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    • B

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

      112
      0
      Votes
      112
      Posts
      2910
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      B

      @trout

      Game History

      Round: 10 Purchase Units - Japanese Note to players Japanese: <body><b>It is Late 1944 and the Emperor has Ordered Suicide Attacks on the American Navy !<br><br><img src="Kamikaze.png"/><br><br />Refer to Game Notes for Usage.<b></body> Japanese buy 1 Escort, 7 Repair_BBs, 4 Repair_Carriers, 2 armour, 1 carrier, 1 elite, 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Place Units - Japanese 7 Repair_BBs and 4 Repair_Carriers placed in 33 Sea Zone 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 9 units repaired. Trigger Japanese RemoveRepair Carrier: has removed 4 Repair_Carriers owned by Japanese in 33 Sea Zone Trigger Japanese RemoveRepair BB: has removed 7 Repair_BBs owned by Japanese in 33 Sea Zone 1 elite moved from Shan State to Burma Japanese take Burma from British 1 artillery moved from Solomon Islands to 49 Sea Zone 1 artillery and 1 transport moved from 49 Sea Zone to 29 Sea Zone 1 artillery moved from 29 Sea Zone to Line Islands 2 Heavy_BBs, 1 JPN_Pacific_DD, 2 battleships, 4 carriers, 1 cruiser and 1 pacific_BB moved from 33 Sea Zone to 26 Sea Zone 4 fighters moved from Japan to 26 Sea Zone Combat - Japanese Americans scrambles 1 units out of Hawaiian Islands to defend against the attack in 26 Sea Zone Battle in Line Islands Battle in 26 Sea Zone Japanese attack with 2 Heavy_BBs, 1 JPN_Pacific_DD, 2 battleships, 4 carriers, 1 cruiser, 4 fighters and 1 pacific_BB Americans defend with 1 Hvycarrier, 4 NavyFighters, 2 infantry, 1 pacific_BB, 1 pacific_carrier, 2 pacific_destroyers, 1 pacific_transport, 1 submarine and 2 usa_fighters Units damaged: 1 Hvycarrier owned by the Americans, 1 pacific_BB owned by the Americans and 1 pacific_carrier owned by the Americans Units damaged: 1 pacific_BB owned by the Japanese, 1 carrier owned by the Japanese, 1 battleship owned by the Japanese and 1 Heavy_BB owned by the Japanese Units damaged: 1 battleship owned by the Japanese and 2 Heavy_BBs owned by the Japanese Japanese win, taking Line Islands from Americans, taking 26 Sea Zone from Neutral with 2 Heavy_BBs, 2 battleships, 1 carrier, 1 cruiser, 2 fighters and 1 pacific_BB remaining. Battle score for attacker is 56 Casualties for Japanese: 1 JPN_Pacific_DD, 3 carriers and 2 fighters Casualties for Americans: 1 Hvycarrier, 4 NavyFighters, 2 infantry, 1 pacific_BB, 1 pacific_carrier, 2 pacific_destroyers, 1 pacific_transport, 1 submarine and 2 usa_fighters 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 - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger ItaliansParaBoost atGreece: Italians has 1 italian_paraBoost placed in Greece Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Malaya 2 fighters moved from Paulau Island to Caroline Islands 2 bombers moved from Philippines to Yunnan 1 Escort_Convoy and 1 Hvycarrier moved from 6 Sea Zone to 35 Sea Zone 1 elite moved from Japan to 6 Sea Zone 1 artillery moved from Korea to 6 Sea Zone 1 artillery, 1 elite and 1 transport moved from 6 Sea Zone to 35 Sea Zone 1 artillery and 1 elite moved from 35 Sea Zone to Philippines 2 transports moved from 33 Sea Zone to 6 Sea Zone 2 fighters and 2 tactical_bombers moved from Paulau Island to 35 Sea Zone 2 fighters moved from Paulau Island to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Paulau Island to Philippines 1 infantry moved from Caroline Islands to 33 Sea Zone 1 infantry and 1 transport moved from 33 Sea Zone to 35 Sea Zone 1 infantry moved from 35 Sea Zone to Philippines 2 armour and 1 mech_infantry moved from Shantung to Kweichow 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 elite moved from Korea to Malaya 1 J_Rail moved from Kiangsu to Anhwe 1 J_Rail and 1 aaGun moved from Anhwe to Malaya 1 armour moved from Yunnan to Malaya 1 infantry moved from Yunnan to Shan State 1 infantry moved from Yunnan to Kwangsi 1 air_transport and 1 infantry moved from Japan to Philippines Place Units - Japanese 1 Escort and 1 carrier placed in 6 Sea Zone 1 elite and 1 infantry placed in Japan 2 armour and 1 mech_infantry placed in Shantung 3 infantry placed in Korea Turning on Edit Mode EDIT: Removing units owned by Japanese from Korea: 1 Japanese_LCV EDIT: Adding units owned by Japanese to Japan: 1 Japanese_LCV EDIT: Turning off Edit Mode Japanese undo move 4. Japanese undo move 3. 1 armour and 2 infantry placed in Korea 1 armour, 1 infantry and 1 mech_infantry placed in Shantung Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone Japanese collect 57 PUs; end with 57 PUs Trigger Japanese Controls LineIslands Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 58 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 60 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 61 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 64 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 65 PUs Trigger Japanese Controls SolomonIslands Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 67 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 75 PUs Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 77 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 82 PUs

