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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Panzerstahl-Helm-0 Guten Tag Yea I moved the later time dates to D-Day. I never tested D Day to see if it affected it. I wouldn't think that it would but will check. So the AF Commanders are in the Overflow Box. That way you don't need to edit them in and out all the time. You can just grab them in edit move phase. I still haven't figured the best system for them and there are multiple ways to do it. If activating and deactivating constantly, for offensive purposes, I find it better to have a set of Active and Inactive both in the Box. Yea the problem is that when new units get added later in the game they will always move to the last spot in the Purchase Table. "... would like to have a lighter color for the while TripleA." Not quite sure what you're referring to here. You can customize the units or the map Territories themselves. It doesn't affect your opponents look. Edit Just reread your post. Yea so if it replaced the D-Day token that wouldn't be good as one would have to edit the token in. Without the Token certain triggers won't fire if I remember right. Also I noticed in my game with Trout that the Hvy Bmbrs are not receiving +2 on their SBR's. I will fix both and the Tournament TT before Tourney play starts. I believe Oct 31 for the start date ? Gonna get real busy now but I can compartementalize a couple hours a day for triplea still. My mind is starting clear a little finally. The air purifier should help a lot hopefully. Edit 2 I think it should still work as before. Not perfect but to triplea limitations. D-Day that is. You move the Token from the Late 44 TT in NCM for USA and place it in the D_Day TTy where the USA Units have moved and most of them will change to UK then. From Game Notes [image: 1787235618672-screenshot-from-2026-08-20-09-17-31.png] Wish one could make the font bigger for the help thingy. Edit So I think the D-Day Token gets moved to EUSA in NCM and that triggers the switch to UK of the USA units in the D-Day Box. I will clarify the Notes
    • ubernautU

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

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      @Nothingtoseehere Thank you as always !
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Game History Round: 11 Purchase Units - Japanese Japanese buy 1 Escort, 1 Hvy_Undg_2, 1 UndrgroundFctry, 1 fighter, 10 infantry and 11 mine_unarmeds; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Place Units - Japanese Turning on Edit Mode EDIT: Adding units owned by Japanese to Japan: 1 UndrgroundFctry EDIT: Units in Japan being upgraded or consumed: 1 factory_major EDIT: 1 UndrgroundFctry placed in Japan EDIT: Units in Japan being upgraded or consumed: 1 UndrgroundFctry EDIT: 1 Hvy_Undg_2 placed in Japan EDIT: Removing units owned by Japanese from Japan: 1 UndrgroundFctry EDIT: Turning off Edit Mode 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 infantry moved from Buryatia to Sakha Japanese take Sakha from Russians 2 JPNbombers moved from Japan to Siberia 1 artillery and 1 elite moved from Soviet Far East to Siberia Combat - Japanese Battle in Siberia Japanese attack with 2 JPNbombers, 1 artillery and 1 elite Americans defend with 1 elite and 1 infantry Japanese roll dice for 2 JPNbombers, 1 artillery and 1 elite in Siberia, round 2 : 3/5 hits, 2.33 expected hits Russians roll dice for 1 elite and 1 infantry in Siberia, round 2 : 0/3 hits, 1.00 expected hits 1 elite owned by the Americans and 1 infantry owned by the Americans lost in Siberia Japanese win, taking Siberia from Russians with 2 JPNbombers, 1 artillery and 1 elite remaining. Battle score for attacker is 6 Casualties for Americans: 1 elite and 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Northwest Persia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone 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 98 Sea Zone 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 RussiansParaBoost atNorthwest Persia: Russians has 1 russian_paraBoost placed in Northwest Persia Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at98 SeaZones: Germans has 1 Wolfpack placed in 98 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Shantung Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kwangsi 2 JPNbombers moved from Siberia to Japan 1 fighter and 1 tactical_bomber moved from Kweichow to Shantung 10 armour and 2 mech_infantrys moved from Kweichow to Shantung 2 armour moved from Kweichow to Shantung 1 J_Rail moved from Kiangsu to Kweichow 1 J_Rail and 1 aaGun moved from Kweichow to Shantung 1 infantry moved from Kweichow to Szechwan 2 infantry moved from Kweichow to Hunan 1 J_Rail moved from Kiangsu to Kweichow 1 J_Rail and 1 infantry moved from Kweichow to Kwangsi 1 aaGun, 2 artilleries and 3 infantry moved from Kweichow to Anhwe 1 air_transport moved from Japan to Shantung Place Units - Japanese 1 Escort placed in 6 Sea Zone 1 fighter, 10 infantry and 11 mine_unarmeds placed in Japan Turning on Edit Mode EDIT: Removing units owned by Japanese from Japan: 11 mine_unarmeds EDIT: Adding units owned by Changer to Japan: 11 japan_mines EDIT: Turning off Edit Mode Turn Complete - Japanese Total Cost from Convoy Blockades: 11 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 1,5,4,2,2,6,1,5 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 3,3,6,4,1,4,2,4,1 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,5,5,3,5,1,4,1,6,2,1,2,6,1,2,3,2,1,4,3 Japanese collect 34 PUs (11 lost to blockades); end with 34 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 37 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 45 Optional[PUs] Combat Hit Differential Summary : Japanese regular : 0.67 Russians regular : -1.00 In case you were wondering, you can go undrg and upgrade because they both place during first place. You will need to add the Home Defense Token and the 2 dudes. I guess i coulda just done it but will let it ride as is. Also you can build 12 LMs/Rockets once you upgrade too, as long as Fctry has no damage, then can only match what it can produce. Edit F it Here you go We'll just let it roll over for next turn if need be. It's also optional I don't have to use it depending on what type of attack you send 74f070d1-38f0-47f0-ac2a-6a741b7a5fb4-exp-game-12-trout-r11edit.tsvg Edit 2 Hmm ... I didn't see that but that Escort is gonna block you from loading the Korea boys, so guess it'll be next turn
    • Panzerstahl-Helm 0P

