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

      First Game Newenr
      Play By Forum • • beelee

      127
      1
      Votes
      127
      Posts
      2034
      Views

      B

      @newenr85

      Zdravo

      Hope I got that right. Had to look it up 🙂 Is that your native language ? I've never met any Eastern Euros before. Or Idk maybe Poland counts ?

      Well anyway Hello 🙂

      Edit
      Actually you said Balkan. So I guess there's probably a difference ? I'm just a dumb American trying to be polite 🙂

      Game History

      Round: 5 Purchase Units - Italians Italians buy 1 Escort, 3 armour, 6 infantry and 3 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Italians takes Morocco from French EDIT: Turning off Edit Mode 1 infantry moved from Tunisia to Algeria Italians take Algeria from French EDIT: 1 italian_para moved from Tunisia to Morocco 1 infantry moved from Romania to Bessarabia Italians take Bessarabia from Russians Combat - Italians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Italians Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Eastern Poland Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Northwest Persia 1 infantry moved from Alexandria to Egypt 2 fighters moved from Tobruk to Egypt 1 artillery and 1 infantry moved from Syria to Iraq 1 transport moved from 98 Sea Zone to 99 Sea Zone 2 infantry moved from Greece to 99 Sea Zone 2 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 2 infantry moved from 98 Sea Zone to Trans-Jordan 2 italian_paras moved from Tunisia to Tobruk 1 transport moved from 92 Sea Zone to 93 Sea Zone 2 infantry moved from Southern France to 93 Sea Zone 2 infantry and 1 transport moved from 93 Sea Zone to 92 Sea Zone 2 infantry moved from 92 Sea Zone to Gibraltar 1 air_transport moved from Gibraltar to Southern Italy 1 air_transport and 1 infantry moved from Southern Italy to Gibraltar 1 transport moved from 92 Sea Zone to 97 Sea Zone 1 Escort moved from 97 Sea Zone to 98 Sea Zone 1 armour and 2 infantry moved from Northern Italy to Southern France 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 mech_infantry moved from Northern Italy to Eastern Poland 4 armour moved from Romania to Eastern Poland 1 artillery moved from Anglo Egyptian Sudan to Kenya Place Units - Italians 1 armour and 2 infantry placed in Egypt 1 Escort placed in 97 Sea Zone 1 infantry and 3 mine_unarmeds placed in Southern Italy 2 armour and 3 infantry placed in Northern Italy Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ97Invert: has removed 1 Escort owned by Italians in 97 Sea Zone Trigger Italians RemoveItalyConvoySZ98Invert: has removed 1 Escort owned by Italians in 98 Sea Zone Trigger ItaliansParaBoost atMorocco: Italians has 1 italian_paraBoost placed in Morocco Trigger Italians RemoveItalyConvoySZ97Invert: Italians has 1 Escort_Convoy placed in 97 Sea Zone Trigger ItaliansParaBoost atNorthwest Persia: Italians has 1 italian_paraBoost placed in Northwest Persia Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk Trigger Italians RemoveItalyConvoySZ98Invert: Italians has 1 Escort_Convoy placed in 98 Sea Zone Italians collect 26 PUs; end with 26 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 29 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 33 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 38 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 43 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 48 PUs

      Combat Hit Differential Summary :

      EXP Game 1 newenr I 5.tsvg

    • JohnnyCat

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

      66
      1
      Votes
      66
      Posts
      511
      Views

      B

      @johnnycat

      heh heh well that is a House Rule from a different game 🙂 It's not part of this mod

