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    • B

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

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      T

      @beelee Game History

      Round: 8 Purchase Units - Americans Note to players Americans: It is Late 1943 and Our Shipyards are Now Producing Liberty Ships ! The USA may now purchase Heavy Transports. Note to players Americans: <body><b>It is Late 1943 and B-29s are coming off the Assembly Line !<br><br><img src="USA_Hvy_Bomber.png"/><br><br>The USA may now purchase Heavy Bombers.<b></body> Trigger Heavy Transport: buyHeavy_Transport added to productionAmericans Trigger USA Hvy Bomber: buyUSA_Hvy_Bomber added to productionAmericans Americans buy 1 Heavy_Transport, 6 TotalWar_Artys, 2 USA_Hvy_Bombers, 2 infantry and 2 submarines; Remaining resources: 8 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 4 usa_fighters moved from 54 Sea Zone to Caroline Islands 2 usa_tactical_bombers moved from 54 Sea Zone to Caroline Islands 2 NavyFighters moved from 54 Sea Zone to 33 Sea Zone 1 pacific_submarine moved from 54 Sea Zone to 33 Sea Zone 1 Heavy_BB moved from 54 Sea Zone to 33 Sea Zone 1 Escort_Convoy, 1 Heavy_BB, 1 artillery, 2 destroyers, 1 elite, 4 infantry, 1 pacific_cruiser and 3 transports moved from 54 Sea Zone to 33 Sea Zone 1 artillery moved from 33 Sea Zone to Caroline Islands 1 elite moved from 33 Sea Zone to Caroline Islands 4 infantry moved from 33 Sea Zone to Caroline Islands 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 33 Sea Zone 2 infantry moved from 33 Sea Zone to Caroline Islands 1 NavyFighter moved from 26 Sea Zone to 31 Sea Zone 1 NavyFighter moved from 26 Sea Zone to 31 Sea Zone 1 bomber moved from Hawaiian Islands to 31 Sea Zone 2 usa_fighters moved from Hawaiian Islands to 25 Sea Zone 1 SP_ArtilleryUSA moved from Morocco to 91 Sea Zone 1 elite moved from Morocco to 91 Sea Zone 1 usa_armour moved from Morocco to 91 Sea Zone 1 ArmoredInfantry moved from Morocco to 91 Sea Zone 2 infantry moved from Morocco to 91 Sea Zone 2 infantry moved from Morocco to 91 Sea Zone 1 ArmoredInfantry, 2 Escort_Convoys, 1 FighterAceUSA, 1 SP_ArtilleryUSA, 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 1 elite, 4 infantry, 1 submarine, 4 transports, 1 usa_armour and 1 usa_fighter moved from 91 Sea Zone to 110 Sea Zone 1 submarine moved from 104 Sea Zone to 110 Sea Zone Combat - Americans Battle in 33 Sea Zone Americans attack with 1 Escort_Convoy, 2 Heavy_BBs, 2 NavyFighters, 2 destroyers, 1 pacific_cruiser, 1 pacific_submarine and 4 transports Japanese defend with 1 Japan_destroyer Americans win with 1 Escort_Convoy, 2 Heavy_BBs, 2 NavyFighters, 2 destroyers, 1 pacific_cruiser, 1 pacific_submarine and 4 transports remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer Battle in 31 Sea Zone Americans attack with 2 NavyFighters and 1 bomber Japanese defend with 1 Japan_destroyer and 1 pacific_transport Americans win with 2 NavyFighters and 1 bomber remaining. Battle score for attacker is 13 Casualties for Japanese: 1 Japan_destroyer and 1 pacific_transport Battle in 25 Sea Zone Americans attack with 2 usa_fighters Japanese defend with 1 Escort Americans win with 1 usa_fighter remaining. Battle score for attacker is -3 Casualties for Americans: 1 usa_fighter Casualties for Japanese: 1 Escort Battle in Caroline Islands Changer loiter and taunt; Americans attack with 1 artillery, 1 elite, 6 infantry, 4 usa_fighters and 2 usa_tactical_bombers Changer defend; Japanese defend with 11 Fortifications, 2 aaGuns, 1 air_transport, 1 airfield, 1 elite, 2 fighters, 1 harbour and 11 infantry 1 usa_fighter owned by the Americans and 2 usa_tactical_bombers owned by the Americans retreated Japanese win with 11 Fortifications, 1 air_transport, 1 elite, 2 fighters and 1 infantry remaining. Battle score for attacker is -12 Casualties for Americans: 1 artillery, 1 elite, 6 infantry and 3 usa_fighters Casualties for Japanese: 2 aaGuns and 10 infantry 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 6 Rails owned by Americans in Eastern United States 1 usa_fighter moved from Caroline Islands to 33 Sea Zone 2 usa_tactical_bombers moved from Caroline Islands to 33 Sea Zone 3 carriers moved from 54 Sea Zone to 33 Sea Zone 2 NavyFighters moved from 31 Sea Zone to 33 Sea Zone 1 usa_fighter moved from 25 Sea Zone to 33 Sea Zone 1 carrier moved from 54 Sea Zone to 33 Sea Zone 1 bomber moved from 31 Sea Zone to Hawaiian Islands 1 Escort_Convoy moved from 26 Sea Zone to 33 Sea Zone 1 Escort moved from 10 Sea Zone to 25 Sea Zone 4 NavyFighters and 1 pacific_BB moved from 10 Sea Zone to 26 Sea Zone 1 carrier and 1 usa_fighter moved from 101 Sea Zone to 118 Sea Zone 1 usa_fighter moved from Western United States to 118 Sea Zone 3 usa_fighters moved from Western United States to Hawaiian Islands 1 pacific_carrier moved from 26 Sea Zone to 10 Sea Zone 1 Hvycarrier moved from 10 Sea Zone to 26 Sea Zone 1 ArmoredInfantry, 1 SP_ArtilleryUSA, 4 infantry and 1 usa_armour moved from 110 Sea Zone to United Kingdom Place Units - Americans 2 USA_Hvy_Bombers placed in Eastern United States 1 submarine placed in 101 Sea Zone 1 submarine placed in 10 Sea Zone 1 Heavy_Transport placed in 101 Sea Zone 6 TotalWar_Artys placed in Eastern United States 2 infantry placed in Western United States Trigger AmericansTotalWarArtyPlaceEUS: has removed 6 TotalWar_Artys owned by Americans in Eastern United States Trigger AmericansTotalWarArtyPlaceEUS: Americans has 6 artilleries placed in Eastern United States Turn Complete - Americans Note to players Americans: <body><b>It is Late 1943 and Our Shipyards are Hard at Work.