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    barnee

    @barnee

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    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 5-3-26

      Map version 2.56

      Screenshot from 2026-05-03 06-01-17.png

      Added on 2-7-26
      Record of Triplea played Games. https://docs.google.com/spreadsheets/d/10CH9_Orbe6NPBLDM2fU3HLVEM-lHdfJOXfRLAuREBhs/edit?pli=1&gid=0#gid=0

      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
      Updated on 2-24-26
      https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11

      Strategic Rail Movement
      Update on 1-23-26

      https://forums.triplea-game.org/topic/3802/global-40-expansion-uhd-boxes/78?_=1769160673792

      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: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)

      @The_Good_Captain

      Hi Captain

      My opinion is the balance is dependent on experience/skill level. Using the G 40 game as an example, the best most experienced players have proven Axis to have the advantage in an OOB game.

      However, with novice players, the game is much less one sided. Bidding is a proven an effective way to adjust the game if it begins to favor one side more than the other.

      Also think that certain levels of play could hardwire in certain changes as another alternative. Could be the addition of extra units for certain players at certain game rounds. Additional income etc …

      Similar to the old Avalon Hill “Russian Campaign” where they had “What If” scenarios. Although putting the Bulge on the Russians with 2 extra Panzer divisions didn’t really make a big difference even as historically accurate as it was :)

      At any rate, more options to the original games are what I’d like to see. There is a “Commanders” option/addition that has recently come out that is supposed to be used in all AA games.

      This sounds a Great idea but I have basically no experience with it and haven’t seen a lot of feedback from it.

      Enjoy your stuff. Keep up the Good work :)

      Edit
      Different Victory conditions is another way to adjust the game. The main thing is to try and leave multiple options to win, so there is not just one preferred strategy.

      Easier said than done :)

      posted in Blogs
      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: 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

    Latest posts made by barnee

    • RE: Axis & Allies Global 1940 House Rules Expansion

      @The-Captain

      Regarding A-Bomb transportation. The fastest way the Yanks can get it to London, is Canada, Iceland, UK or Guiana, GIB, UK ?

      Is that right ?

      For Tokyo, Rail WUS, Aleutians be fastest route.

      Can’t hit Sea Zones ?

      Thanks

      Edit
      Earliest you can nuke Germany is Late 46 ? Early 46 for JPN ? I might be off a turn. Late 45 and Early 46 ?

      posted in House Rules
      B
      barnee
    • RE: League General Discussion Thread

      @discalced

      yea triplea updated nodeBB recently. I think you have to manually do it for now

      posted in League
      B
      barnee
    • RE: Hall of Shame - tales of the worst dice ever

      @Barca1984

      too bad you didn’t buy a lotto ticket that day instead :)

      posted in Axis & Allies Global 1940
      B
      barnee
    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @The-Captain

      Work has begun on Total Victory :)

      Screenshot from 2026-05-15 10-53-27.png

      Edit

      Screenshot from 2026-05-18 15-14-10.png

      posted in TripleA Support
      B
      barnee
    • RE: SZ blockers

      @miked

      Hi miked

      yea the blocker is to prevent an attack. You can move in ncm into that SZ, if it’s been cleared but any occupied SZs can’t be moved into.

      So your main Fleet can’t defend against your opponent’s Fleet, you put a blocker preventing him from attacking your Fleet.

      He sinks your blocker but can’t move into your main Fleet SZ.

      Hopefully you can reinforce to withstand a future attack or withdraw and block again until you can fight on at least equal terms.

      posted in Axis & Allies 1942 2nd Edition
      B
      barnee
    • RE: Tournament Rules for Global 1940

      @The-Captain

      Sweet :)

      The expanded Victory rules should work well with triplea, as time and space aren’t a issue when playing. I could see UK or even USSR loss not being a complete loss for the Allies.

      Obviously would make life difficult :) Axis be hard pressed to overcome the loss of Nippon though. Unless the reich steamrolling the commies :)

      Just to clarify, regular Bmbrs, including Heavies, can only do the max OOB damage to a Fctry ? You need a nuke to do more than 20 to a Major Fctry ? Conventional bombs can only max at OOB totals ?

      I guess I need to start working on the A-Bomb. :) Got a kick ass Research Facility that Hepps made years ago. Should work nicely

      Well I can’t find it right now. I have an alternative one as well but it doesn’t look quite as cool :) Hopefully I can track it down. It should be out there somewhere :)

      Edit
      Sweet ! I found them :) Lost a buncha stuff when the machine shelled a few weeks ago :(

      Research_Facility.png Research_Facility_disabled.png

      here’s another one ResearchCenter.png

      posted in House Rules
      B
      barnee
    • RE: League General Discussion Thread

      @discalced

      15025 is the latest pre that still centers the Players turn start on their Capital. Otherwise, you need to turn tech on for it to center on releases after that.