      EXP-game -11 - Panzer (Axis) vs. beelee (Allies) - Operation "Dr. Strangelove"

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      @Panzerstahl-Helm-0 Hallo Game History Round: 2 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 destroyer and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry and 1 mine_unarmed moved from New South Wales to Queensland 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone 1 infantry moved from 54 Sea Zone to Queensland 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch Place Units - ANZAC 1 destroyer placed in 62 Sea Zone 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 12 Optional[PUs] Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 Optional[PUs]; end with 17 Optional[PUs] Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French 1 destroyer moved from 81 Sea Zone to 98 Sea Zone Combat - French Battle in 98 Sea Zone French attack with 1 destroyer Italians defend with 1 submarine French roll dice for 1 destroyer in 98 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Italians lost in 98 Sea Zone French win, taking 98 Sea Zone from Italians with 1 destroyer remaining. Battle score for attacker is 6 Casualties for Italians: 1 submarine Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - French Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry moved from French Central Africa to French Equatorial Africa Turn Complete - French Combat Hit Differential Summary : Italians regular : -0.17 French regular : 0.67 exp-game-11-dr.strangelove-F2.tsvg
    • R

      Question about trenches domination 1914 no mans land

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      @wc_sumpton Thanks! I will will experiment.
    • T

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

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      Panzerstahl-Helm 0P
      @trout Game History Round: 8 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1943 and Our Factories are Now Producing Tank Destroyers !<br><br><img src="TankDestroyerFS.png"/><br><br></body> Trigger TankDestroyerFS: buyTankDestroyerFS added to productionRussians Russians buy 1 FighterAce, 3 Mass_Tankss, 1 TankDestroyerFS, 3 TotalWar_Tank_2s and 1 elite; Remaining resources: 1 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Russians takes Bulgaria from Germans EDIT: Turning off Edit Mode 2 infantry moved from Novgorod to Baltic States 1 infantry moved from Belarus to Baltic States 3 infantry moved from Karelia to Finland 1 fighter moved from Karelia to Finland 1 bomber moved from Russia to Baltic States 4 infantry moved from Belarus to Eastern Poland 1 bomber moved from Russia to Eastern Poland 1 infantry moved from Ukraine to Bessarabia 2 infantry moved from Western Ukraine to Bessarabia 1 bomber moved from Russia to Bessarabia 1 armour and 1 mech_infantry moved from Iraq to Egypt British take Trans-Jordan from Germans EDIT: 1 russian_para moved from Caucasus to Bulgaria Combat - Russians Battle in Bessarabia Changer loiter and taunt; Russians attack with 1 bomber and 3 infantry Germans defend with 2 infantry; Changer defend Russians roll dice for 1 bomber and 3 infantry in Bessarabia, round 2 : 1/4 hits, 1,17 expected hits Germans roll dice for 2 infantry in Bessarabia, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Bessarabia 1 infantry owned by the Germans lost in Bessarabia Russians roll dice for 1 bomber and 2 infantry in Bessarabia, round 3 : 1/3 hits, 1,00 expected hits Germans roll dice for 1 infantry in Bessarabia, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Bessarabia Russians win, taking Bessarabia from Germans with 1 bomber and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 2 infantry Battle in Finland Russians attack with 1 fighter and 3 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 3 infantry