Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. barnee
    3. Best
    B
    • Profile
    • Following 0
    • Followers 13
    • Topics 63
    • Posts 5,788
    • Best 1,994
    • Controversial 0
    • Groups 7

    Best posts made by barnee

    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @barnee

      NOTE
      12-28-23
      The below has become obsolete, even though the majority is still accurate. I’ll see if i can covert the latest into a single document and post here and remove the below.

      Here are the differences with triplea. Most of them are just things it can’t auto do. Only a few slight changes to overall game play.

      This mod will play more like a TableTop game than most triplea maps. While there is the need for edit use, it is completely playable and will become second nature after a few games. It’s Huge upside is well worth the effort.

      The following is just going to address the triplea game play, although the Help button top right has some Unit information. You will need to read the rules download for full game information.
      https://drive.google.com/file/d/14ycmW7VYZfsoR1ZeoV_tzXLzpp6H-2r-/view

      Section 1

      Note
      If needing to use edit after combat move and before combat and there will be only 1 battle, you will need to edit before your combat move, as after, you will go straight to the battle without being able to edit. If multiple battles are taking place, you will be able to edit before the first battle is fought to remove units but not place. Actually, you can place but they will have no effect on the battle.

      United Kingdom One Economy
      UK may only spend 20 PUs in the Pacific Theatre. Player Enforced.

      China Bonus Infantry
      China has it’s Game Start income boosted by 3 PUs to represent the added Infantry. It also has a 3 PU National Objective. It will not show up in the Objectives tab but does show at end turn.

      Weapons Developement
      You may activate tech in Early 1943, Round 7, in “Map Options”. You will need to save the game and turn on before restarting game.

      Double Place Phase
      Waffen Infantry, Waffen Panzer, Commandos, Marines, Unarmed Mines, Waffen Paratroopers, Waffen Artillery, Wolfpacks and Underground Factories are all placed in the first Placement Phase. Everything else as normal.

      Note If placing both a Minor Factory and a Underground Minor, Place the Minor in the first phase and the Underground in the second.

      NOTE
      Only Place Units that are activated that turn in the First Place Phase.

      1. Soviet Guard Infantry
        They work correctly.

      2. Waffen Infantry
        They work correctly.

      3. Waffen Panzer
        They work correctly.

      4. and 5. British Commandos and USA Marines
        Artillery will boost an inf 1 as well as a Commando/Marine 1 if all three present. If no inf, they’ll get boosted 2 and attack at 3…

        If placing an Underground Factory on the same turn, place the Commando/Marine Units First. You will also need to edit when placing in a Allied Factory. Make a legal placement and then edit after turn end.

      5. Elite Infantry
        You may only have 1 Elite in any Territory at any one time. This includes Allied Elites. This is Player Enforced. If you are forced to retreat to a Territory that has another Elite or Allied Elite, kill them with edit before Non Combat Move.

        NOTE
        When being supported by Artillery and other Artillery supportable units are present, the Artillery sometimes will support only 1 of the Elite’s rolls as well as 1 other unit. So, the Elite will show up in the “1” category in the “Battle Window”, but the rolls will be correct.

      6. Paratroopers
        Paratroopers require edit for their “Air Movement”. Before attacking, if facing AA fire, activate “Roll Dice” under “Game”, top left, and roll for AA fire. Then use edit to kill any hits and select “Perform Move Or Other Actions” and then click on the Paratrooper and make a legal move. If there is only 1 battle to be fought that Combat Phase, you will need to do this at the START of your Combat Move.

        IMPORTANT If accompanied by Air Units during an edit assisted attack across water, along with other ground Units performing an Amphibious Attack , All Paras MUST die before retreating the Air Units or the game will freeze. If no accompanying ground Units, you can’t retreat the Air Units until ALL Paras are dead. It will then throw a “Withdraw” error when you retreat the remaining Planes, but that is one you can ignore. This is the only truly serious issue in the mod.

        They will also be allowed to retreat from land Battles. This is a legal move.

        Instead of a A3 bonus for first round only, the Para will fire one AA shot at 2, along with it’s normal A1. The AA shot’s casualties do not get to fire back

        Also, it receives no Artillery support during land attacks, which helps to balance the First Strike AA kills.

        This was the most challenging unit for the engine. I’ve run several simulated battle scenarios and think it plays fine though. You just need to be deliberate in your steps the first few times. So you may want to save in between turns/phases and fight the Para battles first in case of any mistakes, until you get comfortable with it.

        Also, if you are only doing 1 attack that phase, don’t forget to turn off edit before ending your Combat Move. Otherwise, it will go straight to Battle and you can’t turn edit off then.

      7. Lend-Lease
        After the Allied Players Non Combat Move is finished, use edit and place the appropiate Lend-Lease Unit with the corresponding Unit. On Russia’s turn, purchase “1_PU” for every Lend Lease Unit you want to accept. On First Place phase, place the 1_PU where the Lend Lease Unit is and then use edit to remove the Lend-lease Units and add the Soviet ones. The “1_PU” Unit will remove itself before Combat Move.

        Note If The Lend-Lease Units come under attack before Russia’s turn, don’t take the Lend-Lease image as a hit. It will auto die if the battle is lost.

        Player Enforced Unit Limits. You may want to use the “Comment Log” under View, Top left, to keep track of how many Units have been sent.

      8. Facilities
        Underground Factories.
        Purchase a Demolition Unit for Free on the turn you want to destroy them. You don’t have to use it, although you may want to place and edit the Factory back so it won’t stay in your Purchased Units list if you don’t use it.

        Don’t place and destroy same turn. Player Enforced. Use edit to downgrade while moving.

        Russian Factories.
        While the Factory can move on it’s own, you will need to keep track of Rail movement usage. Player Enforced.

        Demolition of Airfields and Harbours.
        These work correctly. Purchase the appropriate Demolition Unit and plant the explosives at the targeted Facility during the second Place Phase. The Facility will detonate at end turn. It will auto destruct before next enemy combat move.

