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    • JohnnyCat

      EXP G40 Game 4 Trout vs JCat
      Play By Forum • • JohnnyCat

      108
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      JohnnyCat

      @trout @beelee

      Well that seemed to match what my battle calculators said and the numerous times I play tested it. But way lucky on not losing even one guy to the mines. I used to think mines were great - now not so much.

      8ef4faf4-1fe4-431a-b15b-2f37a9fac210-trout-cat-game-4-JAPAN_6.tsvg

    • B

      Multi Game 2 barnee Trout vs Alex Panzer
      Play By Forum • • beelee

      60
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      60
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      1186
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      T

      @alexander Game History

      Round: 7 Purchase Units - Japanese Note to players Germans: <body><b>It is Early 1943 and Heavy Carriers May Now be Purchased by Japan and the United States.<br><br><img src="Hvycarrier.png"/<b></body> Trigger JapaneseTotalWarArty: buyTotalWar_Arty added to productionJapanese Trigger JapaneseTotalWarMechInf: buyTotalWarMechInf added to productionJapanese Trigger JapaneseTotalWarAirTrprt: buyTotalWarAirTrprt added to productionJapanese Trigger JapaneseTotalWarTank: buyTotalWar_Tank added to productionJapanese Trigger JapaneseTotalWarInf: buyTotalWar_Inf added to productionJapanese Trigger JapaneseTotalWarNavyFighter: buyTotalWarNavyFtr added to productionJapanese Trigger JapaneseTotalWar Bomber: buyTotalWar_Bomber added to productionJapanese Trigger JapaneseTotalWarTacBmbr: buyTotalWarTacBmbr added to productionJapanese Trigger JapaneseTotalWarFighter: buyTotalWarFighter added to productionJapanese Japanese buy 1 Escort, 1 Hvycarrier, 1 Japanese_LCV, 1 UndrgroundFctry, 2 armour, 1 elite and 10 infantry; Remaining resources: 2 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Japan being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in Japan Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 infantry moved from Kwangsi to French Indo China Japanese take French Indo China from British 1 infantry moved from Kwangsi to Yunnan 1 infantry moved from Hunan to Yunnan 1 infantry moved from Kweichow to Yunnan 2 tactical_bombers moved from Hunan to Yunnan 2 fighters moved from Hunan to Yunnan 1 JPNbomber moved from Kiangsi to Yunnan 1 JPNbomber moved from Philippines to Yunnan Combat - Japanese Battle in Yunnan Japanese attack with 2 JPNbombers, 2 fighters, 3 infantry and 2 tactical_bombers British defend with 3 infantry Japanese win, taking Yunnan from Chinese with 2 JPNbombers, 2 fighters, 2 infantry and 2 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 Libya Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Italian Somaliland 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 at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RussiansParaBoost atItalian Somaliland: Russians has 1 russian_paraBoost placed in Italian Somaliland Trigger RussiansParaBoost atLibya: Russians has 1 russian_paraBoost placed in Libya Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kweichow 2 infantry moved from Shensi to Szechwan 3 artilleries moved from Shensi to Szechwan 2 infantry moved from Kiangsi to Kwangsi 1 mech_infantry moved from Kiangsu to Hunan 1 mech_infantry moved from Shantung to Kweichow 1 armour moved from Shantung to Hunan 2 infantry moved from Manchuria to Jehol 1 elite moved from Korea to Manchuria 1 infantry moved from Shantung to Jehol 1 J_Rail and 1 infantry moved from Kiangsu to Kweichow 1 J_Rail and 1 infantry moved from Kiangsu to Kweichow 2 air_transports, 1 elite and 1 infantry moved from Japan to Hunan 1 carrier moved from 6 Sea Zone to 35 Sea Zone 1 Japan_destroyer, 1 battleship, 1 carrier, 1 cruiser, 1 fighter, 1 tactical_bomber and 1 transport moved from 46 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from Kiangsu to Philippines 1 tactical_bomber moved from Kiangsu to 6 Sea Zone 1 fighter moved from Kiangsu to 6 Sea Zone 1 pacific_submarine moved from 6 Sea Zone to 35 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 2 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone 1 transport moved from 35 Sea Zone to 6 Sea Zone 2 infantry moved from 35 Sea Zone to Philippines 2 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone 2 infantry moved from 35 Sea Zone to Philippines 1 infantry moved from New Guinea to Dutch New Guinea 2 JPNbombers moved from Yunnan to Hunan 2 tactical_bombers moved from Yunnan to Hunan 2 fighters moved from Yunnan to Hunan Place Units - Japanese 1 Escort and 1 Hvycarrier placed in 6 Sea Zone 3 infantry placed in Shantung 2 armour and 1 infantry placed in Kiangsu 1 Japanese_LCV, 1 elite and 6 infantry placed in Japan Turn Complete - Japanese Note to players Japanese: It is Early 1943 and Our Shipyards are Hard at Work. We will soon Launch 1 new Battleship and 1 new Transport. They may only Operate in the Pacific and Indian Oceans. Japanese collect 55 PUs; end with 57 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 59 PUs Trigger Japanese Controls NewGuinea Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 61 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 62 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 65 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 73 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 78 PUs

