Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsLeague General Discussion Thread
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FYI:
The developer(s) of TripleA decided to call version 2.6.14752 ‘stable’.
So this is the version you get when you move to
https://triplea-game.org/download/Also please note
https://www.axisandallies.org/forums/post/1699993 -
@Panther said in League General Discussion Thread:
FYI:
The developer(s) of TripleA decided to call version 2.6.14748 ‘stable’.
So this is the version you get when you move to
https://triplea-game.org/download/Also please note
https://www.axisandallies.org/forums/post/1699993What does the New version brings?
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@Amon-Sul said in League General Discussion Thread:
What does the New version brings?
I hope they publish a “What’s New?” or add the Release Notes anytime soon.
However, there have been hundreds if not thousands of updates in four years since 2.5. TripleA software development is a continuous process.
If you are deeper interested you might want to check out the notes of all the pull requests that resulted in (pre-) releases on Github in the meantime until they publish something more:
https://github.com/triplea-game/triplea/releases/ -
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@Amon-Sul
I’ve used 2.6 a little and I like the warning it gives why making combat moves into a territory that the enemy could scramble to. Also, when you hover over a territory it shows the units in the status bar (which is a quick way to see what is in crowded territories).Other nice things from the change log that look good:
- Can scroll map when prompts are visible
- Units with less movement are killed first
- Remaining movement of air untis displayed when picking casualties
- No retreat symbol when picking casualties
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When setting up a game, I’d suggest checking with the opponent what major version of TripleA is to be used. I’m not sure about the backward / forward compatibilty of 2.6 with 2.5, but you can have both installed on the same machine, just have to make sure to load the right one.
Any one using the Post to Forum function in 2.6? Is it working well?
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@FlyingBadger said in League General Discussion Thread:
When setting up a game, I’d suggest checking with the opponent what major version of TripleA is to be used. I’m not sure about the backward / forward compatibilty of 2.6 with 2.5, but you can have both installed on the same machine, just have to make sure to load the right one.
Any one using the Post to Forum function in 2.6? Is it working well?
2.6 and 2.5 are NOT compatible. And PbF works just fine.
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@Panther said in League General Discussion Thread:
And PbF works just fine.
so works like it used to ?
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@barnee said in League General Discussion Thread:
@Panther said in League General Discussion Thread:
And PbF works just fine.
so works like it used to ?
Yes, see: https://www.axisandallies.org/forums/topic/40008/testthread-posting-issue/7
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@ All
Please use the TripleA support category
https://www.axisandallies.org/forums/category/28/triplea-support
to further discuss TripleA related topics.I just wanted to inform the league players about the new version and did not intend to distract from league topics.
Thank you.
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@Panther said in League General Discussion Thread:
@ All
Please use the TripleA support category
https://www.axisandallies.org/forums/category/28/triplea-support
to further discuss TripleA related topics.I just wanted to inform the league players about the new version and did not intend to distract from league topics.
Thank you.
sorry panther and thanks
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anyone know why in bm4 UK pac on turn 1 would not get their NO for no subs in the indian ocean, even tho all the conditions are met? they’re not at war yet, but the wording doesn’t require them to be at war with japan. it’s something i never noticed before, is it a bug or am i missing something here?

and here’s the game thread, it’s a team game with my cousins and one of them noticed it: https://www.axisandallies.org/forums/topic/40795/bm4-cousins-team-game-2024-1?_=1714352206348
only thing i can think of is that since they’re not at war yet, they can’t possibly have enemy subs that would violate this NO… but seems to me it should be more explicitly worded and made clearer in that case
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@axis-dominion I think it is the issue that you are not at war so Japanese subs are not enemy ones. But since there are enemy subs (German or Italian) that could hypothetically reach before one is at war with Japan, the text could be clarified. But I’m sure Adam can confirm/correct what I’m saying.
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@axis-dominion said in League General Discussion Thread:
anyone know why in bm4 UK pac on turn 1 would not get their NO for no subs in the indian ocean, even tho all the conditions are met? they’re not at war yet, but the wording doesn’t require them to be at war with japan. it’s something i never noticed before, is it a bug or am i missing something here?

