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    • B

      EXP Game 9 barnee vs Trout
      Play By Forum • • beelee

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      T

      @beelee That's fine. Price of gambling with big navies. Allies concerned about how the war is going.

      Game History

      Round: 9 Purchase Units - Americans Trigger DDayTokenEXP: buyDDayEurope added to productionAmericans Americans buy 2 Escorts, 1 Heavy_BB, 4 TotalWarFighters, 1 carrier, 1 destroyer and 2 infantry; Remaining resources: 2 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 2 USA_Hvy_Bombers moved from Eastern United States to Holland Belgium 2 infantry moved from United Kingdom to 110 Sea Zone 2 infantry moved from 110 Sea Zone to Holland Belgium 1 usa_fighter moved from 110 Sea Zone to Holland Belgium 1 FighterAceUSA moved from 110 Sea Zone to Holland Belgium 1 bomber moved from Hawaiian Islands to 16 Sea Zone 2 usa_fighters moved from Hawaiian Islands to 16 Sea Zone Combat - Americans Battle in Holland Belgium Americans attack with 1 FighterAceUSA, 2 USA_Hvy_Bombers, 2 infantry and 1 usa_fighter Germans defend with 2 armour and 1 infantry Americans win with 1 FighterAceUSA, 2 USA_Hvy_Bombers and 1 usa_fighter remaining. Battle score for attacker is 7 Casualties for Americans: 2 infantry Casualties for Germans: 2 armour and 1 infantry Battle in 16 Sea Zone Americans attack with 1 bomber and 2 usa_fighters Japanese defend with 1 Escort Americans win with 1 bomber and 1 usa_fighter remaining. Battle score for attacker is -3 Casualties for Americans: 1 usa_fighter Casualties for Japanese: 1 Escort Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Americans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 5 Rails owned by Americans in Eastern United States 1 bomber moved from 16 Sea Zone to Hawaiian Islands 1 usa_fighter moved from 16 Sea Zone to 26 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 infantry, 1 pacific_carrier, 2 pacific_destroyers, 1 pacific_transport and 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 Rail and 1 artillery moved from Eastern United States to Western United States 1 artillery moved from Eastern United States to 101 Sea Zone 1 SP_ArtilleryUSA moved from Eastern United States to 101 Sea Zone 2 infantry moved from Eastern United States to 101 Sea Zone 1 Heavy_Transport, 1 SP_ArtilleryUSA, 1 artillery, 2 infantry and 1 submarine moved from 101 Sea Zone to 118 Sea Zone 1 transport moved from 110 Sea Zone to 117 Sea Zone 1 usa_fighter moved from Holland Belgium to 110 Sea Zone 1 FighterAceUSA moved from Holland Belgium to 110 Sea Zone 2 USA_Hvy_Bombers moved from Holland Belgium to United Kingdom Place Units - Americans 1 Escort and 1 carrier placed in 101 Sea Zone 4 TotalWarFighters placed in Eastern United States 2 infantry placed in Eastern United States 1 Escort, 1 Heavy_BB and 1 destroyer placed in 10 Sea Zone Trigger AmericansTotalWarFighterPlaceEUS: has removed 4 TotalWarFighters owned by Americans in Eastern United States Trigger AmericansTotalWarFighterPlaceEUS: Americans has 4 usa_fighters placed in Eastern United States Turn Complete - Americans Americans collect 50 PUs; end with 52 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 66 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 63 PUs Trigger Americans Loses WakeIsland: Americans met a national objective for an additional -2 PUs; end with 61 PUs Trigger Americans Loses Guam: Americans met a national objective for an additional -1 PUs; end with 60 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 75 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 80 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy nothing; Remaining resources: 7 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 7 PUs Purchase Units - British British buy 1 UK_Hvy_Bomber, 1 elite, 9 infantry and 2 uk_armours; Remaining resources: 