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    • ubernautU

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

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      ubernautU
      @Nothingtoseehere yo
    • S

      G40 Captain Expansion StevenJ vs Johnny

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      @JohnnyCat 354345234988-G40 EXP StevenJ vs JohnnyCat G56c End.tsvg RIP Japan
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander @beelee @panzerstahl-helm-0 Good morning all. Happy Birthday USA! c8757442-3f7c-4f09-ae3f-8a78c85d748b-exp-game-2-multi-apbt-j17.tsvg Since I was in Local Mode, brief summary of what I did. Pushed forward but not in force into Soviet Union. Air Transported and fortified some extra dudes in Carolines, killed some escort blockers in Pacific, max built land units in mainland factories. Over to the Allies!
    • Panzerstahl-Helm 0P

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

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      @Panzerstahl-Helm-0 Always good to see friends. Well, almost always Flash Flood 2am last night. Foot of water in the basement. Had to turn off the gas to the hot water heater. Need to do some sandbagging around the window wells. Usually I can just catch it with a tote and bail but I was getting about 5 gallons every 15 seconds poring in. Couldn't keep up with it. Well w/e. It receeded and I was able to plug the bier fridge back in Woulda had to use a cooler and ice otherwise Shitty American light bier gotta be cold Game History Round: 15 Purchase Units - Japanese Japanese buy 5 Fortifications, 1 Japan_destroyer, 6 TotalWar_Tanks, 1 demo_harbour, 1 elite, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 elite moved from Philippines to 35 Sea Zone 1 elite and 1 transport moved from 35 Sea Zone to 47 Sea Zone 1 elite moved from 47 Sea Zone to New Britain 1 JPNbomber moved from Kweichow to French Indo China 1 armour moved from Kweichow to Yunnan 2 fighters moved from Kweichow to Yunnan 1 tactical_bomber moved from Kweichow to Kwangsi 1 tactical_bomber moved from Kweichow to Kwangsi 1 fighter moved from Philippines to Kwangsi 1 fighter moved from Kweichow to Kwangsi 1 armour moved from Korea to 6 Sea Zone 1 elite moved from Japan to 6 Sea Zone 1 armour and 1 infantry moved from Korea to 6 Sea Zone 2 armour, 1 elite, 1 infantry, 1 pacific_transport and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 armour, 1 elite and 1 infantry moved from 36 Sea Zone to French Indo China 1 armour and 1 infantry moved from Korea to 6 Sea Zone 1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 1 armour and 1 infantry moved from 36 Sea Zone to Kwangsi 1 Japan_destroyer and 8 NavyFighters moved from 6 Sea Zone to 19 Sea Zone 1 submarine moved from 80 Sea Zone to 72 Sea Zone 2 Japan_destroyers, 1 carrier and 1 fighter moved from 79 Sea Zone to 80 Sea Zone 1 infantry moved from Yenisey to Timguska Japanese take Timguska from Russians Combat - Japanese Strategic bombing raid in French Indo China Americans roll AA dice in French Indo China : 0/1 hits, 0.17 expected hits Bombing raid in French Indo China rolls: 7 and causes: 6 damage to unit: factory_minor Bombing raid in French Indo China causes 6 damage total. Battle in New Britain Battle in 19 Sea Zone Japanese attack with 1 Japan_destroyer and 8 NavyFighters Americans defend with 1 pacific_submarine Japanese roll dice for 1 Japan_destroyer and 8 NavyFighters in 19 Sea Zone, round 2 : 4/9 hits, 4.33 expected hits Americans roll dice for 1 pacific_submarine in 19 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits 1 Japan_destroyer owned by the Japanese lost in 19 Sea Zone 1 pacific_submarine owned by the Americans lost in 19 Sea Zone Japanese win, taking New Britain from ANZAC with 8 NavyFighters remaining. Battle score for attacker is -7 Casualties for Japanese: 1 Japan_destroyer Casualties for Americans: 1 pacific_submarine Battle in French Indo China Japanese attack with 2 armour, 1 elite and 1 infantry British defend with 2 aaGuns and 1 uk_tactical_bomber; Americans defend with 1 factory_minor Japanese roll dice for 2 armour, 1 elite and 1 infantry in French Indo China, round 2 : 2/5 hits, 1.50 expected hits Americans roll dice for 2 aaGuns and 1 uk_tactical_bomber in French