    • B

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

      57
      1
      Votes
      57
      Posts
      1068
      Views

      B

      @Alexander

      Good Morning

      Game History

      Round: 5 Purchase Units - Russians Note to players Russians: It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army ! Up to 26 Army Conscripts are Available This Turn Only. Trigger Army Conscript: buyArmy_Conscript added to productionRussians Trigger Russians LendLeaseFee: buyAirLL added to productionRussians Trigger Russians LendLeaseFeeTank: buyTankLL added to productionRussians Russians buy 3 AirLLs and 25 Army_Conscripts; Remaining resources: 0 PUs; 0 AirLendLease; 3 TankLendLease; Place Units - Russians 3 AirLLs placed in Karelia Combat Move - Russians Trigger Russians RemoveLendLeaseFee: has removed 3 AirLLs owned by Russians in Karelia Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Removing units owned by British from Karelia: 3 uk_fighters EDIT: Adding units owned by Russians to Karelia: 3 fighters EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode 3 fighters moved from Karelia to Norway EDIT: 1 Soviet_Commisar_3, 1 armour, 1 artillery and 1 mech_infantry moved from 1st Corps to Norway EDIT: 1 1stCorps moved from Finland to 1st Corps 1 fighter and 1 tactical_bomber moved from Belarus to Eastern Poland 1 artillery and 3 infantry moved from Bessarabia to Eastern Poland 1 fighter moved from Caucasus to Eastern Poland 1 russian_para moved from Caucasus to Iraq Russians take Iraq from Neutral_Axis 1 submarine moved from 105 Sea Zone to 110 Sea Zone 5 infantry moved from Finland to Norway Combat - Russians Battle in Eastern Poland Russians attack with 1 artillery, 2 fighters, 3 infantry and 1 tactical_bomber Germans defend with 2 infantry Russians roll dice for 1 artillery, 2 fighters, 3 infantry and 1 tactical_bomber in Eastern Poland, round 2 : 3/7 hits, 2.67 expected hits Germans roll dice for 2 infantry in Eastern Poland, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Eastern Poland Russians win, taking Eastern Poland from Germans with 1 artillery, 2 fighters, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in 110 Sea Zone Russians attack with 1 submarine Germans defend with 1 Escort Russians roll dice for 1 submarine in 110 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Germans roll dice for 1 Escort in 110 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Russians lost in 110 Sea Zone 1 Escort owned by the Germans lost in 110 Sea Zone Germans win with no units remaining. Battle score for attacker is 0 Casualties for Russians: 1 submarine Casualties for Germans: 1 Escort Battle in Norway Russians attack with 1 Soviet_Commisar_3, 1 armour, 1 artillery, 3 fighters, 5 infantry and 1 mech_infantry Germans defend with 1 elite and 6 infantry Russians roll dice for 1 Soviet_Commisar_3, 1 armour, 1 artillery, 3 fighters, 5 infantry and 1 mech_infantry in Norway, round 2 : 8/14 hits, 4.67 expected hits Germans roll dice for 1 elite and 6 infantry in Norway, round 2 : 2/8 hits, 2.67 expected hits 2 infantry owned by the Russians lost in Norway 1 elite owned by the Germans and 6 infantry owned by the Germans lost in Norway Russians win, taking Norway from Germans with 1 Soviet_Commisar_3, 1 armour, 1 artillery, 3 fighters, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 15 Casualties for Russians: 2 infantry Casualties for Germans: 1 elite and 6 infantry 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 95 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 87 Sea Zone Non Combat Move - Russians Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at87 SeaZones: Germans has 1 Wolfpack placed in 87 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Novosibirsk Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Rostov 3 fighters moved from Norway to Karelia 1 Russian_Engineer moved from Finland to Karelia 1 aaGun moved from Finland to Norway 1 R_Europe_Rail moved from Russia to Finland 1 R_Europe_Rail and 1 Russian_Engineer moved from Finland to Russia 8 mine_unarmeds moved from Belarus to Novgorod 2 infantry moved from Novgorod to Belarus 2 fighters and 1 tactical_bomber moved from Eastern Poland to Belarus 1 aaGun, 1 elite, 2 infantry and 7 mine_unarmeds moved from Bryansk to Belarus 1 infantry moved from Caucasus to Kazakhstan 2 infantry moved from Kazakhstan to Novosibirsk 1 Russian_Rail and 1 elite moved from Russia to Novosibirsk 1 Soviet_Commisar and 2 guard_infantrys moved from Russia to Novosibirsk 1 armour moved from Urals to Novosibirsk 4 guard_infantrys moved from Russia to Belarus 1 mine_unarmed moved from Russia to Smolensk 1 infantry moved from Caucasus to Kazakhstan 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Rostov EDIT: 1 Soviet_Commisar, 1 armour and 2 guard_infantrys moved from Novosibirsk to 2nd Corps EDIT: 1 2ndCorps moved from 2nd Corps to Novosibirsk EDIT: 1 Soviet_Commisar_3 moved from Overflow to 2nd Corps 1 aaGun moved from Novgorod to Belarus Place Units - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Volgograd: 3 mine_unarmeds EDIT: Adding units owned by Changer to Caucasus: 3 R_mine_CAUC_100s EDIT: Removing units owned by Russians from Belarus: 7 mine_unarmeds EDIT: Adding units owned by Changer to Belarus: 7 R_mine_Belarus_BALTs EDIT: Removing units owned by Russians from Novgorod: 8 mine_unarmeds EDIT: Adding units owned by Changer to Novgorod: 8 R_mine_NOVGO_BALTs EDIT: Turning off Edit Mode 6 Army_Conscripts placed in Caucasus 3 Army_Conscripts placed in Ukraine 3 Army_Conscripts placed in Novgorod 13 Army_Conscripts placed in Russia Trigger RussiansReplaceConscriptsUkraine: has removed 3 Army_Conscripts owned by Russians in Ukraine Trigger RussiansReplaceConscriptsNovgorod: has removed 3 Army_Conscripts owned by Russians in Novgorod Trigger RussiansReplaceConscriptsUkraine: Russians has 3 infantry placed in Ukraine Trigger RussiansReplaceConscriptsNovgorod: Russians has 3 infantry placed in Novgorod Turn Complete - Russians Trigger RussiansParaBoost atIraq: Russians has 1 russian_paraBoost placed in Iraq Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,5 Russians collect 43 PUs; end with 43 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 52 PUs