      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides?page=1

      posted in League
      B
      barnee
    • RE: Find Opponents Here!

      Hi @strategic-planner

      Welcome back :)

      There’s a half dozen or so of us who play on triplea using @The-Captain s “Global 40 House Rules Expansion” . https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion

      It’s a bit more complex but that’s what creates additional strategies and even more so, the tactical ways to implement them.

      It also requires a fair amount of edit use but we find after 2-3 games it becomes second nature.

      It’s not for everyone but most really enjoy it and don’t or rarely, play OOB anymore.

      Here’s the rulebook https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view

      You’re welcome to join us if you want to give it a try :)

      posted in Find Online Players
      B
      barnee
    • RE: Question on potential bombardment if an enemy transport is around

      @Barca1984

      Hi

      You can Bombard if you ignore the Trprt and or Sub. If you bring Air in to attack the Trprt, it creates a Naval Battle. You can’t bombard during a Naval Battle.

      posted in Axis & Allies Global 1940
      B
      barnee
    • RE: Global 1940 & 1943 Expansions Game Reports

      Game 1 Multi
      Panzerstahl-helm/Alexander
      vs
      barnee/Trout

      TripleA

      Game 1940

      Axis:
      Panzer Germany/Italy
      Alex Japan

      Allies:
      barnee USSR/ANZAC/France
      Trout USA/China/UK

      Game version 2.53

      Triplea version 2.7+14962 or what you are currently using.

      Starting Date: January 5 2026

      Playing Time
      Approximately 2 Months

      Game Thread
      https://forums.triplea-game.org/topic/4245/game-1-multi-panzer-alex-vs-trout-barnee-test-edit-name-change

      Saved Game
      exp-game-1-multi-apbt-j-10-loss.tsvg

      Early 1940 - Early 1941

      Germany
      would invest heavily in the Kriegsmarine the first year and a half of the War. They would have Fleets in 110 as well as 93 in the Med. They would also purchase a fair amount of LMs.

      A close fought battle in Late 1940 would see Italy take GIB, allowing the Fleets to combine in 92. Luftwaffe and Wehrmacht Units would reinforce GIB.

      Several U-boats would be in the S Atlantic headed towards Convoy Zones.

      The Soviet Union
      starts with max LM buys and 2 Engnrs to transport them. Heavy LM builds would continue through Early 1941, along with Paratroopers.
      1st and 2nd Corps form and a TG would deploy in Early 41.

      A lightly defended Scandanavia has the Red Army deploying a significant Force in Karelia and Novgorod led by 1st Corps.

      Japan
      would go with a large Paratrooper buy in Early 1940. By Early 41, China is pushed back to their Northwestern Provinces and both the Yamato and Musashi have been launched. They have 2 Fleets, one off Caroline and the other in 6 SZ.

      United States
      The Americans would blowup The PHI Harbor and concentrate on building their Navy. Both the Atlantic and Pacific Fleets would be reinforced.

      China
      By the end of Early 1941, they have control of 4 Provinces and are concentrated in Tsinghai.

      United Kingdom
      Britain would sink the Italians in 96 and 97. Italy would decline to scramble it’s Air.

      In Late 1940 the RN would continue their attacks on the Regia Marina, although some Italian Ships have escaped to 93 to join the German forces there. A Fctry would be built in Egypt.

      Early 1941 and they have withdrawn from the Med and lost GIB. The Atlantic Fleet is stationed off of Nova Scotia. U-boats continue to Convoy their Home Waters.

      Italy
      By Early 1941 they have rebuilt the Harbor in GIB and made some gains in N Africa. They sink the French DD to get the Med Bonus.

      ANZAC
      The first year of the War sees them build a couple Air Trprts and some Land Units. I n Early 41 they upgrade the Fctry and begin to build for all Branches of their Armed Forces.

      France
      Nothing of significance to report.

      End Early 1941

      Screenshot from 2026-05-04 07-20-45.png Screenshot from 2026-05-04 07-21-02.png

      Screenshot from 2026-05-04 07-22-09.png Screenshot from 2026-05-04 07-22-25.png

      Screenshot from 2026-05-05 03-04-03.png

      Economy

      Screenshot from 2026-05-04 07-24-25.png

      Total Income is left hand column. Production is without Objectives.