Indo China, round 2 : 0/1 hits, 0.50 expected hits 2 aaGuns owned by the British lost in French Indo China Japanese roll dice for 2 armour, 1 elite and 1 infantry in French Indo China, round 3 : 4/5 hits, 1.50 expected hits Americans roll dice for 1 uk_tactical_bomber in French Indo China, round 3 : 0/1 hits, 0.50 expected hits 1 uk_tactical_bomber owned by the British lost in French Indo China Japanese win, taking French Indo China from Americans with 2 armour, 1 elite and 1 infantry remaining. Battle score for attacker is 20 Casualties for British: 2 aaGuns and 1 uk_tactical_bomber Battle in Kwangsi Japanese attack with 1 armour, 2 fighters, 1 infantry and 2 tactical_bombers British defend with 1 artillery, 1 commando and 1 uk_armour Japanese roll dice for 1 armour, 2 fighters, 1 infantry and 2 tactical_bombers in Kwangsi, round 2 : 2/6 hits, 3.00 expected hits Chinese roll dice for 1 artillery, 1 commando and 1 uk_armour in Kwangsi, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Japanese lost in Kwangsi 1 artillery owned by the British and 1 commando owned by the British lost in Kwangsi Japanese roll dice for 1 armour, 2 fighters and 2 tactical_bombers in Kwangsi, round 3 : 2/5 hits, 2.83 expected hits Chinese roll dice for 1 uk_armour in Kwangsi, round 3 : 1/1 hits, 0.50 expected hits 1 armour owned by the Japanese lost in Kwangsi 1 uk_armour owned by the British lost in Kwangsi Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 5 Casualties for Japanese: 1 armour and 1 infantry Casualties for British: 1 artillery, 1 commando and 1 uk_armour Battle in Yunnan Japanese attack with 1 armour and 2 fighters ANZAC defend with 1 infantry Japanese roll dice for 1 armour and 2 fighters in Yunnan, round 2 : 3/3 hits, 1.50 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the ANZAC lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 armour and 2 fighters remaining. Battle score for attacker is 3 Casualties for ANZAC: 1 infantry Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Shensi Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Suiyuyan 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Shensi 1 J_Rail moved from Kiangsu to Amur 1 J_Rail and 1 infantry moved from Amur to Suiyuyan 1 aaGun moved from Kweichow to Hopei 2 fighters moved from Yunnan to Hopei 2 fighters and 2 tactical_bombers moved from Kwangsi to Anhwe 1 JPNbomber moved from French Indo China to Anhwe 1 Escort_Convoy moved from 35 Sea Zone to 36 Sea Zone 8 NavyFighters moved from 19 Sea Zone to 6 Sea Zone 3 armour and 1 mech_infantry moved from Korea to Jehol 1 fighter moved from Japan to Amur Place Units - Japanese 6 TotalWar_Tanks, 2 infantry and 1 mech_infantry placed in Korea 1 Japan_destroyer placed in 6 Sea Zone 1 elite and 3 infantry placed in Japan Japanese undo move 3. 1 infantry placed in Korea 1 elite and 2 infantry placed in Japan Units in Philippines being upgraded or consumed: 1 harbour 5 Fortifications and 1 demo_harbour placed in Philippines Trigger JapaneseTotalWarTankPlace6Korea: has removed 6 TotalWar_Tanks owned by Japanese in Korea Trigger JapaneseTotalWarTankPlace6Korea: Japanese has 6 armour placed in Korea Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6: has removed 1 Escort_Convoy owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6: Japanese has 1 Escort placed in 6 Sea Zone Japanese collect 45 PUs; end with 45 PUs Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 Optional[PUs]; end with 42 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 45 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 46 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 54 Optional[PUs] Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 56 Optional[PUs] Combat Hit Differential Summary : Chinese regular : -0.00 Americans regular : -0.17 Japanese regular : 2.33 Americans AA : -0.17 EXP Game 10 Straw J 15.tsvg
    • PantherP

      Urgent communication needed - 2026-06 Launch & MARTI Dice Server

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      PantherP
      @Nothingtoseehere You will need to use workarounds here or play at https://www.axisandallies.org/forums/ PBF works fine there, as the forum-software is on a lower (but compatible) version than here.
    • SchulzS

      World War I with more territories?