      Combat Hit Differential Summary :

      Germans regular : -0.67 Russians regular : 4.33

      EXP Game 1 Multi APbT R 5.tsvg

      @Panzerstahl-Helm-0
      a guy better be careful where he steps on the E Front. LMs all over the place 🙂

    • Panzerstahl-Helm 0

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

      56
      0
      Votes
      56
      Posts
      1171
      Views

      T

      @panzerstahl-helm-0 Not attacking Tokyo. Just giving my Soviet friends a little help since Japan is being so mean to them! Game History

      Round: 6 Purchase Units - Americans Note to players Americans: <body><b>It is Late 1942 and Our Factories are Now Producing Tank Destroyers !<br><br><img src="USATankDestroyerFS.png"/><br><br></body> Trigger USATankDestroyerFS: buyUSATankDestroyerFS added to productionAmericans Trigger AlliesFtrAceUSA: buyFighterAceUSA added to productionAmericans Americans buy 2 Escorts, 1 FighterAceUSA, 1 carrier, 2 destroyers, 2 infantry, 2 transports and 2 usa_fighters; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 Heavy_BB moved from 106 Sea Zone to 109 Sea Zone 1 cruiser moved from 106 Sea Zone to 109 Sea Zone 2 destroyers moved from 106 Sea Zone to 109 Sea Zone 2 usa_fighters moved from 106 Sea Zone to 109 Sea Zone 2 NavyFighters moved from 7 Sea Zone to 6 Sea Zone 5 usa_fighters moved from 7 Sea Zone to 6 Sea Zone 1 usa_tactical_bomber moved from 7 Sea Zone to 6 Sea Zone 1 Heavy_BB, 1 artillery, 1 battleship, 4 carriers, 2 cruisers, 3 destroyers, 1 elite, 7 infantry, 2 submarines, 5 transports and 1 usa_armour moved from 7 Sea Zone to 4 Sea Zone 1 elite moved from 4 Sea Zone to Soviet Far East 1 usa_armour moved from 4 Sea Zone to Soviet Far East 1 artillery moved from 4 Sea Zone to Soviet Far East 7 infantry moved from 4 Sea Zone to Soviet Far East 1 infantry moved from Western United States to 10 Sea Zone 1 usa_armour moved from Western United States to 10 Sea Zone 1 Escort_Convoy, 1 battleship, 1 destroyer, 1 infantry, 1 pacific_cruiser, 1 pacific_submarine, 1 transport and 1 usa_armour moved from 10 Sea Zone to 4 Sea Zone 1 usa_armour moved from 4 Sea Zone to Soviet Far East 1 infantry moved from 4 Sea Zone to Soviet Far East Combat - Americans Battle in Soviet Far East Americans attack with 1 artillery, 1 elite, 8 infantry and 2 usa_armours Japanese defend with 1 Japanese_LCV Americans win, taking Soviet Far East from Japanese with 1 artillery, 1 elite, 8 infantry and 2 usa_armours remaining. Battle score for attacker is 3 Casualties for Japanese: 1 Japanese_LCV Battle in 6 Sea Zone Americans attack with 2 NavyFighters, 5 usa_fighters and 1 usa_tactical_bomber Japanese defend with 1 Escort Americans win with 2 NavyFighters, 5 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 1 Escort Battle in 109 Sea Zone Americans attack with 1 Heavy_BB, 1 cruiser, 2 destroyers and 2 usa_fighters; Russians loiter and taunt Germans defend with 1 GermanUBoat Units damaged: 1 Heavy_BB owned by the Americans Americans win, taking 109 Sea Zone from Neutral with 1 Heavy_BB, 1 cruiser, 2 destroyers and 2 usa_fighters remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat 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 Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 87 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 Wolfpack at87 SeaZones: Germans has 1 Wolfpack placed in 87 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Alaska 3 infantry moved from Quebec to 106 Sea Zone 1 ArmoredInfantry moved from Quebec to 106 Sea Zone 1 elite moved from Quebec to 106 Sea Zone 1 artillery moved from Quebec to 106 Sea Zone 1 ArmoredInfantry, 1 Escort_Convoy, 1 artillery, 2 carriers, 1 elite, 3 infantry and 3 transports moved from 106 Sea Zone to 109 Sea Zone 2 usa_fighters moved from Eastern United