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    • L

      TSH vs ADT game 1
      Play By Forum • • Lefty7537

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      TripleA Turn Summary: Germans round 7

      TripleA Turn Summary for game: Big World : 1942 v3 Rules, version: 3.8

      Game History

      Round: 7 Research Technology - Germans Germans spend 0 on tech rolls Germans rolls : 0/1 hits, 0.00 expected hits Purchase Units - Germans Germans repair damage of 9x factory, 2x factory; Remaining resources: 46 PUs; 1 techTokens; Germans buy 5 armour, 3 infantry and 2 submarines; Remaining resources: 0 PUs; 1 techTokens; Combat Move - Germans Turning on Edit Mode EDIT: Turning off Edit Mode 1 submarine moved from SZ 9 North Atlantic to SZ 16 North Atlantic 1 submarine moved from SZ 10 North Sea to SZ 16 North Atlantic 1 submarine moved from SZ 11 West Baltic Sea to SZ 16 North Atlantic 1 submarine moved from SZ 17 English Channel to SZ 16 North Atlantic 1 submarine moved from SZ 22 East Atlantic to SZ 16 North Atlantic 4 bombers moved from Eastern Germany to SZ 16 North Atlantic 5 fighters moved from France to SZ 16 North Atlantic EDIT: 5 infantry moved from SZ 16 North Atlantic to England EDIT: 1 armour moved from SZ 16 North Atlantic to England 1 armour, 1 artillery and 1 infantry moved from Rhodesia to Southern Africa 1 armour moved from Kenya-Tanganyika to French Equatorial Africa 1 artillery moved from Kenya-Tanganyika to Anglo-Egyptian Sudan 1 transport moved from SZ 25 Adriatic Sea to SZ 28 Eastern Mediterranean Combat - Germans Battle in Southern Africa Germans attack with 1 armour, 1 artillery and 1 infantry British defend with 1 infantry Germans roll dice for 1 armour, 1 artillery and 1 infantry in Southern Africa, round 2 : 1/3 hits, 1.17 expected hits British roll dice for 1 infantry in Southern Africa, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Southern Africa Germans win, taking Southern Africa from British with 1 armour and 1 artillery remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for British: 1 infantry Battle in SZ 16 North Atlantic Germans attack with 4 bombers, 5 fighters and 5 submarines British defend with 1 carrier, 1 destroyer and 1 fighter; Americans defend with 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters and 3 transports Germans roll dice for 5 submarines in SZ 16 North Atlantic, round 2 : 1/5 hits, 1.67 expected hits Units damaged: 1 battleship owned by the Americans Germans roll dice for 4 bombers and 5 fighters in SZ 16 North Atlantic, round 2 : 5/9 hits, 5.17 expected hits Americans roll dice for 1 battleship, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters and 3 transports in SZ 16 North Atlantic, round 2 : 5/11 hits, 5.33 expected hits 1 destroyer owned by the British, 2 destroyers owned by the Americans, 5 submarines owned by the Germans, 1 carrier owned by the Americans and 1 carrier owned by the British lost in SZ 16 North Atlantic Germans roll dice for 4 bombers and 5 fighters in SZ 16 North Atlantic, round 3 : 4/9 hits, 5.17 expected hits Americans roll dice for 1 battleship, 2 cruisers, 3 fighters and 3 transports in SZ 16 North Atlantic, round 3 : 2/6 hits, 3.67 expected hits 2 cruisers owned by the Americans, 2 fighters owned by the Germans and 2 fighters owned by the Americans lost in SZ 16 North Atlantic Germans roll dice for 4 bombers and 3 fighters in SZ 16 North Atlantic, round 4 : 4/7 hits, 4.17 expected hits Americans roll dice for 1 battleship, 1 fighter and 3 transports in SZ 16 North Atlantic, round 4 : 2/2 hits, 1.33 expected hits 2 fighters owned by the Germans, 2 transports owned by the Americans, 1 fighter owned by the British and 1 battleship owned by the Americans lost in SZ 16 North Atlantic 2 infantry owned by the Americans lost in England 1 armour owned by the Americans and 1 infantry owned by the Americans lost in England 1 transport owned by the Americans lost in SZ 16 North Atlantic 2 infantry owned by the Americans lost in England Germans win with 4 bombers and 1 fighter remaining. Battle score for attacker is 97 Casualties for Germans: 4 fighters and 5 submarines Casualties for Americans: 1 armour, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 5 infantry and 3 transports Casualties for British: 1 carrier, 1 destroyer and 1 fighter Non Combat Move - Germans 1 fighter moved from SZ 16 North Atlantic to France 4 bombers moved from SZ 16 North Atlantic to Eastern Germany 1 artillery and 3 infantry moved from Western Poland to Hungary-Romania 2 armour, 1 artillery and 1 infantry moved from Baltic States to Western Poland 4 armour moved from Eastern Germany to Hungary-Romania 6 armour moved from Eastern Poland to Hungary-Romania 1 artillery moved from Eastern Poland to Hungary-Romania 1 infantry moved from Eastern Poland to Hungary-Romania 5 armour moved from Eastern Poland to Hungary-Romania 2 armour moved from Western Poland to Hungary-Romania 5 armour moved from Eastern Poland to Hungary-Romania 4 artilleries and 13 infantry moved from Eastern Poland to Western Poland Place Units - Germans 3 infantry placed in Hungary-Romania 5 armour placed in Eastern Germany 2 submarines placed in SZ 11 West Baltic Sea Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Objective 1: Germans met a national objective for an additional 5 PUs; end with 48 PUs Turning on Edit Mode EDIT: Adding units owned by Americans to England: 1 armour and 5 infantry EDIT: Turning off Edit Mode