3 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: British takes Holland Belgium from Germans EDIT: Turning off Edit Mode 1 infantry moved from Iraq to Persia British take Persia from Italians 1 uk_armour moved from Iraq to Northwest Persia 1 infantry moved from Iraq to Northwest Persia 1 uk_fighter moved from 80 Sea Zone to Northwest Persia 1 infantry moved from Trans-Jordan to Syria 1 uk_fighter moved from Egypt to Syria 1 uk_tactical_bomber moved from Egypt to Syria 1 uk_armour moved from Trans-Jordan to Northwest Persia 1 destroyer moved from 110 Sea Zone to 118 Sea Zone 2 uk_fighters moved from United Kingdom to 118 Sea Zone 1 uk_fighter moved from United Kingdom to 118 Sea Zone EDIT: 1 uk_para moved from United Kingdom to Holland Belgium 1 elite moved from United Kingdom to 110 Sea Zone 2 infantry moved from United Kingdom to 110 Sea Zone 1 elite moved from 110 Sea Zone to Normandy Bordeaux 2 infantry moved from 110 Sea Zone to Normandy Bordeaux 4 Seafires moved from 110 Sea Zone to Normandy Bordeaux 1 bomber moved from United Kingdom to Normandy Bordeaux Combat - British Battle in Normandy Bordeaux British attack with 4 Seafires, 1 bomber, 1 elite and 2 infantry Germans defend with 2 Atlantic_Walls and 2 infantry British win, taking Normandy Bordeaux from Germans with 4 Seafires, 1 bomber, 1 elite and 1 infantry remaining. Battle score for attacker is 5 Casualties for British: 1 infantry Casualties for Germans: 2 Atlantic_Walls and 2 infantry Battle in 118 Sea Zone British attack with 1 destroyer and 3 uk_fighters; Americans loiter and taunt Germans defend with 1 GermanUBoat British win with 1 destroyer and 3 uk_fighters remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat Battle in Northwest Persia British attack with 1 infantry, 2 uk_armours and 1 uk_fighter Italians defend with 1 infantry British win, taking Northwest Persia from Italians with 1 infantry, 2 uk_armours and 1 uk_fighter remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Syria British attack with 1 infantry, 1 uk_fighter and 1 uk_tactical_bomber Italians defend with 1 artillery British win with 1 uk_fighter and 1 uk_tactical_bomber remaining. Battle score for attacker is 1 Casualties for British: 1 infantry Casualties for Italians: 1 artillery Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - British Turning on Edit Mode EDIT: Changing ownership of West India from Italians to British EDIT: Adding units owned by British to West India: 1 infantry EDIT: Removing units owned by British from India: 1 infantry EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 1 uk_fighter moved from Syria to Egypt 1 uk_tactical_bomber moved from Syria to Egypt 1 uk_fighter moved from Northwest Persia to Volgograd 1 battleship, 1 carrier, 2 cruisers, 3 destroyers and 2 transports moved from 80 Sea Zone to 39 Sea Zone 3 aaGuns, 4 artilleries, 10 infantry and 5 uk_armours moved from Burma to India 1 bomber moved from Normandy Bordeaux to United Kingdom 4 Seafires moved from Normandy Bordeaux to 110 Sea Zone 3 uk_fighters moved from 118 Sea Zone to United Kingdom Place Units - British Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone 1 UK_Hvy_Bomber and 1 elite placed in United Kingdom 1 infantry and 2 uk_armours placed in Egypt 6 infantry placed in India 2 infantry placed in United Kingdom Turning on Edit Mode EDIT: Adding units owned by British to Northwest Persia: 1 infantry EDIT: Removing units owned by British from Northwest Persia: 1 infantry EDIT: Adding units owned by British to Iraq: 1 infantry EDIT: Removing units owned by British from Union of South Africa: 1 infantry EDIT: Turning off Edit Mode Turn Complete - British Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,2,3 British collect 48 PUs (3 lost to blockades); end with 51 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 57 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 62 PUs

