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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Trout Sorry, my bad, thanks for the change!
    • T

      EXP G40 Game 11 Barnee vs. Trout

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      @trout Heh heh, I thought I left Egypt a little weak and it would fall. That's why I had to keep taking Alexandria with more Units Than I preferred. Otherwise it'd open up a landing spot for European Air. But yea, the Kill shot on London was obviously the way to go Hopefully I've finally learned my lesson
    • ubernautU

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

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      @ubernaut Finished Germany. triplea_3915_11ger.tsvg Russia is up.
    • JohnnyCatJ

      Game 1 Alexander vs. JohnnyCat G40 EXP

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      @Alexander said: 1777865472560-1777673936857-1777417608839-1777403720871-1777238313946-alexander_johnnycat_game_1_g40_exp_france_turn_2b_end.tsvg You can scramble one frenchie plane in Scotland and 3 planes in UK on the fleet. I would assume no but do you want your eggs scrambled this morning or not? Or just scrambled on one zone? [image: 1778074121129-screenshot-2026-05-06-at-06.27.17.png]
    • JohnnyCatJ

      EXP G40 Game 4 Trout vs JCat

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      PantherP
      @johnnycat said in EXP G40 Game 4 Trout vs JCat: What do You recommend I do next ? As this is a game thread I recommend to focus on the game again. Apart from that see your PM.
    • Panzerstahl-Helm 0P

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

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      @panzerstahl-helm-0 Right Arm Middle of the night here. Think another bedtime bier is in order since I'll most likely be up all night again lol Did you see my comment about the iran Ftrs in the multi ? Edit Hmm .. I might have screwed up the save and ran it in the prerelease. I need to unpin that thing lol
    • B