States to 109 Sea Zone 3 infantry moved from 109 Sea Zone to United Kingdom 1 ArmoredInfantry moved from 109 Sea Zone to United Kingdom 1 artillery moved from 109 Sea Zone to United Kingdom 1 Escort_Convoy moved from 101 Sea Zone to 104 Sea Zone 1 submarine moved from 101 Sea Zone to 106 Sea Zone 1 mech_infantry moved from Central United States to Quebec 1 infantry moved from Eastern United States to Quebec 1 transport moved from 101 Sea Zone to 106 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 1 Escort moved from 25 Sea Zone to 26 Sea Zone 1 Rail and 1 infantry moved from Eastern United States to Alaska 1 Rail and 1 infantry moved from Eastern United States to Alaska 1 mech_infantry moved from Western United States to Alaska 2 NavyFighters, 5 usa_fighters and 1 usa_tactical_bomber moved from 6 Sea Zone to 4 Sea Zone Place Units - Americans 1 FighterAceUSA placed in Eastern United States 2 usa_fighters placed in Western United States 1 Escort, 1 carrier, 1 destroyer and 1 transport placed in 10 Sea Zone 1 Escort, 1 destroyer and 1 transport placed in 101 Sea Zone 2 infantry placed in Eastern United States Turn Complete - Americans Note to players Americans: It is Late 1942 and Our Shipyards are Hard at Work. 1 Carrier with 2 Naval Fighters 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 RemoveUSAConvoySZ26Invert: has removed 1 Escort owned by Americans in 26 Sea Zone Trigger Americans RemoveUSAConvoySZ104: has removed 1 Escort_Convoy owned by Americans in 104 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger PacificFleetJPNRD6: Japanese has 2 NavyFighters and 1 pacific_carrier placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ101Invert: Americans has 1 Escort_Convoy placed in 101 Sea Zone Trigger PacificFleetRD6: Americans has 2 NavyFighters and 1 pacific_carrier placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ26Invert: Americans has 1 Escort_Convoy placed in 26 Sea Zone Trigger Americans RemoveUSAConvoySZ104: Americans has 1 Escort placed in 104 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Americans collect 50 PUs; end with 50 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 64 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 61 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 81 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 3 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Shensi to Suiyuyan Chinese take Suiyuyan from Japanese 1 infantry moved from Shensi to Hopei 1 fighter moved from Shensi to Hopei 1 infantry moved from Shensi to Kweichow Chinese take Kweichow from Japanese 13 infantry moved from Shensi to Szechwan 1 infantry moved from Shensi to Szechwan Combat - Chinese Battle in Szechwan Chinese attack with 14 infantry Japanese defend with 2 infantry Chinese win, taking Szechwan from Japanese with 13 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Casualties for Japanese: 2 infantry Battle in Hopei Chinese attack with 1 fighter and 1 infantry Japanese defend with 1 infantry Chinese win, taking Hopei from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3 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 Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 87 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 Wolfpack at87 SeaZones: Germans has 1 Wolfpack placed in 87 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Hopei to Shensi Place Units - Chinese 3 infantry placed in Shensi Turn Complete - Chinese Chinese collect 8 PUs; end with 9 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 12 PUs Purchase Units - British Trigger FrenchUKRemove: buyFrenchUK removed from productionBritish British buy 1 UK_LCV, 7 infantry, 3 uk_armours, 1 uk_fighter and 1 uk_para; Remaining resources: 5 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 2 infantry