      9. Non-Agression Pacts
        Use edit to add units after combat move and adjust PU levels.

      10. Strategic Bombing
        You can’t designate certain Fighters to protect certain Facilities. The Air Battles will be fought in one battle. So if you send 2 Fighter Escorts and 2 Bombers with 2 Interceptors defending and the Bombers are Bombing separate targets, there will be one Air Battle with all planes. You may choose your own Air casualties. Triplea will randomly select AA casualties. They will select Bombers or Tac Bombers only.

      Section 2

      1. The Expanded Pacific Ocean
        Dutch New Guinea has it’s 2 PU boost hardwired into the total PU count. Take into consideration when determining Victory. After round 30 you will need to use edit for correct PU behavior.

      2. Increased Ship Building
        Movement Restrictions are Player Enforced. The 2 Naval Fighters placed in “Late 1942” will always place. Use edit to correct Unit total if needed.

      3. Heavy Industry Production
        Only Factories at Game Start can be upgraded. Player Enforced. Use First Place Phase and edit if necessary, when placing multiple upgrades at once.

      4. Landmine
        This requires extensive edit use. There is also a TripleA option that is “edit free” explained below.

      You may purchase “unarmed” mines and place them in your Capital during the “First Place” phase. It will allow you to place as many as you want, so placement is Player Enforced.

      “Armed” mines are placed in the normal place phase. You may place them anywhere there is an unarmed mine. They will consume the unarmed mine at the end of the place phase.

      When you place the armed mines, you will need to use the “Comment Log” stating which Border they are defending in the territory. To access the comment log, go to the ‘View’ menu, and click ‘show comment log’.

      You may also place “Colored” mines: Red, Blue, Green, Yellow and Orange. This will allow you to edit different mines designating the defense of different borders. So any “Armed Mine”, after placement, can then be edited to a color to make it easier to tell how many and where they defend are.
      Use comment log to clarify. A notepad next to your keyboard with the information may also prove useful, after the initial documentation.

      Using the mines in combat requires use of the “Dice Roller”. It is located in the “Game” menu next to view. If only 1 battle is to take place, at the START of your combat move, determine how many units are crossing the minefield and roll as many dice as there are armed mines. Use edit to remove any casualties and any mines that detonated. Excess mine hits are not removed.

      You must do any edits before starting the combat move if there is to be only 1 battle that phase. So, if needed, do a dry run and note the units entering the minefield. Use comment log if necessary.

      If there will be multiple battles, you will be able to edit before the first battle takes place.

      The Dice Roller is not tracked in “History” so you may use the comment log if you want to keep a record of the rolls/hits. If playing by Forum, it is recommended to use the Axis & Allies .org dice roller.

      You may load no more than 3 mines on a transport. This is Player Enforced.

      Do not take mines as casualties in combat. Player enforced. When a territory is conquered, all the mines will be destroyed. You will need to use edit to replace the unexploded mines after combat has ended and before the non combat move. Use “History Mode” located in the “Game” menu or Ctrl h if needed, to clarify mine totals. The player “Changer” has mines for each player and they can safely be placed in the conquered territory.

      Use the same procedure as above, for any units that cross the minefield in non combat move.

      Mines will block blitz movement. Use edit “Perform Move or Other Actions” to make a legal move.

      TripleA Landmines
      The “armed” mines are D2 now. They only die after getting a hit or taken as a casualty. They roll separately from the rest of the defending units, so you can see if they hit or not. You can place as many as there are “unarmed” mines, so you’ll have to player enforce any territory limits. They will defend against attacks from any border.

      5. Escorts & Transports
      Use edit to place and remove the “Escort Convoy” unit when Convoys are formed or dispersed. Transports must be taken as casualties last. This is Player Enforced.

      Do not attack Subs without a Destroyer present. This is also Player Enforced. If you have a mixed Fleet without Destroyers attacking Subs, allocate the Escort hits to other Vessels when possible. If Subs submerge after first round of combat, use edit to replace any illegal Escort hits at the end of combat. If they don’t submerge, then count any Escort hits.

      1. US National Guard
        The National Guard Units will deploy with any state of war with Japan. Use edit to remove them if illegally placed. This will probably be fixed in the future.

      2. Carrier Based Fighter Aircraft
        Movement Restrictions are Player Enforced. Use edit for making legal landing moves when Carrier is sunk or damaged. If caught in land combat, use edit to remove them. If only 1 battle to take place that Combat Phase, you must edit before starting combat move, then replace them if needed after combat.

      The 2 Naval Fighters placed in “Late 1942” will always place. Use edit to correct Unit total if needed.

      1. Defensive Fortifications
        Only place as many as there are Infantry present. Place in 2nd Place Phase only. These are Player Enforced.
        Do Not take as casualties. If they lose battle, they will auto die. If they win, remove any excess Fortifications with edit after combat.

      Use edit for Italy and Russia in the unlikely event they are needed.

      1. German Atlantic Wall
        Only place as many as there are Infantry present. Place in 2nd Place Phase only. These are Player Enforced.
        Do Not take as casualties. If they lose battle, they will auto die. If they win, remove any excess “Atlantic Wall” units with edit after combat.

      2. Capital Warships Taking Damage
        Don’t attack with Damaged Carriers. Take Carriers as first hit when Battleships are present. These are Player Enforced. Don’t take “Defend CV Hit” as a casualty in Land Combat. This is also Player Enforced.

      1 “Repair Carrier” or “Repair BB” Unit will repair All damaged Ships. Make sure to buy the appropriate amount of repair units. Player Enforced. They will auto die after combat move. Use edit to place in open sea. This may be fixed in the future.

      Only scramble to the disabled Carrier’s Sea Zone with the “Defend CV” Unit. Do not take as a hit in Land Combat. Do Not use any designated Fighters for other actions while on Carrier Defense Duty. These are all Player Enforced.