      a9c15c98-af25-4adf-9bbf-d81ed736be03-exp-game-9-trout-uk9.tsvg

    • Panzerstahl-Helm 0

      Game 3 Trout (Allies) vs. Panzer (Axis)
      Play By Forum • • Panzerstahl-Helm 0

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      Panzerstahl-Helm 0

      @Trout

      Buongiorno,

      almost clean turn...
      My wife would be proud of Italy...they are enjoying la dolce vita!

      BR

      Game History

      Round: 4 Purchase Units - Italians Italians buy 1 Italian_LCV, 1 artillery and 6 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 2 transports moved from 93 Sea Zone to 95 Sea Zone 1 infantry moved from Northern Italy to 95 Sea Zone 1 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Alexandria 1 armour, 1 artillery and 1 infantry moved from Libya to Tobruk Combat - Italians Battle in Alexandria Battle in Tobruk Italians attack with 1 armour, 1 artillery and 1 infantry British defend with 1 infantry Italians roll dice for 1 armour, 1 artillery and 1 infantry in Tobruk, round 2 : 3/3 hits, 1,17 expected hits British roll dice for 1 infantry in Tobruk, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Tobruk 1 infantry owned by the British lost in Tobruk Italians win, taking Alexandria from British, taking Tobruk from British with 1 armour and 1 artillery remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for British: 1 infantry Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Italians Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Romania 2 infantry moved from Northern Italy to 95 Sea Zone EDIT: 2 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone EDIT: 2 infantry moved from 98 Sea Zone to Syria 1 battleship and 2 cruisers moved from 93 Sea Zone to 98 Sea Zone 1 destroyer and 1 submarine moved from 93 Sea Zone to 98 Sea Zone 1 Italian_LCV, 1 armour and 1 infantry moved from Bulgaria to Greece EDIT: 1 italian_para moved from Southern Italy to Syria EDIT: 1 Italian_LCV moved from Southern Italy to Southern France 1 Europe_Rail and 1 infantry moved from Southern Italy to Romania Place Units - Italians 1 Italian_LCV, 1 artillery and 1 infantry placed in Southern Italy 5 infantry placed in Northern Italy Turn Complete - Italians Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 21 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 31 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 36 PUs

      Combat Hit Differential Summary :

      Italians regular : 1,83 British regular : 0,67

      cf9e113f-200f-47f5-899a-5274ffb6d0a7-exp-game-3-trout-vs.panzer-IT4.tsvg

    • B

      First Game Newenr
      Play By Forum • • beelee

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      N

      @newenr85 said in First Game Newenr:

      TripleA Manual Gamesave Post: Russians round 2

      TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes

      Game History

      Round: 2 Purchase Units - Russians Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory. Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Army_Group, 1 air_transport, 1 armour, 1 artillery, 1 elite, 1 fighter, 2 infantry and 6 mine_unarmeds; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Place Units - Russians 1 Army_Group, 1 air_transport, 1 armour, 1 elite, 1 fighter, 1 infantry and 6 mine_unarmeds placed in Russia 1 artillery placed in Novgorod 1 infantry placed in Volgograd Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 Soviet_Commisar moved from Russia to Volgograd 1 mech_infantry moved from Russia to Volgograd 1 armour moved from Russia to Vologda 1 artillery and 3 infantry moved from Bryansk to Ukraine 1 infantry moved from Rostov to Ukraine 1 infantry moved from Western Ukraine to Ukraine 1 infantry moved from Caucasus to Rostov Combat - Russians 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 Turning on Edit Mode EDIT: Editing Political Relationship for Germans and Russians from Neutrality to War EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Editing Political Relationship for Germans and Russians from War to Neutrality EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Russia 3 infantry moved from Vyborg to Karelia EDIT: 1 Soviet_Commisar moved from Volgograd to 1st Corps EDIT: 2 mech_infantrys moved from Volgograd to 1st Corps EDIT: 3 infantry moved from Volgograd to 1st Corps EDIT: 1 artillery moved from Volgograd to 1st Corps EDIT: 1 1stCorps moved from 1st Corps to Volgograd 1 mine_unarmed moved from Russia to Bryansk 1 mine_unarmed moved from Russia to Smolensk 1 air_transport and 1 artillery moved from Russia to Caucasus 1 mine_unarmed moved from Russia to Bryansk 1 mine_unarmed moved from Russia to Smolensk 1 mine_unarmed moved from Russia to Bryansk 1 mine_unarmed moved from Russia to Smolensk 1 armour moved from Russia to Volgograd Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs

      Combat Hit Differential Summary :

