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    • ubernautU

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

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      ubernautU
      @Nothingtoseehere go 4 .tsvg Combat Hit Differential Summary : Italy regular : -0.58 Germany AntiAircraftGun : -0.08 Germany regular : -0.75 Russia regular : 0.75 ps i believe i fixed the neutrals issue
    • S

      G40 Captain Expansion StevenJ vs Johnny

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      @JohnnyCat 354345234988-G40 EXP StevenJ vs JohnnyCat G56c End.tsvg RIP Japan
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander @beelee @panzerstahl-helm-0 Good morning all. Happy Birthday USA! c8757442-3f7c-4f09-ae3f-8a78c85d748b-exp-game-2-multi-apbt-j17.tsvg Since I was in Local Mode, brief summary of what I did. Pushed forward but not in force into Soviet Union. Air Transported and fortified some extra dudes in Carolines, killed some escort blockers in Pacific, max built land units in mainland factories. Over to the Allies!
    • PantherP

      Urgent communication needed - 2026-06 Launch & MARTI Dice Server

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      PantherP
      @Nothingtoseehere You will need to use workarounds here or play at https://www.axisandallies.org/forums/ PBF works fine there, as the forum-software is on a lower (but compatible) version than here.
    • SchulzS

      World War I with more territories?

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      SchulzS
      I hope I'm not spamming. Let's continue: 1 round = 110 days, so the game should last approximately 15 rounds. The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war. Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase: Round 1: -1 Round 2: -2 Round 3: -4 Round 4: -7 Round 5: -11 Round 6: -16 Round 7: -22 Round 8: -29 Round 9: -37 Round 10: -46 Round 11: -56 No upkeep this time, but unit costs are doubled. Here are the standard land units: Infantry 2/3/1 : 6 IPC Artillery 3/3/1 : 8 IPC Fighter 2/2/2 : 12 IPC Cavalry 2/2/2 : 8 IPC However, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead: Light Infantry 1/2/1 : 4 IPC Light Artillery 2/2/1 : 6 IPC [image: 1783599439804-wwieurope-values-copy-resized.jpg]
    • Panzerstahl-Helm 0P

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"