      EXP game 9 Trout J 10.tsvg

      USN rolled pretty good or better than IJN anyway. 🙂 Totally spaced Banzai mode on NG too lol. Probably woulda went sight seeing to fiji too lol

      Too muck sake 🙂

      Edit
      That's OK You probably tired of getting sunk but you'll just build another one lol

      Tough game still. Reich under pressure. Thought you might have pushed harder at him but you got a shitload of Tanks 🙂 Big Anglo Fleet off UK. Egypt and ME secure.

      Yea could go either way yet. Plus you got the IO Fleet lol

    • B

      First Game Newenr
      Play By Forum • • beelee

      87
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      87
      Posts
      919
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      B

      @newenr85

      Good Morning

      Game History

      Round: 3 Purchase Units - Italians Italians buy 1 air_transport, 2 armour, 4 infantry and 2 italian_paras; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Turning off Edit Mode 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Egypt to 98 Sea Zone 1 armour, 1 artillery, 1 battleship, 1 cruiser, 1 destroyer, 1 infantry, 1 mech_infantry and 2 transports moved from 98 Sea Zone to 92 Sea Zone 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from 92 Sea Zone to Gibraltar 1 bomber and 2 fighters moved from Southern Italy to Libya EDIT: 1 Italian_LCV, 2 infantry and 1 italian_para moved from Southern Italy to Libya Combat - Italians Battle in Gibraltar Battle in Libya Italians attack with 1 Italian_LCV, 1 bomber, 2 fighters, 2 infantry and 1 italian_para British defend with 1 uk_fighter; French defend with 2 infantry Italians roll dice for 1 Italian_LCV, 1 bomber, 2 fighters, 2 infantry and 1 italian_para in Libya, round 2 : 2/6 hits, 2.17 expected hits French roll dice for 2 infantry and 1 uk_fighter in Libya, round 2 : 2/3 hits, 1.33 expected hits 1 Italian_LCV owned by the Italians and 1 infantry owned by the Italians lost in Libya 2 infantry owned by the French lost in Libya Italians roll dice for 1 bomber, 2 fighters, 1 infantry and 1 italian_para in Libya, round 3 : 3/5 hits, 2.00 expected hits French roll dice for 1 uk_fighter in Libya, round 3 : 0/1 hits, 0.67 expected hits 1 uk_fighter owned by the British lost in Libya Italians win, taking Gibraltar from British, taking Libya from French with 1 bomber, 2 fighters, 1 infantry and 1 italian_para remaining. Battle score for attacker is 9 Casualties for Italians: 1 Italian_LCV and 1 infantry Casualties for French: 2 infantry Casualties for British: 1 uk_fighter 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 - Italians 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 RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Greece Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria 1 transport moved from 98 Sea Zone to 99 Sea Zone 1 armour and 1 infantry moved from Greece to 99 Sea Zone 1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 armour and 1 infantry moved from 98 Sea Zone to Egypt 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 italian_para moved from Syria to Iraq Italians take Iraq from Neutral_Axis 1 artillery moved from Kenya to Anglo Egyptian Sudan 2 fighters moved from Libya to Tobruk 1 bomber moved from Libya to Southern Italy 2 infantry moved from Northern Italy to Southern France 2 armour moved from Northern Italy to Romania 1 Europe_Rail moved from Southern Italy to Yugoslavia 1 Europe_Rail and 1 artillery moved from Yugoslavia to Greece 1 aaGun moved from Yugoslavia to Romania 1 infantry moved from Northern Italy to Yugoslavia Place Units - Italians 2 italian_paras placed in Southern Italy 1 air_transport, 2 armour and 4 infantry placed in Northern Italy Turn Complete - Italians Italians collect 23 PUs; end with 23 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 26 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 28 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 33 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 38 PUs

