• Multi Game 2 barnee Trout vs Alex Panzer

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    A
    @beelee Thank you! Somehow Friday night is the recovery night after all the fun this week...weird having Wed off
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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    ubernautU
    @Nothingtoseehere yeah didnt bother to look that hard after i saw that
  • Hotkey for unit placement

    Feature Requests & Ideas hotkey placement
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    @GREGOREK A Fctry in each TTy. That would be time consuming if you had to place in each one. I'm not familiar with the game, so Idk if that's how it plays or not. Does space tab space just cycle you through all of your TTys ? I'm not following how this would actually work. It wouldn't be needed in the WWII G 40 game I play. Would it be an option ? Or hardwired ? If hardwired, I'd like to see how it affects other maps that wouldn't need that feature.
  • Roger's Scenario Thread

    Pinned Maps & Mods
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    RogerCooperR
    Name Ultimate World: Revised Description World War II in 1940 on a large map with many nations https://axisandallies.fandom.com/wiki/Ultimate_World:_Revised [image: 1783115058871-1622bd4c-47f3-40ca-91f9-86b84f257327-image.jpeg] Good Points Lots of conflict all over the world Easy to understand rules Bad Points No victory conditions Favors the allies
  • Creating new game with multiple friends

    Play By Email
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    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.
  • World War I with more territories?

    Maps & Mods
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    SchulzS
    Players should be free to choose. But being forced to play too defensively and cautiously in every single game would be boring, and it wasn't politically feasible at that time. Both offensive and defensive Russia should have their own pros and cons.
  • barnee vs beelee EXP 2.59

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    End Late 1940 [image: 1783054843949-screenshot-from-2026-07-02-23-59-44.png] Well a few mistakes. China took a beatdown in their attack, which they shoulda at least killed a couple dudes Nothing too extreme other than that. I don't really like my China defense but it seems Yunnan should be taken. That's a Big time bonus. JPN seems a little off as well. Idk they're probably OK. SSR needs to strike early if they decide to. I know OOB it's common and I've seen it a few times with HRE now. Mixed results so far, which is what is wanted. I would lean towards not doing it, SSR early attack on JPN but it can be effective. Vice Versa, I feel the same with Japan. Probably less likely to attack early unless SSR concentrates in Amur. Then I'd just say f it and attack I did against crockett and it had good results but he retrieved the situation nicely. Game is basically even in 1944 I think it is. Sadly, he hasn't responded in over a month now, so that promising game will most likely not finish.
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    I forgot to move the PG to W GER hence the edit. Things looking grim for the Reich. At least the yanks won Tough match coming up
  • 5 Votes
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    SchulzS
    @TheDog I would actually prefer replacing this game with my new WW1 map with the same name. The current one just isn't good.
  • Global 40 Expansion UHD Boxes

    Maps & Mods
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    B
    Update to 2.59 [image: 1782944315142-screenshot-from-2026-07-01-17-16-45.png]
  • TripleA Server Costs

    News
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    LaFayetteL
    Good points, we need to also keep in mind that the bots need to be available for peak lobby activity.
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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    Panzerstahl-Helm 0P
    @trout Hello sir, the WorldCup is over for Germany, so back to the WorldWar. I played in Local Modus, since your old email seems to be inactive and your new email is not working, as beelee mentioned. No summary available. BR e7fc391d-fb29-4688-8c4e-37286ae82456-exp-game-4-trout-vs.panzer-r6.tsvg
  • PlayByForum First - Utrecht

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    @hayertjez Hi Yea none of the bottom stuff works. you just do the 2 emails, test server once, then start. Do your turn. Top right hit "Turn Summary" copy that and save game. Paste the Turn summary and upload the save to here, your game thread. I ususally do the at thingy @hayertjez to my opponent so it notifies them. They'll get notified if they're watching anyway but that's just the habit I have of doing it. Most people will do a test turn in Local mode so when they go for real, PBEM mode, most of their decisions are already made. Makes for a cleaner and quicker turn, while also allowing you to test different ideas. If you need to save pre combat, e.g. there is a scramble option, I will take a screenshot of the area in question and post the save as well. Heads up that saving mid turn won't post the dice averages as it otherwise would. Here's a game I have with Panzer if you want to see how we do it. https://forums.triplea-game.org/topic/4286/exp-game-10-beelee-axis-vs-panzer-allies-operation-straweberry-fields-forever Edit I guess you could just send everything to your emails too. Just have to do it manually still.
  • Poll on how Defender Retreat should work

    Development
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    I
    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
  • Warcraft: Lordaeron Wars - Official Thread

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    @gr8gamerguy It has certainly been a long time since I worked on this project but I really want to finish it and condensed things down. With the advent of chatgpt I think ill come to finish it. (In case you ever see this message, thank you for all.the big reports)
  • Lobby Upgrades, June-25-2026

    News
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    LaFayetteL
    @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
  • New Maps Status Page - View Indexing Status of maps

    Map Making
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    No one has replied
  • Jurassic v2.0

    Maps & Mods
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    G
    UPDATED: http://john.gregorek.com/Games/Generic.zip Added caveER_png to help identify territories for removal/addition. Shifted place_txt values to represent top-left corner of unit images. Corrected polygons_txt fragments for defining territories across map borders. Not happy with glyph branding. It's optional. Still have an issue with border fragments that requires your inspection. The reliefTiles hide the map border edge well, but note the dinosaur has been beheaded. [image: 1782669793495-tripleabeheaded.png]
  • Defenders may retreat after 1 round of combat

    Feature Requests & Ideas
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    @RogerCooper Thanks, I just made a post to poll people's opinions on how it should work in Development, be sure to give any opinions there
  • Everything now auto-deploys on merge to main!

    Development
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    LaFayetteL
    Notable mention, bot hosts are an exception. They need a manual docker pull & restart to pull in changes. This is largely intentional as I would consider them already as legacy. edit: plus, restarting a live game is incredibly disruptive. I wasn't comfortable having the lobby restart without warning until there was the auto-reconnect capability implemented - let alone interrupting a full blown in-progress game.