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      RogerCooperR
      @Schulz This your mod, you don't have to the same way as the boardgame. Essentially the Russian Revolution means that Russia goes neutral and possibly some territory is transferred. The trigger is a combination of territorial losses, time and luck.
    • LaFayetteL

      Lobby Upgrades, June-25-2026

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      LaFayetteL
      @beelee unfortunately you cannot, bot comment is set at bot start once. Need a reboot of the bot to change it abd server access to do that
    • B

      MARTI dice service website issues?

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      PantherP
      @LaFayette Success! I can confirm that registering, confirming and testmail work with 2026-06.16.15640! Thank you, that will certainly help!
    • LaFayetteL

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

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      SchulzS
      @RogerCooper Yes, I liked it.
    • TheDogT

      TripleA 2026 with Java 25 & TripleA.vmoptions settings

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      ubernautU
      @drumstick919 @lafayette i’m wondering if this might have something to do with the new skin engine?
    • wc_sumptonW

      Rules interpretation for placement Human vs AI

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      wc_sumptonW
      @RogerCooper said: I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia. This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player. The engine does violate the rules for placing factories. Cheers...
    • T

      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      @Panzerstahl-Helm-0 Good morning. Yes, World Cup over for G. France looking very strong this year so far. The WW2 pushovers are good at soccer/football. 2090d666-32ba-43e7-b8dc-d674da78782f-exp-game-4-trout-vs.panzer-j6.tsvg Game in local mode so short summary. Took Guam and moved stuff around. Added some units to Carolines as it appears that could be a target for you soon. That's about it.
    • I

      Poll on how Defender Retreat should work

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      This is my interpretation of the rules & what I coded: At the very start of the round, if any unit has the attachment canDefensiveRetreat = true, the defender gets a prompt if they want to retreat, and to which territory. They may only retreat to friendly/neutral territories, not an enemy territory, and they can't retreat to a territory with enemy units in it, unless only enemy air is present, which is non-blocking. If the defender chooses not to retreat, then the battle proceeds as normal. If the defender chooses a territory to retreat to, then that territory is saved and stored for later. The attackers fire at all of the defending units. Any units that are doing a defensive retreat do not fire back. Casualties are removed, and then any retreating units retreat to the destination we stored earlier. Any defender units not capable of retreating remain and must fight to the end/get captured/get removed, whatever happens normally EDIT: I was originally going to have a property that applies to all land units, but it turns out that in A&A North Africa not all land units can defensive retreat (the truck and the supply token can't) so it pretty much needs to be a unit attachment. This offers some variation as the mapmaker can select what units they want to be able to do a defender retreat
    • LaFayetteL

      Doc: Map Population on website and download list

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      @RogerCooper Yea I haven't looked at the new map process closely yet. I have updated a preexisting map twice and both times it has updated to the latest in the lobby fwtiw
    • ubernautU

      why did we remove the undo all button for movement phases?