      EXP Game 1 barnee vs Crockett

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      @crockett36 hmm seems my lads didn't put up much of a fight lol Have to replace them with some new dudes It'll take a bit for me to get back up to speed here. Should have something later today. I have to take a nap as I've been up all night again Edit Ok I started looking at it and it got my brain working, so I rallied and JPN coming up Game History Round: 8 Purchase Units - Japanese Japanese buy 1 Escort, 1 Japanese_LCV, 4 Repair_BBs, 4 armour, 1 carrier, 1 elite and 4 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Place Units - Japanese 3 Repair_BBs placed in 6 Sea Zone 1 Repair_BB placed in 46 Sea Zone Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 3 units repaired. Turning on Edit Mode EDIT: Turning off Edit Mode Trigger Japanese RemoveRepair BB: has removed 1 Repair_BB owned by Japanese in 46 Sea Zone Trigger Japanese RemoveRepair BB: has removed 3 Repair_BBs owned by Japanese in 6 Sea Zone 1 transport moved from 37 Sea Zone to 42 Sea Zone 1 elite moved from Java to 42 Sea Zone 1 elite and 1 transport moved from 42 Sea Zone to 45 Sea Zone 1 pacific_submarine moved from 46 Sea Zone to 45 Sea Zone 1 elite moved from 45 Sea Zone to Dutch New Guinea 1 elite and 1 infantry moved from New Guinea to 46 Sea Zone 1 Heavy_BB, 2 Japan_destroyers, 1 battleship, 1 cruiser, 1 elite, 2 fighters, 1 infantry and 2 tactical_bombers moved from 46 Sea Zone to 54 Sea Zone 1 elite, 2 fighters, 1 infantry and 2 tactical_bombers moved from 54 Sea Zone to Queensland 1 armour moved from Yunnan to Szechwan 1 JPNbomber and 1 tactical_bomber moved from Hunan to Szechwan 1 JPNbomber and 1 tactical_bomber moved from Hunan to Chahar 1 infantry moved from Jehol to Chahar 2 armour moved from Shantung to Chahar 1 armour moved from Kiangsu to Chahar 1 elite and 1 infantry moved from Japan to 6 Sea Zone 1 elite, 1 infantry and 1 pacific_transport moved from 6 Sea Zone to 19 Sea Zone 1 elite and 1 infantry moved from 19 Sea Zone to Manchuria EDIT: 1 Japanese_LCV and 2 infantry moved from Japan to Manchuria 1 fighter and 1 tactical_bomber moved from Japan to Manchuria Combat - Japanese Battle in Dutch New Guinea Battle in 54 Sea Zone Japanese attack with 1 Heavy_BB, 2 Japan_destroyers, 1 battleship and 1 cruiser ANZAC defend with 1 destroyer and 1 transport Japanese roll dice for 1 Heavy_BB, 2 Japan_destroyers, 1 battleship and 1 cruiser in 54 Sea Zone, round 2 : 1/6 hits, 3.50 expected hits ANZAC roll dice for 1 destroyer and 1 transport in 54 Sea Zone, round 2 : 0/2 hits, 0.50 expected hits 1 destroyer owned by the ANZAC lost in 54 Sea Zone Japanese roll dice for 1 Heavy_BB, 2 Japan_destroyers, 1 battleship and 1 cruiser in 54 Sea Zone, round 3 : 5/6 hits, 3.50 expected hits ANZAC roll dice for 1 transport in 54 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 transport owned by the ANZAC lost in 54 Sea Zone Japanese win, taking Dutch New Guinea from ANZAC, taking 54 Sea Zone from Neutral with 1 Heavy_BB, 2 Japan_destroyers, 1 battleship and 1 cruiser remaining. Battle score for attacker is 13 Casualties for ANZAC: 1 destroyer and 1 transport Battle in Queensland Japanese attack with 1 elite, 2 fighters, 1 infantry and 2 tactical_bombers ANZAC defend with 1 aaGun, 1 airfield, 1 factory_minor, 1 harbour and 1 infantry ANZAC roll AA dice in Queensland : 1/3 hits, 0.50 expected hits 1 tactical_bomber owned by the Japanese lost in Queensland Japanese roll dice for 1 elite, 2 fighters, 1 infantry and 1 tactical_bomber in Queensland, round 2 : 2/6 hits, 2.17 expected hits ANZAC roll dice for 1 aaGun and 1 infantry in Queensland, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Queensland 1 infantry owned by the ANZAC and 1 aaGun owned by the ANZAC lost in Queensland Japanese win, taking Queensland from ANZAC with 1 elite, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -5 Casualties for Japanese: 1 infantry and 1 tactical_bomber Casualties for ANZAC: 1 aaGun and 1 infantry Battle in Chahar Japanese attack with 1 JPNbomber, 3 armour, 1 infantry and 1 tactical_bomber Russians defend with 3 armour Japanese roll dice for 1 JPNbomber, 3 armour, 1 infantry and 1 tactical_bomber in Chahar, round 2 : 3/6 hits, 3.00 expected hits Chinese roll dice for 3 armour in Chahar, round 2 : 0/3 hits, 1.50 expected hits 3 armour owned by the Russians lost in Chahar Japanese win, taking Chahar from Chinese with 1 JPNbomber, 3 armour, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 15 Casualties for Russians: 3 armour Battle in Szechwan Japanese attack with 1 JPNbomber, 1 armour and 1 tactical_bomber Russians defend with 1 armour Japanese roll dice for 1 JPNbomber, 1 armour and 1 tactical_bomber in Szechwan, round 2 : 2/3 hits, 1.83 expected hits Chinese roll dice for 1 armour in Szechwan, round 2 : 1/1 hits, 0.50 expected hits 1 armour owned by the Japanese lost in Szechwan 1 armour owned by the Russians lost in Szechwan Japanese win with 1 JPNbomber and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 armour Casualties for Russians: 1 armour Battle in Manchuria Japanese attack with 1 Japanese_LCV, 1 elite, 1 fighter, 3 infantry and 1 tactical_bomber Russians defend with 2 armour Japanese roll dice for 1 Japanese_LCV, 1 elite, 1 fighter, 3 infantry and 1 tactical_bomber in Manchuria, round 2 : 2/7 hits, 2.00 expected hits Chinese roll dice for 2 armour in Manchuria, round 2 : 1/2 hits, 1.00 expected hits 1 Japanese_LCV owned by the Japanese lost in Manchuria 2 armour owned by the Russians lost in Manchuria Japanese win, taking Manchuria from Chinese with 1 elite, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japanese_LCV Casualties for Russians: 2 armour Trigger Remove All AmericansParaBoost: has removed 1 usa_paraBoost owned by Americans in Soviet Far East Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 98 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger AmericansParaBoost atSoviet Far East: Americans has 1 usa_paraBoost placed in Soviet Far East Trigger Wolfpack at98 SeaZones: Germans has 1 Wolfpack placed in 98 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kweichow Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kiangsu 1 J_Rail and 1 infantry moved from Kiangsu to Kweichow 1 infantry moved from Kiangsu to Anhwe 1 aaGun moved from Hunan to Anhwe 1 infantry moved from Shantung to Anhwe 1 JPNbomber and 1 tactical_bomber moved from Chahar to Anhwe 1 JPNbomber and 1 tactical_bomber moved from Szechwan to Anhwe 1 fighter and 1 tactical_bomber moved from Manchuria to 6 Sea Zone 2 carriers moved from 46 Sea Zone to 54 Sea Zone 2 fighters and 1 tactical_bomber moved from Queensland to 54 Sea Zone Place Units - Japanese 1 Escort and 1 carrier placed in 6 Sea Zone 2 armour and 1 infantry placed in Shantung 2 armour and 1 infantry placed in Kiangsu 1 Japanese_LCV, 1 elite and 2 infantry placed in Japan Turn Complete - Japanese Note to players Japanese: <body><b>It is Late 1943 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 2 new Destroyers. They may only Operate in the Pacific and Indian Oceans.<b></body> Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 6,4 Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 5,5 Japanese collect 51 PUs; end with 51 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 53 PUs Trigger Japanese Controls NewGuinea Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 55 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 56 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 59 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 60 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 68 PUs Combat Hit Differential Summary : Chinese regular : -1.00 Japanese regular : -1.00 ANZAC AA : 0.50 ANZAC regular : 0.00 EXP Game 1 Crockett J 8.tsvg Edit lol Idky I didn't attack your CVs. Maybe I should have taken a nap Edit 2 Good Morning Deacon Crockett In case you decide to attack 6 SZ, some info on the Naval Ftrs https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1 [image: 1778067431542-screenshot-from-2026-05-06-06-34-27.png] page 31
    • Panzerstahl-Helm 0P