      Savegame

      Please check if I made any illegal move

    • B

      Game 1 Multi Panzer Alex vs Trout barnee
      Play By Forum • • beelee

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      T

      @alexander Game History

      Round: 2 Purchase Units - Americans Americans buy 5 Fortifications, 2 carriers, 1 destroyer, 1 elite and 1 usa_fighter; Remaining resources: 4 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Americans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 5 Rails owned by Americans in Eastern United States 2 infantry and 1 transport moved from 46 Sea Zone to 35 Sea Zone 2 infantry moved from 35 Sea Zone to Philippines 1 destroyer moved from 23 Sea Zone to 26 Sea Zone 1 submarine moved from 23 Sea Zone to 26 Sea Zone 1 usa_fighter moved from Western United States to 10 Sea Zone 1 Rail and 1 elite moved from Eastern United States to Western United States 2 infantry moved from Western United States to 10 Sea Zone 1 Heavy_BB, 1 carrier, 2 infantry, 1 transport and 1 usa_fighter moved from 10 Sea Zone to 26 Sea Zone 1 transport moved from 26 Sea Zone to 10 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 1 bomber moved from Central United States to Hawaiian Islands Place Units - Americans 5 Fortifications placed in Philippines 1 carrier placed in 10 Sea Zone 1 carrier and 1 destroyer placed in 101 Sea Zone 1 elite and 1 usa_fighter placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 56 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Szechwan to Kweichow 1 fighter moved from Shensi to Kweichow Combat - Chinese Battle in Kweichow Chinese attack with 1 fighter and 1 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 1 infantry in Kweichow, round 2 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Kweichow Chinese win, taking Kweichow from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Kweichow to Kansu 9 infantry moved from Shensi to Kansu 1 Rail moved from Kansu to Szechwan 1 Rail and 1 infantry moved from Szechwan to Kansu Place Units - Chinese 6 infantry placed in Kansu Turn Complete - Chinese Chinese collect 6 PUs; end with 6 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 9 PUs Purchase Units - British Note to players British: It is Late 1940 and the British Army has Formed a Tank Army. They are Commanded by a Tank General. You may only have 1 Tank Army at any one time. Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish British buy 3 Fortifications, 1 UndrgroundFctry, 1 artillery, 1 demo_harbour, 1 factory_minor, 5 infantry, 2 uk_armours, 1 uk_fighter and 1 uk_para; Remaining resources: 1 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British Units in United Kingdom being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in United Kingdom Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 infantry moved from Egypt to Alexandria British take Alexandria from Italians 1 cruiser moved from 97 Sea Zone to 98 Sea Zone 1 carrier moved from 97 Sea Zone to 98 Sea Zone 1 bomber moved from Malta to 95 Sea Zone 2 uk_fighters moved from Malta to 95 Sea Zone Combat - British British creates battle in territory 97 Sea Zone British creates battle in territory 91 Sea Zone Battle in 95 Sea Zone British attack with 1 bomber and 2 uk_fighters Italians defend with 1 destroyer British roll dice for 1 bomber and 2 uk_fighters in 95 Sea Zone, round 2 : 3/3 hits, 1.67 expected hits Italians roll dice for 1 destroyer in 95 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Italians lost in 95 Sea Zone British win with 1 bomber and 2 uk_fighters remaining. Battle score for attacker is 7 Casualties for Italians: 1 destroyer Battle in 97 Sea Zone British attack with 1 destroyer and 2 uk_fighters Italians defend with 1 submarine British roll dice for 1 destroyer and 2 uk_fighters in 97 Sea Zone, round 2 : 3/3 hits, 1.33 expected hits Italians roll dice for 1 submarine in 97 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Italians lost in 97 Sea Zone British win with 1 destroyer and 2 uk_fighters remaining. Battle score for attacker is 6 Casualties for Italians: 1 submarine Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Anglo Egyptian Sudan Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Union of South Africa 2 uk_fighters moved from 97 Sea Zone to Egypt 2 uk_fighters moved from 95 Sea Zone to 98 Sea Zone 1 bomber moved from 95 Sea Zone to Egypt 1 uk_tactical_bomber moved from Malta to Egypt 1 cruiser moved from 96 Sea Zone to 98 Sea Zone 1 cruiser moved from 76 Sea Zone to 98 Sea Zone 1 destroyer moved from 76 Sea Zone to 98 Sea Zone 1 destroyer moved from 81 Sea Zone to 98 Sea Zone 1 infantry moved from Persia to Northwest Persia British take Northwest Persia from Neutral_Allies 2 infantry moved from Persia to 80 Sea Zone 2 infantry and 1 transport moved from 80 Sea Zone to 81 Sea Zone 2 infantry moved from 81 Sea Zone to Egypt 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 Rail and 1 infantry moved from Union of South Africa to Anglo Egyptian Sudan 1 battleship, 1 cruiser and 1 transport moved from 91 Sea Zone to 106 Sea Zone 1 transport moved from 88 Sea Zone to 101 Sea Zone 1 infantry moved from British Guiana to Brazil British take Brazil from Neutral_Allies 1 cruiser moved from 104 Sea Zone to 102 Sea Zone 1 battleship moved from 104 Sea Zone to 102 Sea Zone 1 battleship moved from 39 Sea Zone to 76 Sea Zone 1 transport moved from 41 Sea Zone to 39 Sea Zone 2 infantry moved from India to 39 Sea Zone 2 infantry and 1 transport moved from 39 Sea Zone to 41 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Units in Gibraltar being upgraded or consumed: 1 harbour 1 demo_harbour placed in Gibraltar 1 factory_minor placed in Egypt 3 Fortifications placed in Sumatra 2 infantry and 1 uk_armour placed in Union of South Africa 1 artillery, 2 infantry and 1 uk_armour placed in India 1 infantry, 1 uk_fighter and 1 uk_para placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 5,2 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 5,4 British collect 51 PUs (2 lost to blockades); end with 52 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 58 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 63 PUs