<br><br>2 Destroyers are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans.<b></body> Trigger PacificFleetRD8: Americans has 2 pacific_destroyers placed in 10 Sea Zone Trigger PacificFleetJPNRD8: Japanese has 2 JPN_Pacific_DDs placed in 6 Sea Zone Americans collect 50 PUs; end with 58 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 72 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 69 PUs Trigger Americans Loses WakeIsland: Americans met a national objective for an additional -2 PUs; end with 67 PUs Trigger Americans Loses Guam: Americans met a national objective for an additional -1 PUs; end with 66 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 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 Note to players British: <body><b>It is Late 1943 and Our Factories are Now Producing Heavy Bombers !<br><br><img src="UK_Hvy_Bomber.png"/><b></body> Trigger UK Hvy Bomber: buyUK_Hvy_Bomber added to productionBritish British buy 1 elite, 10 infantry and 1 uk_armour; Remaining resources: 7 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 2 infantry moved from Morocco to Algeria 1 uk_armour moved from Morocco to Algeria 1 artillery moved from Morocco to Algeria 4 Seafires, 1 battleship, 2 carriers, 1 cruiser and 2 transports moved from 91 Sea Zone to 110 Sea Zone 1 elite moved from United Kingdom to 110 Sea Zone 1 infantry moved from United Kingdom to 110 Sea Zone 1 infantry moved from United Kingdom to 110 Sea Zone 2 infantry moved from 110 Sea Zone to Holland Belgium 1 elite moved from 110 Sea Zone to Holland Belgium 1 bomber moved from United Kingdom to Holland Belgium 3 uk_fighters moved from United Kingdom to Holland Belgium 2 uk_fighters moved from India to West India 1 uk_tactical_bomber moved from India to West India 1 infantry moved from India to West India 4 artilleries, 11 infantry and 5 uk_armours moved from India to Burma 3 infantry moved from Egypt to 81 Sea Zone 1 uk_armour moved from Egypt to 81 Sea Zone 3 infantry moved from Egypt to Trans-Jordan 1 artillery moved from Egypt to Trans-Jordan 3 uk_armours moved from Egypt to Trans-Jordan 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 3 infantry, 2 transports, 1 uk_armour and 1 uk_fighter moved from 81 Sea Zone to 80 Sea Zone 3 infantry moved from 80 Sea Zone to Iraq 1 uk_armour moved from 80 Sea Zone to Iraq 1 uk_fighter moved from 80 Sea Zone to Iraq 1 uk_fighter moved from Egypt to Iraq 1 uk_tactical_bomber moved from Egypt to Iraq Combat - British Battle in Holland Belgium British attack with 1 bomber, 1 elite, 2 infantry and 3 uk_fighters Germans defend with 1 ElitePanzer, 1 artillery and 1 infantry British win, taking Holland Belgium from Germans with 1 bomber, 1 elite, 1 infantry and 3 uk_fighters remaining. Battle score for attacker is 9 Casualties for British: 1 infantry Casualties for Germans: 1 ElitePanzer, 1 artillery and 1 infantry Battle in West India British attack with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 armour British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 2 Casualties for British: 1 infantry Casualties for Italians: 1 armour Battle in Algeria British attack with 1 artillery, 2 infantry and 1 uk_armour Italians defend with 1 mech_infantry British win, taking Algeria from Italians with 1 artillery, 2 infantry and 1 uk_armour remaining. Battle score for attacker is 4 Casualties for Italians: 1 mech_infantry Battle in Burma British attack with 4 artilleries, 11 infantry and 5 uk_armours Japanese defend with 1 elite British win, taking Burma from Japanese with 4 artilleries, 10 infantry and 5 uk_armours remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Japanese: 1 elite Battle in Iraq British attack with 3 infantry, 1 uk_armour, 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 armour, 3 artilleries and 2 infantry British win, taking Iraq from Italians with 2 infantry, 1 uk_armour, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 20 Casualties for British: 1 infantry Casualties for Italians: 1 armour, 3 artilleries and 2 infantry Battle in Trans-Jordan British attack with 1 artillery, 3 infantry and 3 uk_armours Italians defend with 1 infantry British win, taking Trans-Jordan from Italians with 1 artillery, 3 infantry and 3 uk_armours remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Egypt 1 infantry moved from Egypt to Trans-Jordan 1 uk_fighter moved from Iraq to Egypt 1 uk_tactical_bomber moved from Iraq to Egypt 1 uk_fighter moved from Iraq to 80 Sea Zone 1 uk_tactical_bomber moved from West India to India 1 uk_fighter moved from West India to India 3 aaGuns moved from India to Burma 1 bomber moved from Holland Belgium to United Kingdom 3 uk_fighters moved from Holland Belgium to United Kingdom 1 destroyer moved from 109 Sea Zone to 110 Sea Zone 1 Rail and 1 infantry moved from Union of South Africa to Egypt 1 Rail and 1 infantry moved from Union of South Africa to Egypt 1 uk_fighter moved from West India to India Place Units - British Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone 5 infantry and 1 uk_armour placed in India 3 infantry placed in Egypt 1 infantry placed in Union of South Africa 1 elite and 1 infantry placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 4,2 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 3,1,4 British collect 40 PUs (5 lost to blockades); end with 47 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 53 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 58 PUs