in Finland, round 2 : 1/4 hits, 1,00 expected hits Germans roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Finland Russians win, taking Finland from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Egypt Russians attack with 1 armour and 1 mech_infantry Germans defend with 1 infantry; Italians defend with 1 airfield and 1 harbour Russians roll dice for 1 armour and 1 mech_infantry in Egypt, round 2 : 2/2 hits, 0,67 expected hits Italians roll dice for 1 infantry in Egypt, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Egypt Russians win, taking Egypt from Italians with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Baltic States Russians attack with 1 bomber and 3 infantry Germans defend with 1 ElitePanzer Russians roll dice for 1 bomber and 3 infantry in Baltic States, round 2 : 1/4 hits, 1,17 expected hits Germans roll dice for 1 ElitePanzer in Baltic States, round 2 : 1/2 hits, 1,00 expected hits 1 infantry owned by the Russians lost in Baltic States 1 ElitePanzer owned by the Germans lost in Baltic States Russians win, taking Baltic States from Germans with 1 bomber and 2 infantry remaining. Battle score for attacker is 2 Casualties for Russians: 1 infantry Casualties for Germans: 1 ElitePanzer Battle in Eastern Poland Russians attack with 1 bomber and 4 infantry Germans defend with 1 elite and 1 waffen_infantry Russians roll dice for 1 bomber and 4 infantry in Eastern Poland, round 2 : 1/5 hits, 1,33 expected hits Germans roll dice for 1 elite and 1 waffen_infantry in Eastern Poland, round 2 : 2/3 hits, 1,33 expected hits 2 infantry owned by the Russians lost in Eastern Poland 1 elite owned by the Germans lost in Eastern Poland Russians roll dice for 1 bomber and 2 infantry in Eastern Poland, round 3 : 1/3 hits, 1,00 expected hits Germans roll dice for 1 waffen_infantry in Eastern Poland, round 3 : 1/1 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Eastern Poland 1 waffen_infantry owned by the Germans lost in Eastern Poland Russians win, taking Eastern Poland from Germans with 1 bomber and 1 infantry remaining. Battle score for attacker is -2 Casualties for Russians: 3 infantry Casualties for Germans: 1 elite and 1 waffen_infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Russians Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Belarus 1 bomber moved from Eastern Poland to Russia 1 bomber moved from Baltic States to Russia 1 bomber moved from Bessarabia to Russia 6 Russian_Rocketss moved from Bryansk to Belarus 1 SP_ArtilleryUSSR and 1 armour moved from Rostov to Western Ukraine 1 Tank_General and 3 armour moved from Russia to Belarus 1 Elitearmour moved from Russia to Belarus 3 guard_infantrys moved from Russia to Belarus 1 elite moved from Russia to Bryansk 1 elite moved from Bryansk to Belarus 1 fighter moved from Finland to Karelia 1 armour moved from Urals to Novosibirsk 1 R_Europe_Rail and 2 Russian_Rails moved from Russia to Vologda 1 R_Europe_Rail, 2 Russian_Rails and 3 infantry moved from Vologda to Belarus 2 infantry moved from Rostov to Ukraine Place Units - Russians 1 FighterAce, 3 Mass_Tankss, 1 TankDestroyerFS, 3 TotalWar_Tank_2s and 1 elite placed in Russia Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger RussiansTotalWarTankPlaceRussia6: has removed 3 TotalWar_Tank_2s owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Trigger RussiansTotalWarTankPlaceRussia6: Russians has 3 armour placed in Russia Turn Complete - Russians Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Russians collect 40 PUs; end with 41 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 47 PUs Combat Hit Differential Summary : Italians regular : -0,33 Germans regular : 0,67 Russians regular : 0,67 dbdfe2eb-35c3-4554-84a9-4a182913b43d-exp-game-4-trout-vs.panzer-R8.tsvg
    • SchulzS

      World War I with more territories?