moved from Egypt to Alexandria 2 uk_fighters moved from Egypt to Alexandria 1 uk_tactical_bomber moved from Egypt to Alexandria 2 infantry moved from Persia to Iraq 1 uk_armour moved from Egypt to Iraq 1 uk_armour moved from Egypt to Iraq 1 infantry moved from Northwest Persia to Iraq 1 uk_armour moved from Siam to French Indo China British take French Indo China from Japanese 1 uk_armour moved from French Indo China to Yunnan 1 uk_fighter moved from Burma to 43 Sea Zone 1 uk_tactical_bomber moved from Burma to 43 Sea Zone 2 Seafires, 2 battleships, 4 cruisers and 2 destroyers moved from 39 Sea Zone to 43 Sea Zone 9 infantry moved from Burma to Yunnan 1 uk_fighter moved from Burma to Yunnan 3 artilleries moved from Burma to Yunnan 2 uk_armours moved from Burma to Yunnan 1 uk_armour moved from India to Yunnan 1 infantry moved from Burma to Yunnan Combat - British Battle in 43 Sea Zone British attack with 2 Seafires, 2 battleships, 4 cruisers, 2 destroyers, 1 uk_fighter and 1 uk_tactical_bomber Japanese defend with 1 Japan_destroyer, 1 battleship, 1 carrier, 1 cruiser and 2 transports Units damaged: 1 carrier owned by the Japanese and 1 battleship owned by the Japanese Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the British British win, taking 43 Sea Zone from Neutral with 2 Seafires, 2 battleships, 4 cruisers, 1 destroyer, 1 uk_fighter and 1 uk_tactical_bomber remaining. Battle score for attacker is 48 Casualties for Japanese: 1 Japan_destroyer, 1 battleship, 1 carrier, 1 cruiser and 2 transports Casualties for British: 1 destroyer Battle in Yunnan British attack with 3 artilleries, 10 infantry, 4 uk_armours and 1 uk_fighter Japanese defend with 1 infantry British win, taking Yunnan from Japanese with 3 artilleries, 10 infantry, 4 uk_armours and 1 uk_fighter remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Alexandria British attack with 2 infantry, 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 artillery and 1 infantry British win, taking Alexandria from Italians with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 4 Casualties for British: 1 infantry Casualties for Italians: 1 artillery and 1 infantry Battle in Iraq British attack with 3 infantry and 2 uk_armours Italians defend with 1 infantry British win, taking Iraq from Italians with 2 infantry and 2 uk_armours remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Italians: 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 Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 87 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Egypt 1 uk_tactical_bomber moved from Alexandria to Egypt 2 uk_fighters moved from Alexandria to Egypt 1 uk_armour moved from Belgian Congo to Egypt 1 uk_fighter moved from Union of South Africa 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 Egypt 1 Rail and 1 infantry moved from Union of South Africa to Egypt 2 carriers moved from 39 Sea Zone to 43 Sea Zone 1 uk_fighter moved from Yunnan to India 2 aaGuns moved from Burma to Yunnan 1 aaGun moved from Burma to India 1 destroyer moved from 106 Sea Zone to 109 Sea Zone 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 Trigger Wolfpack at87 SeaZones: Germans has 1 Wolfpack placed in 87 Sea Zone 2 infantry, 1 uk_armour and 1 uk_fighter placed in India 2 infantry placed in Union of South Africa 1 infantry and 2 uk_armours placed in Egypt 1 UK_LCV, 2 infantry and 1 uk_para placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 10 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,3 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 1,2 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,5,3,2,5,6 British collect 40 PUs (10 lost to blockades); end with 45 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 51 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 56 PUs