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      @Panzerstahl-Helm-0 Always good to see friends. Well, almost always Flash Flood 2am last night. Foot of water in the basement. Had to turn off the gas to the hot water heater. Need to do some sandbagging around the window wells. Usually I can just catch it with a tote and bail but I was getting about 5 gallons every 15 seconds poring in. Couldn't keep up with it. Well w/e. It receeded and I was able to plug the bier fridge back in Woulda had to use a cooler and ice otherwise Shitty American light bier gotta be cold Game History Round: 15 Purchase Units - Japanese Japanese buy 5 Fortifications, 1 Japan_destroyer, 6 TotalWar_Tanks, 1 demo_harbour, 1 elite, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 elite moved from Philippines to 35 Sea Zone 1 elite and 1 transport moved from 35 Sea Zone to 47 Sea Zone 1 elite moved from 47 Sea Zone to New Britain 1 JPNbomber moved from Kweichow to French Indo China 1 armour moved from Kweichow to Yunnan 2 fighters moved from Kweichow to Yunnan 1 tactical_bomber moved from Kweichow to Kwangsi 1 tactical_bomber moved from Kweichow to Kwangsi 1 fighter moved from Philippines to Kwangsi 1 fighter moved from Kweichow to Kwangsi 1 armour moved from Korea to 6 Sea Zone 1 elite moved from Japan to 6 Sea Zone 1 armour and 1 infantry moved from Korea to 6 Sea Zone 2 armour, 1 elite, 1 infantry, 1 pacific_transport and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 armour, 1 elite and 1 infantry moved from 36 Sea Zone to French Indo China 1 armour and 1 infantry moved from Korea to 6 Sea Zone 1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 1 armour and 1 infantry moved from 36 Sea Zone to Kwangsi 1 Japan_destroyer and 8 NavyFighters moved from 6 Sea Zone to 19 Sea Zone 1 submarine moved from 80 Sea Zone to 72 Sea Zone 2 Japan_destroyers, 1 carrier and 1 fighter moved from 79 Sea Zone to 80 Sea Zone 1 infantry moved from Yenisey to Timguska Japanese take Timguska from Russians Combat - Japanese Strategic bombing raid in French Indo China Americans roll AA dice in French Indo China : 0/1 hits, 0.17 expected hits Bombing raid in French Indo China rolls: 7 and causes: 6 damage to unit: factory_minor Bombing raid in French Indo China causes 6 damage total. Battle in New Britain Battle in 19 Sea Zone Japanese attack with 1 Japan_destroyer and 8 NavyFighters Americans defend with 1 pacific_submarine Japanese roll dice for 1 Japan_destroyer and 8 NavyFighters in 19 Sea Zone, round 2 : 4/9 hits, 4.33 expected hits Americans roll dice for 1 pacific_submarine in 19 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits 1 Japan_destroyer owned by the Japanese lost in 19 Sea Zone 1 pacific_submarine owned by the Americans lost in 19 Sea Zone Japanese win, taking New Britain from ANZAC with 8 NavyFighters remaining. Battle score for attacker is -7 Casualties for Japanese: 1 Japan_destroyer Casualties for Americans: 1 pacific_submarine Battle in French Indo China Japanese attack with 2 armour, 1 elite and 1 infantry British defend with 2 aaGuns and 1 uk_tactical_bomber; Americans defend with 1 factory_minor Japanese roll dice for 2 armour, 1 elite and 1 infantry in French Indo China, round 2 : 2/5 hits, 1.50 expected hits Americans roll dice for 2 aaGuns and 1 uk_tactical_bomber in French Indo China, round 2 : 0/1 hits, 0.50 expected hits 2 aaGuns owned by the British lost in French Indo China Japanese roll dice for 2 armour, 1 elite and 1 infantry in French Indo China, round 3 : 4/5 hits, 1.50 expected hits Americans roll dice for 1 uk_tactical_bomber in French Indo China, round 3 : 0/1 hits, 0.50 expected hits 1 uk_tactical_bomber owned by the British lost in French Indo China Japanese win, taking French Indo China from Americans with 2 armour, 1 elite and 1 infantry remaining. Battle score for attacker is 20 Casualties for British: 2 aaGuns and 1 uk_tactical_bomber Battle in Kwangsi Japanese attack with 1 armour, 2 fighters, 1 infantry and 2 tactical_bombers British defend with 1 artillery, 1 commando and 1 uk_armour Japanese roll dice for 1 armour, 2 fighters, 1 infantry and 2 tactical_bombers in Kwangsi, round 2 : 2/6 hits, 3.00 expected hits Chinese roll dice for 1 artillery, 1 commando and 1 uk_armour in Kwangsi, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Japanese lost in Kwangsi 1 artillery owned by the British and 1 commando owned by the British lost in Kwangsi Japanese roll dice for 1 armour, 2 fighters and 2 tactical_bombers in Kwangsi, round 3 : 2/5 hits, 2.83 expected hits Chinese roll dice for 1 uk_armour in Kwangsi, round 3 : 1/1 hits, 0.50 expected hits 1 armour owned by the Japanese lost in Kwangsi 1 uk_armour owned by the British lost in Kwangsi Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 5 Casualties for Japanese: 1 armour and 1 infantry Casualties for British: 1 artillery, 1 commando and 1 uk_armour Battle in Yunnan Japanese attack with 1 armour and 2 fighters ANZAC defend with 1 infantry Japanese roll dice for 1 armour and 2 fighters in Yunnan, round 2 : 3/3 hits, 1.50 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the ANZAC lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 armour and 2 fighters remaining. Battle score for attacker is 3 Casualties for ANZAC: 1 infantry Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Shensi Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Suiyuyan 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Shensi 1 J_Rail moved from Kiangsu to Amur 1 J_Rail and 1 infantry moved from Amur to Suiyuyan 1 aaGun moved from Kweichow to Hopei 2 fighters moved from Yunnan to Hopei 2 fighters and 2 tactical_bombers moved from Kwangsi to Anhwe 1 JPNbomber moved from French Indo China to Anhwe 1 Escort_Convoy moved from 35 Sea Zone to 36 Sea Zone 8 NavyFighters moved from 19 Sea Zone to 6 Sea Zone 3 armour and 1 mech_infantry moved from Korea to Jehol 1 fighter moved from Japan to Amur Place Units - Japanese 6 TotalWar_Tanks, 2 infantry and 1 mech_infantry placed in Korea 1 Japan_destroyer placed in 6 Sea Zone 1 elite and 3 infantry placed in Japan Japanese undo move 3. 1 infantry placed in Korea 1 elite and 2 infantry placed in Japan Units in Philippines being upgraded or consumed: 1 harbour 5 Fortifications and 1 demo_harbour placed in Philippines Trigger JapaneseTotalWarTankPlace6Korea: has removed 6 TotalWar_Tanks owned by Japanese in Korea Trigger JapaneseTotalWarTankPlace6Korea: Japanese has 6 armour placed in Korea Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6: has removed 1 Escort_Convoy owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6: Japanese has 1 Escort placed in 6 Sea Zone Japanese collect 45 PUs; end with 45 PUs Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 Optional[PUs]; end with 42 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 45 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 46 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 54 Optional[PUs] Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 56 Optional[PUs] Combat Hit Differential Summary : Chinese regular : -0.00 Americans regular : -0.17 Japanese regular : 2.33 Americans AA : -0.17 EXP Game 10 Straw J 15.tsvg
    • LaFayetteL

