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    • ubernautU

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

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      @ubernaut alright
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      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander @beelee @panzerstahl-helm-0 Japan got a measure of revenge by winning the SFE battle. I messed up in upgrading the Korea factory on second phase which prevented me from placing three dudes in Korea. If OKW knows how to correct that, an assist is appreciated. Otherwise, I will live with my mistake. Over to Allies! Game History Round: 21 Purchase Units - Japanese Japanese buy 1 Escort, 1 Japan_destroyer, 6 TotalWarMechInfs, 3 armour, 1 elite, 1 factory_upgrade, 8 infantry and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 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 Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Russians takes Buryatia from Japanese 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 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 EDIT: 1 1stUSTank moved from Soviet Far East to 1st USA Tank EDIT: 1 USATankGeneral3 and 5 usa_armours moved from 1st USA Tank to Soviet Far East EDIT: 1 USA2ndAirFleet moved from Soviet Far East to 2nd USA AirFleet EDIT: 1 AirCommanderFtr moved from Overflow to Soviet Far East EDIT: 3 usa_fighters moved from 2nd USA AirFleet to Soviet Far East 2 Japanese_LCVs, 10 armour, 2 artilleries, 1 elite and 21 infantry moved from Siberia to Soviet Far East 4 NavyFighters, 8 fighters and 2 tactical_bombers moved from 6 Sea Zone to Soviet Far East 1 Heavy_BB, 1 battleship, 2 carriers and 1 pacific_cruiser moved from 6 Sea Zone to 5 Sea Zone 2 JPNbombers and 6 fighters moved from Japan to Soviet Far East 3 fighters and 2 tactical_bombers moved from Korea to Soviet Far East 1 infantry moved from Shantung to 19 Sea Zone 1 infantry and 1 transport moved from 19 Sea Zone to 6 Sea Zone 1 artillery moved from Japan to 6 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone 2 artilleries moved from Japan to 6 Sea Zone 1 JPN_Pacific_DD moved from 6 Sea Zone to 17 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 1 JPN_Pacific_DD and 1 infantry moved from 17 Sea Zone to 5 Sea Zone 2 artilleries and 1 transport moved from 6 Sea Zone to 5 Sea Zone 3 artilleries and 2 infantry moved from 5 Sea Zone to Soviet Far East 1 infantry moved from Korea 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 Soviet Far East 1 transport moved from 6 Sea Zone to 5 Sea Zone 1 artillery moved from Amur to 5 Sea Zone 1 infantry moved from Amur to 5 Sea Zone 1 artillery and 1 infantry moved from 5 Sea Zone to Soviet Far East 2 artilleries moved from Japan to 6 Sea Zone 2 artilleries and 1 transport moved from 6 Sea Zone to 5 Sea Zone 2 artilleries moved from 5 Sea Zone to Soviet Far East 1 armour moved from Malaya to Burma 5 infantry moved from Yunnan to Burma 2 JPNbombers, 1 fighter and 1 tactical_bomber moved from Kweichow to Burma Combat - Japanese Battle in Soviet Far East Japanese attack with 2 JPNbombers, 2 