and here’s the game thread, it’s a team game with my cousins and one of them noticed it: https://www.axisandallies.org/forums/topic/40795/bm4-cousins-team-game-2024-1?_=1714352206348
only thing i can think of is that since they’re not at war yet, they can’t possibly have enemy subs that would violate this NO… but seems to me it should be more explicitly worded and made clearer in that case
There should be an at war clause as well.
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@Adam514 said in League General Discussion Thread:
@axis-dominion said in League General Discussion Thread:
anyone know why in bm4 UK pac on turn 1 would not get their NO for no subs in the indian ocean, even tho all the conditions are met? they’re not at war yet, but the wording doesn’t require them to be at war with japan. it’s something i never noticed before, is it a bug or am i missing something here?

and here’s the game thread, it’s a team game with my cousins and one of them noticed it: https://www.axisandallies.org/forums/topic/40795/bm4-cousins-team-game-2024-1?_=1714352206348
only thing i can think of is that since they’re not at war yet, they can’t possibly have enemy subs that would violate this NO… but seems to me it should be more explicitly worded and made clearer in that case
There should be an at war clause as well.
It’s what I always assumed but never bothered to check, took a newbie cousin to point it out since of course he’s reading and learning the objectives for the first time. Ok thanks for confirming!
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@Adam514 said in League General Discussion Thread:
@axis-dominion said in League General Discussion Thread:
anyone know why in bm4 UK pac on turn 1 would not get their NO for no subs in the indian ocean, even tho all the conditions are met? they’re not at war yet, but the wording doesn’t require them to be at war with japan. it’s something i never noticed before, is it a bug or am i missing something here?

and here’s the game thread, it’s a team game with my cousins and one of them noticed it: https://www.axisandallies.org/forums/topic/40795/bm4-cousins-team-game-2024-1?_=1714352206348
only thing i can think of is that since they’re not at war yet, they can’t possibly have enemy subs that would violate this NO… but seems to me it should be more explicitly worded and made clearer in that case
There should be an at war clause as well.
maybe you guys can correct it in bm4.2, and while you’re at it make the battleships cost 18 and cruisers 11 like in ptv, or better yet, 16 and 10. :)
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While that request is sitting there,
Tacs to 10, Fighters to 11 please
Maybe even subs to 7
Bombers to 13I know my dreams will never come to fruition, so maybe I’ll get somebody cool like @oysteilo to play it with me
AD, cruisers might be OK at 12 if they are given anti-submarine capabilities of destroyers (along with marines being in play)
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@gamerman01 said in League General Discussion Thread:
While that request is sitting there,
Tacs to 10, Fighters to 11 please
Maybe even subs to 7
Bombers to 13I know my dreams will never come to fruition, so maybe I’ll get somebody cool like @oysteilo to play it with me
AD, cruisers might be OK at 12 if they are given anti-submarine capabilities of destroyers (along with marines being in play)
U re my man. Been saying all that a long time ago.
Maybe i would not lower down bombers to 13, especially if fighters go to 11.
As for the ships, battleship is definitely too expensive with 20, and cruiser offers too little for 12 (comparing to dd).
I also think mech infantry are bought in such big masses. Maybe move them towards 5 IPC and give them some little boost ?
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I mean,
why would marine cost 5, and mech infantry 4?
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@Amon-Sul
OK…You’ll like this idea, then.
Double all costs and income items, then you can fine-tune them all!
For example, infantry cost 6 (2 X 3), then you can make mech 9 (2 X 4.5)
Or in other words, effectively make mech 4.5To make bombers 13.5, you would have them cost 27
You could also fine-tune the values of territories in the same way, if you double everything.
Just may be a real pain in Triple A unless you get them to alter the coding for you.