      New Maps Admin capabilities - add Map Attributes & approve/disable maps

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      If anyone can make decent relief tiles, I can name the map whatever they want.
    • LaFayetteL

      Lobby Upgrades, June-25-2026

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      @beelee unfortunately you cannot, bot comment is set at bot start once. Need a reboot of the bot to change it abd server access to do that
    • B

      MARTI dice service website issues?

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      PantherP
      @LaFayette Success! I can confirm that registering, confirming and testmail work with 2026-06.16.15640! Thank you, that will certainly help!
    • TheDogT

      TripleA 2026 with Java 25 & TripleA.vmoptions settings

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      ubernautU
      @drumstick919 @lafayette i’m wondering if this might have something to do with the new skin engine?
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 4 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1941 and We have Developed Rockets !<br><br><img src="Russian_Rockets.png"/><br><br><br />Russia can Now Purchase Rockets.<b></body> Note to players Russians: It is Late 1941 and Comrade Stalin has Promoted the Best of Our Rifle Divisions to Guard Status ! Russia can purchase 3 Guard Infantry for 10 PUs. They can only be placed in Moscow. .... Note to players Russians: <body><b>It is Late 1941 and Soviet Partisan Bands are Forming !<br><br><img src="Soviet_Partisan.png"/><br><br><img src="SP.png"/><br><br><br />Russia can Now Purchase Partisans.<b></body> Trigger RussianGuards: buyGuard_Infantry added to productionRussians Trigger Soviet Partisan: buySoviet_Partisan added to productionRussians Trigger Russians LendLeaseFee: buyAirLL added to productionRussians Trigger Russians LendLeaseFeeTank: buyTankLL added to productionRussians Russians buy 1 armour and 6 guard_infantrys; Remaining resources: 12 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode 2 russian_paras moved from Novgorod to Finland 1 fighter moved from Novgorod to Finland EDIT: 1 1stCorps moved from Novgorod to 1st Corps EDIT: 1 Soviet_Commisar_3, 2 armour and 1 mech_infantry moved from 1st Corps to Karelia 2 artilleries, 1 fighter, 12 infantry and 1 tactical_bomber moved from Novgorod to Karelia 2 russian_paras moved from Caucasus to Iraq EDIT: 1 2ndCorps moved from Caucasus to 2nd Corps EDIT: 1 Soviet_Commisar_3, 1 armour and 2 mech_infantrys moved from 2nd Corps to Iraq 1 armour moved from Russia to Rostov 1 infantry moved from Volgograd to Rostov 3 infantry moved from Caucasus to Rostov 1 armour moved from Bryansk to Western Ukraine 1 artillery, 1 elite and 2 infantry moved from Bryansk to Western Ukraine 1 armour moved from Russia to Ukraine 1 artillery and 3 infantry moved from Bryansk to Ukraine Combat - Russians Battle in Iraq Russians attack with 1 Soviet_Commisar_3, 1 armour, 2 mech_infantrys and 2 russian_paras Neutral_Axis defend with 1 infantry Russians roll dice for 1 Soviet_Commisar_3, 1 armour, 2 mech_infantrys and 2 russian_paras in Iraq, round 2 : 0/8 hits, 2.33 expected hits Neutral_Axis roll dice for 1 infantry in Iraq, round 2 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 Soviet_Commisar_3, 1 armour, 2 mech_infantrys and 2 russian_paras in Iraq, round 3 : 2/8 hits, 2.33 expected hits Neutral_Axis roll dice for 1 infantry in Iraq, round 3 : 1/1 hits, 0.33 expected hits 1 mech_infantry owned by the Russians lost in Iraq 1 infantry owned by the Neutral_Axis lost in Iraq Russians win, taking Iraq from Neutral_Axis with 1 Soviet_Commisar_3, 1 armour, 1 mech_infantry and 2 russian_paras remaining. Battle score for attacker is -1 Casualties for Russians: 1 mech_infantry Casualties for Neutral_Axis: 1 infantry Battle in Rostov Russians attack with 1 armour and 4 infantry Germans defend with 1 German_LCV, 1 artillery and 1 elite Russians roll dice for 1 armour and 4 infantry in