      Combat Hit Differential Summary :

      French regular : 0.00 Italians regular : 0.83

      EXP Game 1 newenr I 3.tsvg

    • Panzerstahl-Helm 0

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

      46
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      T

      @panzerstahl-helm-0 That's correct. Uncle Josef then. Game History

      Round: 5 Purchase Units - Americans Note to players Americans: <body><b>It is Early 1942 and the United States has begun Forming Tank Armies.<br><br><img src="1stUSTank.png"/><br><br>You may have a total of 2 Tank Armies at any one time.<b></body> Note to players Americans: It is Early 1942 and the United States General Staff have Agreed to the Formation of a Army Group. They may only have 1 Army Group at a time. Trigger USATankGeneral: buyUSA_TankGeneral added to productionAmericans Trigger Army GroupUSA: buyArmy_Group added to productionAmericans Americans buy 2 Escorts, 1 battleship, 1 destroyer, 3 infantry, 1 submarine, 3 transports, 1 usa_armour and 2 usa_fighters; Remaining resources: 4 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 bomber moved from Hawaiian Islands to 16 Sea Zone 1 usa_tactical_bomber moved from 26 Sea Zone to 16 Sea Zone 3 usa_fighters moved from 26 Sea Zone to 16 Sea Zone 2 usa_fighters moved from Hawaiian Islands to 16 Sea Zone 1 transport moved from 35 Sea Zone to 55 Sea Zone Combat - Americans Americans creates battle in territory 106 Sea Zone Battle in 16 Sea Zone Americans attack with 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber Japanese defend with 1 Japan_destroyer Americans roll dice for 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber in 16 Sea Zone, round 2 : 5/7 hits, 3.83 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Japan_destroyer owned by the Japanese lost in 16 Sea Zone Americans win, taking 106 Sea Zone from Germans with 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer 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 - 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 RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 4 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 Heavy_BB, 1 artillery, 1 battleship, 3 carriers, 2 cruisers, 3 destroyers, 5 infantry, 2 submarines and 3 transports moved from 26 Sea Zone to 7 Sea Zone 1 usa_tactical_bomber moved from 16 Sea Zone to 7 Sea Zone 5 usa_fighters moved from 16 Sea Zone to 7 Sea Zone 1 bomber moved from 16 Sea Zone to Hawaiian Islands 1 Escort_Convoy moved from 10 Sea Zone to 25 Sea Zone 1 elite moved from Western United States to 10 Sea Zone 1 usa_armour moved from Western United States to 10 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 NavyFighters, 1 carrier, 1 elite, 2 infantry, 2 transports and 1 usa_armour moved from 10 Sea Zone to 7 Sea Zone 2 usa_fighters moved from Western United States to Hawaiian Islands 1 elite moved from Eastern United States to Quebec 1 ArmoredInfantry moved from Eastern United States to Quebec 1 artillery moved from Eastern United States to Quebec 3 infantry moved from Eastern United States to Quebec 2 usa_fighters moved from 106 Sea Zone to United Kingdom 1 Escort_Convoy, 1 Heavy_BB, 1 carrier, 1 cruiser, 1 destroyer, 3 transports and 2 usa_fighters moved from 101 Sea Zone to 106 Sea Zone 1 destroyer moved from 89 Sea Zone to 106 Sea Zone Place Units - Americans 1 Escort, 1 battleship and 2 transports placed in 10 Sea Zone 1 Escort, 1 submarine and 1 transport placed in 101 Sea Zone 2 usa_fighters placed in Eastern United States 1 usa_armour placed in Western United States 3 infantry placed in Eastern United States 1 destroyer placed in 10 Sea Zone Turn Complete - Americans Note to players Americans: It is Early 1942 and Our Shipyards are Hard at Work. 1 Cruiser and 1 Submarine 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 RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ25: has removed 1 Escort_Convoy owned by Americans in 25 Sea Zone Trigger PacificFleetJPNRD5: Japanese has 1 pacific_cruiser and 1 pacific_submarine placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ101Invert: Americans has 1 Escort_Convoy placed in 101 Sea Zone Trigger PacificFleetRD5: Americans has 1 pacific_cruiser and 1 pacific_submarine placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ25: Americans has 1 Escort placed in 25 Sea Zone Americans collect 50 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 65 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Shensi to Szechwan Chinese take Szechwan from Japanese 1 infantry moved from Shensi to Suiyuyan 1 fighter moved from Tsinghai to Suiyuyan 1 infantry moved from Shensi to Hopei Chinese take Hopei from Japanese Combat - Chinese Battle in Suiyuyan Chinese attack with 1 fighter and 1 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 1 infantry in Suiyuyan, round 2 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan 1 fighter owned by the Chinese retreated Japanese win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Chinese: 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 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 RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Suiyuyan to Shensi 1 infantry moved from Tsinghai to Shensi Place Units - Chinese 1 infantry placed in Kansu 1 infantry placed in Shensi Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 10 PUs Purchase Units - British Note to players British: <body><b>It is Early 1942 and French Forces in UK Can Join The British Army ! <br>For This Turn Only !