Japanese_LCVs, 4 NavyFighters, 10 armour, 8 artilleries, 1 elite, 17 fighters, 25 infantry and 4 tactical_bombers Americans defend with 1 AirCommanderFtr, 7 ArmoredInfantrys, 1 FighterAceUSA, 4 SP_ArtilleryUSAs, 1 USATankDestroyerFS, 1 USATankGeneral3, 2 aaGuns, 12 infantry, 10 mech_infantrys, 5 usa_armours and 9 usa_fighters Americans roll AA dice in Soviet Far East : 2,6,3,3,6,5 Americans roll USATankDestroyerFirstStrike dice in Soviet Far East : 1,3,2 Japanese roll dice for 1 Heavy_BB, 1 battleship and 1 pacific_cruiser in Soviet Far East, round 2 : 1,6,5,2 Japanese roll dice for 2 JPNbombers, 2 Japanese_LCVs, 4 NavyFighters, 9 armour, 8 artilleries, 1 elite, 17 fighters, 25 infantry and 4 tactical_bombers in Soviet Far East, round 2 : 1,1,2,2,3,6,2,3,6,5,2,4,2,3,3,3,3,6,3,2,1,5,3,6,3,3,6,2,4,6,1,5,6,3,3,5,2,1,4,4,3,2,3,1,1,1,4,1,5,6,6,3,1,3,5,5,2,6,1,6,5,6,6,4,4,3,2,1,4,3,5 Russians roll dice for 1 AirCommanderFtr, 7 ArmoredInfantrys, 1 FighterAceUSA, 4 SP_ArtilleryUSAs, 1 USATankDestroyerFS, 1 USATankGeneral3, 2 aaGuns, 12 infantry, 10 mech_infantrys, 5 usa_armours and 9 usa_fighters in Soviet Far East, round 2 : 1,1,6,3,2,1,5,5,2,2,5,1,1,1,3,3,4,2,2,5,5,6,2,1,3,5,3,4,3,5,1,3,3,6,5,5,5,4,6,2,2,6,4,1,4,2,1,2,2,5,5,4,4,2,6,2,4 Japanese roll dice for 2 JPNbombers, 4 NavyFighters, 9 armour, 6 artilleries, 1 elite, 17 fighters and 4 tactical_bombers in Soviet Far East, round 3 : 2,6,2,3,3,4,3,1,6,5,3,2,3,1,1,4,5,3,6,2,1,5,5,5,6,1,6,1,6,3,1,5,1,6,5,5,2,5,6,2,1,4,3,1 Russians roll dice for 1 AirCommanderFtr, 1 FighterAceUSA, 1 USATankDestroyerFS, 1 USATankGeneral3, 5 usa_armours and 9 usa_fighters in Soviet Far East, round 3 : 3,5,1,3,2,5,6,4,1,5,4,1,5,3,6,3,2,6,3,3,3,2,5,4 Japanese win, taking Soviet Far East from Russians with 2 JPNbombers, 4 NavyFighters, 1 armour, 17 fighters and 4 tactical_bombers remaining. Battle score for attacker is 91 Casualties for Japanese: 2 Japanese_LCVs, 9 armour, 8 artilleries, 1 elite and 25 infantry Casualties for Americans: 1 AirCommanderFtr, 7 ArmoredInfantrys, 1 FighterAceUSA, 4 SP_ArtilleryUSAs, 1 USATankDestroyerFS, 1 USATankGeneral3, 2 aaGuns, 12 infantry, 10 mech_infantrys, 5 usa_armours and 9 usa_fighters Battle in Burma Japanese attack with 2 JPNbombers, 1 armour, 1 fighter, 5 infantry and 1 tactical_bomber British defend with 1 aaGun, 1 artillery, 1 commando and 3 uk_armours British roll AA dice in Burma : 3,2,3 Japanese roll dice for 2 JPNbombers, 1 armour, 1 fighter, 5 infantry and 1 tactical_bomber in Burma, round 2 : 3,1,2,3,1,3,2,3,2,6 British roll dice for 1 aaGun, 1 artillery, 1 commando and 3 uk_armours in Burma, round 2 : 6,1,1,2,4 Japanese roll dice for 2 JPNbombers, 1 armour, 1 fighter, 2 infantry and 1 tactical_bomber in Burma, round 3 : 2,3,4,4,6,4,2 British roll dice for 1 uk_armour in Burma, round 3 : 3 Japanese win, taking Burma from British with 2 JPNbombers, 1 armour, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 16 Casualties for Japanese: 4 infantry Casualties for British: 1 aaGun, 1 artillery, 1 commando and 3 uk_armours 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 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 Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Japanese from Kweichow: 1 fighter EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan 3 infantry moved from Kweichow to Yunnan 2 infantry moved from Malaya to Shan State 1 J_Rail moved from Kiangsu to Manchuria 1 J_Rail and 1 armour moved from Manchuria to Yunnan 1 J_Rail moved from Kiangsu to Shantung 1 J_Rail and 1 infantry moved from Shantung to Yunnan 2 JPNbombers, 1 fighter and 1 tactical_bomber moved from Burma to Kweichow 1 fighter moved from Philippines to Kweichow 4 NavyFighters moved from Soviet Far East to 5 Sea Zone 2 Escort_Convoys, 1 Heavy_BB, 1 Hvycarrier, 1 JNC1, 1 Japan_destroyer, 4 NavyFighters, 1 battleship, 3 carriers, 3 fighters, 1 pacific_BB, 1 submarine, 3 tactical_bombers and 2 transports moved from 45 Sea Zone to 35 Sea Zone 1 air_transport and 1 elite moved from Caroline Islands to Java 1 air_transport and 1 elite moved from Japan to Caroline Islands 1 air_transport and 1 infantry moved from Korea to Kweichow 1 air_transport moved from Philippines to Korea 2 air_transports, 1 artillery and 1 infantry moved from Japan to Kweichow 1 Hvycarrier moved from 6 Sea Zone to 5 Sea Zone 2 JPNbombers moved from Soviet Far East to Japan 1 submarine moved from 6 Sea Zone to 35 Sea Zone 2 Escort_Convoys moved from 6 Sea Zone to 5 Sea Zone 1 carrier moved from 6 Sea Zone to 20 Sea Zone 1 fighter moved from Philippines to 20 Sea Zone 1 carrier moved from 6 Sea Zone to 5 Sea Zone 1 Escort moved from 6 Sea Zone to 5 Sea Zone 2 infantry moved from Amur to Siberia 2 fighters moved from Soviet Far East to Amur 2 tactical_bombers moved from Soviet Far East to Amur 2 tactical_bombers moved from Soviet Far East to 5 Sea Zone 1 fighter moved from Soviet Far East to 5 Sea Zone 3 fighters moved from Soviet Far East to 5 Sea Zone 6 fighters moved from Soviet Far East to Amur 2 fighters moved from Soviet Far East to 6 Sea Zone 3 fighters moved from Soviet Far East to Amur Place Units - Japanese 6 TotalWarMechInfs and 1 elite placed in Japan 1 armour and 2 infantry placed in Kweichow 2 armour and 1 infantry placed in Shantung Units in Korea being upgraded or consumed: 1 factory_minor 1 factory_upgrade placed in Korea 1 Escort, 1 Japan_destroyer and 1 submarine placed in 6 Sea Zone 2 infantry placed in Japan Trigger JapaneseTotalWarMechInfPlaceJapan6: has removed 6 TotalWarMechInfs owned by Japanese in Japan Trigger JapaneseTotalWarMechInfPlaceJapan6: Japanese has 6 mech_infantrys placed in Japan Turn Complete - Japanese Japanese collect 67 PUs; end with 67 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 69 Optional[PUs] Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 70 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 73 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 74 Optional[PUs] Trigger Japanese Controls Midway Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 77 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 85 Optional[PUs] Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 90 PUs ea6011ea-9174-4956-b44b-455beb262443-exp-game-2-multi-apbt-j21.tsvg
    • B

