Navigation

    TripleA Logo

    TripleA Forum

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

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

      121
      0
      Votes
      121
      Posts
      3840
      Views

      T

      @beelee Yes, if he would have hit twice, then I would have killed your cruiser and two batts. So 39 IPCs vs. 32 with the bomber/SHB. But alas was not the case

    • B

      First Game Newenr
      Play By Forum • • beelee

      98
      1
      Votes
      98
      Posts
      1620
      Views

      B

      @newenr85

      So Bryansk and Smolensk both defend against Belarus for the LMs then ?

      I will tweak your build and remove the 3 Inf 2 Arty and 1 Rocket. That sound good ? Remember this game is a test/learning game 🙂 The goal is for you to see how triplea implements the Captain's mod.

      Obviously we all still wanna win too 🙂

      Edit
      Reminder once SSR at War with the Reich they can move there Fctrys with Rail. 1 space per Rail. So you could move Lenningrad Fctry to Arch and UKR to Bryansk. Evacuate UKR.

      Or probably leave some poor bastard who drew the short straw for token resistance. That's what I like todo but alot of folks in the OOB game don't.

      I can see it both ways but you got 26 Conscripts coming next turn so I think it's better to leave a sacrificial Inf 🙂

      Screenshot from 2026-01-22 09-53-48.png

    • Panzerstahl-Helm 0

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

      46
      0
      Votes
      46
      Posts
      972
      Views

      T

      @panzerstahl-helm-0 That's correct. Uncle Josef then. Game History

      Round: 5 Purchase Units - Americans Note to players Americans: <body><b>It is Early 1942 and the United States has begun Forming Tank Armies.<br><br><img src="1stUSTank.png"/><br><br>You may have a total of 2 Tank Armies at any one time.<b></body> Note to players Americans: It is Early 1942 and the United States General Staff have Agreed to the Formation of a Army Group. They may only have 1 Army Group at a time. Trigger USATankGeneral: buyUSA_TankGeneral added to productionAmericans Trigger Army GroupUSA: buyArmy_Group added to productionAmericans Americans buy 2 Escorts, 1 battleship, 1 destroyer, 3 infantry, 1 submarine, 3 transports, 1 usa_armour and 2 usa_fighters; Remaining resources: 4 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 bomber moved from Hawaiian Islands to 16 Sea Zone 1 usa_tactical_bomber moved from 26 Sea Zone to 16 Sea Zone 3 usa_fighters moved from 26 Sea Zone to 16 Sea Zone 2 usa_fighters moved from Hawaiian Islands to 16 Sea Zone 1 transport moved from 35 Sea Zone to 55 Sea Zone Combat - Americans Americans creates battle in territory 106 Sea Zone Battle in 16 Sea Zone Americans attack with 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber Japanese defend with 1 Japan_destroyer Americans roll dice for 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber in 16 Sea Zone, round 2 : 5/7 hits, 3.83 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Japan_destroyer owned by the Japanese lost in 16 Sea Zone Americans win, taking 106 Sea Zone from Germans with 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Americans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 4 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 Heavy_BB, 1 artillery, 1 battleship, 3 carriers, 2 cruisers, 3 destroyers, 5 infantry, 2 submarines and 3 transports moved from 26 Sea Zone to 7 Sea Zone 1 usa_tactical_bomber moved from 16 Sea Zone to 7 Sea Zone 5 usa_fighters moved from 16 Sea Zone to 7 Sea Zone 1 bomber moved from 16 Sea Zone to Hawaiian Islands 1 Escort_Convoy moved from 10 Sea Zone to 25 Sea Zone 1 elite moved from Western United States to 10 Sea Zone 1 usa_armour moved from Western United States to 10 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 NavyFighters, 1 carrier, 1 elite, 2 infantry, 2 transports and 1 usa_armour moved from 10 Sea Zone to 7 Sea Zone 2 usa_fighters moved from Western United States to Hawaiian Islands 1 elite moved from Eastern United States to Quebec 1 ArmoredInfantry moved from Eastern United States to Quebec 1 artillery moved from Eastern United States to Quebec 3 infantry moved from Eastern United States to Quebec 2 usa_fighters moved from 106 Sea Zone to United Kingdom 1 Escort_Convoy, 1 Heavy_BB, 1 carrier, 1 cruiser, 1 destroyer, 3 transports and 2 usa_fighters moved from 101 Sea Zone to 106 Sea Zone 1 destroyer moved from 89 Sea Zone to 106 Sea Zone Place Units - Americans 1 Escort, 1 battleship and 2 transports placed in 10 Sea Zone 1 Escort, 1 submarine and 1 transport placed in 101 Sea Zone 2 usa_fighters placed in Eastern United States 1 usa_armour placed in Western United States 3 infantry placed in Eastern United States 1 destroyer placed in 10 Sea Zone Turn Complete - Americans Note to players Americans: It is Early 1942 and Our Shipyards are Hard at Work. 1 Cruiser and 1 Submarine are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger Americans RemoveUSAConvoySZ101Invert: has removed 1 Escort owned by Americans in 101 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ25: has removed 1 Escort_Convoy owned by Americans in 25 Sea Zone Trigger PacificFleetJPNRD5: Japanese has 1 pacific_cruiser and 1 