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      SchulzS
      The Russian revolution rule could be implemented, right? "The Central Powers retain whatever Russian territories they hold at the end of the Russian round in Round 12. The remaining Russian territories become impassable. All Russian units are removed from the game."
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

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      @TheDog Many thanks for the kind welcome and quick and considerate reply! I'm really blown away by the depth and customisation that this map has! Thanks again for all your work in making it happen
    • Ted SelfT

      Religions and beliefs

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      @TheDog I have a specirfic TripleA version with some specific xml files for games like TWW and I have 2/3 curent games so it is not so easy....
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 6 Purchase Units - Japanese Note to players Japanese: It is Late 1942 and Prime Minister Tojo has Ordered All Japanese to Fight to the Death ! Banzai Attacks are Now Possible. Japanese buy 6 Fortifications, 1 Heavy_BB, 1 Japan_destroyer, 4 armour, 1 elite, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 artillery and 2 infantry moved from Novosibirsk to Vologda 1 JPNbomber moved from Kansu to Vologda 1 armour, 1 fighter, 2 infantry and 1 tactical_bomber moved from Tsinghai to Kazakhstan 2 armour moved from Kansu to Kazakhstan 1 infantry moved from Novosibirsk to Vologda 1 artillery and 2 infantry moved from Timguska to Evenkiyskiy 1 artillery moved from Novosibirsk to Samara 1 armour moved from Novosibirsk to Samara 1 tactical_bomber moved from Kansu to Kazakhstan 1 fighter moved from Kansu to Samara 6 armour and 1 mech_infantry moved from Novosibirsk to Urals 1 JPNbomber moved from Tsinghai to Kazakhstan 1 elite and 2 infantry moved from Amur to Buryatia 1 fighter moved from 5 Sea Zone to Buryatia 1 infantry moved from Siberia to Sakha Japanese take Sakha from Russians Combat - Japanese Battle in Evenkiyskiy Japanese attack with 1 artillery and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 artillery and 2 infantry in Evenkiyskiy, round 2 : 1/3 hits, 0.83 expected hits Russians roll dice for 1 infantry in Evenkiyskiy, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Evenkiyskiy Japanese win, taking Evenkiyskiy from Russians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Vologda Japanese attack with 1 JPNbomber, 1 artillery and 3 infantry Russians defend with 2 infantry Japanese roll dice for 1 JPNbomber, 1 artillery and 3 infantry in Vologda, round 2 : 3/5 hits, 1.67 expected hits Russians roll dice for 2 infantry in Vologda, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Vologda Japanese win, taking Vologda from Russians with 1 JPNbomber, 1 artillery and 3 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Battle in Samara Japanese attack with 1 armour, 1 artillery and 1 fighter Russians defend with 1 infantry Japanese roll dice for 1 armour, 1 artillery and 1 fighter in Samara, round 2 : 2/3 hits, 1.33 expected hits Russians roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Samara Japanese win, taking Samara from Russians with 1 armour, 1 artillery and 1 fighter remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Kazakhstan Japanese attack with 1 JPNbomber, 3 armour, 1 fighter, 2 infantry and 2 tactical_bombers Russians defend with 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour Japanese roll dice for 1 JPNbomber, 3 armour, 1 fighter, 2 infantry and 2 tactical_bombers in Kazakhstan, round 2 : 6/9 hits, 4.33 expected hits Russians roll dice for 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour in Kazakhstan, round 2 : 2/8 hits, 3.33 expected hits 2 infantry owned by the Japanese lost in Kazakhstan 1 Soviet_Commisar_3 owned by the Russians, 1 armour owned by the Russians and 4 Army_Conscripts owned by the Russians lost in Kazakhstan Japanese win, taking