charge is very similar to flanking in that it's mechanically different but not strategically (in your sense of the word). "Ambush" seems like an interesting idea to add a strategic option. It seems to be delivering what you want to achieve. "Scouting" on the other hand has the problem that there is no upside to it. It is purely a reaction while ambush has no downside. (And please don't buff the elven rangers even more by giving them another ability, they are already arguably the best unit in your map.) Retreating heroes might work well. I don't think it will make bringing a mage or a balrog the right move but it can make it less of a bad investement (in particular if the balrog can finally affect the foes it will actually be fighting). If dragons can retreat like submarines, though, they will be way too strong/unkillable imho. The changes to charge seem a mixed bag. I might be thin ice to comment without having seen/tested the prototyp but ithe new charge seems overly complicated for a mechanic that was very weak and easy to counter in the past (the targeted attack against them meant "charge" was a liability and it was better not to build chargers at all in many circumstances). The new charge is a lot stronger just by not making formation/spearwall a targeted attack (excellent change) but the rest seems very hard to keep in mind/consider when doing some rough calculations. It just does not seem to add much in terms of depth to balance it out. Siege was/is an excellent ability from a mechanical point of view imho. I would not make it weaker in caves and so on. It just adds complexity without much benefit. It seems this is targeting very niche scenarios or no scenarios at all. I hope you had a chance to look at my explanation on how to simplify the user interface/nomenclature for terrain effect and "tactic" modifiers without loosing any functionality. Some house keeping would really help on that front.
    • D

      Pact of Steel 2 mods for new Version

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      TheDogT
      @djggml Do have a map.yml in the the_pact_of_steel folder, if not it sholuld look like this map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml}
    • RogerCooperR

      TripleA Maps List

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      ubernautU
      @RogerCooper nice work thanks 🫡
    • B

      EXP Game 12 barnee vs Trout

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      @beelee Hi there! Finally could carve out some time for our hobby today. Russia hanging on by a commie thread! Over to the Emperor's gang 86899fbe-d521-4cb4-877d-a65320a463d3-exp-game-12-trout-r9.tsvg
    • SchulzS

      World War I with more territories?

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      SchulzS
      [image: 1784375884369-wwieurope_names-copy-resized.jpg]
    • Panzerstahl-Helm 0P

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"