      Game 2 - Global 40 EXP - Alexander (Axis) vs. Panzer (Allies) - Operation Spring Awakening

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      Panzerstahl-Helm 0P
      @alexander Ciao Italia! My wife will not be very amused, once she found out! Take Over Italy shakes up the game and is in my eyes the stronges element of the EXP rules. BR Game History Round: 7 Purchase Units - ANZAC ANZAC buy 1 destroyer and 1 transport; Remaining resources: 1 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Ethiopia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - ANZAC Trigger RussiansParaBoost atTobruk: Russians has 1 russian_paraBoost placed in Tobruk Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RussiansParaBoost atEthiopia: Russians has 1 russian_paraBoost placed in Ethiopia Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark 1 battleship, 2 carriers, 1 cruiser, 3 fighters and 1 tactical_bomber moved from 45 Sea Zone to 46 Sea Zone 1 destroyer moved from 62 Sea Zone to 34 Sea Zone Place Units - ANZAC 1 destroyer and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 15 PUs; end with 16 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs Combat Move - French Combat - French Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Tobruk Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Ethiopia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - French Trigger RussiansParaBoost atTobruk: Russians has 1 russian_paraBoost placed in Tobruk Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RussiansParaBoost atEthiopia: Russians has 1 russian_paraBoost placed in Ethiopia Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Turn Complete - French Combat Hit Differential Summary : game-2-alex-vs-panzer_operation-spring-awakening_ANZ7.tsvg
    • LaFayetteL

      2.7 Lobby + Bots Available & Early Testing Phase

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      @lafayette Yea! No crash, remote icons are showing and sound works! Thanks!
    • RogerCooperR

      https://triplea-game.org/maps-list/maps/

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      @lafayette said in https://triplea-game.org/maps-list/maps/: Couldn't help myself and updated the front page too: I knew I saw it somewhere lol You been Kicking Ass Well done :thumbs_up:
    • S

      G40 Captain Expansion StevenJ vs Johnny

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      JohnnyCatJ
      @stevenJTripleA G40 EXP StevenJ vs JohnnyCat UK END Turn3.tsvg
    • T

      World War 1914 Larry Harries Does Not Work Plus Question

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      VictoryFirstV
      @tonymez said in World War 1914 Larry Harries Does Not Work Plus Question: Why doesn't this map work>? It used to years ago. If you are saying this, that means you are talking about World War I 1914. My module for WWI 1914 exists since December 2th 2024. That's 1.5 years ago. World War I 1914 exists since December 3th 2022. That is 3.5 years ago. I think it is worth it to upgrade to 2.7. It is faster and handles the game folders better. I upgraded to 2.7 because I got error messages with 2.5 when opening maps all the time. With 2.7, I have never gotten an error message since. Download here the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/2.7.15447 Download here the version I am using (which I get the least error messages with): https://github.com/triplea-game/triplea/releases/tag/2.7.14971
    • wc_sumptonW

      D-Day version 2 PoC

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      PantherP
      @wc_sumpton I see. I have removed the screenshots to not disturb the thread.
    • wc_sumptonW

      Global 40 Expansion UHD Boxes

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      Update to 2.56 [image: 1777806183833-screenshot-from-2026-05-03-06-01-17.png]
    • PantherP

      New Look and 2FA Feedback - and other issues

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      PantherP
      @lafayette Must have been a hard day for you. Thank you for all your efforts!
    • LaFayetteL

      TripleA HomePage Content (?)

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      ubernautU
      @rogercooper i like your collages
    • LaFayetteL

      Switch to "FlatLaf" for Look & Feel (updated skin)

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      LaFayetteL
      @beelee this forum thread has the link: https://forums.triplea-game.org/topic/4304/2-7-lobby-bots-available-early-testing-phase download page was updated pretty recently
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Hearts of Iron 2: Turning tide-1943 Description World War 2 in 1943 on a large map https://axisandallies.fandom.com/wiki/Hearts_of_Iron_2:_Turning_tide-1943 ![cab71870-27bc-47d5-a01e-f0cf4cc6233e-image.jpeg](EACCES: permission denied, copyfile '/tmp/218d51e7ed0ea036a86ad2caec199ea7' -> '/usr/src/app/public/uploads/files/1777856987619-cab71870-27bc-47d5-a01e-f0cf4cc6233e-image.jpeg') Good Points Unusual 1943 starting point for immediate action Many interesting unit types Bad Points Strongly favors the Axis Many units are poorly balanced.
    • B

      France Goes First 2.5 not working

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      @rogercooper Thank you so much!
    • VictoryFirstV

      Prevent landing of allied aircraft on carriers

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      VictoryFirstV
      @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns. So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed. I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns. However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player. That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem. Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this: carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes) I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed! Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).
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