      5860d516-49e0-4f2d-a321-72efedb1cb25-exp-game-3-trout-vs.panzer-uk6.tsvg Oops! forgot to move my destroyer from SZ 79 to SZ 39. Will correct that on my ANZAC turn if you are okay with that

    • JohnnyCat

      EXP G40 Game 3 Trout vs JCat
      Play By Forum • • JohnnyCat

      33
      0
      Votes
      33
      Posts
      65
      Views

      B

      @johnnycat

      yes mac and triplea don't play well together. Actually it's basically a windows world we all have to live in whether we like it or not 🙂

      Perhaps you could do a self help for mac users post and put it unde rPlayer Help

      Edit
      as others will surely have the same problem and Idk what you did to make it work

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

      22
      2
      Votes
      22
      Posts
      677
      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

      12
      3
      Votes
      12
      Posts
      122
      Views

      Panther

      @brandon-finnigan said in Play by Email Dice Verification Concerns:

      Any form of: http:// dice. tripleawarclub. org/ is NOT safe and will take you to the sketchy website. It prompts you to download something called SafeWatch, which is definitely malware.

      I edited that link in a way, that does not make it clickable ...

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

      8
      4
      Votes
      8
      Posts
      202
      Views

      RogerCooper

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

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

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

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

    • RogerCooper

      Scenario Reviews
      Maps & Mods • • RogerCooper

      7
      1
      Votes
      7
      Posts
      148
      Views

      JohnnyCat

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

    • B

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

      7
      2
      Votes
      7
      Posts
      175
      Views

      ubernaut

      @beelee cool o7

    • B

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

      5
      1
      Votes
      5
      Posts
      195
      Views

      B

      @wc_sumpton

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

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

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

      5
      1
      Votes
      5
      Posts
      150
      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

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

      4
      0
      Votes
      4
      Posts
      65
      Views

      C

      @beelee I’ll issue my orders and await your response.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

      4
      1
      Votes
      4
      Posts
      134
      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.

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

      3
      2
      Votes
      3
      Posts
      121
      Views

      LaFayette

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

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

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

      2
      3
      Votes
      2
      Posts
      137
      Views

      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: 💥 1941 Global Command Decision - Official Thread

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

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

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

      Samurai JD

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

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

    • M

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

      2
      1
      Votes
      2
      Posts
      73
      Views

      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

      2
      1
      Votes
      2
      Posts
      89
      Views

      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • G

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

      1
      1
      Votes
      1
      Posts
      39
      Views

      No one has replied

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

      1
      1
      Votes
      1
      Posts
      68
      Views

      No one has replied

    • 1 / 1