      ef6748b3-924e-4ff5-9624-5f124494174e-exp-game-2-multi-apbt-j7.tsvg

    • T

      EXP G40 Game 11 Barnee vs. Trout
      Play By Forum • • Trout

      57
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      57
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      B

      @trout

      Scramble 91 ?

      Screenshot from 2026-03-25 01-36-31.png

      Mr Spock says that it would be logical so I will follow his recommendation. We can redo if you would have chosen otherwise.

      Hoping my sub hits, as it's basically a suicide mission. I made need OOL though, so maybe I should wait. Well I'll do 1st rd and if Sub hits then it won't matter, if it doesn't and I'm still alive, I'll ask for casualties 🙂

      4e71260d-231f-4a79-87cf-ae1b77681871-exp-game-11-trout-j7Scramble.tsvg

      Edit
      OK I see a problem with the scramble. I need to move 1st Luftflotten to GIB so I can scramble them. Will redo.
      I'll have to clarify in the notes.

      Too bad some developer didn't enjoy the mod. They could fix a lot of this stuff easily enough or some of it.

      Doesn't matter if it gets accepted. We just fork our own version of triplea and use it. Well w/e it's obviously not gonna happen 🙂

      Edit 2
      Here is the new save 4e71260d-231f-4a79-87cf-ae1b77681871-exp-game-11-trout-j7ScrambleAF.tsvg