      Combat Hit Differential Summary :

      Germans : -2.33 British : 0.67 Americans : -1.33 Germans rolls : : 0.00

      Savegame

    • B

      EXP Game 3 barnee vs Trout
      Play By Forum • • beelee

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      @trout

      I'd be a Yukonner if I was 🙂

      Yep I'm a yank. Living in the Heartland. Actually was born in Cali but only lived there for six years.

      I try to keep that kinda quiet these days lol

    • L

      AA-fire/casualty selection issues in Revised (and other versions)
      Player Help • • LouisXIVXIV

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      @bayder said in AA-fire/casualty selection issues in Revised (and other versions):

      There is still zero reason for the rules to indicate that AA fire should occur in the Combat Move phase. The rules could easily state that AA fire occurs in Conduct Combat and Noncombat Move phases only. If this had been done, then there would be no questions regarding this rule.

      What I understand is that here you believe that Revised OOB and LHTR work the same way, for flyovers during the Combat Move phase, as there would be no difference between saying that they are resolved at the end of the Combat Move phase or saying that they are resolved during the Conduct Combat phase, but the second formulation being clearer.

      What I understand, instead, is that, by moving the AA fly over resolution from Combat Move to Conduct Combat, LHTR makes a practically relevant behaviour change, as in Revised OOB you would know the results of all Combat Move fly-overs before resolving any battles, as they already happened in a previous phase, while in Revised LHTR you know then only for the units involved in the current battle, and all the already resolved ones.

      For example:
      I have a fighter that flies over an AA gun in a territory "A", then flies over an AA gun in a territory "B", then end movement in a territory "C" (to take part in a battle in there).
      I also have another fighter that flies over an AA gun in a territory "A" (the same territory that the other fighter is flying over too), then flies over an AA gun in a territory "D", then end movement in a territory "E" (to take part in a battle in there).

      In Revised OOB, you would resolve the fly overs for:

      The first fighter in "A" The first fighter in "B" The second fighter in "A" The second fighter in "D"

      In only one of the following only two possible orders, at your discretion:

      1A, 1B, 2A, 2D 2A, 2D, 1A, 1B

      Then, after resolving all fly overs, you would resolve the battles (with all other units involved in the same battle), comprising, at this point, any battle AA fire, if an AA gun is present in the embattled territory, for:

      The first fighter in "C", if surviving the fly overs The second fighter in "E", if surviving the fly overs

      Assuming both fly overs miss, then, during Conduct Combat, either first resolving the "C" battle or first the "E" one, then the other one, at your discretion, no matter if you previously resolved the fly overs for the first fighter (that is now in "C") or the second one (that is now in "E") (of course, if the a fighter is shot down during fly over and was the only attacking unit, then there is no battle, instead).

      Consequently, in case all fly overs miss, considering Combat Move and Conduct Combat together, you would have all and only the following possible resolution sequences, across the two phases:

      1A, 1B, 2A, 2D, C, E 2A, 2D, 1A, 1B, C, E 1A, 1B, 2A, 2D, E, C 2A, 2D, 1A, 1B, E, C

      (where, for example, "1A, 1B, 2A, 2D, C, E" literally means "at the end of combat move, resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then, during Conduct Combat, resolving the battle in C, then resolving the battle in E")

      In Revised LHTR, instead, during the Conduct Combat phase, fly-overs are all integrated as part of the specific battles where the flying over units are heading to, so you only decide whether first to make the battle in "C" or first to make the battle in "E", and, in this case, you cannot even decide in what order to resolve the fly overs, for each battle, since having only 1 fighter involved in any, for each one, thus being restricted to resolving all fly overs, by their zones movement sequence for the same unit, before resolving the battle that unit may be part of (if surviving all fly overs).