      EXP Game 12 barnee vs Trout

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      @beelee No, that’s okay. The lesson will stick in my head better if it costs me the game. Wasn’t 100% that I would have been successful taking Tokyo anyway
    • 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 Edit Cheese and Rice ! I forgot to move the ANZC DD to block. exp-game-11-dr.strangelove-F2edit.tsvg Edit 2 oh did you mean the Purchase window for triplea to be lighter ? If so, Idk if that's possible or not, I don't think so. It's connected to the LookAndFeel I believe but Victory would know. I can ask him if that's what you meant.
    • R

      Question about trenches domination 1914 no mans land

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      @wc_sumpton Thanks! I will will experiment.
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      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      @Panzerstahl-Helm-0 Game History Round: 8 Purchase Units - Japanese Japanese buy 1 Hvycarrier, 1 JNC, 4 TotalWarNavyFtrs, 1 armour, 1 elite, 5 infantry and 1 mech_infantry; 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 tactical_bomber moved from 6 Sea Zone to 25 Sea Zone 1 fighter moved from 6 Sea Zone to 25 Sea Zone 1 JPNbomber moved from Japan to 25 Sea Zone 1 elite moved from Philippines to 35 Sea Zone 1 infantry moved from Philippines to 35 Sea Zone 1 elite, 1 infantry and 1 transport moved from 35 Sea Zone to 45 Sea Zone 1 elite and 1 infantry moved from 45 Sea Zone to Dutch New Guinea 6 fighters and 2 tactical_bombers moved from 42 Sea Zone to 55 Sea Zone 2 infantry moved from Yunnan to Burma 1 JPNbomber, 2 fighters and 4 tactical_bombers moved from Kweichow to Burma Combat - Japanese Battle in Dutch New Guinea Battle in 55 Sea Zone Japanese attack with 6 fighters and 2 tactical_bombers ANZAC defend with 1 destroyer Japanese roll dice for 6 fighters and 2 tactical_bombers in 55 Sea Zone, round 2 : 3,5,5,4,2,1,5,1 ANZAC roll dice for 1 destroyer in 55 Sea Zone, round 2 : 5 Japanese win, taking Dutch New Guinea from ANZAC with 6 fighters and 2 tactical_bombers remaining. Battle score for attacker is 7 Casualties for ANZAC: 1 destroyer Battle in 25 Sea Zone Japanese attack with 1 JPNbomber, 1 fighter and 1 tactical_bomber Americans defend with 1 Escort Japanese roll dice for 1 JPNbomber, 1 fighter and 1 tactical_bomber in 25 Sea Zone, round 2 : 1,1,3 Americans roll dice for 1 Escort in 25 Sea Zone, round 2 : 5 Japanese win with 1 JPNbomber, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Americans: 1 Escort Battle in Burma Japanese attack with 1 JPNbomber, 2 fighters, 2 infantry and 4 tactical_bombers British defend with 3 infantry Japanese roll dice for 1 JPNbomber, 2 fighters, 2 infantry and 4 tactical_bombers in Burma, round 2 : 3,5,1,5,1,3,6,2,1 British roll dice for 3 infantry in Burma, round 2 : 1,6,5 Japanese win, taking Burma from British with 1 JPNbomber, 2 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Japanese: 1 infantry Casualties for British: 3 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria 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 - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria 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 RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan 2 mech_infantrys moved from Kweichow to Shan State 3 infantry moved from Yunnan to Shan State 1 JPNbomber, 2 fighters and 4 tactical_bombers moved from Burma to Hunan 5 infantry moved from Kweichow to Yunnan 1 infantry moved from Tsinghai to Shensi 3 artilleries moved from Kweichow to Yunnan 3 armour moved from Yunnan to Shan State 1 aaGun moved from Yunnan to Shan State 1 Escort moved from 42 Sea Zone to 37 Sea Zone 1 artillery moved from Java to 42 Sea Zone 1 infantry moved from Java to 42 Sea Zone 1 Escort_Convoy, 1 Heavy_BB, 1 Japan_destroyer, 1 artillery, 1 battleship, 4 carriers, 2 cruisers, 1 infantry, 2 submarines and 2 transports moved from 42 Sea Zone to 35 Sea Zone 1 infantry moved from 35 Sea Zone to Philippines 1 artillery moved from 35 Sea Zone to Philippines 1 mech_infantry moved from Shantung to Kweichow 1 mech_infantry moved from Kiangsu to Kweichow 1 J_Rail and 1 infantry moved from Kiangsu to Yunnan 1 J_Rail and 1 infantry moved from Kiangsu to Yunnan 2 Japan_Engineers moved from Japan to 6 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 1 transport moved from 6 Sea Zone to 19 Sea Zone 2 infantry moved from Shantung to 19 Sea Zone 2 infantry and 1 transport moved from 19 Sea Zone to 35 Sea Zone 2 infantry moved from 35 Sea Zone to Philippines 6 fighters and 2 tactical_bombers moved from 55 Sea Zone to 35 Sea Zone 1 pacific_carrier moved from 6 Sea Zone to 35 Sea Zone 2 NavyFighters moved from 6 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from Japan to Philippines 2 Japan_Engineers and 2 infantry moved from 6 Sea Zone to Korea 1 air_transport moved from Philippines to Japan 1 air_transport and 1 elite moved from Japan to Philippines 1 air_transport and 1 infantry moved from Japan to Kweichow 1 air_transport and 1 infantry moved from Japan to Philippines 1 JPNbomber moved from 25 Sea Zone to Japan 1 fighter and 1 tactical_bomber moved from 25 Sea Zone to 6 Sea Zone 1 JNC moved from 6 Sea Zone to 35 Sea Zone 1 Heavy_BB moved from 6 Sea Zone to 35 Sea Zone 1 Japan_destroyer moved from 6 Sea Zone to 35 Sea Zone Place Units - Japanese 1 elite placed in Japan 1 Hvycarrier, 1 JNC and 4 TotalWarNavyFtrs placed in 6 Sea Zone 1 infantry and 1 mech_infantry placed in Shantung 1 armour and 1 infantry placed in Kiangsu 3 infantry placed in Japan Trigger JapaneseTotalWarNavyFighterPlaceJapan4: has removed 4 TotalWarNavyFtrs owned by Japanese in 6 Sea Zone Trigger JapaneseTotalWarNavyFighterPlaceJapan4: Japanese has 4 NavyFighters placed in 6 Sea Zone Turn Complete - Japanese Note to players Japanese: <body><b>It is Late 1943 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 2 new Destroyers. They may only Operate in the Pacific and Indian Oceans.<b></body> Japanese collect 58 PUs; end with 58 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 60 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 63 Optional[PUs] Trigger Japanese Controls AleutianIslands Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 64 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 65 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 73 Optional[PUs] Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 78 PUs Japan trying to hold off USA/UK/ANZAC but all three seem to not like them very much 35995a51-afd4-4ad1-834d-046b549cf851-exp-game-4-trout-vs.panzer-j8.tsvg
    • SchulzS

