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    • B

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

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      T

      @beelee Game History

      Round: 9 Purchase Units - ANZAC ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC 1 fighter moved from Queensland to 49 Sea Zone Combat - ANZAC Battle in 49 Sea Zone ANZAC attack with 1 fighter Japanese defend with 1 transport Japanese win with 1 transport remaining. Battle score for attacker is -9 Casualties for ANZAC: 1 fighter Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Greece Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - ANZAC Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger ItaliansParaBoost atGreece: Italians has 1 italian_paraBoost placed in Greece 1 transport moved from 61 Sea Zone to 62 Sea Zone Place Units - ANZAC 1 destroyer placed in 54 Sea Zone 1 fighter and 1 infantry placed in Queensland Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC Loses SolomonIslands: ANZAC met a national objective for an additional -2 PUs; end with 12 PUs Combat Move - French Combat - French Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Greece Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - French Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger ItaliansParaBoost atGreece: Italians has 1 italian_paraBoost placed in Greece 1 destroyer moved from 80 Sea Zone to 39 Sea Zone Turn Complete - French

      b1902647-882e-401b-bc0c-e9332d67e84f-exp-game-9-trout-f9.tsvg

    • B

      First Game Newenr
      Play By Forum • • beelee

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      N

      TripleA Manual Gamesave Post: French round 2

      TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes

      Game History

      Round: 2 Purchase Units - ANZAC ANZAC buy 1 fighter; Remaining resources: 1 PUs; Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 1 artillery, 1 infantry and 1 transport moved from 60 Sea Zone to 42 Sea Zone 1 destroyer moved from 60 Sea Zone to 41 Sea Zone 1 submarine moved from 60 Sea Zone to 41 Sea Zone 1 cruiser moved from 56 Sea Zone to 41 Sea Zone Combat - ANZAC Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - ANZAC Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 artillery moved from 42 Sea Zone to Java Place Units - ANZAC 1 fighter placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs Combat Move - French 1 destroyer moved from 78 Sea Zone to 41 Sea Zone 1 infantry moved from Tunisia to Libya French take Libya from Italians 1 infantry moved from French Central Africa to French Equatorial Africa 1 infantry moved from Tunisia to Libya 1 infantry moved from Algeria to Tunisia 1 fighter moved from United Kingdom to Algeria 1 infantry moved from United Kingdom to Scotland Combat - French Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - French Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turn Complete - French

      Combat Hit Differential Summary :

      Savegame

    • Panzerstahl-Helm 0

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

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      T

      @panzerstahl-helm-0 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 Russians buy 26 Army_Conscripts; 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 1 infantry moved from Kansu to Suiyuyan Chinese take Suiyuyan from Japanese Combat - Russians Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians 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 - Russians 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 RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Yakut S.S.R. Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Belarus 3 guard_infantrys moved from Russia to Belarus 1 armour moved from Russia to Belarus 1 Soviet_Commisar moved from Russia to Belarus 1 armour moved from Urals to Russia 1 Russian_Rail and 1 guard_infantry moved from Russia to Yakut S.S.R. 1 1stCorps, 1 aaGun, 1 artillery, 1 elite and 15 infantry moved from Buryatia to Yakut S.S.R. 1 2ndCorps moved from Kansu to Shensi 3 infantry moved from Kansu to Shensi 1 infantry moved from Kansu to Olgiy 1 elite moved from Russia to Bryansk 1 guard_infantry moved from Russia to Volgograd 1 guard_infantry moved from Russia to Belarus 1 russian_para moved from Caucasus to Bryansk 1 russian_para moved from Caucasus to Bryansk 1 Russian_Rail moved from Russia to Belarus 1 Russian_Rail and 1 artillery moved from Belarus to Yakut S.S.R. 1 R_Europe_Rail moved from Russia to Caucasus 1 R_Europe_Rail and 1 infantry moved from Caucasus to Belarus 1 infantry moved from Belarus to Bryansk Place Units - Russians 5 Army_Conscripts placed in Volgograd 1 Army_Conscript placed in Ukraine 3 Army_Conscripts placed in Novgorod 17 Army_Conscripts placed in Russia Trigger RussiansReplaceConscriptsNovgorod: has removed 3 Army_Conscripts owned by Russians in Novgorod Trigger RussiansReplaceConscripts17: has removed 17 Army_Conscripts owned by Russians in Russia Trigger RussiansReplaceConscriptsNovgorod: Russians has 3 infantry placed in Novgorod Trigger RussiansReplaceConscripts17: Russians has 17 infantry placed in Russia Turn Complete - Russians Russians collect 33 PUs; end with 33 PUs

      41652e55-5ccc-4a06-b124-f9b99ae605de-exp-game-3-trout-vs.panzer-r5.tsvg Looks like Uncle Joe and Adolf continue to be buddies. An invitation for tea has been issued from the Kremlin for Mr. Hitler.

    • B

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

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      B

      @panzerstahl-helm-0

      Guten Tag

      Idk if it matters but I only have the two addresses for you and Trout

      Screenshot from 2026-01-18 07-01-02.png

      Idk if that will affect Alex and I from posting or not. I guess I will try it sice ANZC a easy turn 🙂

      Game History

      Round: 2 Purchase Units - ANZAC ANZAC buy 1 air_transport, 1 artillery and 1 infantry; Remaining resources: 5 PUs; Combat Move - ANZAC Combat - ANZAC 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 110 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol 1 transport moved from 42 Sea Zone to 45 Sea Zone 1 infantry moved from Dutch New Guinea to 45 Sea Zone 1 infantry and 1 transport moved from 45 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Celebes ANZAC take Celebes from Dutch 2 infantry moved from New South Wales to Queensland 1 air_transport moved from New South Wales to Queensland Place Units - ANZAC 1 air_transport, 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 17 PUs; end with 22 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 23 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 25 PUs Combat Move - French Combat - French 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 110 Sea Zone Non Combat Move - French Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer moved from 81 Sea Zone to 96 Sea Zone EDIT: 1 infantry moved from French Central Africa to Egypt 1 infantry moved from Trans-Jordan to Egypt Turn Complete - French

      Combat Hit Differential Summary :

      EXP Game 1 Multi APbT F2.tsvg

      Looks as if it did 🙂 UK only used 1 Rail so the French dude went to Egypt. He said not much of a improvement from Central Africa and was hoping for London duty 🙂

      Edit
      Hmm ... 🤔 I wonder if this might affect your game with Trout though ?

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      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.

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

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      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

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      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

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      ubernaut

      @beelee cool o7

    • B

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

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      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

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      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.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

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      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.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

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      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

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      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

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      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

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      No one has replied

    • B

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

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      No one has replied

    • G

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

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      No one has replied

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