      I have the AF led by a AF Ftr in GIB now

      Screenshot from 2026-03-25 01-52-10.png

      Screenshot from 2026-03-25 01-52-58.png

      Game History

      Round: 7 Purchase Units - Americans Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans Americans buy 2 Escorts, 3 Fortifications, 1 Hvycarrier, 4 TotalWarFighters, 1 artillery, 2 destroyers, 1 elite and 1 submarine; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Turning on Edit Mode EDIT: Turning off Edit Mode 1 FighterAceUSA and 1 usa_fighter moved from Eastern United States to 91 Sea Zone 1 Escort_Convoy, 1 carrier and 1 submarine moved from 101 Sea Zone to 91 Sea Zone 1 usa_armour moved from Morocco to Algeria Americans take Algeria from Italians 1 usa_armour moved from Algeria to Morocco 1 pacific_submarine moved from 26 Sea Zone to 16 Sea Zone 1 usa_fighter moved from Hawaiian Islands to 16 Sea Zone 1 destroyer and 4 usa_fighters moved from 54 Sea Zone to 42 Sea Zone 1 artillery and 1 elite moved from Queensland to 54 Sea Zone 1 artillery, 1 elite and 1 transport moved from 54 Sea Zone to 44 Sea Zone 1 artillery and 1 elite moved from 44 Sea Zone to Celebes EDIT: 1 1stLuftflotten moved from Gibraltar to 1st Luftflotten EDIT: 1 GAirCommanderFtr, 2 GfighterAFs and 1 Gtactical_bomberAF moved from GermanFlow to Gibraltar Combat - Americans Germans scrambles 4 units out of Gibraltar to defend against the attack in 91 Sea Zone Battle in 42 Sea Zone Americans attack with 1 destroyer and 4 usa_fighters Japanese defend with 1 Escort Americans win, taking 42 Sea Zone from Neutral with 1 destroyer and 4 usa_fighters remaining. Battle score for attacker is 6 Casualties for Japanese: 1 Escort Battle in Celebes Changer loiter and taunt; Americans attack with 1 artillery and 1 elite Changer defend; Japanese defend with 1 infantry Japanese win with 1 infantry remaining. Battle score for attacker is -7 Casualties for Americans: 1 artillery and 1 elite Battle in 91 Sea Zone Americans attack with 1 Escort_Convoy, 1 FighterAceUSA, 1 carrier, 1 submarine and 1 usa_fighter Germans defend with 1 GAirCommanderFtr, 1 German_Heavy_BB, 2 GfighterAFs and 1 Gtactical_bomberAF 1 FighterAceUSA owned by the Americans retreated 1 submarine owned by the Americans and 1 Escort_Convoy owned by the Americans retreated to 88 Sea Zone Germans win with 1 GfighterAF remaining. Battle score for attacker is -1 Casualties for Germans: 1 GAirCommanderFtr, 1 German_Heavy_BB, 1 GfighterAF and 1 Gtactical_bomberAF Casualties for Americans: 1 carrier and 1 usa_fighter Battle in 16 Sea Zone Americans attack with 1 pacific_submarine and 1 usa_fighter Japanese defend with 1 Japan_destroyer Americans win with 1 usa_fighter remaining. Battle score for attacker is 7 Casualties for Americans: 1 pacific_submarine Casualties for Japanese: 1 Japan_destroyer Moving scrambled unit from 91 Sea Zone back to originating territory: Gibraltar 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 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 104 Sea Zone Non Combat Move - Americans Trigger Wolfpack at104 SeaZones: Germans has 1 Wolfpack placed in 104 Sea Zone Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 5 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Alaska 1 FighterAceUSA moved from 91 Sea Zone to Morocco 1 ArmoredInfantry moved from Central United States to 101 Sea Zone 1 elite moved from Eastern United States to 101 Sea Zone 1 ArmoredInfantry, 1 elite and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 elite moved from Morocco to Algeria 1 ArmoredInfantry and 1 elite moved from 91 Sea Zone to Morocco 1 artillery and 1 elite moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 elite and 1 transport moved from 26 Sea Zone to 54 Sea Zone 1 artillery and 1 elite moved from 54 Sea Zone to Queensland 4 usa_fighters moved from 42 Sea Zone to 54 Sea Zone 3 NavyFighters, 1 carrier and 1 pacific_carrier moved from 10 Sea Zone to 26 Sea Zone 1 usa_fighter moved from Western United States to Hawaiian Islands 1 ArmoredInfantry moved from Western United States to Alaska 1 usa_fighter moved from 16 Sea Zone to 26 Sea Zone 1 Rail moved from Eastern United States to Central United States 1 Rail and 1 infantry moved from Central United States to Alaska 1 infantry moved from Central United States to Western United States Place Units - Americans 1 Fortification placed in Marianas 1 Fortification placed in Wake Island 1 Fortification placed in Midway 4 TotalWarFighters and 1 elite placed in Eastern United States 1 artillery placed in Western United States 1 Escort, 1 Hvycarrier, 1 destroyer and 1 submarine placed in 101 Sea Zone 1 Escort and 1 destroyer placed in 10 Sea Zone Trigger AmericansTotalWarFighterPlaceEUS: has removed 4 TotalWarFighters owned by Americans in Eastern United States Trigger AmericansTotalWarFighterPlaceEUS: Americans has 4 usa_fighters placed in Eastern United States Turn Complete - Americans Note to players Americans: It is Early 1943 and Our Shipyards are Hard at Work. 1 Battleship and 1 Transport are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger Americans RemoveUSAConvoySZ88: has removed 1 Escort_Convoy owned by Americans in 88 Sea Zone Trigger Americans RemoveUSAConvoySZ26: has removed 1 Escort_Convoy owned by Americans in 26 Sea Zone Trigger PacificFleetRD7: Americans has 1 pacific_BB and 1 pacific_transport placed in 10 Sea Zone Trigger PacificFleetJPNRD7: Japanese has 1 pacific_BB and 1 pacific_transport placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ88: Americans has 1 Escort placed in 88 Sea Zone Trigger Americans RemoveUSAConvoySZ26: Americans has 1 Escort placed in 26 Sea Zone Americans collect 54 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger USA Controls Marianas Pacific Expanded: Americans met a national objective for an additional 1 PUs; end with 69 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 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