      Place the “Defend CV” Unit during the 2nd Place Phase. It will auto remove before your next Purchase Phase.

      Note
      If you didn’t purchase a free Defend CV unit, simply edit one in after your turn.

      You will need to use edit if unable to place the repair unit. Place in any legal spot and it will auto remove as usual.

      11. Super Heavy Battleship
      The “SHB” will fire 2 Bombard shots, even if only 1 amphibous unit is attacking. Use the Dice Roller to simulate the bombardment and for any casualties to fire back. Then use edit to adjust accordingly. If you have more than 1 battle taking place, you will be able to use edit before choosing the first battle to fight. If only 1 battle is being fought, it will go straight to combat after your combat move. You will need to edit before your combat move in that case.

      Victory Conditions

      These are currently Player Enforced. They will be added at a later date.

      Note
      There are additional Player Enforced rules in the original Game Notes below.

      My Bolding didn’t work very well. lol

      Section 3

      1. US Armoured Infantry
        They work correctly.

      2. German Panzer Grenadiers
        They work correctly.

      3. Strategic Rail Movement
        Each Major Power’s Rail Units will place before Combat Move. Germany, Russia, the United States and Italy, will place in their Capitals. Britain will place in South Africa and China in Kansu.

      You must control your Capital for units to place. China needs USA Capital.

      This is to help remind the Player of it’s non combat move availability. They will not be able to move in combat move.
      The one with a “E” on it is for Europe movement. This is to keep track of rail movement.

      A rail unit will move any unit regardless of theatre. Click on the Rail unit and then click the unit you want to move.

      Use edit “Perform Move or Other Actions” if necessary to make your move.

      Correct movement is Player Enforced.

      1. Home Defense
        Use edit to place the 2 Japanese Infantry. Use the Dice roller to roll the first round battles and edit to remove casualties before start of combat.

        So, do your non combat move. Manually roll first round of battle. Then end non combat move. Then edit to remove casualties. Then start combat phase.

      2. Landing Craft
        Only take as casualty when Attacking in Land Battles. They will Auto Die when only units left in battle. Player Enforced. Roll Scramble Battles in the Dice Roller before starting Combat Phase.

        Use edit “Perform Move or Other Actions” for movement across Sea Zones. You will need to click on the units it’s carrying as well.

      3. D-Day
        USA makes it’s D-Day combat move with all units that will take part in the D-Day invasion. This includes transports that will be loaded with UK troops and any Ships doing Shore Bombardment. Any Air Units as well.

        Then catalogue them in the comment log. Hit the “Undo” button and remove all USA D-Day units with edit. Finish the rest of USA’s turn.

        On UK turn, make All non D-Day combat moves. Catalogue in comment log. Hit undo. Then use edit to add all USA D-Day units as British, to United Kingdom. Sea and Air Units to where they were on USA turn. Refer to comment log if needed.

        Now do all UK combat moves. Can either do D-day first or non D-day ones. Which ever seems more effecient.

        After combat, use edit to replace UK units with the appropriate USA units and change territory control to Americans if invasion was successful. Refer to comment log if need.

        It’s an involved turn, but only happens once a game, so not game breaking. Hopefully someone will redraw the map in the future, adding a D-Day box, as well as boxes for the Army Groups and Corps.

      4. Red Army Conscription
        Placement Restrictions Player Enforced. So no more than 20 in Moscow and 6 in the Minor Factories. Max build of 26 is enforced.

      5. German U-boats
        “Wolfpack” units are A0 D0 C3 units with unlimited movement. They give 1 AA shot of +1 on offense and +2 on defense to each U-Boat in it’s sea zone for 1 round only. Any hits will not be able to fire back, regardless of enemy Destroyers being present.

      You may place Wolfpack units in any sea zone next to German controlled territories. Use edit if needed to place elsewhere. Place them in the First place phase so they can be used that turn. They have unlimited movement but will still be blocked by Destroyers, so use “Perform Move Or Other Actions” in edit if needed. Otherwise, you must place before starting your combat move. Sea zone 113 is usually a good place for Wolfpack units waiting to be formed.

      Do not take as casualties. They will auto die if they are the only units left. They still need to be hit though, so if you get tired of rolling, simply submerge Wolfpack and kill him with edit at the end of the phase.

      After combat, triplea will remove any Wolfpack units that are in the Atlantic Ocean or Mediterranean Sea that no longer meet the requirement for a Wolfpack, before the Germans non combat move. You will need to use edit to remove any additional Wolfpacks before Germany’s next combat move, if enemy attacks have done the same.

      1. Waffen Paratroopers
        Use edit to make combat or non combat moves with “Perform Move or Other Actions” same as Wehrmacht Paratroopers. If still not possible to make legal move, edit directly at start of phase. May not attack Capitals. Player Enforced. They are supported by Waffen Artillery.

      2. Waffen Artillery
        They work correctly.

      Section 4

      1. Soviet Tank Mass Production
        They work correctly.

      2. Waffen Panzer Grenadiers
        They work correctly.

      3. Waffen Oberst-Gruppenführer
        There are “4” Oberst. The one you can purchase is not currently in command of a Waffen Army. Depending on the configuration of the Army, use edit to replace the Oberst with a “2”, “3” or “4” Oberst. This will boost the appropriate A2, A3 and A4 units.

      Always take the Oberst as the First casualty of the Army. Otherwise it will continue to roll twice and give it’s bonus roll to the designated unit.

      Use edit to replace a Waffen Army unit that survives and retreats, with the Oberst who was killed, if needed for regrouping in non combat move.

      For example. You have 2 Waffen Infantry, a Waffen Panzer and a Oberst. You decide to create a Waffen Army with the Oberst giving it’s bonus roll to the Panzer by using edit to replace the Oberst with “Oberst 4” before the start of your combat move.

      When more than 1 Waffen Army is present in a territory, only 1 Army can use it’s bonus rolls. Use regular Oberst for other Armies. When attacking, all units in the Army must start in same territory. Player Enforced.