<b></body> Trigger FrenchUK: buyFrenchUK added to productionBritish British buy 1 FrenchUK, 1 Hvy_Ind_1, 1 UK_LCV, 10 infantry, 3 uk_armours, 1 uk_fighter and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British Units in Union of South Africa being upgraded or consumed: 1 factory_minor 1 Hvy_Ind_1 placed in Union of South Africa 1 FrenchUK placed in United Kingdom Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 2 infantry and 1 uk_fighter EDIT: Removing units owned by French from United Kingdom: 1 fighter EDIT: Removing units owned by French from United Kingdom: 2 infantry EDIT: Turning off Edit Mode Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 infantry moved from Egypt to Alexandria 1 infantry moved from Egypt to Alexandria 2 uk_fighters moved from Egypt to Alexandria 1 uk_tactical_bomber moved from Egypt to Alexandria 1 infantry moved from Shan State to French Indo China 1 uk_armour moved from Burma to Siam British take Siam from Japanese 1 uk_tactical_bomber moved from India to French Indo China 2 uk_fighters moved from India to French Indo China Combat - British Battle in Alexandria British attack with 2 infantry, 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 infantry British roll dice for 2 infantry, 2 uk_fighters and 1 uk_tactical_bomber in Alexandria, round 2 : 1/5 hits, 2.00 expected hits Italians roll dice for 1 infantry in Alexandria, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Alexandria 1 infantry owned by the Italians lost in Alexandria British win, taking Alexandria from Italians with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Italians: 1 infantry Battle in French Indo China British attack with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 1 infantry British roll dice for 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber in French Indo China, round 2 : 2/4 hits, 1.83 expected hits Japanese roll dice for 1 infantry in French Indo China, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in French Indo China 1 infantry owned by the Japanese lost in French Indo China British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry 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 Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Persia 2 infantry moved from India to Burma 1 artillery moved from India to Burma 2 uk_armours moved from India to Burma 1 infantry moved from Iraq to Northwest Persia British take Northwest Persia from Neutral_Allies 2 Seafires, 2 battleships, 2 carriers, 4 cruisers, 1 destroyer and 2 transports moved from 80 Sea Zone to 39 Sea Zone 2 uk_fighters moved from Alexandria to Egypt 1 uk_tactical_bomber moved from Alexandria 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 Persia 1 Rail and 1 infantry moved from Union of South Africa to Persia 1 destroyer moved from 81 Sea Zone to 79 Sea Zone 2 uk_fighters moved from French Indo China to Burma 1 uk_tactical_bomber moved from French Indo China to Burma 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 5 infantry and 1 uk_armour placed in India 2 infantry and 1 uk_armour placed in Egypt 2 infantry, 1 uk_armour and 1 uk_fighter placed in Union of South Africa 1 UK_LCV, 1 infantry and 1 uk_para placed in United Kingdom Turning on Edit Mode EDIT: Removing units owned by British from United Kingdom: 1 FrenchUK EDIT: Turning off Edit Mode Turn Complete - British Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 6,5 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 6,1 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2,6 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,2,5,1,6,2 British collect 46 PUs (6 lost to blockades); end with 46 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 52 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 57 PUs

      Combat Hit Differential Summary :

      Chinese regular : -0.67 Americans regular : 1.17 Italians regular : 0.67 Japanese regular : 1.00 British regular : -0.83

      3956b159-4c51-4640-a144-5a27f5db30ff-exp-game-3-trout-vs.panzer-uk5.tsvg

    • B

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

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      Panzerstahl-Helm 0

      @beelee said in Game 1 Multi Panzer Alex vs Trout barnee:

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

      Hmm...strange indeed. The last saves had all the email addresses populated.
      I dont think that is will affect the game.