      EXP Game 11 Trout USA 7.tsvg

      lol I guess it's still my turn 🙂

      So the Sub hit and I fought it out. Had good dice but I retreated like an idiot lol Thought my Escort would stay there so took a Ftr hit 😊

      That's OK. Mistakes happen in real wars too. Although maybe we are a simulation for others lol

      Anyway, I will finish up directly. Haven't test turned yet though

      Edit
      Also I will replace the AC as he had to die or he would've kept giving his bonus

      Screenshot from 2026-03-25 02-14-48.png

      So 1st AF needs to be deleted too now. It should have been done when I moved 1st AF to GIB. I will do that as well.

      Edit Again lol
      Note 1st Luftflotten can be reformed with the units in GIB if needed.

      Game History

      Round: 7 Purchase Units - Americans Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans Americans buy 2 Escorts, 3 Fortifications, 1 Hvycarrier, 4 TotalWarFighters, 1 artillery, 2 destroyers, 1 elite and 1 submarine; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Turning on Edit Mode EDIT: Turning off Edit Mode 1 FighterAceUSA and 1 usa_fighter moved from Eastern United States to 91 Sea Zone 1 Escort_Convoy, 1 carrier and 1 submarine moved from 101 Sea Zone to 91 Sea Zone 1 usa_armour moved from Morocco to Algeria Americans take Algeria from Italians 1 usa_armour moved from Algeria to Morocco 1 pacific_submarine moved from 26 Sea Zone to 16 Sea Zone 1 usa_fighter moved from Hawaiian Islands to 16 Sea Zone 1 destroyer and 4 usa_fighters moved from 54 Sea Zone to 42 Sea Zone 1 artillery and 1 elite moved from Queensland to 54 Sea Zone 1 artillery, 1 elite and 1 transport moved from 54 Sea Zone to 44 Sea Zone 1 artillery and 1 elite moved from 44 Sea Zone to Celebes EDIT: 1 1stLuftflotten moved from Gibraltar to 1st Luftflotten EDIT: 1 GAirCommanderFtr, 2 GfighterAFs and 1 Gtactical_bomberAF moved from GermanFlow to Gibraltar Combat - Americans Germans scrambles 4 units out of Gibraltar to defend against the attack in 91 Sea Zone Battle in 42 Sea Zone Americans attack with 1 destroyer and 4 usa_fighters Japanese defend with 1 Escort Americans roll dice for 1 destroyer and 4 usa_fighters in 42 Sea Zone, round 2 : 4/5 hits, 2.33 expected hits Japanese roll dice for 1 Escort in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Escort owned by the Japanese lost in 42 Sea Zone Americans win, taking 42 Sea Zone from Neutral with 1 destroyer and 4 usa_fighters remaining. Battle score for attacker is 6 Casualties for Japanese: 1 Escort Battle in Celebes Changer loiter and taunt; Americans attack with 1 artillery and 1 elite Changer defend; Japanese defend with 1 infantry Americans roll dice for 1 artillery and 1 elite in Celebes, round 2 : 0/3 hits, 1.00 expected hits Japanese roll dice for 1 infantry in Celebes, round 2 : 1/1 hits, 0.33 expected hits 1 elite owned by the Americans lost in Celebes Americans roll dice for 1 artillery in Celebes, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Celebes, round 3 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Celebes, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Celebes, round 4 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Celebes, round 5 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Celebes, round 5 : 1/1 hits, 0.33 expected hits 1 artillery owned by the Americans lost in Celebes Japanese win with 1 infantry remaining. Battle score for attacker is -7 Casualties for Americans: 1 artillery and 1 elite Battle in 91 Sea Zone Americans attack with 1 Escort_Convoy, 1 FighterAceUSA, 1 carrier, 1 submarine and 1 usa_fighter Germans defend with 1 GAirCommanderFtr, 1 German_Heavy_BB, 