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    • T

      EXP Game 6 Barnee vs Trout
      Play By Forum • • Trout

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      @trout

      Game History

      Round: 3 Purchase Units - ANZAC ANZAC buy 3 Fortifications, 1 Hvy_Ind_1, 3 infantry and 1 transport; Remaining resources: 0 PUs; Place Units - ANZAC Units in New South Wales being upgraded or consumed: 1 factory_minor 1 Hvy_Ind_1 placed in New South Wales Combat Move - ANZAC Combat - ANZAC Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone 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 109 Sea Zone Non Combat Move - ANZAC Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 54 Sea Zone to 62 Sea Zone 1 artillery moved from Queensland to New South Wales Place Units - ANZAC 3 Fortifications placed in Java 1 transport placed in 62 Sea Zone 3 infantry placed in New South Wales Turn Complete - ANZAC Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 1,6,5 ANZAC collect 16 PUs (1 lost to blockades); end with 16 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 17 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 19 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 29 PUs Combat Move - French Combat - French Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone 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 109 Sea Zone Non Combat Move - French Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan 1 destroyer moved from 76 Sea Zone to 80 Sea Zone Turn Complete - French

      Combat Hit Differential Summary :

      EXP Game 6 Trout F 3.tsvg

      Italia got a nice payday. Fortunately so did ANZAC 🙂

      I guess I should get started on that Game 5 report. Good thing triplea has a History lol

    • D

      Cold War 1965 version 2.0 - Official Thread
      Maps & Mods • • DaveBall068

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      @daveball068

      hmm ... does it do it every time ?

      Ahh ... just read through the thread. You are the original creator of 1965. Nice to see you 🙂

      Yea Idk as wc already mentioned @Black_Elk might. He hasn't been on in a while but pops in from time to time.

    • K

      Request: Axis and Allies Naval Miniatures
      Feature Requests & Ideas • • KurtGodel7

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      Fleet building (Axis)

      Battleships (70 points or so)
      The Yamato (70 points) and Musashi (66 points) give you the most brute power of any ships in the game. They're a little weaker at anti-air than the Iowa. Also they only have extended range 4, instead of extended range 5 for the Iowa. Nevertheless these ships are an outstanding way to provide surface combat power.

      Battleships (50 - 55 points)
      You have some good options here, including Japan's Nagato, Germany's Bismarck, and Italy's Vittorio Veneto. Ships at this price point generally have extended range 4. Good overall stats, making them strong at surface combat.

      Battleships (40 - 45 points)
      As with Allied battleships, Axis battleships at this price point tend to decline a bit in power, as compared to their more expensive counterparts. Weaker armor, making it easier to score hits on them. Weaker main guns, making it more difficult for them to penetrate the armor of the game's heaviest units. But you're still looking at powerful units here.

      Battleships (below 40 points)
      Some interesting Japanese options here, as well as some battleships which aren't Japanese. The things I wrote about the Allied battleships at this price point apply also to Axis battleships.

      Cruisers
      Japan has some interesting options for cruisers, especially considering the long range of their torpedoes. Torpedoes ignore armor, allowing them to inflict damage on any surface ship. However, cruisers are more vulnerable to surface guns than are battleships. In fact, cruisers are more vulnerable in general than are battleships.

      Destroyers
      Axis destroyers are broadly similar to their Allied counterparts.

      Aircraft carriers
      Japan has some very good options with respect to its aircraft carriers. While its carriers apply various types of bonuses, they are especially good at providing bonuses to torpedo bombers. Or, you might choose a slightly less expensive carrier which provides fewer bonuses.

      Aircraft
      Assuming a cutoff date of 1942 or earlier, the Zero is a reasonably powerful fighter, at a good price. The Val is a good option as a dive bomber. But where Japan shines is the Kate: an excellent torpedo bomber. Not only is the Kate good at attacking heavily armored ships, it can also provide anti-sub war if that's something you need. Considering the bonuses Japanese carriers often provide to torpedo bombers, it's as though you're being warmly encouraged to build at least some Kates. Not that there's anything wrong with including some Val dive bombers into your unit mix. As for patrol bombers: you have some good Japanese options, such as the Betty. Also some good non-Japanese options, like the German Kondor.

      Subs
      Japanese subs are often a bit more powerful than their American counterparts. But, their price point reflects that.

    • Panther

      Connection Error in wwII_revised
      Maps & Mods • • Panther

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      Panther

      @rogercooper Thanks.

    • M

      TRIPLEA REVIEW
      Player Help • • malmessi

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      @ubernaut

      ok, writing it now

    • Stephen Patton

      Newbie - Cant start turn
      Player Help • newbie start turn • • Stephen Patton

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      Stephen Patton

      @beelee

      Thanks to all. I figured it out. I was looking at History. I had to go back to Current Game (Ctrl-G) to get the Action tab to come back up. Hadn't noticed that UI nuance. Makes sense why it is does that. I just didnt know what I had done to make it go away. I relaunched the game to make it come back. But then I saw next time what had happened.

      Apologies for the unnecessary question. Appreciate the quick responses.

      BTW, I was playing AA50.

    • TheDog

      Issue: world_war_ii_global / World War II Global 1940 French Rebalance
      Player Help • • TheDog

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      @thedog

      I believe this is @simon33 s mod. Maybe he knows who it is

    • Dustin McIntyre

      Banksy vs the Olzin twins ft Mash Ketchup (from Palette town)
      Play By Forum • • Dustin McIntyre

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    • N

      Game result - NoPainNoGain vs SdKfz_164
      Revised Tournament Of Champions • • nopainnogain

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    • E

      Updated Triple A Rules for the Revised Tournament: WORLD CHAMPIONSHIP SERIES
      Revised Tournament Of Champions • • EyesWideShut

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