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      @Panzerstahl-Helm-0 Guten Morgen Game History Round: 16 Research Technology - Germans Purchase Units - Germans Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to JPNbomber Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to USAbomber triggerAttachmenLate1947EXP43Invert: has removed 1 Early1947_red owned by Changer in D-Day triggerAttachmenLate1947EXP43Invert: Changer has 1 Late1947_red placed in D-Day Germans buy 1 ElitePanzer, 1 Panzer_Grndrs, 6 TotalWar_Tanks, 1 Type_XXI_UBoat, 1 WaffenPnzrJagerFS, 1 Waffen_Para, 1 elite, 1 german_para, 3 infantry and 1 waffen_infantry; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 PanzerJagerFS, 1 german_para and 1 infantry 1 WaffenPnzrJagerFS, 1 Waffen_Para and 1 waffen_infantry placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode EDIT: 1 Waffen_Para moved from Germany to Novgorod 1 Me_262 moved from Poland to Novgorod 1 bomber moved from Western Germany to Novgorod 1 LuftwaffeAce and 2 Me_262s moved from Romania to Eastern Poland 1 elite and 1 infantry moved from Poland to Eastern Poland 2 mech_infantrys moved from Germany to Eastern Poland EDIT: 1 German_LCV and 1 elite moved from Germany to Denmark EDIT: 1 German_LCV moved from Norway to Denmark 1 mech_infantry moved from Germany to Denmark 1 armour and 1 infantry moved from Norway to Finland 1 Me_262 moved from Norway to Denmark 1 mech_infantry moved from Germany to Denmark 1 LuftwaffeAce, 2 Me_262s and 1 armour moved from Western Germany to Holland Belgium 2 mech_infantrys and 1 waffen_infantry moved from Germany to Holland Belgium 1 Me_262 moved from Southern France to Normandy Bordeaux 1 Panzer_General3 and 5 armour moved from Western Germany to Normandy Bordeaux 2 infantry moved from Southern France to Normandy Bordeaux 1 Type_XXI_UBoat moved from 109 Sea Zone to 112 Sea Zone 1 Type_XXI_UBoat moved from 119 Sea Zone to 112 Sea Zone Combat - Germans Battle in Eastern Poland Germans attack with 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys Russians defend with 3 infantry Germans roll dice for 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys in Eastern Poland, round 2 : 3/9 hits, 3.17 expected hits Russians roll dice for 3 infantry in Eastern Poland, round 2 : 0/3 hits, 1.00 expected hits 3 infantry owned by the Russians lost in Eastern Poland Germans win, taking Eastern Poland from Russians with 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 9 Casualties for Russians: 3 infantry Battle in Denmark Germans attack with 2 German_LCVs, 1 Me_262, 1 elite and 2 mech_infantrys British defend with 1 UK_LCV and 2 infantry Germans roll dice for 2 German_LCVs, 1 Me_262, 1 elite and 2 mech_infantrys in Denmark, round 2 : 0/5 hits, 1.33 expected hits British roll dice for 1 UK_LCV and 2 infantry in Denmark, round 2 : 1/2 hits, 0.67 expected hits Turning on Edit Mode EDIT: 1 German_LCV owned by the Germans lost in Denmark EDIT: 2/5 hits, 1.33 expected hits EDIT: 1/2 hits, 0.67 expected hits EDIT: 1 German_LCV owned by the Germans lost in Denmark EDIT: 1 UK_LCV owned by the British and 2 infantry owned by the British lost in Denmark EDIT: Germans takes Denmark from British EDIT: Germans win EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 3 EDIT: Turning off Edit Mode Battle in Finland Germans attack with 1 armour and 1 infantry Russians defend with 1 infantry Germans roll dice for 1 armour and 1 infantry in Finland, round 2 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 1 armour and 1 infantry in Finland, round 3 : 1/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Finland, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Finland 1 infantry owned by the Russians lost in Finland Germans win, taking Finland from Russians with 1 armour remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for Russians: 1 infantry Battle in Holland Belgium Germans attack with 1 LuftwaffeAce, 2 Me_262s, 1 armour, 2 mech_infantrys and 1 waffen_infantry British defend with 2 infantry and 3 uk_paras Germans roll dice for 1 LuftwaffeAce, 2 Me_262s, 1 armour, 2 mech_infantrys and 1 waffen_infantry in Holland Belgium, round 2 : 5/8 hits, 3.50 expected hits British roll dice for 2 infantry and 3 uk_paras in Holland Belgium, round 2 : 1/5 hits, 1.67 expected hits 1 mech_infantry owned by the Germans lost in Holland Belgium 3 uk_paras owned by the British and 2 infantry owned by the British lost in Holland Belgium Germans win, taking Holland Belgium from British with 1 LuftwaffeAce, 2 Me_262s, 1 armour, 1 mech_infantry and 1 waffen_infantry remaining. Battle score for attacker is 14 Casualties for Germans: 1 mech_infantry Casualties for British: 2 infantry and 3 uk_paras Battle in Normandy Bordeaux Germans attack with 1 Me_262, 1 Panzer_General3, 5 armour and 2 infantry; Changer loiter and taunt Changer defend; Americans defend with 5 artilleries Germans roll dice for 1 Me_262, 1 Panzer_General3, 5 armour and 2 infantry in Normandy Bordeaux, round 2 : 8/13 hits, 6.00 expected hits Americans roll dice for 5 artilleries in Normandy Bordeaux, round 2 : 3/5 hits, 1.67 expected hits 2 infantry owned by the Germans and 1 Me_262 owned by the Germans lost in Normandy Bordeaux 5 artilleries owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 1 Panzer_General3 and 5 armour remaining. Battle score for attacker is 3 Casualties for Germans: 1 Me_262 and 2 infantry Casualties for Americans: 5 artilleries Battle in Novgorod Germans attack with 1 Me_262, 1 Waffen_Para and 1 bomber Russians defend with 1 airfield, 1 harbour and 2 infantry Germans roll dice for 1 Me_262, 1 Waffen_Para and 1 bomber in Novgorod, round 2 : 2/3 hits, 1.83 expected hits Russians roll dice for 2 infantry in Novgorod, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Novgorod Germans win, taking Novgorod from Russians with 1 Me_262, 1 Waffen_Para and 1 bomber remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Germany Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 1 LuftwaffeAce and 2 Me_262s moved from Holland Belgium to Western Germany 1 Me_262 moved from Denmark to Norway 1 WaffenPnzrJagerFS and 1 waffen_infantry moved from Germany to Romania 1 LuftwaffeAce and 2 Me_262s moved from Eastern Poland to Romania 1 Me_262 moved from Novgorod to Poland 1 bomber moved from Novgorod to Germany 1 infantry moved from Egypt to Trans-Jordan 1 battleship and 1 cruiser moved from 98 Sea Zone to 97 Sea Zone Place Units - Germans 1 Type_XXI_UBoat placed in 113 Sea Zone 6 TotalWar_Tanks and 1 infantry placed in Western Germany 1 infantry placed in Southern France 1 ElitePanzer, 1 Panzer_Grndrs, 1 elite, 1 german_para and 1 infantry placed in Germany Trigger GermansTotalWarTankPlaceWesternGermany6: has removed 6 TotalWar_Tanks owned by Germans in Western Germany Trigger GermansTotalWarTankPlaceWesternGermany6: Germans has 6 armour placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,5,2,1,4,6,6,1,2,2 Germans collect 43 PUs (2 lost to blockades); end with 43 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 Optional[PUs]; end with 48 Optional[PUs] Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 60 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 65 Optional[PUs] Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs Combat Hit Differential Summary : Americans regular : 1.33 Russians regular : -1.33 Germans regular : 1.83 EDIT: : 1.00 British regular : -0.33 EXP Game 10 Straw G 16.tsvg I forgot to turn edit on to roll for bombard. Was able to by hitting View and then go to Game [image: 1784360981228-screenshot-from-2026-07-18-02-40-56.png] Edit Forgot to move Subs EXP Game 10 Straw G 16edit.tsvg
    • TheDogT

      🏯 Shogun Advanced - Official Thread

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      RogerCooperR
      @TheDog I recently tried this mod and there is a lot to like about it. However, it does have one problem, at the start of everyone is at war with everyone else. This is both ahistorical and confusing to play. They should either start neutral with each other or grouped into two loose alliances, one in Eastern Japan and other in Western Japan.
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name The Shogun Advanced Description Japan in the Sengoku Period on a large map https://axisandallies.fandom.com/wiki/The_Shogun_Advanced [image: 1784343226921-05614493-26a2-456d-a926-437186a5a058-image.jpeg] Good Points A variety of clearly differentiated units Upkeep costs & build caps prevent spamming and mega stacks Historical economic values and clan locations Political rules Historical events like the introduction of muskets Bad Points Everyone starts at war with everyone else (historically the clans tending to group into eastern and western alliances) Because of the lack of alliances at start and some random placements, it can be confusing to play
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