2 GfighterAFs and 1 Gtactical_bomberAF Americans roll dice for 1 submarine in 91 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 German_Heavy_BB owned by the Germans lost in 91 Sea Zone Americans roll dice for 1 Escort_Convoy, 1 FighterAceUSA, 1 carrier and 1 usa_fighter in 91 Sea Zone, round 2 : 3/4 hits, 1.67 expected hits Germans roll dice for 1 GAirCommanderFtr, 2 GfighterAFs and 1 Gtactical_bomberAF in 91 Sea Zone, round 2 : 3/6 hits, 3.83 expected hits 1 usa_fighter owned by the Americans and 1 carrier owned by the Americans lost in 91 Sea Zone 1 Gtactical_bomberAF owned by the Germans, 1 GAirCommanderFtr owned by the Germans and 1 GfighterAF owned by the Germans lost in 91 Sea Zone 1 FighterAceUSA owned by the Americans retreated 1 submarine owned by the Americans and 1 Escort_Convoy owned by the Americans retreated to 88 Sea Zone Germans win with 1 GfighterAF remaining. Battle score for attacker is -1 Casualties for Germans: 1 GAirCommanderFtr, 1 German_Heavy_BB, 1 GfighterAF and 1 Gtactical_bomberAF Casualties for Americans: 1 carrier and 1 usa_fighter Battle in 16 Sea Zone Americans attack with 1 pacific_submarine and 1 usa_fighter Japanese defend with 1 Japan_destroyer Americans roll dice for 1 pacific_submarine in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 pacific_submarine owned by the Americans lost in 16 Sea Zone 1 Japan_destroyer owned by the Japanese lost in 16 Sea Zone Americans win with 1 usa_fighter remaining. Battle score for attacker is 7 Casualties for Americans: 1 pacific_submarine Casualties for Japanese: 1 Japan_destroyer Moving scrambled unit from 91 Sea Zone back to originating territory: Gibraltar 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 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 104 Sea Zone Non Combat Move - Americans Trigger Wolfpack at104 SeaZones: Germans has 1 Wolfpack placed in 104 Sea Zone Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 5 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Alaska 1 FighterAceUSA moved from 91 Sea Zone to Morocco 1 ArmoredInfantry moved from Central United States to 101 Sea Zone 1 elite moved from Eastern United States to 101 Sea Zone 1 ArmoredInfantry, 1 elite and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 elite moved from Morocco to Algeria 1 ArmoredInfantry and 1 elite moved from 91 Sea Zone to Morocco 1 artillery and 1 elite moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 elite and 1 transport moved from 26 Sea Zone to 54 Sea Zone 1 artillery and 1 elite moved from 54 Sea Zone to Queensland 4 usa_fighters moved from 42 Sea Zone to 54 Sea Zone 3 NavyFighters, 1 carrier and 1 pacific_carrier moved from 10 Sea Zone to 26 Sea Zone 1 usa_fighter moved from Western United States to Hawaiian Islands 1 ArmoredInfantry moved from Western United States to Alaska 1 usa_fighter moved from 16 Sea Zone to 26 Sea Zone 1 Rail moved from Eastern United States to Central United States 1 Rail and 1 infantry moved from Central United States to Alaska 1 infantry moved from Central United States to Western United States Place Units - Americans 1 Fortification placed in Marianas 1 Fortification placed in Wake Island 1 Fortification placed in Midway 4 TotalWarFighters and 1 elite placed in Eastern United States 1 artillery placed in Western United States 1 Escort, 1 Hvycarrier, 1 destroyer and 1 submarine placed in 101 Sea Zone 1 Escort and 1 destroyer placed in 10 Sea Zone Trigger AmericansTotalWarFighterPlaceEUS: has removed 4 TotalWarFighters owned by Americans in Eastern United States Trigger AmericansTotalWarFighterPlaceEUS: Americans has 4 usa_fighters placed in Eastern United States Turn Complete - Americans Note to players Americans: It is Early 1943 and Our Shipyards are Hard at Work. 1 Battleship and 1 Transport are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger Americans RemoveUSAConvoySZ88: has removed 1 Escort_Convoy owned by Americans in 88 Sea Zone Trigger Americans RemoveUSAConvoySZ26: has removed 1 Escort_Convoy owned by Americans in 26 Sea Zone Trigger PacificFleetRD7: Americans has 1 pacific_BB and 1 pacific_transport placed in 10 Sea Zone Trigger PacificFleetJPNRD7: Japanese has 1 pacific_BB and 1 pacific_transport placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ88: Americans has 1 Escort placed in 88 Sea Zone Trigger Americans RemoveUSAConvoySZ26: Americans has 1 Escort placed in 26 Sea Zone Americans collect 54 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger USA Controls Marianas Pacific Expanded: Americans met a national objective for an additional 1 PUs; end with 69 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 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: 3 PUs; Combat Move - Chinese Combat - Chinese 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 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 104 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at104 SeaZones: Germans has 1 Wolfpack placed in 104 Sea Zone Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 3 PUs Purchase Units - British Trigger UKTotalWarSeaFighter: buySeafireTotalWar added to productionBritish Trigger UKTotalWar Tank: buyTotalWar_Tank added to productionBritish Trigger UKTotalWarAirTrprt: buyTotalWarAirTrprt added to productionBritish Trigger UKTotalWar Arty: buyTotalWar_Arty added to productionBritish Trigger UKTotalWarTacBmbr: buyTotalWarTacBmbr added to productionBritish Trigger UKTotalWarInf: buyTotalWar_Inf added to productionBritish Trigger UKTotalWarMechInf: buyTotalWarMechInf added to productionBritish Trigger UKTotalWar Bomber: buyTotalWar_Bomber added to productionBritish Trigger UKTotalWarFighter: buyTotalWarFighter added to productionBritish British buy 1 artillery, 1 destroyer, 4 infantry, 9 mine_unarmeds, 3 uk_armours and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Combat - British 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 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 104 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in India 1 artillery and 1 uk_armour moved from Quebec to 106 Sea Zone 1 artillery, 1 transport and 1 uk_armour moved from 106 Sea Zone to 91 Sea Zone 1 artillery and 1 uk_armour moved from 91 Sea Zone to Morocco 1 mech_infantry moved from Eire to United Kingdom 2 Rails moved from Union of South Africa to Rhodesia 2 Rails and 2 infantry moved from Rhodesia to India 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 infantry moved from Kenya to Anglo Egyptian Sudan 1 transport moved from 81 Sea Zone to 71 Sea Zone 1 uk_armour moved from Egypt to Iraq 1 infantry moved from French Central Africa to French Equatorial Africa Place Units - British Trigger Wolfpack at104 SeaZones: Germans has 1 Wolfpack placed in 104 Sea Zone Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 2 infantry, 9 mine_unarmeds and 1 uk_armour placed in India 1 artillery and 2 uk_armours placed in Egypt 2 infantry placed in Union of South Africa 1 destroyer placed in 71 Sea Zone 1 uk_para placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 3 Rolling for Convoy Blockade Damage in 82 Sea Zone. Rolls: 2,5 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6 British collect 34 PUs (5 lost to blockades); end with 34 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 40 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 45 PUs