      1. Soviet Commissar
        They behave the same as the Waffen Oberst-Gruppenführer.

      2. Panzer General
        Only build 1 per turn. Player Enforced. Use the Oberst and Commisar procedure for correct game play. Panzer General3 is the combat active one.

      3. Army Group
        Use edit to place an Army Group Flag. There are 2 Flags. “Army Group Active” is the Flag for receiving the combat bonus.

      4. German Take Over of Italy
        Use edit to change unit and territory control. Also use edit to adjust PU levels.
        The extra Para and LCV build limits are Player Enforced. National Objectives will not show up in the Objectives tab. They will be listed at end of turn and in History.

      5. Total War
        Placement number is Player Enforced. Only place during 2nd plase phase or they won’t change. If unable to place in a legal spot, use edit. This should be a rare occurence.

      Navy Fighters must be placed in Japan and Western United States. Use edit to move them to their correct Sea Zones.

      1. Air Transport
        Movement is Player Enforced. They can move 6, or 7 with Airfield, whether loaded or not. Only Germany may transport Panzers. Player Enforced.

      Section V Optional Rules

      May be turned off in “Map Options” before Game Start.

      1. Soviet Partisans
        You can purchase and place in any soviet controlled territory. You will need to then use edit, to place where you want and remove. This is to keep track of PU levels.

      You need to use edit to kill/remove any Partisans your units come into contact with. Also to change from 2 Partisans to 1 Infantry.

      If only 1 Partisan in territory, it will conquer it during combat phase. You will need to edit desired results.

      1. German Volkssturm
        When conditions are met, save game and before restarting, turn on in Map options. You can either turn on and off as needed, or Player Enforce if conditions no longer legal.

      2. German Me 262 Jet Fighter
        These work correctly.

      3. German King Tiger Tank
        Max Build is enforced. Per turn build of 3, is Player Enforced. They can be repaired anywhere. Use the above procedure for repairing Battleships and Carriers. Repair unit will not repair Battleship or Carrier.

      4. Waffen Heavy Tank
        These work correctly. Use same repair procedure as above. Uses same place procedure as other Waffen Units.

      5. Japanese Banzai Attack
        Will auto place 1 Banzai unit per turn in Japan. Has unlimited movement. Do not take as casualty in battle. Use only for legal attacks. Player Enforced. Will auto die at End Turn.

      6. British Seafire Fighter Planes
        Requires same Player Enforced and edit use as USA and Japan Navy Fighters listed above.

      7. German Me-109T Fighter Planes
        Requires same Player Enforced and edit use as USA and Japan Navy Fighters listed above.

      8. Japanese Destroyers They work correctly.

      9. Rockets
        Need to use edit for 2 space attack “Perform Move or Other Actions”. Do not take as casualty. Player Enforced. Will auto die if only units left.

      10. Bidding Player Enforced. :)

      11. US Heavy Transport They work correctly.

      12. German Type XXI U-boats
        Uses a AA shot at attack 4 if no other type of ships attacking for first shot. If no Destroyer present or Destroyer is taken as casualty, you will have option to submerge. If not, you will then fire a normal First Strike Attack and all Defenders will return fire.

      13. Heavy Bombers
        They work correctly.

      Unofficial SBR Option

      This is independent of the Captain and Company’s Awesome House Rules, thus “Unofficial”. 🙂 May be turned on in “Map Options”. Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They have no Air Battle Attack Factor but can be taken as casualties in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive +2 to an SBR attack.

      Fighters now Air battle at Attack 1 on Escort and Defend 2 on Intercept. Tactical Bombers now Air Battle at attack 1.

      This seems to give the defender more incentive to intercept, as they won’t be hacked out of the sky for a 9 dollar fighter to 5 dollar bomber exchange as frequently. The more Air Battle rounds the fight goes, seems the Defender will have a better chance of shooting Bombers down and not getting slayed in the process, compared to A3 D4 stats. Anyway , an option : )

      If defending in a Land Combat, do not take as casualty. Player enforced. If you receive a Notification that says “Units in Following Territories will Die”. Ignore this and hit “Done Moving”. This will be fixed in the future.

      This has no effect on “Heavy Bombers”.

      NOTE You may manipulate the number of Air battle rounds in “Map Options” before Game Start, as well as, “Attacker” “Defender” retreat. I suggest using with the default “Expansion” rules, which are unlimited.

      You can also Bomb Underground Factories. Max damage to a Major is 7 and a Minor 2. So the major will be able to produce 3 units at max damage and a minor 1. Heavy Industry has 8 max damage to a major, Minor remains at 2. So 4 and 2 for their minimum builds.

      This represents bombing of transportation lines to the Factories and to encourage more SBR’s.

      posted in TripleA Support
      B
      barnee
    • Thank You

      to @djensen @Panther @redrum . You all have put a lot of work into the transition. @simon33 has been helpful with his comments as well.

      And thank you to everyone else helping out with the change.

      It may take a while to get used to the new program, but it’s gonna work just fine : )

      Peace

      posted in Website/Forum Discussion
      B
      barnee
    • Thank You Veterans

      Thanks to All Veterans on this Veterans/Remembrance Day

      posted in General Discussion
      B
      barnee
    • Global 1940 and 1943 Expansion for use with TripleA

      @the-captain

      “Global 40 Expansion” “Section I” , “Section II”, “Section III”, “Section IV” and “Section V” are now available on triplea. It is under “Experimental” in “DownLoad Maps”.