pacific_submarine placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ101Invert: Americans has 1 Escort_Convoy placed in 101 Sea Zone Trigger PacificFleetRD5: Americans has 1 pacific_cruiser and 1 pacific_submarine placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ25: Americans has 1 Escort placed in 25 Sea Zone Americans collect 50 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 65 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Shensi to Szechwan Chinese take Szechwan from Japanese 1 infantry moved from Shensi to Suiyuyan 1 fighter moved from Tsinghai to Suiyuyan 1 infantry moved from Shensi to Hopei Chinese take Hopei from Japanese Combat - Chinese Battle in Suiyuyan Chinese attack with 1 fighter and 1 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 1 infantry in Suiyuyan, round 2 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan 1 fighter owned by the Chinese retreated Japanese win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Chinese: 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 92 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Suiyuyan to Shensi 1 infantry moved from Tsinghai to Shensi Place Units - Chinese 1 infantry placed in Kansu 1 infantry placed in Shensi Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 10 PUs Purchase Units - British Note to players British: <body><b>It is Early 1942 and French Forces in UK Can Join The British Army ! <br>For This Turn Only !<b></body> Trigger FrenchUK: buyFrenchUK added to productionBritish British buy 1 FrenchUK, 1 Hvy_Ind_1, 1 UK_LCV, 10 infantry, 3 uk_armours, 1 uk_fighter and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British Units in Union of South Africa being upgraded or consumed: 1 factory_minor 1 Hvy_Ind_1 placed in Union of South Africa 1 FrenchUK placed in United Kingdom Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 2 infantry and 1 uk_fighter EDIT: Removing units owned by French from United Kingdom: 1 fighter EDIT: Removing units owned by French from United Kingdom: 2 infantry EDIT: Turning off Edit Mode Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 infantry moved from Egypt to Alexandria 1 infantry moved from Egypt to Alexandria 2 uk_fighters moved from Egypt to Alexandria 1 uk_tactical_bomber moved from Egypt to Alexandria 1 infantry moved from Shan State to French Indo China 1 uk_armour moved from Burma to Siam British take Siam from Japanese 1 uk_tactical_bomber moved from India to French Indo China 2 uk_fighters moved from India to French Indo China Combat - British Battle in Alexandria British attack with 2 infantry, 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 infantry British roll dice for 2 infantry, 2 uk_fighters and 1 uk_tactical_bomber in Alexandria, round 2 : 1/5 hits, 2.00 expected hits Italians roll dice for 1 infantry in Alexandria, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Alexandria 1 infantry owned by the Italians lost in Alexandria British win, taking Alexandria from Italians with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Italians: 1 infantry Battle in French Indo China British attack with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 1 infantry British roll dice for 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber in French Indo China, round 2 : 2/4 hits, 1.83 expected hits Japanese roll dice for 1 infantry in French Indo China, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in French Indo China 1 infantry owned by the Japanese lost in French Indo China British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Japanese: 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 92 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Persia 2 infantry moved from India to Burma 1 artillery moved from India to Burma 2 uk_armours moved from India to Burma 1 infantry moved from Iraq to Northwest Persia British take Northwest Persia from Neutral_Allies 2 Seafires, 2 battleships, 2 carriers, 4 cruisers, 1 destroyer and 2 transports moved from 80 Sea Zone to 39 Sea Zone 2 uk_fighters moved from Alexandria to Egypt 1 uk_tactical_bomber moved from Alexandria to Egypt 1 uk_armour moved from Union of South Africa to Belgian Congo 1 Rail and 1 infantry moved from Union of South Africa to Persia 1 Rail and 1 infantry moved from Union of South Africa to Persia 1 destroyer moved from 81 Sea Zone to 79 Sea Zone 2 uk_fighters moved from French Indo China to Burma 1 uk_tactical_bomber moved from French Indo China to Burma Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone 5 infantry and 1 uk_armour placed in India 2 infantry and 1 uk_armour placed in Egypt 2 infantry, 1 uk_armour and 1 uk_fighter placed in Union of South Africa 1 UK_LCV, 1 infantry and 1 uk_para placed in United Kingdom Turning on Edit Mode EDIT: Removing units owned by British from United Kingdom: 1 FrenchUK EDIT: Turning off Edit Mode Turn Complete - British Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 6,5 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 6,1 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2,6 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,2,5,1,6,2 British collect 46 PUs (6 lost to blockades); end with 46 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 52 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 57 PUs