      Combat Hit Differential Summary :

      Chinese regular : 0.33 Italians regular : -0.50 Japanese regular : -0.33 British regular : 3.00

      ff4dd073-9d94-4360-ac37-f77a7ce79066-exp-game-1-multi-uk2.tsvg

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      TheDog

      @johnnycat
      The above is mainly about the TripleA 2.7 engine released as a stable.
      TripleA operates on just a few hundred dollars for server use, each year.

      Depending on your time available, testing this version
      https://github.com/triplea-game/triplea/releases/tag/2.7.15364
      would be worthwhile as serious time/effort by the Devs has gone into fixing the issues above.

      There are about a dozen people, who regularly support/test/develop and we always need more.

      The real meat of what happens to the TripleA engine happens on GitHub
      see here
      https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Major"

      and new Devs could pick from here
      https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Good First Issue"

      These two lists are a small snapshot of what the Devs are/could be working on.

      As the Devs are volunteers, that is skilled coders who do it for free, every time they post on this forum is less time they are developing, so please bear that in mind when they post.

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

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      RogerCooper

      @kindwind If you want to try a neural net AI for TripleA, you would need to modify TripleA to support repeated self-play. For example of programs that support repeated self-play checkout Ludii & Chess Arena.

      Supporting repeated self-play would be project of moderate difficulty in Java. (TripleA already supports self-play). You would need to learn Java (Vibe coding doesn't cut it).. Repeated self-play would also be useful for balancing mods.

      I don't know how well a neural net would play TripleA. The number of possible moves in Go is a most 361, far fewer than the number of possible moves in a TripleA game. An effort to get a neural net to play a 2-player Risk variant did not go well.

      One advantage is that TripleA already has heuristic AI's that could be used to train a neural net.

    • B

      End of Turn Goes Immediately to Next Player
      Player Help • • beelee

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      ubernaut

      @beelee cool o7

    • RogerCooper

      Scenario Reviews
      Maps & Mods • • RogerCooper

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      JohnnyCat

      @ubernaut I just read that it got shut down... but that's ok

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

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      RogerCooper

      @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001

      There are a number of mods and maps they may give you some ideas.

    • B

      France Goes First map (also posted on the Axis and Allies forum)
      Player Help • • BattleshipYamato

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      B

      @wc_sumpton

      Yeah, the 2.7 version has a lot of visual issues.

      I just opened the 2.5 version, it's great.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

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      RogerCooper

      @kindwind It would seem that training against random games would be every inefficient compared to training against the AI that TripleA comes with.TripleA is not Go, random play should be very bad.

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

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      LaFayette

      On the roadmap is to change how TripleA represents the state of the game to be a plain text file instead of a binary encoding. Once that is done, it'll be a lot easier to interoperate different TripleA game clients (ie: a mobile version that interoperates with a desktop version).

      The level of effort to reach that goal is pretty high though. It's been an uphill battle to tackle our current goals... I do agree it would be pretty sweet to be able to play a turn of TripleA during coffee breaks.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • M

      Casual Game Father v Son 1x3x26
      Play By Forum • • mshanaplayerson

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      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

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      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: 💥 1941 Global Command Decision - Official Thread

      First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you.

      I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation.

      I appreciate your time and the incredible game that you have so elegantly created.

      Samurai JD

      A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse.

      You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor

    • G

      WW2 1940 Global - JKB vs PJM
      Play By Forum • • Gunslinger

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      1
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    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

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      EXP Game 1 barnee vs Crockett
      Play By Forum • • beelee

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