      Combat Hit Differential Summary :

      Americans regular : 2.33 Japanese regular : 1.00 Germans regular : -0.83

      EXP Game 11 Trout UK 7.tsvg

      Edit
      During testing the AC didn't get replaced to inactive. As noted above you can activate it as needed.
      Be nice if there was a better way but I guess just edit in and out is the only other option.

      It seems unnecessarily complex as Ftr Aces are already available for a Air boost. But those are the rules and they should be played accordingly

      EXP Game 11 Trout UK 7edit.tsvg

      Forgot to Arm LMs in India
      EXP Game 11 Trout UK 7editLM.tsvg

      Edit
      I think I might give the LMs a red detonator. Be easier to see

      Screenshot from 2026-03-25 04-05-08.png

      uk_mine_Yellow.png uk_mine_Burma_Yunnan.png

      Another Edit
      I thought I fixed Total War Mech to change in Korea ... hmm Well they didn't.

      Are you on 2.55 ? I probably just fckd it up somewhere but I'm pretty sure I fixed it.

      Edit
      Yep I did or thought I did. Idky it didn't work

      Screenshot from 2026-03-25 04-24-23.png

      well it's on the list

      again

      Maybe I should have it just change to this
      Nuke.png

      problem solved

      Edit
      Here's the code

      Screenshot from 2026-03-25 04-41-43.png

      Screenshot from 2026-03-25 04-41-15.png

      I tested it when I did it and now it doesn't fckn work. Fbs

      Well just have to manually change them

      The Nval Ftr works

      Screenshot from 2026-03-25 05-04-41.png

      Screenshot from 2026-03-25 05-05-30.png

      well w/e f it. The code is the same. It worked before. I'm not wasting anymore time on it. Just change it by hand

    • T

      EXP G40 Game 10 Beelee vs. Trout
      Play By Forum • • Trout

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      T

      @beelee Done!

    • RogerCooper

      Transferring Unit Control
      Map Making • • RogerCooper

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      @RogerCooper

      The second method is to take control of another players units.
      Screenshot 2026-03-06 153311.png
      To let Germany take control of the 4 units in Bulgaria and the one unit in Varna.
      In the unitAttachment for infantry add <option name="canBeCapturedOnEnteringBy" value="Germans"/>.
      In the territoryAttachment for Bulgaria and Varna add <option name="captureUnitOnEnteringBy" value="Germans"/>.
      In the playerAttachment for Neutral_Player add <option name="captureUnitOnEnteringBy" value="Germans"/>.
      And set <property name="Capture Units On Entering Territory" value="true"/>.
      Then this <option name="changeOwnership" value="Bulgaria:any:Germans:true"/> in a trigger, the 'when' can be any step.
      After Germany's noncombat move.
      Screenshot 2026-03-06 171112.png
      The 4 units changed, but not factory or the Territory and because Germany moved into Varna during noncombat the unit and territory does not change.
      Adding <option name="canTakeOverOwnedTerritory" value="true"/> to the relationshipTypeAttachment between Germany and Neutral_Player to get this.
      Screenshot 2026-03-06 154000.png
      Control of the units happens on the 'true' setting of 'changeOwnership' and changes at the 'when'.

      Cheers...

    • VictoryFirst

      Change maxBuiltPerPlayer by a trigger
      Map Making • • VictoryFirst

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      RogerCooper

      @victoryfirst said in Change maxBuiltPerPlayer by a trigger:

      @rogercooper I was planning to work on an improved module for A&A Pacific. The_Good_Captain made a detailed bug report for that game. Were you planning to work on it as well or did you already start working on it? Perhaps we could do it together.

      Go ahead on that mod. I am working on a different project East & West. Of course, I will be happy to help if you run into any problems.

      One thing I am planning on doing with future mods is to include a standardized version using the v3 or v5 rules to make the game easier for casual players.

    • T

      CANCELLED THREAD
      Play By Forum • • Trout

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      B

      @trout RightArm.png

    • G

      Buying Tech as Units
      Map Making • • GREGOREK

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      G

      Great work. Thank you.

      Currently, I'm writing PERL scripts to create the game file, but will try this. Drawing feathers on dinosaurs is exhausting.

      I like the production swapping because evolution will be sequential. Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.)

      I was about to post a request for a hashavehadResource checker. Was reading some of your passed conversations. How did that resolve? Is there a method for checking the status of another player's Fuel (for example) and using that as a condition? If not ... I'll use units (isInfrastructure) placed into capitals to note the evolution, and keep adding with each round until the grant condition triggers. Can also place hidden units into impassible territories to record other items in conjunction with unitPresence.

      This is my ugly hack for creating a TIMER (untested, just sketching), to be activated when a player buys an evolution like feathers, then nests, ... and so on. The TIMER is meant to give ALL players the evolution due to gene pool contamination. Thus, allowing all players to keep up. The buyer gets a 6 round head start (as sketched), but other players can also buy. So, first clock must turn off all other clocks and granting the evolution cannot de-evolve a player if they've already moved on to the next.