      If you’re not familiar with triplea follow these instructions:

      https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions/9

      Edit
      Update
      You may now Download Directly from Triplea
      It is under “Experimental” in 2.5 and “Alphabetical” in 2.6

      Wait 2-3 Seconds for Download to Completely Finish

      Screenshot from 2024-11-20 11-59-44.png

      It has been updated to use Boxes. It uses new download instructions:

      NOTE This will take you to All triplea maps
      https://github.com/triplea-maps

      DL Instructions
      https://github.com/triplea-maps/global_40_expansion_uhd_boxes
      Hit Big Green Button “Code” On Right and DL ZIP

      Screenshot from 2024-02-13 21-53-56.png

      Open Zip and Rename Folder to 'global_40_expansion_uhd_boxes" and place in your “downloadedMaps” Folder inside your “triplea” Folder.

      Screenshot from 2024-02-13 21-57-58.png

      Update on 5-12-25

      Screenshot from 2025-05-12 12-16-43.png

      Recommended to Read Game Notes for triplea Play.

      There are a few detailed Examples in the thread we’re currently at.

      NOTE you may need to scroll a couple clicks down to get to the start of the example.

      Naval Mines
      Updated on 11-20-24
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/234

      Boxes
      Updated on 11-20-24
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/238

      Wolfpacks
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/244

      Army Groups
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/247?page=10

      Landmines
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11
      Updated
      1-6-24

      more to follow

      posted in TripleA Support
      B
      barnee
    • Merry Christmas

      and a happy day to all

      posted in General Discussion
      B
      barnee
    • RE: On this day during W.W. 2

      75 years ago today was VE-Day

      posted in World War II History
      B
      barnee
    • New TripleA Map UHD World War II Global

      Same as Bung and Veqryn’s game wise. Different map and uses Frostion units. It is under “Experimental” in “Download Maps”.

      Oztea’s 41 will be added as a option. This has been added.
      BM 3 has been added as a Map Option.

      Reply here with any feedback.

      UHD World War II Global

      This is a Larger Map for the Above Game. All Rules are the Same.

      This Map Uses the Frostion Units.

      You may Download with 2.5 under “Experimental” or directly from Github https://www.axisandallies.org/forums/topic/39809/new-triplea-map-uhd-world-war-ii-global/28?page=2

      Github Download Instrustions https://www.axisandallies.org/forums/topic/39817/global-40-expansion-uhd

      May Now Download with Prelease

      NOTE
      The Prerelease may go to 100% and then back to 0% 3 times before it’s done. Doesn’t take long.

      Update

      2-13-25

      Update to 3.5

      Change Log UHD:

      3.5
      2-13-25
      Fix Marines Not Loading on Cruisers and Battleships.
      Fix Archangel Lend Lease Objective Firing in Round 2.

      May be downloaded in triplea 2.5 under Experimental or in 2.6 or 2.7 Alphabetically

      posted in TripleA Support
      B
      barnee
    • RE: House Rules Compilation & Discussion: Oil!

      @vodot

      @General-6-Stars uses oil in his game
      OIL DERRICKS
      Cost: 0
      Attack: 0
      Defend: 2 at each plane
      Move: 0
      Max damage: Up to double there value
      You cannot build these in game.
      You do receive the values of these
      towards your income. Any damage
      to them and you lose the full value
      of the income there worth. Can be
      captured and used for income if not
      damaged by the enemy.

      Similar to some of the above, but implemented differently. I know he’s had a lot of success with it.

      There’s also at least a couple triplea games that use oil. They are similar to swinters’ Oil Production values map + rules in that the oil turns into fuel that is used to power Mechanized, Air and Naval units.

      WWII Oil and Snow April 1941
      OIL: can be found in the '41-'45 oil-producing regions of the world: depending on if it is a rich source (double drop) or regular source (single drop) there is a (regular or major) refinery producing fuel for your mechanized units. Infantry & cavalry may move without fuel. When conquered they turn yours directly because of AI not understanding the importance of repairing /rebuilding disabled or hit refineries. I made them indestructable, except they have far lower output of fuel when damaged. (major 8 out of 20 & regular 4 out of 10 fuel per turn) You can only repair existing refineries, not upgrade or add new ones. If you run out of oil you can always purchase fuel via oil barrels but that of course would have an impact on your unit production. When an Allied Territory with oil is liberated, it returns to its original owner.

      Iron War
      Fuel is used by ships, land vehicles and planes to move. 1 unit moving to an adjacent territory consumes 1 Fuel. Planes are an exception to this rule, as they always consume Fuel equal to half of their full potential movement. Note that all Synthetic-Fuel production is destroyed during capture, unlike regular fuel resources.

      I know @Black_Elk really digs “Iron War”. My small cranium can’t handle it though. i just end up with a pile of steel that can’t move lol

      Good Action here

      Rock On !!!.png

      posted in House Rules
      B
      barnee
    • RE: Video interviews of league players by Crockett36

      Watching Gamer’s right now. @crockett36 you are my Hero !

      "Hon, can you turn the TV off ? And the wifi too ? " No Way !!! That is Awesome !!!

      I would have Zero chance of that ever happening lol

      Ok back to the video :)

      posted in League
      B
      barnee
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @CrazyIvan

      Hi Ivan and welcome to the boards. It may not be quite what you are looking for but triplea will allow you to play online.

      link text

      I suggest the Gargantua link for getting started if interested.

      [link text](https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions/4

      Just ask if you have anyway questions

      posted in Welcome
      B
      barnee
    • RE: Have you guys seen this big anouncement for A&A?

      @witt said in Have you guys seen this big anouncement for A&A?:

      @djensen why wouldn’t we?

      yea, if anything, it’ll bring in more people. Those that aren’t aware of this place and are made aware of A&A through the above future site(s) and enjoy it, will eventually find their way here.

      As long as triplea keeps cranking, you’ve got an Ace in the Hole, because all the League Players use it, which is probably half the traffic here.

      This is a good thing. Unfortunate they didn’t respond, but whatever to them lol

      Happy Thoughts and Merry Christmas :)

      posted in News
      B
      barnee
    • RE: Barnee missing of late.