Kazakhstan from Russians with 1 JPNbomber, 3 armour, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Russians: 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour Battle in Urals Japanese attack with 6 armour and 1 mech_infantry Russians defend with 1 infantry Japanese roll dice for 6 armour and 1 mech_infantry in Urals, round 2 : 4/7 hits, 3.17 expected hits Russians roll dice for 1 infantry in Urals, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Urals Japanese win, taking Urals from Russians with 6 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Buryatia Japanese attack with 1 elite, 1 fighter and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 elite, 1 fighter and 2 infantry in Buryatia, round 2 : 2/5 hits, 1.17 expected hits Russians roll dice for 1 infantry in Buryatia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Buryatia Japanese win, taking Buryatia from Russians with 1 elite, 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Novosibirsk 1 fighter moved from Buryatia to Amur 1 Japan_destroyer moved from 5 Sea Zone to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 Japan_destroyer and 1 infantry moved from 6 Sea Zone to 5 Sea Zone 1 infantry moved from 5 Sea Zone to Siberia 1 carrier, 1 fighter and 1 transport moved from 5 Sea Zone to 6 Sea Zone 2 Japan_Engineers, 1 elite and 1 infantry moved from Japan to 6 Sea Zone 4 armour and 1 mech_infantry moved from Kweichow to Tsinghai 2 armour and 1 mech_infantry moved from Shantung to Kweichow 2 armour and 1 mech_infantry moved from Kiangsu to Kweichow 1 JPNbomber moved from Vologda to Tsinghai 1 JPNbomber moved from Kazakhstan to Kwangsi 1 fighter and 2 tactical_bombers moved from Kazakhstan to Novosibirsk 1 fighter moved from Samara to Novosibirsk 1 infantry moved from Kansu to Timguska 1 infantry moved from Kansu to Novosibirsk 1 J_Rail moved from Kiangsu to Kweichow 1 J_Rail moved from Kweichow to Novosibirsk 1 aaGun moved from Novosibirsk to Urals 1 J_Rail moved from Kiangsu to Amur 1 J_Rail and 1 aaGun moved from Amur to Novosibirsk 1 pacific_cruiser moved from 6 Sea Zone to 36 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to 19 Sea Zone 1 pacific_submarine moved from 6 Sea Zone to 36 Sea Zone 2 Japan_Engineers, 1 elite, 1 infantry and 2 transports moved from 6 Sea Zone to 19 Sea Zone 2 Japan_Engineers, 1 elite and 1 infantry moved from 19 Sea Zone to Kiangsu 1 carrier moved from 6 Sea Zone to 36 Sea Zone 1 carrier moved from 6 Sea Zone to 19 Sea Zone 1 fighter moved from 6 Sea Zone to 19 Sea Zone 1 Escort_Convoy moved from 6 Sea Zone to 19 Sea Zone 1 fighter moved from 6 Sea Zone to Japan 1 Japan_destroyer, 1 battleship and 1 cruiser moved from 5 Sea Zone to 6 Sea Zone Place Units - Japanese 6 Fortifications placed in Caroline Islands 2 armour and 1 mech_infantry placed in Shantung 2 armour and 1 mech_infantry placed in Kiangsu 1 elite and 1 infantry placed in Japan 1 Heavy_BB and 1 Japan_destroyer placed in 6 Sea Zone Turn Complete - Japanese Note to players Japanese: It is Late 1942 and Our Shipyards are Hard at Work. We will soon Launch 1 new Carrier with 2 new Naval Fighters. They may only Operate in the Pacific and Indian Oceans. Japanese collect 50 PUs; end with 50 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 58 Optional[PUs] Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 68 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 73 PUs Combat Hit Differential Summary : Japanese regular : 5.50 Russians regular : -3.33 EXP-bvsb-7-1-26 J .6tsvg.tsvg lol commies getting their ass kicked [image: 1785968892721-screenshot-from-2026-08-05-17-25-49.png] [image: 1785968904467-screenshot-from-2026-08-05-17-26-03.png] [image: 1785968914364-screenshot-from-2026-08-05-17-26-40.png]
    • TheDogT

      🏯 Shogun Advanced - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods thedog
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      TheDogT
      @malmessi It is in game in the usual place Help> Game Notes
    • T