      World War I with more territories?

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      @iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.
    • SchulzS

      Bugs in World War I

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      @RogerCooper said: It seems strange to not build anything. I understand this. The first problem was that the AI player was not purchasing anything. Now the AI can purchase. Will the AI make a purchase, depends now on the AI logic. Cheers...
    • 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]
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      Poll on how Defender Retreat should work

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      VictoryFirstV
      Also, you get a NoSuchElementException when doing a battle with the UK-aaGun unit: [image: 1787472150909-c80a9ad1-4141-4dac-a091-41bd276796e3-image.jpeg] In this battle, I gave the British infantry, tank and aaGun the ability to retreat on the first round of combat. When choosing to retreat and selecting a territory, it immediately throws NoSuchElementException and the game crashes. I think that is caused because there is a phase where the aaGun shoots at the air units and that comes after the phase where the British decide to retreat. This results in a phase where the aaGun cannot shoot at the air units. I think it's better to move the decision to retreat for the defender after AA fire, according to the North Africa rules. [image: 1787472563261-4d5afbaa-b922-4031-9a53-9961e87b81b3-image.jpeg] In other words, "British withdraw?" should come below "Germans notify AA casualties".
    • Panzerstahl-Helm 0P

      EXP Global40 - Tournament - Qualifier for Wiking-Con 2027

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      @Panzerstahl-Helm-0 Good morning. Since Mussolini Pizza Emperor is only 16, for now, he will just use my registration information and we will post turns from my account. He doesn't even have his own PC except for the one from his High School that has a firewall. But he's a formidable opponent! I even underestimate him sometimes and pay the price when I do
    • TheDogT

      🏯 Shogun Advanced - Official Thread

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

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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
    • 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]
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      Creating new game with multiple friends

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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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      Map Ratings

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      RogerCooperR
      @Galloca You may want to checkout my thread, https://forums.triplea-game.org/topic/889/roger-s-scenario-thread/983. I discuss mods that I play vs the AI.
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