Rostov, round 2 : 1/5 hits, 1.17 expected hits Germans roll dice for 1 German_LCV, 1 artillery and 1 elite in Rostov, round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Russians lost in Rostov 1 artillery owned by the Germans lost in Rostov Russians roll dice for 1 armour and 3 infantry in Rostov, round 3 : 0/4 hits, 1.00 expected hits Germans roll dice for 1 German_LCV and 1 elite in Rostov, round 3 : 2/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Rostov Russians roll dice for 1 armour and 1 infantry in Rostov, round 4 : 1/2 hits, 0.67 expected hits Germans roll dice for 1 German_LCV and 1 elite in Rostov, round 4 : 0/2 hits, 0.67 expected hits 1 elite owned by the Germans lost in Rostov Russians roll dice for 1 armour and 1 infantry in Rostov, round 5 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 German_LCV in Rostov, round 5 : 0/0 hits, 0.00 expected hits Russians roll dice for 1 armour and 1 infantry in Rostov, round 6 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 German_LCV in Rostov, round 6 : 0/0 hits, 0.00 expected hits Russians roll dice for 1 armour and 1 infantry in Rostov, round 7 : 1/2 hits, 0.67 expected hits Germans roll dice for 1 German_LCV in Rostov, round 7 : 0/0 hits, 0.00 expected hits 1 German_LCV owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 armour and 1 infantry remaining. Battle score for attacker is 1 Casualties for Russians: 3 infantry Casualties for Germans: 1 German_LCV, 1 artillery and 1 elite Turning on Edit Mode EDIT: Removing units owned by Germans from Ukraine: 1 russian_minor EDIT: Turning off Edit Mode Battle in Ukraine Russians attack with 1 armour, 1 artillery and 3 infantry Germans defend with 2 armour Russians roll dice for 1 armour, 1 artillery and 3 infantry in Ukraine, round 2 : 4/5 hits, 1.50 expected hits Germans roll dice for 2 armour in Ukraine, round 2 : 1/2 hits, 1.00 expected hits 1 infantry owned by the Russians lost in Ukraine 2 armour owned by the Germans lost in Ukraine Russians win, taking Ukraine from Germans with 1 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 7 Casualties for Russians: 1 infantry Casualties for Germans: 2 armour Battle in Western Ukraine Russians attack with 1 armour, 1 artillery, 1 elite and 2 infantry Germans defend with 1 armour, 1 german_para and 1 mech_infantry Russians roll dice for 1 armour, 1 artillery, 1 elite and 2 infantry in Western Ukraine, round 2 : 2/6 hits, 1.83 expected hits Germans roll dice for 1 armour, 1 german_para and 1 mech_infantry in Western Ukraine, round 2 : 2/3 hits, 1.17 expected hits 2 infantry owned by the Russians lost in Western Ukraine 1 german_para owned by the Germans and 1 mech_infantry owned by the Germans lost in Western Ukraine Russians roll dice for 1 armour, 1 artillery and 1 elite in Western Ukraine, round 3 : 1/4 hits, 1.50 expected hits Germans roll dice for 1 armour in Western Ukraine, round 3 : 1/1 hits, 0.50 expected hits 1 artillery owned by the Russians lost in Western Ukraine 1 armour owned by the Germans lost in Western Ukraine Russians win, taking Western Ukraine from Germans with 1 armour and 1 elite remaining. Battle score for attacker is 3 Casualties for Russians: 1 artillery and 2 infantry Casualties for Germans: 1 armour, 1 german_para and 1 mech_infantry Battle in Finland Russians attack with 1 fighter and 2 russian_paras Germans defend with 1 infantry Russians roll dice for 1 fighter and 2 russian_paras in Finland, round 2 : 0/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 fighter and 2 russian_paras in Finland, round 3 : 0/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Finland, round 3 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 fighter and 2 russian_paras in Finland, round 4 : 0/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Finland, round 4 : 1/1 hits, 0.33 expected hits 1 russian_para owned by the Russians lost in Finland Russians roll dice for 1 fighter and 1 russian_para in Finland, round 5 : 2/2 hits, 0.67 expected hits Germans roll