      How to add to Big World Variations

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      RogerCooperR
      I put it onto github under https://github.com/triplea-maps/thehobbesians_1939. I will add to the in-game downloader tomorrow.
    • Panzerstahl-Helm 0P

      EXP Global40 - Tournament - Qualifier for Wiking-Con 2027

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      Panzerstahl-Helm 0P
      @beelee @trout @alexander Good afternoon gentlemen. I updated the doc file online and the added the rules in the first post of this topic. I removed the deadline of the tournament. We can use this topic to discuss and chat about and around the tournament. @trout Is Mussolini registered here as well? BR
    • B

      PBEM Game on Mac

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      ubernautU
      @beelee looks liek this was not mac specific and has been patch already (2 days ago)
    • SchulzS

      Bugs in World War I

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      wc_sumptonW
      @VictoryFirst said: So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase? The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase. <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/> Works with <step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/> And fighters can stay 'isAir'. Cheers...
    • Panzerstahl-Helm 0P

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

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      @panzerstahl-helm-0 Hallo sent you a PM about the Captain's tournament Prost [image: 1785885528106-prost.png]
    • LaFayetteL

      TripleA Server Costs

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      @Cernel When the Revised Ladder bots were crashing frequently, I moved them onto Amazon Web Services and reworked how they were launched and maintained. AWS is a cloud hosted Linux server, so the bots run remotely rather than depending on my own computer, home internet connection, or an open SSH window. I connect to the server through SSH, but the bots themselves run inside persistent tmux sessions. tmux is useful here because it separates the bot process from the temporary SSH connection. I can disconnect from the server, close my laptop, or lose my local connection without terminating the bot. Each bot has its own named session, which also makes it easier to inspect or restart one without affecting the other. The main upkeep commands are: tmux ls This shows whether the bot sessions are still present. tmux attach -t revised_ladder tmux attach -t revised_ladder2 These reconnect me to the live console output for either bot so I can inspect errors, freezes, or lobby disconnects. To leave a session while keeping the bot running: Ctrl+B, then D If the bot is frozen rather than fully gone, I can attach to the session, stop the process with Ctrl+C, and relaunch it using the relevant startup script. I also set up the launch process so that if a bot process actually disappears or exits, it is automatically started again. In other words, the server does not simply leave the bot offline after a crash. The surrounding startup or monitoring process detects that the bot is no longer running and relaunches it. That does not necessarily fix every possible freeze, since a frozen process may still technically exist, but it does handle ordinary crashes and unexpected exits without requiring me to log in immediately. So the overall setup has three layers: AWS provides the continuously available cloud server. tmux keeps the bot sessions alive independently of SSH. The restart logic relaunches a bot when its process exits or disappears. This is what I implemented when the bots were crashing a lot. Since then, the AWS and tmux setup has generally been stable, and the automatic restart behavior has reduced the amount of manual intervention needed.
    • RogerCooperR

      Roger's Scenario Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      RogerCooperR
      Name World War 1 End of Empires Description World War One in 1917 https://axisandallies.fandom.com/wiki/World_War_1_End_of_Empires [image: 1787015070072-2b7f06e1-e164-4147-867e-49865fac9a9f-image.jpeg] Good Points Fast-playing Upkeep costs Bad Points Rules not explained in notes AI plays US poorly
    • KindwindK

      Game Engine Rules (AI Training)

      Watching Ignoring Scheduled Pinned Locked Moved Development
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      RogerCooperR
      @Kindwind A neural net certainly makes more sense than a LLM. I didn't see anything obviously illegal in the play, but you didn't document the non-combat moves which caused a problem with your previous model As you noted, your neural net is inferior to your algorithmic WeakAI, which is itself comparable to TripleA's Easy AI. However it does attack and would beat TripleA's Do Nothing AI, which is something. (I have seen a GGP (Ludii) that plays Chess so poorly that it has trouble against random play). However, that it can't beat the training AI seems to point to a fundamental weakness with this sort of neural net. Note that AlphaZero played 44,000,000 games of Chess in its training process (600 years on your computer), and Chess is much simpler game computationally.
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      Creating new game with multiple friends

      Watching Ignoring Scheduled Pinned Locked Moved Play By Email
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      @beelee Unfortunate, but its good to know its currently not working rather than something I was doing wrong, ty.
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