      Late 1941 - Late 1942

      Germany
      Naval builds would begin to slow, although U-boats would continue to be produced, as the Wehrmacht would begin to receive the bulk of German resources.
      Adolph would be hesitant to attack the Soviets in Late 41, however his Evil counterpart in the Soviet Union would have no qualms and kick things off on the E Front in Late 41.

      Romania would fall and a vacated Finland would see Soviet 1st Corps and it’s support units move there in force. Engnrs would mine the Norwegian Border.
      The Wehrmacht would finally kick off and hit Balt STs in strength in Early 42. The Kriegsmarine would move to 109 and conduct landings against Eire and Scotland.

      By Late 42, almost all resources are going to the Wehrmacht and Waffen SS. They would take Scotland back and AG Center would move into E POL. The main event would take place in Norway.

      Screenshot from 2026-05-04 08-38-26.png

      It would succeed. U-boats are now convoying the S Atlantic.

      Soviet Union
      While things went well aginst the Germans in Late 1941, the same could not be said for 2nd Corps attack on Iraq. It would result in mutual destruction and not be captured until Early 42 with a Paratrooper from Caucasus.

      Conscription would also take place in Early 42 and 3 UK Ftrs sent to Karelia would convert via LL. They would take Norway and concentrate the bulk of the Red Army in Belarus. By Late 42 the Belarus Force would move to Bryansk to stay out of range of AG Center and the Belarus and Novgorod Frontiers would be heavily mined against Balt STs and E POL.

      In order to support the British Indian Army’s move into Yunnan, Stalin would declare war On JPN in Late 1942 and strike into Western China.

      Screenshot from 2026-05-04 08-52-17.png

      The Siberian Army would move to Amur to threaten Manchuko.

      Screenshot from 2026-05-04 08-55-51.png

      Japan
      Late 41 and Tojo convinces his counterparts that it is time to strike the Western Allies now. Combat explodes all over the Pacific and the IJA continues to hit China.
      The main push is against Wake Island and the American Fleet in HI is now under direct threat.

      The USN would withdraw to the W Coast and HI would fall. DD blockers prevent any counterattack. The Chinese stack in Sikang is destroyed and China is now under Japanese control.
      A smug Tojo is pleased with their success and ignores reports of rampant atrocities being committed by the IJA.

      In Late 1942, Yamamoto, realizing he can’t hold HI against the Huge Fleet the vengeance crazed Americans have assembled, orders the destruction of the Air and Naval Bases and a withdrawal to 6 SZ.
      They ignore the Russian advances in NW China and strike the Indian Army in Yunnan. With the help of Bmbr buys over the previous year they are successful.

      Although they inflicted hard blows against the British and Americans, they were unable to address the Soviet threat. ANZC is also quietly building up.

      Continued 5-5-26

      USA
      As previously mentioned, the US withdraws from 26 to 10 in Late 1941. Early 1942 and the JPN blockers protecting HI are sunk. The Pacific Fleet moves to 12 in force and new construction deploys to 10.

      Late 1942 and HI is liberated and the Atlantic Fleet has joined the Canadians in 106 with new construction launching in 101.

      China
      As stated earlier, they were obliterated in Early 42 and some Western Provinces liberated in Late 42 by the USSR.

      United Kingdom
      Late 1941 sees minor combat in East Africa and Skirmishers advancing in SE Asia.
      Early 1942 the French Forces in England are absorbed into the RAF and British Army. ASW Units begin to engage U-boats in the S Atlantic.
      Late 42 the back and forth in Scotland continues. A small Yunnan counterattack fails. They suffer 10 Convoy Damage.

      Italy
      Late 41 and Air, Ground and Paratroopers liberate Romania.

      Screenshot from 2026-05-05 01-54-47.png

      Screenshot from 2026-05-05 01-55-20.png

      By Late 42 they are unable to retain the N Africa Objective and go with a large Mech Inf buy of 8.

      ANZAC
      In Late 41 the two Inf in Egypt defeat a single Italian Inf in Jordan. 3 Ftrs attack an Elite in NG. In a devastating defeat, all 3 Ftrs are shot down and the Elite survives negating a crucial Objective.
      Reinforcements are flown to DNG and in Early 42 they would attack NG again. While successful, The Elite would kill 2 additional land units.

      The Air Force is being slowly rebuilt, along with LMs to protect against possible JPN invasion after the earlier defeat of their Air Force in NG.

      France
      They have 1 Inf in Egypt.