      BR

      Game History

      Round: 3 Research Technology - Germans Purchase Units - Germans triggerAttachmenEarly1941Red: has removed 1 Early1941 owned by Changer in Early 1941 triggerAttachmenLate1940: has removed 1 Late1940_red owned by Changer in Late 1940 triggerAttachmenEarly1941Red: Changer has 1 Early1941_red placed in Early 1941 Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone triggerAttachmenLate1940: Changer has 1 Late1940 placed in Late 1940 Germans buy 5 GermanUBoats, 1 German_LCV, 1 Panzer_Grndrs, 1 Repair_BB, 2 Waffen_Obersts, 1 bomber, 1 elite, 3 infantry and 4 mine_unarmeds; Remaining resources: 0 PUs; Place Units - Germans 1 Repair_BB placed in 110 Sea Zone Units in Germany being upgraded or consumed: 2 waffen_infantrys 2 Waffen_Obersts placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 unit repaired. Trigger Germans RemoveRepair BB: has removed 1 Repair_BB owned by Germans in 110 Sea Zone Combat - Germans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Non Combat Move - Germans Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Normandy Bordeaux Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 2 Wolfpacks owned by Germans in 92 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 2 GermanUBoats moved from 110 Sea Zone to 87 Sea Zone 1 GermanUBoat moved from 91 Sea Zone to 83 Sea Zone 1 artillery and 1 infantry moved from Southern France to 93 Sea Zone 1 German_Heavy_BB, 1 artillery, 1 carrier, 1 infantry and 1 transport moved from 93 Sea Zone to 92 Sea Zone 1 fighter moved from 93 Sea Zone to Gibraltar 1 fighter moved from 93 Sea Zone to 92 Sea Zone 1 tactical_bomber moved from Southern France to 92 Sea Zone 1 aaGun and 1 infantry moved from Holland Belgium to 110 Sea Zone 1 GermanUBoat, 2 Wolfpacks, 1 aaGun, 1 battleship, 1 carrier, 1 cruiser, 1 fighter, 1 infantry, 1 tactical_bomber and 1 transport moved from 110 Sea Zone to 92 Sea Zone 1 aaGun, 1 artillery, 1 fighter and 2 infantry moved from 92 Sea Zone to Gibraltar 1 tactical_bomber moved from Southern France to Western Germany 1 tactical_bomber moved from Northern Italy to Western Germany 2 infantry moved from Normandy Bordeaux to Southern France 1 G_Rail and 1 elite moved from Germany to Normandy Bordeaux 2 infantry moved from Western Germany to Holland Belgium 1 Waffen_Arty and 1 Waffen_Oberst moved from Germany to Holland Belgium 1 armour moved from Western Germany to Normandy Bordeaux 1 waffen_infantry moved from Northern Italy to Normandy Bordeaux 1 waffen_infantry moved from Northern Italy to Normandy Bordeaux 1 G_Rail and 1 Waffen_Oberst moved from Germany to Normandy Bordeaux 1 Waffen_Arty moved from Germany to Western Germany 1 mech_infantry moved from Northern Italy to Western Germany 1 armour and 1 infantry moved from Greece to Bulgaria 5 mine_unarmeds moved from Germany to Poland 1 armour moved from Western Germany to Southern France 1 bomber moved from Southern France to Western Germany 1 armour moved from Slovakia Hungary to Western Germany 1 mech_infantry moved from Western Germany to Denmark 1 armour moved from Poland to Western Germany 1 tactical_bomber moved from Southern France to Northern Italy Place Units - Germans 1 German_LCV, 1 elite and 4 mine_unarmeds placed in Germany 2 GermanUBoats placed in 110 Sea Zone 1 infantry placed in Normandy Bordeaux 1 Panzer_Grndrs and 1 bomber placed in Western Germany 2 infantry placed in Germany 3 GermanUBoats placed in 93 Sea Zone Turn Complete - Germans Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Germans collect 44 PUs; end with 44 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs

      Combat Hit Differential Summary :

      exp-game-1-multi-apbt-g3.tsvg

    • 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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