      Hopefully ANZAC gets Carolines on their turn. Then you can counter attack my stack to see who wins the Pacific 👍

      7898dab1-9030-47d4-8682-292bc722c49f-exp-game-9-trout-uk8.tsvg

    • TheDog

      💥 Another World v AI - Official Thread
      Maps & Mods • • TheDog

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      Simon Hibbs

      @thedog Apologies, I have limited time for gaming and such at the moment. Visiting family. Thanks for the info, I'll take a look in the new year, or earlier if I get the chance.

    • Panzerstahl-Helm 0

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

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      @beelee I had a few minutes to research my question. Still unclear to me except that HRE rulebook clearly says that an attack on Turn 2 wipes away all of the Non-Aggression Pact house rules. So I asked Krieghund the question after searching the A&A forum a bit and still not finding any answer except that they convert to Soviet dudes. Since Krieghund is the official judge for the G40 rules, hoping he will respond.

    • B

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

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      A

      @beelee Haha, me ... never 😉

      For this version, do I just load it up as before and use the play by forum?

      af1ea206-91b2-4197-b335-d18cc58d7c43-image.png

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      frigoref

      @wc_sumpton
      I do not understand why you request the roll back of those PR, but you better discuss this with @LaFayette as he created them. Even if they are not solving the problem you have, they could still be legit.
      Could you please provide a reproducible example for the problem(s) you are facing / refer to the GitHub issue in which this is described? Otherwise, it will be hard to answer the question "Why was the game not showing the proper amount of PUs for the AI player?".
      PS: Please refrain from flaming further. I understand you are frustrated, but it is not helping to get things resolved again. We are all working here in good faith and the best intentions, there is not need for this.

    • 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

    • M

      WAW 1940 Mod for Transport casualties
      Maps & Mods • • madvitale

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      W

      @madvitale

      I'm sorry that you are having troubles. I personally do not use Notepad, it's okay for small quick edits, I use Notepad++.
      I'll include a zip file with the changes.
      World_At_War.zip
      Special Note "Transport Casualties Restricted" value must stay false in the xml as Transports and B.Transports have a defensive value. The value can be changed in the 'Map Options' (lowest button on the left panel).

      Cheers...

    • B

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

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      @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

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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.

    • djensen47

      Request Header to allow/skip filter in Cloudflare
      Feature Requests & Ideas • • djensen47

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      djensen47

      @lafayette That works.

    • 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.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • E

      WORLD CHAMPIONSHIP SERIES 2 (SIGNUP!)
      Revised Tournament Of Champions • • EyesWideShut

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      @eyeswideshut anyone else? we have about 21 participants so far!

      Due date is January 5th -- the day we begin!

    • 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

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • AdmTamer

      civilian factories and debt
      Feature Requests & Ideas • • AdmTamer

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      RogerCooper

      @admtamer Units can produce or cost PU's, which allows you to implement these features in a mod.

    • 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 🙂

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

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      No one has replied

    • G

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

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      No one has replied

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