      Combat Hit Differential Summary :

      Chinese regular : -0.67 Americans regular : 1.17 Italians regular : 0.67 Japanese regular : 1.00 British regular : -0.83

      3956b159-4c51-4640-a144-5a27f5db30ff-exp-game-3-trout-vs.panzer-uk5.tsvg

    • B

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

      40
      1
      Votes
      40
      Posts
      820
      Views

      B

      @panzerstahl-helm-0 @Alexander

      Game History

      Round: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union can Form up to 2 Tank Armies.<br><br><img src="Tank_General.png"/><br><br><br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: It is Early 1941 and The Soviet Union has Tankograd Up and Running ! Russia receives 1 Free Tank per turn as long as they control the Urals. Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 1 Tank_General, 3 armour, 1 elite, 7 mine_unarmeds and 1 russian_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Russians Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turning on Edit Mode EDIT: Editing Political Relationship for Russians and Germans from Neutrality to War EDIT: Editing Political Relationship for Russians and Germans from War to Neutrality EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Karelia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 1 Russian_Rail owned by Russians in Caucasus 1 Russian_Engineer and 3 mine_unarmeds moved from Belarus to Karelia 1 Soviet_Commisar and 1 mech_infantry moved from Belarus to Novgorod 1 elite and 1 mine_unarmed moved from Bryansk to Belarus 3 mine_unarmeds moved from Volgograd to Caucasus 3 mine_unarmeds moved from Russia to Tambov 1 elite and 7 mine_unarmeds moved from Russia to Bryansk 1 aaGun and 2 infantry moved from Belarus to Bryansk 2 russian_paras moved from Russia to Caucasus 1 R_Europe_Rail and 1 Soviet_Commisar moved from Russia to Caucasus 1 armour and 1 mech_infantry moved from Kazakhstan to Caucasus 1 fighter moved from Novosibirsk to Caucasus 1 tactical_bomber moved from Novosibirsk to Novgorod 1 Russian_Rail moved from Russia to Urals 1 Russian_Rail and 1 armour moved from Urals to Caucasus 1 Russian_Rail moved from Russia to Volgograd 1 Russian_Engineer and 1 Russian_Rail moved from Volgograd to Karelia EDIT: 1 Soviet_Commisar, 2 armour and 1 mech_infantry moved from Caucasus to 2nd Corps EDIT: 2 Soviet_Commisar_3s moved from Overflow to 2nd Corps EDIT: 1 Soviet_Commisar_3 moved from 2nd Corps to 1st Corps EDIT: 1 2ndCorps moved from 2nd Corps to Caucasus EDIT: 1 Soviet_Commisar, 2 armour and 1 mech_infantry moved from Novgorod to 1st Corps EDIT: 1 1stCorps moved from 1st Corps to Novgorod Place Units - Russians 3 armour placed in Novgorod 1 Tank_General, 1 elite, 7 mine_unarmeds and 1 russian_para placed in Russia Turning on Edit Mode EDIT: Removing units owned by Russians from Caucasus: 3 mine_unarmeds EDIT: Adding units owned by Changer to Caucasus: 3 R_mine_CAUC_100s EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs

      Combat Hit Differential Summary :

      EXP Game 1 Multi APbT R3.tsvg

      Hmm ... 🤔 what is the reich up to ? 🙂

      JPN up

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

      22
      2
      Votes
      22
      Posts
      600
      Views

      LaFayette

      @johnnycat you raise good questions:

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

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

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

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

    • Brandon Finnigan

      Play by Email Dice Verification Concerns
      Play By Email • newbie question • • Brandon Finnigan

      9
      3
      Votes
      9
      Posts
      57
      Views

      B

      @brandon-finnigan

      Hi Brandon

      Not 100% certain if you need help with the dice thingy still but this is where you want to register https://dice.marti.triplea-game.org/

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

      8
      4
      Votes
      8
      Posts
      189
      Views

      RogerCooper

      @kindwind If you want to try a neural net AI for TripleA, you would need to modify TripleA to support repeated self-play. For example of programs that support repeated self-play checkout Ludii & Chess Arena.

      Supporting repeated self-play would be project of moderate difficulty in Java. (TripleA already supports self-play). You would need to learn Java (Vibe coding doesn't cut it).. Repeated self-play would also be useful for balancing mods.

      I don't know how well a neural net would play TripleA. The number of possible moves in Go is a most 361, far fewer than the number of possible moves in a TripleA game. An effort to get a neural net to play a 2-player Risk variant did not go well.

      One advantage is that TripleA already has heuristic AI's that could be used to train a neural net.

    • B

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

      7
      2
      Votes
      7
      Posts
      167
      Views

      ubernaut

      @beelee cool o7

    • RogerCooper

      Scenario Reviews
      Maps & Mods • • RogerCooper

      7
      1
      Votes
      7
      Posts
      140
      Views

      JohnnyCat

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

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

      5
      1
      Votes
      5
      Posts
      141
      Views

      RogerCooper

      @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001

      There are a number of mods and maps they may give you some ideas.

    • B

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

      5
      1
      Votes
      5
      Posts
      178
      Views

      B

      @wc_sumpton

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

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

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

      4
      1
      Votes
      4
      Posts
      125
      Views

      RogerCooper

      @kindwind It would seem that training against random games would be every inefficient compared to training against the AI that TripleA comes with.TripleA is not Go, random play should be very bad.

    • JohnnyCat

      EXP G40 Game 2 Trout vs. JohnnyCat
      Play By Forum • • JohnnyCat

      4
      1
      Votes
      4
      Posts
      22
      Views

      JohnnyCat

      @trout
      I’m pretty sure they said:

      HEIL HITLER

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

      3
      2
      Votes
      3
      Posts
      112
      Views

      LaFayette

      On the roadmap is to change how TripleA represents the state of the game to be a plain text file instead of a binary encoding. Once that is done, it'll be a lot easier to interoperate different TripleA game clients (ie: a mobile version that interoperates with a desktop version).

      The level of effort to reach that goal is pretty high though. It's been an uphill battle to tackle our current goals... I do agree it would be pretty sweet to be able to play a turn of TripleA during coffee breaks.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

      3
      1
      Votes
      3
      Posts
      137
      Views

      TheDog

      @rogercooper
      Thanks!

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

      2
      3
      Votes
      2
      Posts
      119
      Views

      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: 💥 1941 Global Command Decision - Official Thread

      First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you.

      I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation.

      I appreciate your time and the incredible game that you have so elegantly created.

      Samurai JD

      A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse.

      You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

      2
      1
      Votes
      2
      Posts
      84
      Views

      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • M

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

      2
      1
      Votes
      2
      Posts
      65
      Views

      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • G

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

      1
      1
      Votes
      1
      Posts
      35
      Views

      No one has replied

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

      1
      1
      Votes
      1
      Posts
      66
      Views

      No one has replied

    • 1
    • 2
    • 1 / 2