      Meaning you can only resolve all fly overs and all battles as "1 then 2" or "2 then 1", where 1 and 2 are the following sequences:
      1- Making the battle in "C", you first resolve the fly over for the first fighter in "A", then (if surviving) resolve the fly over for the first fighter in "B", then resolve the rest of the battle in "C", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs.
      2- Making the battle in "E", you first resolve the fly over for the second fighter in "A", then (if surviving) resolve the fly over for the second fighter in "D", then resolve the rest of the battle in "E", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs.

      Meaning that you have only the option of resolving them in any one of only the following two sequences:

      1A, 1B, C, 2A, 2D, E 2A, 2D, E, 1A, 1B, C

      (where, for example, "1A, 1B, C, 2A, 2D, E" literally means "resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the battle in C, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then resolving the battle in E")

      The substantial difference being that, as said, in Revised OOB you know all fly over results, for Combat Movement, before resolving any battles, but you never know battle outcomes before resolving any fly overs, while in Revised LHTR, you cannot know all fly over results before resolving any battles (unless only one battle has any fly overs and you resolve that battle first, but, even in this case, the flyovers are technically part of the battle itself, not happening before it), but you may have or decide to resolve battles before fly overs, which is going to be actually inevitable if you have more than one battle with fly overs or if the battle with the fly overs is also an amphibious assault from an hostile sea zone, meaning, in the example, that, if you decide first to resolve the battle in "C", you have to do so without knowing the fly over results for the second fighter, until after that battle is over, while, if you decide first to resolve the battle in "E", you have to do so without knowing the fly over results for the first fighter, until after that battle is over.

      However, I have to say I'm not sure of what I'm saying, so please @Panther check this all out, and let me know if my understanding is fully correct.

      Of course, other than what above, if all correct, the only other difference for Revised OOB, over Revised LHTR, is that, in Revised OOB, you practically have the exactly same fly over resolutions for Non Combat Move, as well, to be resolved the exactly same way as the ones happening during Combat Move, except only that you must resolve those of air units coming back from battles before plotting any other, or rather actual, non combat movements, thus any other fly overs, this being factually realized by having the fly overs for air units that participated in battles happening during the Conduct Combat phase (but, in practice, they are all non combat movements too, merely anticipated during the Conduct Combat phase), but only after all battles have been resolved. In practice, the whole system is exactly like having two Non Combat Move phases, after Conduct Combat, that work under exactly the same rules except only that, in the first one, you can only move air units that took part in battles (and must move them, if having any possible landing spots, possibly plotting carrier movements happening in the next phase), while, in the second one, you can move anything else, and having the fly overs resolved at the end of each of these two Non Combat Move phases, under the same dynamics as when resolving them at the end of the Combat Move phase.

    • M

      Large Middle Earth queries
      (ARCHIVED) Bug Reports • • mattbarnes

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      @mattbarnes I believe queries should be rather moved to the linked official thread.
      You can also open new specific topics (like Bug Reports), about the same map.
      Locking this as duplicate.

    • B

      Achievable improvements to the Triplea User Interface
      Development • • butterw

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      @butterw Can you launch a 2.6 pull request with your improvements?

    • R

      42 set Game 2 Woods(Allies) vs Wylie(Axis)
      Play By Forum • • redanto

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      @wylie1070

      Good game. I though you had me when you took India so early.

    • Schulz

      Mixed Questions
      Map Making • • Schulz

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      Schulz

      Is it possible to end games in a certain round with triggers?

      Is it possible having auto-intercept?

    • C

      crazylynx Europe rematch
      Play By Forum • • crazylynx

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      TripleA Turn Summary: French round 21

      TripleA Turn Summary for game: World War II Europe 1940 2nd Edition, version: 3.0

      Game History

      Round: 21 Combat Move - French Combat - French Turn Complete - French French collect 17 PUs; end with 17 PUs

      Combat Hit Differential Summary :

      Savegame

    • L

      TWW 3.0.0.6? Lich(ax) vs ubernaut(al)
      Play By Forum • • Lich

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      ubernaut

      @lich ok i guess it's time to call it hope all is well with you 🙂

    • R

      42 G9 Woods vs Wylie
      Play By Forum • • redanto

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      @redanto thank you, good game as well.