dice for 1 infantry in Finland, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Finland Russians win, taking Finland from Germans with 1 fighter and 1 russian_para remaining. Battle score for attacker is -1 Casualties for Russians: 1 russian_para Casualties for Germans: 1 infantry Battle in Karelia Russians attack with 1 Soviet_Commisar_3, 2 armour, 2 artilleries, 1 fighter, 12 infantry, 1 mech_infantry and 1 tactical_bomber Germans defend with 1 Panzer_Grndrs, 2 armour, 1 artillery and 4 infantry Russians roll dice for 1 Soviet_Commisar_3, 2 armour, 2 artilleries, 1 fighter, 12 infantry, 1 mech_infantry and 1 tactical_bomber in Karelia, round 2 : 7/22 hits, 6.50 expected hits Germans roll dice for 1 Panzer_Grndrs, 2 armour, 1 artillery and 4 infantry in Karelia, round 2 : 4/8 hits, 3.17 expected hits 4 infantry owned by the Russians lost in Karelia 1 Panzer_Grndrs owned by the Germans, 1 artillery owned by the Germans, 4 infantry owned by the Germans and 1 armour owned by the Germans lost in Karelia Russians roll dice for 1 Soviet_Commisar_3, 2 armour, 2 artilleries, 1 fighter, 8 infantry, 1 mech_infantry and 1 tactical_bomber in Karelia, round 3 : 3/18 hits, 5.83 expected hits Germans roll dice for 1 armour in Karelia, round 3 : 0/1 hits, 0.50 expected hits 1 armour owned by the Germans lost in Karelia Russians win, taking Karelia from Germans with 1 Soviet_Commisar_3, 2 armour, 2 artilleries, 1 fighter, 8 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 18 Casualties for Russians: 4 infantry Casualties for Germans: 1 Panzer_Grndrs, 2 armour, 1 artillery and 4 infantry Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Russians Trigger RussianFctrys: Setting isLandTransportable to true for unitAttachment attached to russian_minor Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Karelia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Caucasus Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Timguska 1 fighter moved from Finland to Smolensk 1 fighter and 1 tactical_bomber moved from Karelia to Russia 9 mine_unarmeds moved from Bryansk to Belarus 2 Russian_Engineers and 6 mine_unarmeds moved from Russia to Belarus 4 mine_unarmeds moved from Russia to Bryansk 1 mine_unarmed moved from Bryansk to Belarus 1 aaGun moved from Novgorod to Karelia 1 aaGun moved from Novgorod to Belarus 1 infantry moved from Novgorod to Belarus 1 infantry moved from Belarus to Bryansk 1 elite moved from Russia to Smolensk 1 R_Europe_Rail moved from Russia to Novgorod 1 R_Europe_Rail and 1 russian_minor moved from Novgorod to Karelia 1 Russian_Rail moved from Russia to Volgograd 1 Russian_Rail and 1 russian_minor moved from Volgograd to Caucasus 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Timguska 1 armour moved from Urals to Novosibirsk 1 submarine moved from 106 Sea Zone to 91 Sea Zone Place Units - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Belarus: 16 mine_unarmeds EDIT: Adding units owned by Changer to Belarus: 7 R_mine_Belarus_BALTs, 3 R_mine_Belarus_EPOLs and 6 R_mine_Belarus_NOVGOs EDIT: Turning off Edit Mode 1 armour and 6 guard_infantrys placed in Russia Turn Complete - Russians Trigger RussiansParaBoost atFinland: Russians has 1 russian_paraBoost placed in Finland Russians collect 39 PUs; end with 51 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 57 PUs Combat Hit Differential Summary : Germans regular : 2.00 Russians regular : -5.83 Neutral_Axis regular : 0.33 EXP bvsb 7-1-26 R3.tsvg Yea Idk about the Crockett Knot. We'll see what happens. I shoulda put that other aaGun in Karelia too. Well, they get 3 Conscripts and I can pump the Air there too. Idk if I wanna do that. Should side track him unless he just pushes straight to Moscow. I guess that's what the 26 Inf is for lol Woulda been nice to get those LMs in Novgorod. Cork Balt STs and E POL. He can Flank me now. Will take a little longer. Paras and Inf might just march in anyway lol [image: 1783578679454-screenshot-from-2026-07-09-01-23-33.png]
    • wc_sumptonW