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      ubernautU
      @Cernel wasn’t even aware of all of these existing commands i do use the control click for getting an entire unit type. didnt realize at all that right clicking current deselects units selectively. i dont think it’s a great idea to flip the click tho not sure the current thing is broken just a bit convoluted and not well understood probably
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union can Form up to 2 Tank Armies.<br><br><img src="Tank_General.png"/><br><br><br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: It is Early 1941 and The Soviet Union has Tankograd Up and Running ! Russia receives 1 Free Tank per turn as long as they control the Urals. Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 2 armour, 1 artillery, 1 elite, 2 infantry, 1 mech_infantry and 10 mine_unarmeds; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Greece Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger ItaliansParaBoost atGreece: Italians has 1 italian_paraBoost placed in Greece Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Turning on Edit Mode EDIT: Editing Political Relationship for Germans and Russians from Neutrality to War EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Bryansk Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Caucasus 4 mine_unarmeds moved from Bryansk to Belarus 6 mine_unarmeds moved from Volgograd to Caucasus 1 elite and 9 mine_unarmeds moved from Russia to Bryansk 1 mine_unarmed moved from Russia to Bryansk 1 russian_para moved from Russia to Caucasus 1 russian_para moved from Russia to Novgorod 1 R_Europe_Rail and 1 Soviet_Commisar moved from Russia to Caucasus 1 artillery and 3 infantry moved from Western Ukraine to Bryansk 1 infantry moved from Ukraine to Bryansk 2 Russian_Engineers moved from Volgograd to Russia EDIT: 1 Soviet_Commisar, 1 armour and 2 mech_infantrys moved from Caucasus to 2nd Corps EDIT: 1 Soviet_Commisar_3 moved from Overflow to 2nd Corps EDIT: 1 2ndCorps moved from 2nd Corps to Caucasus EDIT: 1 artillery and 1 infantry moved from 1st Corps to Novgorod 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 aaGun, 1 artillery and 6 infantry moved from Belarus to Bryansk 1 infantry moved from Novgorod to Belarus 1 Russian_Rail moved from Russia to Urals 1 Russian_Rail and 1 armour moved from Urals to Bryansk 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Bryansk Place Units - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Caucasus: 6 mine_unarmeds EDIT: Adding units owned by Changer to Caucasus: 6 R_mine_CAUC_100s EDIT: Removing units owned by Russians from Belarus: 4 mine_unarmeds EDIT: Adding units owned by Changer to Belarus: 4 R_mine_Belarus_EPOLs EDIT: Turning off Edit Mode 1 infantry placed in Ukraine 1 armour, 1 artillery and 1 mech_infantry placed in Novgorod 1 infantry placed in Volgograd 1 armour, 1 elite and 10 mine_unarmeds placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 Optional[PUs]; end with 42 Optional[PUs] Combat Hit Differential Summary : EXP 2.59 bvsb 7-1-26 R3.tsvg This flood cleanup is for kids not senior citizens lol I think the threat of the Italian can opener and the mobile units in Romania might slow the Crockett Knot. We'll see. Probably shoulda said F it and put 2nd SS in ROM too. well w/e. Plumber oughta be here before too long. See if I can salvage the hot water heater or if I gotta drop 2 gr on a new one. Last time I installed one they cost 130 bucks lol [image: 1783352539747-screenshot-from-2026-07-06-10-41-53.png] Right Arm [image: 1783354195759-rightarm.png] Zach just fired up the water heater. Said we're good to go. That's what I was gonna do but the ai said my house would blow up. F the ai. Can only cry wolf so much
    • PantherP

      world_war_ii_v5_1942 is incorrectly linked and installed

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      PantherP
      I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
    • B

      Creating new game with multiple friends

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      ArianTownsendA
      Try using a group chat to share dice results and file updates with all players. It's an easy workaround until the server adds the multi-recipient email feature.
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Charles de Gaulle 1939 Description World War in 1940 on Global map with some variations https://axisandallies.fandom.com/wiki/Charles_de_Gaulle_1939 [image: 1783191744221-d9b30897-6666-423e-81f2-c18a4ca6899a-image.jpeg] Good Points Improved neutral and political rules Better balance Bad Points AI makes bad political decisions
    • LaFayetteL

      Release Strategy & Versioning Proposed Changes - CalVer and Quarterly Recommended Releases

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      LaFayetteL
      I suppose it is worth pointing out that a 'revert' in git is just an undo update. The code history in Git is write-once. Git never deletes anything. So, in a revert update, based on the reverted change: any lines that were added are removed, and any removed lines are re-added. So, a revert is a new update, it just an inverted update to cancel out a previous one. Revert PRs are not at all special to Git, it's just another update. Once a revert is merged, a person can revert the revert update, add more changes to it, and then merge all of that as one bundle. So, a flow might be like this (the letters on the left hand side represent the commit ID, AKA the commit SHA): a43ae Some update that introduced a bug 3ads2 Revert: Some update that introduced a bug fae54 Revert: Revert: Some update that introduced a bug + Bug Fix Changes to the code base are "squashed" together. When a person clicks the revert for the revert, that creates a new proposed change. Bug fixes can be added to that proposed change, then it'll all be squashed together as a single commit that is then released. For example, when reverting the revert, this change would be proposed: abc12 Revert: Revert: Some update that introduced a bug In that proposed change, we can add the bug fix, eg: abc12 Revert: Revert: Some update that introduced a bug fea23 Bug fix Then, when merged, that would land on the main branch and in the history as one commit, eg: fae54 Revert: Revert: Some update that introduced a bug + Bug Fix
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