      End Late 1942

      Screenshot from 2026-05-05 02-25-54.png Screenshot from 2026-05-05 02-26-11.png

      Screenshot from 2026-05-05 02-27-06.png Screenshot from 2026-05-05 02-27-23.png

      Screenshot from 2026-05-05 03-02-04.png

      Economy

      Screenshot from 2026-05-05 02-28-53.png

      Early 1943 - Early 1944

      Germany
      Early 43 the Reich would use SS Paras to circumvent the LMs in Finland and Novgorod with the latter supported by Strat Bmbrs.
      The Kriegsmarine would remain in 109 in strength and 8 U-boats would sail to 87 to avoid Allied DDs and threaten S Atlantic Convoy Zones.
      AG Center would move to Bessarabia.

      In Late 1943 the Reich would TakeOver their failed Fascist Ally Italy. Multiple minor counterattacks would take place on the E Front. AG Center would move to UKR and be reinforced via Air Trprt.
      The Kriegsmarine would withdraw to 110 as the Allied Fleet off Canada has grown to a sizable Force and combined with Allied Air Power, their position in 109 is no longer tenable.

      Skirmishes on the E Front continue and Romania once again must be liberated from Soviet Paratroopers in Early 1944. The Fleet sails to 91 and is Staring down the USN in 88 and a Allied Fleet in 106.

      Screenshot from 2026-05-05 08-51-00.png

      Continued 5-6-26

      Soviet Union
      Early 43 and the Moscow Fctry moves underground. Novgorod and Balt STs continue to trade. China TTys continue to be liberated. 2nd Corps moves to Sikang.
      Siberian Army takes Manchuria and Korea. They withdraw the bulk of the Army to Buryatia to avoid being destroyed by a JPN Amphibious attack.

      Early 1944 2nd Corps and supporting units continue to push into China. AG 1 remains in Bryansk. Siberian Forces move back to Amur in strength.

      Continued 5-7-26

      Japan
      Late 43 They would take Manchuko and Korea back from Soviet Skirmishers and push back in Central China as well. They would conduct a successful landing in the Philippines and begin to mine the Shipping Lanes off HI towards Japan.

      Multiple small combats would take place in Early 1944. They would send their strongest Force into Yunnan to try and contain the British Indian and Soviet Forces in China.

      Screenshot from 2026-05-07 05-25-07.png

      The majority of the IJN would move deeper into the SW Pacific. This would prove a fatal mistake as they would now be out of position to counter the Huge American Fleet headed to Tokyo.

      Screenshot from 2026-05-07 05-30-43.png

      Recognizing this error, they would go with a max LM buy, along with Infantry and Total War Ftrs in Late 44. Combat in Central China would continue and an attempt to take Sumatra would come up just short.
      All resources would deploy to the Home Island.

      USA
      Late 1943 and the reconstruction of Pearl Harbor would be completed. The US would go with another major Naval buy. Small combats would take place in the Pacific and English Channel.

      Early 44 sees a dual Total War Ftr build along with a Hvy Bmbr as they prepare for the invasion of Japan. The Fleet sails around NMs to 7 SZ with their Trprts fully loaded. Additional Air assets deploy to Midway.

      The Late 44 liberation of Amur in force by the Soviets would ensure a landing spot for additional Hvy Bmbrs. American Battleships would easily dispatch the few Japanese Ships in 6 SZ and a Massive Air and Amphibious landing would strike Japan itself.

      Screenshot from 2026-05-07 05-55-16.png

      Despite heavy losses, overwhelming American Air Power would prove decisive and Tokyo would fall.

      Screenshot from 2026-05-07 05-58-38.png

      Total War Ftrs would fly to 6 SZ to replace losses insuring the Fleet is able to withstand the Japanese counterattack.

      Japan would make a final gallant effort to retake their Capital but the Americans would prove to strong and the Axis would suffer a Military defeat in Early 1945.

      Screenshot from 2026-05-07 06-01-47.png

      Screenshot from 2026-05-07 06-03-06.png

      Japan Early 1945

      Screenshot from 2026-05-07 06-15-45.png Screenshot from 2026-05-07 06-16-02.png

      Screenshot from 2026-05-07 06-17-36.png Screenshot from 2026-05-07 06-17-51.png

      Screenshot from 2026-05-07 06-19-02.png

      Economy

      Screenshot from 2026-05-07 06-20-55.png

      Conclusion

      This was another Fun and challenging game. Although only Alex’s second time playing, he and Panzer put up a strong fight and the war was far from decided until the fatal move south with the IJN.

      @Panzerstahl-Helm @Alexander @Trout you are welcome to share your thoughts on the War as well.

      We have switched sides and are currently involved in another close fight in USA 1946.

      Rock On
      rock-on.png

      Peace Out

      posted in House Rules
      B
      barnee