      Rules interpretation for placement Human vs AI

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      wc_sumptonW
      @RogerCooper said: I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia. This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player. The engine does violate the rules for placing factories. Cheers...
    • I

      Poll on how Defender Retreat should work

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      This is my interpretation of the rules & what I coded: At the very start of the round, if any unit has the attachment canDefensiveRetreat = true, the defender gets a prompt if they want to retreat, and to which territory. They may only retreat to friendly/neutral territories, not an enemy territory, and they can't retreat to a territory with enemy units in it, unless only enemy air is present, which is non-blocking. If the defender chooses not to retreat, then the battle proceeds as normal. If the defender chooses a territory to retreat to, then that territory is saved and stored for later. The attackers fire at all of the defending units. Any units that are doing a defensive retreat do not fire back. Casualties are removed, and then any retreating units retreat to the destination we stored earlier. Any defender units not capable of retreating remain and must fight to the end/get captured/get removed, whatever happens normally EDIT: I was originally going to have a property that applies to all land units, but it turns out that in A&A North Africa not all land units can defensive retreat (the truck and the supply token can't) so it pretty much needs to be a unit attachment. This offers some variation as the mapmaker can select what units they want to be able to do a defender retreat
    • LaFayetteL

      Doc: Map Population on website and download list

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      @RogerCooper Yea I haven't looked at the new map process closely yet. I have updated a preexisting map twice and both times it has updated to the latest in the lobby fwtiw
    • ubernautU

      why did we remove the undo all button for movement phases?

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      ubernautU
      @Cernel wasn’t even aware of all of these existing commands i do use the control click for getting an entire unit type. didnt realize at all that right clicking current deselects units selectively. i dont think it’s a great idea to flip the click tho not sure the current thing is broken just a bit convoluted and not well understood probably
    • T

      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      @Panzerstahl-Helm-0 Good morning. Yes, World Cup over for G. France looking very strong this year so far. The WW2 pushovers are good at soccer/football. 2090d666-32ba-43e7-b8dc-d674da78782f-exp-game-4-trout-vs.panzer-j6.tsvg Game in local mode so short summary. Took Guam and moved stuff around. Added some units to Carolines as it appears that could be a target for you soon. That's about it.
    • PantherP

      world_war_ii_v5_1942 is incorrectly linked and installed

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      PantherP
      I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
    • B

      Creating new game with multiple friends

      Watching Ignoring Scheduled Pinned Locked Moved Play By Email
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      2 Votes
      11 Posts
      3k Views
      ArianTownsendA
      Try using a group chat to share dice results and file updates with all players. It's an easy workaround until the server adds the multi-recipient email feature.
    • RogerCooperR

      Roger's Scenario Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
      975
      9 Votes
      975 Posts
      2m Views
      RogerCooperR
      Name Hearts of Iron: The Rising Sun 1942 Description World War 2 in 1942 on the Big World map with many added unit types https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942 [image: 1783623377543-f8519453-3506-49db-ba4c-5fceca8f4170-image.jpeg] Good Points Both sides have a chance to win Bad Points Many unit types are similar
    • LaFayetteL

      TripleA Server Costs

      Watching Ignoring Scheduled Pinned Locked Moved News
      9
      3 Votes
      9 Posts
      2k Views
      LaFayetteL
      Good points, we need to also keep in mind that the bots need to be available for peak lobby activity.
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