      @Wittmann Hi guys

      looks like I missed it by a day. Just taking a break. Was getting kinda burnt. Thanks for the thought. Hope everyone is well

      posted in General Discussion
      B
      barnee
    • Triplea developement

      @kwaspek104 and @The_Good_Captain
      I saw Cap’s post at triplea. i can’t post there right now so responding here.

      I would join github and then start a discussion https://github.com/triplea-game/triplea/discussions
      asking for @RoiEX Lab and/or @DanVanAtta

      Way sweet you wanna share your skills :)

      posted in TripleA Support
      B
      barnee
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @BenPlay

      Hi Ben

      In case you want to play online you can with triplea :)

      https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions/30

      Have a half dozen of us that do, if you want to join the fun :)

      posted in House Rules
      B
      barnee
    • Remembering Those Who Have Passed

      Remembering those who have passed.

      posted in General Discussion
      B
      barnee
    • RE: Axis & Allies Global 1940 House Rules Expansion

      Year 4 now :)

      Lots of fun playing this mod.

      Rock On

      Rock On !!!.png

      posted in House Rules
      B
      barnee
    • Names to Faces

      Trying to figure out who the mugshots are.

      I think this is Manstein ? Manstein_PG.png

      Pretty sure that’s Rommel Rommel_PG.png

      Is this Guderian ? command 4.png

      Think this is Zhukov R_command 4.png

      Or maybe this ? Both him ? R_command 1.png

      IDK any of 2, 3, 5, 6 R_command 2.png R_command 3.png R_command 5.png R_command 6.png

      Bradley ? Bradley.png

      Ike ? USA_TankGeneral.png

      Got these from the Dog’s Global Command Decision on triplea. Not sure if @Black_Elk made these or not.

      Anyway, I’m going to add some alternate units for The Captain’s Global 40 Expansion
      https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion

      I need 3 Germans, 2 Russians, 2 Yanks and a Bloke.
      Monty pretty easy for the Brits.
      Not sure who the second Russian should be.
      Patton and Bradley for the yanks.
      Manstein, Rommel, Guderian for jerry.

      They’re gonna command Tank Armies. Actually Zhukov and Manstein should command Army Groups, along with Ike.

      Anyway, figured I’d just post it here :)

      posted in General Discussion
      B
      barnee
    • RE: Global 1940 & 1943 Expansions Game Reports

      Game 3 barnee vs Trout

      Game:1940

      Axis:barnee
      Allies:Trout

      Playing Time: 27 days

      Game thread
      https://forums.triplea-game.org/topic/4132/exp-game-3-barnee-vs-trout/121?page=7

      Saved Game
      f808531a-9999-4d63-9d62-54e77d0e6f28-exp-game-3-trout-us10.tsvg

      Early 1940 - Early 1941

      Germany
      The Kriegsmarine builds a steady 3 U-boats per turn. They are able to sink the Canadian ships in Early 1940 as well as the Royal Navy in 110 and 111.
      In Late 1940 they begin to Convoy the British Isles, as well as Nova Scotia. The Wehrmacht would take Greece and the Luftwaffe would produce a Air Fleet Commander.
      Early 1941 and 4 Fallschirmjäger Divisions along with 4 LCV’s would concentrate in Romainia. The newly formed 1st Luftflotten would deploy there as well.

      Russia
      The Soviets would produce a fair amount of Landmines, as well as maxing out their Paratrooper production.
      An Engineer would help deploy LMs to W UKR to defend against E POL. Belarus would also arm LMs against E POL.
      Far East Forces would slowly move West and Stalin would order a Commisar to keep an eye on the Red Army.

      Japan
      Nippon would build two Factories in China. They would focus on Armor production.
      A Harbor would be built in Kwangsi and the main IJN Fleet would be stationed there. Carolines and the Home Waters would also have smaller Fleets.
      The IJA would push the Chinese back to their Western Provinces.

      United States
      USA would destroy the Naval Base in Manila and fortify the Army units there. USS Iowa and Missourri would both launch. The Iowa in the Atlantic and the Missourri in the Pacific.
      4 Trprts are off the East Coast, ready for immediate deployment.

      China takes a beating from JPN and has concentrated in Kansu.

      United Kingdom
      Britain sinks a wounded Bismark in 111. Two U-boats are also sunk in 106. The Royal Navy declines to engage the Regia Marina, other than sinking the Italian ships off Malta.
      Churchill orders the creation of 1st UK Tank.
      The Italian forces in Africa are eliminated.

      Italy
      Italy takes a undefended Gibralter as well as Jordan. The British evacuate Egypt in Late 1940 and leave the Australian Infantry on their own. Italy easily conquers Egypt and salutes the Aussie bravery by sharing their wine with them.
      Il Duce cannot contain himself and declares war on the Soviet Union in Early 1941. Both W UKR and UKR fall to him along with Bessarabia.

      ANZAC
      ANZAC takes Custodianship of Java and DNG, as well as upgrading their Factory in New South Wales in Late 1940.
      They primarily concentrate on ground units to defend against any Japanese invasion.

      France they just kinda chill.

      End Early 1941
      Screenshot from 2025-04-28 01-19-10.png

      Economy and Lend Lease Units
      Screenshot from 2025-04-28 00-54-36.png

      Total Units and National Objectives
      **Note **
      Total Units includes Infrastructure. Looking at specific Player totals will give a good idea of the actual Forces on the map.

      Screenshot from 2025-04-28 01-01-22.png

      The Production column does not count National Objectives. You still need to add or subtract from that total for any Pacific Island Bonuses.

      Late 1941 - Late 1942
      Coming Soon :)

      Eastern Front Early 1941 End
      Screenshot from 2025-04-28 04-13-18.png
      Screenshot from 2025-04-28 04-21-52.png

      Update 4-29-25

      Late 1941 - Late 1942

      Germany
      Late 1941 and the Kriegsmarine continues to launch 3 U-boats per turn. 2nd Luftflotten will also deploy.
      After the Italian attack on the Soviet Union, the Fuhrer will send the Wehrmacht and Waffen Units into E POL in force.
      Fallschirmjagers will take an undefended Rostov and Cauacasus.