      <attachment name="conditionAttachmentHettangianE1" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="map" count="1"/> <option name="unitPresence" value="feathers" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1"/> <option name="when" value="after:HettangianPlace"/> <option name="frontier" value="productionHettangianE1"/> <option name="removeUnits" value="all:feathers" count="1"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="1"/> </attachment> <attachment name="conditionAttachmentHettangianE1timer" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEfeather" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1timer" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1timer"/> <option name="when" value="before:HettangianPlace"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="5"/> </attachment> <attachment name="conditionAttachmentHettangianE1done" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEfeather" count="6"/> </attachment> <attachment name="triggerAttachmentHettangianE1done" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1done"/> <option name="when" value="before:HettangianPlace"/> <option name="activateTrigger" value="triggerAttachmentE1giveall:1:false:false:false:false"/> <option name="uses" value="1"/> </attachment> <attachment name="triggerAttachmentE1giveall" attachTo="Hettangian:Sinemurian:Toarcian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="activateTrigger" value="triggerAttachmentHettangianE1grant:1:false:false:false:false"/> <option name="activateTrigger" value="triggerAttachmentSinemurianE1grant:1:false:false:false:false"/> <option name="activateTrigger" value="triggerAttachmentToarcianE1grant:1:false:false:false:false"/> <option name="uses" value="1"/> </attachment> <attachment name="conditionAttachmentHettangianE1grant" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEnest" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1grant" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1grant"/> <option name="invert" value="true"/> <option name="frontier" value="productionHettangianE1"/> <option name="removeUnits" value="all:HEfeathers" count="9999"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="1"/> </attachment>

      To turn off all player feather clocks, the grant trigger can via [placement] a different HEGFeather unit to display instead of HEFeather used by the conditions, for example. Also, use that unit's presence instead of the next evolution (ie nests) to prevent de-evolving the player. This would be replicated for each player and evolution. Since these clock units are auto-placed by the triggers into capitals, one unit type for all should work. Thus, NoFeather (hidden, transparent) --> feather --> clockFeather --> hashavehadFeather.

      Current plan is ordered evolutionary path, but 'granters' can check all evolutions and set production frontiers (or build up piecemeal by rules) via other conditions/triggers. This way future alliances can buy different evolutions, with maybe added clock delays to promote alliance inheritance first.

      Good, Bad, Ugly?

    • Panther

      Quick connection fix needed in ww2v2
      Bug Reports • • Panther

      8
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      Panther

      @rogercooper Nice, thanks.

    • RogerCooper

      Problem with foreach
      Map Making • • RogerCooper

      7
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      B

      @rogercooper said in Problem with foreach:

      The variable system was well coded..

      yea redrum did that. He was working on TWW and realized he needed about 1500 triggers so said F it and wrote the code.

      But you probably already knew that 🙂

    • Jason Austin

      I Cant Get Into Online Play After Downloading 2.7 Version
      Bug Reports • • Jason Austin

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      LaFayette

      It's a bit complicated where the servers stand. I had to migrate the 2.7 server back to the 2.5 server to handle legacy technology issues from the 2.5 server just being super-old now.

      On the plus side, the needed configurations have been identified. Only issue is getting enough time and energy to tackle it. My professional job has been pretty damn demanding of late.

      If I get a good opportunity to advance the next steps, I think these last pieces will land quickly.

    • M

      TWW game
      Play By Email • • malmessi

      6
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      6
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      175
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      M

      Other opponents ?

    • djensen47

      NodeBB version 4.8.1?
      Feature Requests & Ideas • • djensen47

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      djensen47

      @lafayette I added a PR to add AGENTS.md files to the repo: https://github.com/triplea-game/triplea/pull/14215

    • G

      territory group bonus not banking
      Map Making • • GREGOREK

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      @GREGOREK

      In my copy of Jurassic, I noticed that there are no technologies. By adding an empty technology section:

      <technology> </technology>

      The Technologies Tab/Window can be removed.

      Cheers...

    • M

      Can an Admin Help Me Register My Email?
      Player Help • • mammothman64

      2
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      Panther

      @mammothman64
      I guess you are talking about registering for lobby-play? Or for the dice server?
      Sorry, there is nothing I can do to register an email-address for you.

      The trick is not to use gmail in the TripleA software at all (except for posting to the forum in PBF).
      You need to use an email-address of a provider that does not automatically block mails from special senders (such as TripleA-servers obviously).

      Try for example proton or gmx.

      Good luck!

    • RogerCooper

      East & West
      Maps & Mods • • RogerCooper

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      1
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      41
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      No one has replied

    • G

      Hotkey for unit placement
      Feature Requests & Ideas • hotkey placement • • GREGOREK

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      No one has replied

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