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    • S

      G40 Captain Expansion StevenJ vs Johnny

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

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

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      ubernautU
      @Nothingtoseehere yo going to lobby
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander Canada did ?
    • Panzerstahl-Helm 0P

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

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      @panzerstahl-helm-0 Your last post was in the multi I didn't notice either until when I went to post lol Game History Round: 14 Purchase Units - Italians Italians buy 3 armour and 5 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Italians takes Ukraine from Russians EDIT: Italians takes Rostov from Russians EDIT: Italians takes Caucasus from Russians EDIT: Italians takes Northwest Persia from British EDIT: Italians takes Syria from British EDIT: Changing ownership of Northwest Persia from Italians to British EDIT: Changing ownership of Caucasus from Italians to Russians EDIT: Changing ownership of Rostov from Italians to Russians EDIT: Changing ownership of Ukraine from Italians to Russians EDIT: Turning off Edit Mode 2 armour, 1 bomber, 2 fighters and 1 infantry moved from Egypt to Trans-Jordan 1 transport moved from 98 Sea Zone to 99 Sea Zone 1 armour and 1 infantry moved from Greece to 99 Sea Zone 1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Trans-Jordan 1 armour moved from 98 Sea Zone to Trans-Jordan EDIT: 1 italian_para moved from Southern Italy to Syria Combat - Italians Battle in Trans-Jordan Italians attack with 3 armour, 1 bomber, 2 fighters and 2 infantry British defend with 4 infantry Italians roll dice for 1 battleship in Trans-Jordan, round 2 : 1/1 hits, 0.67 expected hits Italians roll dice for 3 armour, 1 bomber, 2 fighters and 2 infantry in Trans-Jordan, round 2 : 5/8 hits, 3.50 expected hits British roll dice for 4 infantry in Trans-Jordan, round 2 : 0/4 hits, 1.33 expected hits 4 infantry owned by the British lost in Trans-Jordan Italians win, taking Trans-Jordan from British with 3 armour, 1 bomber, 2 fighters and 2 infantry remaining. Battle score for attacker is 12 Casualties for British: 4 infantry Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Romania 2 fighters moved from Trans-Jordan to Egypt 1 bomber moved from Trans-Jordan to Southern Italy 2 air_transports and 2 infantry moved from Southern Italy to Egypt 1 transport moved from 98 Sea Zone to 97 Sea Zone 1 armour moved from Northern Italy to Romania 1 infantry moved from Northern Italy to Yugoslavia 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 infantry moved from Northern Italy to Romania 1 submarine moved from 98 Sea Zone to 99 Sea Zone Place Units - Italians 1 armour and 3 infantry placed in Southern Italy 2 armour and 1 infantry placed in Egypt 1 infantry placed in Northern Italy Turn Complete - Italians Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Italians collect 17 PUs; end with 17 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 20 Optional[PUs] Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 30 PUs Combat Hit Differential Summary : Italians regular : 1.83 British regular : -1.33 EXP Game 10 Straw I 14.tsvg The Dutch lost too ! wtf lol Victory be bummed too
    • 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.
    • 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
    • T

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

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      Panzerstahl-Helm 0P
      @trout Hello sir, the WorldCup is over for Germany, so back to the WorldWar. I played in Local Modus, since your old email seems to be inactive and your new email is not working, as beelee mentioned. No summary available. BR e7fc391d-fb29-4688-8c4e-37286ae82456-exp-game-4-trout-vs.panzer-r6.tsvg
    • 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!
    • 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...
    • I

      Poll on how Defender Retreat should work

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      I
      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
    • H

      Compatibility with MacOS Silicon

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      ubernautU
      @LaFayette ok so maybe all that wud be needed at this point then since the menu is icons i’d reverse the up arrow that wud make it more obvious that thats where you go to download
    • B

      EXP Game 12 barnee vs Trout

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      @trout Yep I just tried us. You are back in action. You did it all yourself too on a massive update day for the site lol
    • 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
    • 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
    • SchulzS

      World War I with more territories?

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      SchulzS
      @iratoric Ottoman, Italian, and American territories and units will be represented by neutrals at the beginning. Their territories and units will first be replaced with their respective nations, and they will become playable only in the following round. Because if Italy only mobilizes and becomes playable in round 3, the Austrian AI would likely leave the Italian front undefended and mess up the balance. Italian units appearing 1 round earlier gives the Austrian AI time to respond. I agree with the Switzerland issue. It should be defended by at least 6 infantry. I'm also not sure whether Petersburg or Moscow should be the capital. Germany will have an East Prussia factory, so Moscow would probably be the better capital for gameplay reasons.
    • B

      Creating new game with multiple friends

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      @beelee Oh, let me clarify. I noticed the "Automatically Send Emails" section is disabled. That is what I was referring to.
    • LaFayetteL

      TripleA Server Costs

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      LaFayetteL
      Good points, we need to also keep in mind that the bots need to be available for peak lobby activity.
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