      Both small footholds in Caucasus and Rostov would fall to Soviet counterattacks. Russian Engineers would arm 3 LMs each at 100 SZ .
      The Wehrmacht with strong Luftwaffe support would take Caucasus with a large LCV landing. Two of the LCVs would be empty. While they avoided the LMs one would be lost in combat.

      Novgorod is taken. Skirmishers take Belarus with some casualties due to LM’s.
      Army Gruppe Center forms in Belarus. The Kriegsmarine withdraws to 113 SZ except for a Escort to deny any American Bombardment in 112 SZ.
      The Soviets liberate the Caucasus.

      Russia
      Guard Infantry would begin to form in Late 1941. Counterattacks in Rostov and Caucasus would succeed. A light attack against Italian Armor in UKR would fail with both land units being destroyed.

      The Red Army would successfully counterattack all along the Eastern front in Late 1942 with the bulk of their Forces concentrated in Smolensk opposite Army Gruppe Center.
      One of the Minor Fctrys would also move to Smolensk.

      Japan
      Nippon subjugates China in Late 1941. After their heady Victory, Tojo pushes for All out War against the Western Allies. His view prevails.

      Hong Kong, the Philippines and Singapore would fall to the Japanese Blitzkrieg. Borneo and Celebes would also be conquered by the Rising Sun.

      Japan would continue their assault in the South Pacific and take DNG in Late 1942. They would rebuild the destroyed Naval base in Manila.

      United Staes
      The Americans invest heavily in their Navy and launch a successful Operation Torch in Late 1941.
      General Marshall advocates for resources for the Army and in Early 1942 the Americans begin to shift their production to land based units.

      Nimitz orders Halsey to stike Iwo Jima and he is victorious. In the Atlantic GIB is liberated.
      American Seabees build a Harbor on Wake Island and the Pacific Fleet concentrates there.

      China
      They get dusted in Late 1941 lol

      United Kingdom
      Britain conducts a major ASW attack in 109 sinking 2 U-boats and move their Indian Fctry underground in Late 1941.

      Early 1942 and they spend 5 bucks to incorporate the French Units in London into the British Armed Forces.
      Minor combats would take place and they would take Holland with a small amphibous landing.

      Minor combats would continue into Late 1942 and the Naval Base in GIB would be rebuilt. A strong Anglo Fleet would be anchored in 110 SZ.

      Italy
      Italia would construct a Fctry in Cairo in Late 1941. A Paratrooper attack on Morrocco would fail.
      They would move the Egyptian Fctry Underground in Early 1942 and continue to battle the Americans in North Africa as well as the Soviets in Ukraine.

      Rome Fctry moves underground in Late 1942 and land units combined with Air take Iraq from the British.
      Egypt, with German support, is heavily defended and still able to threaten offensive operations.

      ANZAC
      They invest heavily in their Navy with a BB and a DD. No combat takes place in Late 1941.
      The Air Force would see another Ftr Wing deploy in Early 1942 and the Army would Fortify the Islands under their control.
      Late 1942 and the long awaited Aircraft Carrier is launched along with a DD.
      They would finally engage in combat with 3 Ftrs attacking a solo JPN DD off Java. While successful, one of the Ftrs would be lost.

      France
      The French Forces that joined the British Army are eager for combat and payback. A small landing in Holland succeeds and though their survival is unlikely, they are happy to finally hit back at the enemy.

      End 1942
      Screenshot from 2025-04-29 04-08-57.png

      Economy
      Screenshot from 2025-04-29 04-12-07.png

      Total Units and Natinal Objectives
      Screenshot from 2025-04-29 04-13-35.png

      Eastern Front End 1942
      Screenshot from 2025-04-29 04-22-42.pngScreenshot from 2025-04-29 04-21-31.png

      well that one didn’t turn out that good lol. Try and do a Pacific :)

      Screenshot from 2025-04-29 04-27-39.png Screenshot from 2025-04-29 04-28-01.png

      Edit
      I forgot that UK got two LL DDs in 109. :)

      Update 5-6-25

      Early 1943 - Early 1944

      Germany
      In Early 43 minor combat takes place in Bryansk and Archangel. AG Center moves to Novgorod.
      Late 43 a Waffen Para takes and undefended Urals shutting down Tankograd’s production. A medium size battle takes place in Archangel and AG Center would withdraw to E POL. AG South (I didn’t add the Western Front AG names for triplea) would form in Western Germany.

      Early 44 the Eastern Front would be quiet with AG Center and 1st Soviet AG staring each other down. Valuable units would move from W GER to N Italy to try and prevent any USA canopener through S France to allow Montgomery and 1st UK Tank access to N Italy.

      I believe that was a mistake and W GER should have been on Max Defend. I will explain in detail with pictures down below.

      Russia
      The Soviets would continue to skirmish with the Wehrmacht in Eastern Europe with slightly larger combats taking place in Novgorod.
      Late 1943 would see an uptick in combat as German Fallschirmjager units would need to be rooted out in Caucasus, Rostov and the Urals. A decent sized Italian Force would need to be expelled in Ukraine as well.
      1st AG would move into Belarus in strength.

      Early 1944 Novgorod and Baltic States would be liberated and the situation in Eastern Europe would begin to stabilize.

      Japan
      Nippon would conduct minor naval combat in the Pacific and continue to fight over New Guinea.
      They would have two strong Fleets. One in Home waters and the other off of DNG. A smaller Fleet would be in Manila in an escort role for Land units coming from Japan.

      Large Infantry concentrations in India and Yunnan would stalemate each other with Armor units deployed slightly further inland.

      USA
      Uncle Sam partakes in the above mentioned battles with JPN while conducting minor attacks in N Africa and W Europe.
      They take Normandy in Late 43 in force.

