Navigation

    TripleA Logo

    TripleA Forum

    • Register
    • Login
    • Search
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    1. Home
    2. Popular
    Log in to post
    • All categories
    • News
    •      Donation Drive 2025/26
    • Player Help
    • Bug Reports
    •      (ARCHIVED) Bug Reports
    • Feature Requests & Ideas
    • The War Club
    • Maps & Mods
    • Map Making
    •      XML Options Browser
    • Development
    • AI
    • Play By Email
    • Play By Forum
    • Tournaments
    •      Revised Tournament Of Champions
    •      V341 - 42 (AA 50 Anniversary)
    •      Revised TECH ONLY Tournament
    • All Topics
    • New Topics
    • Watched Topics
    • Unreplied Topics
    • All Time
    • Day
    • Week
    • Month
    • B

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

      109
      0
      Votes
      109
      Posts
      2850
      Views

      T

      @beelee Yes sir

    • B

      First Game Newenr
      Play By Forum • • beelee

      87
      1
      Votes
      87
      Posts
      885
      Views

      B

      @newenr85

      Good Morning

      Game History

      Round: 3 Purchase Units - Italians Italians buy 1 air_transport, 2 armour, 4 infantry and 2 italian_paras; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Turning off Edit Mode 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Egypt to 98 Sea Zone 1 armour, 1 artillery, 1 battleship, 1 cruiser, 1 destroyer, 1 infantry, 1 mech_infantry and 2 transports moved from 98 Sea Zone to 92 Sea Zone 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from 92 Sea Zone to Gibraltar 1 bomber and 2 fighters moved from Southern Italy to Libya EDIT: 1 Italian_LCV, 2 infantry and 1 italian_para moved from Southern Italy to Libya Combat - Italians Battle in Gibraltar Battle in Libya Italians attack with 1 Italian_LCV, 1 bomber, 2 fighters, 2 infantry and 1 italian_para British defend with 1 uk_fighter; French defend with 2 infantry Italians roll dice for 1 Italian_LCV, 1 bomber, 2 fighters, 2 infantry and 1 italian_para in Libya, round 2 : 2/6 hits, 2.17 expected hits French roll dice for 2 infantry and 1 uk_fighter in Libya, round 2 : 2/3 hits, 1.33 expected hits 1 Italian_LCV owned by the Italians and 1 infantry owned by the Italians lost in Libya 2 infantry owned by the French lost in Libya Italians roll dice for 1 bomber, 2 fighters, 1 infantry and 1 italian_para in Libya, round 3 : 3/5 hits, 2.00 expected hits French roll dice for 1 uk_fighter in Libya, round 3 : 0/1 hits, 0.67 expected hits 1 uk_fighter owned by the British lost in Libya Italians win, taking Gibraltar from British, taking Libya from French with 1 bomber, 2 fighters, 1 infantry and 1 italian_para remaining. Battle score for attacker is 9 Casualties for Italians: 1 Italian_LCV and 1 infantry Casualties for French: 2 infantry Casualties for British: 1 uk_fighter 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 119 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Italians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Greece Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria 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 armour and 1 infantry moved from 98 Sea Zone to Egypt 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 italian_para moved from Syria to Iraq Italians take Iraq from Neutral_Axis 1 artillery moved from Kenya to Anglo Egyptian Sudan 2 fighters moved from Libya to Tobruk 1 bomber moved from Libya to Southern Italy 2 infantry moved from Northern Italy to Southern France 2 armour moved from Northern Italy to Romania 1 Europe_Rail moved from Southern Italy to Yugoslavia 1 Europe_Rail and 1 artillery moved from Yugoslavia to Greece 1 aaGun moved from Yugoslavia to Romania 1 infantry moved from Northern Italy to Yugoslavia Place Units - Italians 2 italian_paras placed in Southern Italy 1 air_transport, 2 armour and 4 infantry placed in Northern Italy Turn Complete - Italians Italians collect 23 PUs; end with 23 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 26 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 28 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 33 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 38 PUs

      Combat Hit Differential Summary :