    • Hepps

      Favorite Playlists & Songs while Vanquishing foes
      The War Club • • Hepps

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      board 3659

      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

    • G

      TWW 2.7.7.2 - Ghostronin (axis) vs. Gully (allies)
      Play By Forum • • Gully

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      @ghostronin yeah good game!

    • N

      TWW3 with zlefins debugged xml
      Play By Forum • • Nothingtoseehere

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      @ubernaut I don't know if we have them somewhere but I just made them from our current game:
      Screenshot 2024-09-16 233140.png Screenshot 2024-09-16 233120.png

    • R

      42 G15 Woods vs. Wylie
      Play By Forum • • redanto

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      @redanto triplea_4090_17chi (2).tsvg

    • redrum

      Red Sun Over China (RSOC) - Official Thread
      Maps & Mods • • redrum

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      RogerCooper

      @cernel I got the map working by commenting out all the train stuff. I didn't bother trying to merge the code in RSOC with Warlords.

      Maybe, as a quick fix, I will give all train stations, a bonus of 1 for land movement.

    • Hepps

      Map Maker Resources
      Map Making • • Hepps

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      Wikimedia has a lot of assets that can be used. Example: https://commons.wikimedia.org/wiki/Category:Castle_icons

    • T

      EXP Game 6 Barnee vs Trout
      Play By Forum • • Trout

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      @trout

      Right arm. I'll finish up the reports and maybe do a small update. Although maybe just wait on that. The Capatain has a buncha new stuff hitting soon or byend of year early next year.

      Is Pizza and the A&A kid gonna get a oob going ? I will follow that if they do 🙂

    • R

      42 G20 Woods vs Wylie
      Play By Forum • • redanto

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      @redanto triplea_4113_18ita.tsvg

    • G

      TWW 2.8.0.4 - Redrum (Axis) vs Gully (Allies)
      Play By Forum • • Gully

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      redrum

      @gully Understood. TWW is an intense game that takes a lot of focus to play at a high level. Its especially tough when real life gets busy.

      The Finland mistake still haunts me every time I open up that save but I definitely learned a valuable lesson 🙂

      Looking at England-Germany naval trades, looks like you had +35 TUV on the attack and then -50 TUV on defending so -15 TUV overall. Essentially it was trading the UK starting fleet for Germany's starting fleet plus a few strat/tac bombers. I think its a viable attack and really depends on your overall Allied strategy as the TUV difference isn't huge and what you are trading is probably more important. I generally felt that the UK is sacrificing early pressure on the Atlantic Wall to kill a few strat/tac bombers that would have gone to the Eastern Front. So early game this helps Russia as Germany has a few less planes but mid/late game I think it hurts Russia as Germany was able to push more land units towards the Eastern Front as UK had very little pressure on the Atlantic Wall. I think we started to see the pretty massive German infantry build up outside Stalingrad in round 6 and would continue while Germany has pretty minimal units defending France/Germany/Denmark coast. I think Stalingrad/Moscow or both fall in the next few rounds. So for the Allies in this particular game, I think it was probably better not to trade the England-Germany navies.

      Generally, here are the Allied mistakes that I noticed:

      China - Played too aggressively and lost too many units. Northern China was probably the biggest single mistake here. Given that Japan was putting a lot of focus on China and the Allies weren't able to apply much early pressure to Japan in the Pacific this led to China pretty much collapsing. This is probably the biggest issue for the Allies at this point as everything but Chungking falls next round which opens up paths to India and Central Russia. Leningrad - Leaving the can opener opportunity (either needed more units in Leningrad or more units to block Pskov). This essentially allowed me to salvage the Finland mistake. Volgarod - Losing the entire Russian air force and the production facilities there really hurt. Guessing this was just a miscalculation. Weak Med - Led to Italy being strong and being able to put a lot of pressure on Egypt which probably falls in the next few rounds. This just wasn't a focus for the UK and it didn't feel like the UK made enough progress elsewhere to ignore this. Pacific - Overall didn't apply much pressure on Japan and went pretty conservative approach trying to L&L through Soviet Far East and combine Allied fleets in the South Pacific. Not sure what happened the last round as they left a number of their fleets vulnerable.

      My general sense is by round 10, the Axis breaks through in all 3 of the most strategic locations (Stalingrad, Egypt, China) and the game is essentially over. They usually only need 2 of those and given how fast China is crumbling maybe only that one to win as that pressures a lot of the interior Allied income.

    • B

      EXP Game 7 barnee vs Trout
      Play By Forum • • beelee

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      testing to see if I can delete a post

      edit
      I can't 🙂

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