      In the Atlantic they have strong Naval forces in 91 off of GIB and 110 off of London. In the Pacific, Nimitz has Halsey concentrated off of Wake with the Harbor there allowing them to threaten the main IJN Fleet in 6 SZ.

      Start of American CM Early 1944

      Screenshot from 2025-05-06 09-42-35.png

      Screenshot from 2025-05-06 09-43-36.png

      It is here that I feel the Allies missed an opportunity. Slamming everything at W GER followed up by the British doing the same would almost surely have been successful. I did not allow for the UK LCVs ( a reason to demo the Normandy Harbor but the London one made me decide not to. A mistake. ) but even if I had and not moved to N Italy, I think the Allies would still win albeit with heavier losses.

      The Soviets say dam the losses and engage E POL or if the Wehrmacht has to fall back they will be threatening Romainia and the Balkans.

      Hard to say for sure as big battles can be dicey and I didn’t test it out but that’s probably what I would have done. I’ll play it out in the future just to see what might have happened :)

      But a quick calculation shows 31 USA hp followed by 27 for UK against 35 for the Reich.

      As we shall soon see though, American High Command chose to gamble in the Pacific instead.

      Update 5-8-25

      UK
      Early 1943 and the British will produce 6 LCVs in London. A solo Paratrooper with strong Air support would fail to take Normandy as the German Inf would acquit itself well, killing the tommie Para. Surprisingly an additional Para in London did not join in the attack.
      India would continue to trade with Burma and the largest battle in Iraq would see the Brits prevail with a single Inf. The Naval Bombardment would prove key as well as heavy Air support.

      Late 43 and they take Holland in a minor attack and the Iraq battle would continue with them once again taking control. In NCM, strong reinforcements would supplement the US landing in Normandy. 1st UK Tank would be among these.

      Early 44 and a minor attack on Burma would fail. Iraq would stay in Italian hands as local British resources have been exhausted.
      Sudan would maintain a powerful force in their standoff with the combined Axis Forces in Egypt.
      The Middle East is now under complete Italian control.

      Italy
      1943 would see Italia invest heavily in their Army. They would continue to pressure the Soviets on the Eastern Front, taking UKR and fight in the above mentioned battles in Iraq against the British.

      Late 43 would see combat continue in the Middle East with Persia falling to a Para attack. Forces withdrawing from N Africa would use their LCV to successfully take Malta.
      Early 44 would see minor trading combats in UKR and S FRA.

      ANZAC
      ANZAC would continue to fortify Java in Early 43. In Early 44 a second CV would deploy. No combats would take place during this period.

      End Early 1944
      Screenshot from 2025-05-08 07-29-58.png

      Economy
      Screenshot from 2025-05-08 07-33-25.png

      European Theatre
      Screenshot from 2025-05-08 07-40-00.png Screenshot from 2025-05-08 07-41-16.png

      Pacific Theatre
      Screenshot from 2025-05-08 07-44-30.png Screenshot from 2025-05-08 07-45-04.png

      Late 1944

      Germany
      The Reich would invest heavily in Panzers. Total War, King Tigers as well as a Waffen Heavy. A Panzerjager would also join the new Armored Forces.

      Novgorod and Baltic States would fall in minor combats, with both being heavily supported by the Luftwaffe, including 2nd Luftflotten in the Baltic States.
      Type XXI U-boats would begin to strike at the Allied Fleet in 110 and then return to their Subpens.

      AG South in W GER would be heavily reinforced with 1st Luftflotten now stationed there and 6 Total War Panzers along with 6 Inf would also join them.

      Russia
      The Soviets continue the tit for tat in Novgorod and Baltic States and take NW Persia from the Italians.

      Japan
      They make some minor attacks in the Pacific but the main battle occurs in Novosibirsk with heavy Armor and Air units destroying a reinforced Soviet Corps.

      USA
      The Americans make a strong build of 2 CVs with Total War Ftrs supplemented by a large number of Infantry.

      Feeling the war slipping away from them, FDR consults his top advisers. Admiral King advocates for an all out attack on IJN in their Home waters. His view prevails.
      This would prove catastrophic for the US Navy and the entire American war effort.

      Screenshot from 2025-05-08 08-27-21.png

      The American attack would start poorly.

      Screenshot from 2025-05-08 08-29-32.png

      Yamamoto’s Forces would preform to their upmost abilities.

      Screenshot from 2025-05-08 08-31-15.png

      It would not end there.

      Halsey’s aggressive nature left no option for retreat and pressed the attack. His men, horrified by their initial failure, do him proud and strike back hard.

      Screenshot from 2025-05-08 08-33-28.png

      It has the desired effect of slowing the Japanese defense.

      Screenshot from 2025-05-08 08-35-36.png

      The Americans would fire another devastating salvo.

      Screenshot from 2025-05-08 08-37-03.png

      Yamamoto’s response would end any chance of American victory.

      Screenshot from 2025-05-08 08-38-20.png

      The American Transports that had triggered “Home Defense” would be sunk as well and the additional Japanese Infantry would drink sake with their Navy rivals in a rare show of solidarity.

      This crushing defeat leaves FDR no other choice than to sue for peace.

      End Game

      I think the above End of Early 1944 pictures are sufficient for the end game, so won’t post again now. Was another Fun game and @Trout is an excellent opponent and very enjoyable to play against.

      Anyway, another long winded report comes to an end :) Hopefully Trout will comment on his impressions of the game.

      Peace Out

      Rock On
      Rock On !!!.png

      posted in House Rules
      B
      barnee
    • RE: General 6 Stars 1941 WW2 Game

      @SS-GEN said in SS GEN's 1941 Global War Game:

      What you mean by mitigate ?

      Flatten the curve ?

      Sorry I’ll go away : )

      posted in Other Axis & Allies Variants
      B
      barnee
    • RE: Battle @ The Beachhead

      @SS-GEN
      just as long as you still have the bell to ring after someone tells the same story more than 3 times :)

      posted in Events
      B
      barnee
    • 1 / 1