      French regular : 0.00 Italians regular : 0.83

      EXP Game 1 newenr I 3.tsvg

    • Panzerstahl-Helm 0

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

      44
      0
      Votes
      44
      Posts
      860
      Views

      T

      @panzerstahl-helm-0 Game History

      Round: 5 Purchase Units - Russians Note to players Russians: It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army ! Up to 26 Army Conscripts are Available This Turn Only. Trigger Army Conscript: buyArmy_Conscript added to productionRussians Russians buy 26 Army_Conscripts; 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 1 infantry moved from Kansu to Suiyuyan Chinese take Suiyuyan from Japanese Combat - Russians Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians 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 92 Sea Zone Non Combat Move - Russians Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Yakut S.S.R. Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Belarus 3 guard_infantrys moved from Russia to Belarus 1 armour moved from Russia to Belarus 1 Soviet_Commisar moved from Russia to Belarus 1 armour moved from Urals to Russia 1 Russian_Rail and 1 guard_infantry moved from Russia to Yakut S.S.R. 1 1stCorps, 1 aaGun, 1 artillery, 1 elite and 15 infantry moved from Buryatia to Yakut S.S.R. 1 2ndCorps moved from Kansu to Shensi 3 infantry moved from Kansu to Shensi 1 infantry moved from Kansu to Olgiy 1 elite moved from Russia to Bryansk 1 guard_infantry moved from Russia to Volgograd 1 guard_infantry moved from Russia to Belarus 1 russian_para moved from Caucasus to Bryansk 1 russian_para moved from Caucasus to Bryansk 1 Russian_Rail moved from Russia to Belarus 1 Russian_Rail and 1 artillery moved from Belarus to Yakut S.S.R. 1 R_Europe_Rail moved from Russia to Caucasus 1 R_Europe_Rail and 1 infantry moved from Caucasus to Belarus 1 infantry moved from Belarus to Bryansk Place Units - Russians 5 Army_Conscripts placed in Volgograd 1 Army_Conscript placed in Ukraine 3 Army_Conscripts placed in Novgorod 17 Army_Conscripts placed in Russia Trigger RussiansReplaceConscriptsNovgorod: has removed 3 Army_Conscripts owned by Russians in Novgorod Trigger RussiansReplaceConscripts17: has removed 17 Army_Conscripts owned by Russians in Russia Trigger RussiansReplaceConscriptsNovgorod: Russians has 3 infantry placed in Novgorod Trigger RussiansReplaceConscripts17: Russians has 17 infantry placed in Russia Turn Complete - Russians Russians collect 33 PUs; end with 33 PUs

      41652e55-5ccc-4a06-b124-f9b99ae605de-exp-game-3-trout-vs.panzer-r5.tsvg Looks like Uncle Joe and Adolf continue to be buddies. An invitation for tea has been issued from the Kremlin for Mr. Hitler.

    • B

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

      38
      1
      Votes
      38
      Posts
      711
      Views

      B

      @panzerstahl-helm-0

      Guten Tag

      Idk if it matters but I only have the two addresses for you and Trout

      Screenshot from 2026-01-18 07-01-02.png

      Idk if that will affect Alex and I from posting or not. I guess I will try it sice ANZC a easy turn 🙂

      Game History

      Round: 2 Purchase Units - ANZAC ANZAC buy 1 air_transport, 1 artillery and 1 infantry; Remaining resources: 5 PUs; Combat Move - ANZAC Combat - ANZAC 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 - ANZAC Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol 1 transport moved from 42 Sea Zone to 45 Sea Zone 1 infantry moved from Dutch New Guinea to 45 Sea Zone 1 infantry and 1 transport moved from 45 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Celebes ANZAC take Celebes from Dutch 2 infantry moved from New South Wales to Queensland 1 air_transport moved from New South Wales to Queensland Place Units - ANZAC 1 air_transport, 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 17 PUs; end with 22 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 23 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 25 PUs Combat Move - French Combat - French 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 - French Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer moved from 81 Sea Zone to 96 Sea Zone EDIT: 1 infantry moved from French Central Africa to Egypt 1 infantry moved from Trans-Jordan to Egypt Turn Complete - French

      Combat Hit Differential Summary :

      EXP Game 1 Multi APbT F2.tsvg

      Looks as if it did 🙂 UK only used 1 Rail so the French dude went to Egypt. He said not much of a improvement from Central Africa and was hoping for London duty 🙂

      Edit
      Hmm ... 🤔 I wonder if this might affect your game with Trout though ?

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

      22
      2
      Votes
      22
      Posts
      495
      Views

      LaFayette

      @johnnycat you raise good questions:

      Is the answer time and programmers? Or just programmers or just time?
      Or management ?
      Does it come down to Money? If the answers are: yes, no, maybe, and only on weekends, how could I and others help?

      Time and programmers is the biggest need. Every bug fix and issue probably takes 2 to 16 hours to fix. This is the biggest gap. Further, TripleA is a larger code base that is very brittle. Making that codebase be easier to work with would help.

      Money is useful for keeping the servers running and paying the monthly bills. As much as I would love to be payed for TripleA work, paying any type of reasonable developer wage becomes way too much very quickly.

      Additional management would be helpful. Getting issues sorted, cleanly stated, boiled down to a bare minimum would all be helpful.

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

      8
      4
      Votes
      8
      Posts
      178
      Views

      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.

    • RogerCooper

      Scenario Reviews
      Maps & Mods • • RogerCooper

      7
      1
      Votes
      7
      Posts
      116
      Views

      JohnnyCat

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

    • B

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

      7
      2
      Votes
      7
      Posts
      146
      Views

      ubernaut

      @beelee cool o7

    • B

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

      5
      1
      Votes
      5
      Posts
      151
      Views

      B

      @wc_sumpton

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

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

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

      5
      1
      Votes
      5
      Posts
      130
      Views

      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.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

      4
      1
      Votes
      4
      Posts
      116
      Views

      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.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

      3
      1
      Votes
      3
      Posts
      126
      Views

      TheDog

      @rogercooper
      Thanks!

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

      3
      2
      Votes
      3
      Posts
      103
      Views

      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.

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

      2
      3
      Votes
      2
      Posts
      107
      Views

      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

    • M

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

      2
      1
      Votes
      2
      Posts
      58
      Views

      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

      2
      1
      Votes
      2
      Posts
      76
      Views

      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

      1
      1
      Votes
      1
      Posts
      63
      Views

      No one has replied

    • B

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

      1
      0
      Votes
      1
      Posts
      46
      Views

      No one has replied

    • G

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

      1
      1
      Votes
      1
      Posts
      31
      Views

      No one has replied

    • 1 / 1