Good to see two new support options! I went with another Gold this year đ Thanks for the awesome site!
And thanks Panther for your unparalleled dedication, you absolutely deserve that distinguished badge!
Good to see two new support options! I went with another Gold this year đ Thanks for the awesome site!
And thanks Panther for your unparalleled dedication, you absolutely deserve that distinguished badge!
Jeez, this looks just gorgeous! Amazing! Terrific! Brilliant! This is just a masterpiece, I canât wait to learn the rules and play it!
@CentralCommando I think a mix of both is better. You canât discover true balance with only solo play, as you will not get exposed to strategies you did not think of. @The_Good_Captain gave some good examples of this.
However, solo play can be good for discovering new strategies yourself, as you can quickly play a large number of games, try out something new each game, and easily make small changes to the strategies until youâve fine-tuned them. This is harder against opponents because opponents will play differently and youâd also have to wait for them to do their turn.

The TripleA G40 Expansion module now has The Captain represented on the map đ
Thank you so much Captain and all the assisting players for this awesome game!
Iâm just a waste of oxygen at this point lol.
Heh heh but you are using your oxygen to keep improving the awesome TripleA module of the greatest A&A game ever, plus you are a very fun opponent to play against. Please, be more appreciative of your existence! You very much deserve the oxygen! Without you, this all wouldnât even have been possible! đ
Congrats on your victory by the way :)
Hehe not sure what this thread is about but yeah, containing Japan can be done. Just keep the Russian units on the Manchurian border as a threat. Use the American fleet to make threats where Japan is weak (i.e. the South Pacific or the North Pacific). Use British fighters to support Russia and India. You donât have to take any aggressive actions. Just putting your troops where they can pose threats forces them to defend, slowing down their expansion, and if they donât defend thatâs when you strike.
Attacking early as Russia is possible but quite risky. Pressure and attacks from all sides are necessary. However, usually itâs Germany in these scenarios who will become super strong and take Moscow. You can contain Japan however itâs much harder to defeat it. You need to wait for them to make a mistake. Itâs often easier to defeat Germany.
However, I must say that it has been a very long time since I last played OOB G40, so you have to take my thoughts with a grain of salt.
I was playing a game of Oztea 1941, and from turn 5, the game began to be so interesting I started making pictures of it. Let me know your thoughts and comments about the variant in general and specific strategies you thing they should be done in this game. I played with Low Luck, and the house rule that when a capital gets captured more than 2 times, the subsequent time the player pays his IPCâs to the bank, instead of to the conquering player.
I did use an outdated setup though, with an added naval base in both Kwangtung in Malaya.
@hiijohnson said in 2026 Classic Tournament:
@dawgoneit yeah - sorry that is mainly my fault. I hired another attorney and am training a sales guy so I will have time moving forward. I just need to figure out how to play by email.
Here is how you play by forum.

Now you have filled in all required fields, the rest is not necessary.
You just need to determine who plays which side and with which bid (if any). If you have chosen a bid, you should go to âGame Optionsâ and enter the bid there. Also, check if the correct optional rules are enabled. Agree to the rule set this before the game starts.
Once everything is ready, you can click on âPlayâ, and do your turn. At the end of your turn, at the right of the screen youâll see a window where you can click on âPost Turn Summaryâ. This will directly post a turn summary along with a save file to your game thread.
Hope this helps!
Hi all,
The existing TripleA module for Europe doesnât take care of all rules, such as the Middle East or Strategic Bombing Raids. Thatâs why I made some improvements to this module to enhance the gaming experience.
The module is available for download directly via TripleA. Click on âDownload Mapsâ and look for the map called âEurope Improvedâ.
Test summary from TripleA, engine version: 2.7+00000, time: 11:11:12âŻAM
Savegame
Test summary from TripleA, engine version: 2.7+00000, time: 10:32:12âŻAM
Savegame
Test summary from TripleA, engine version: 2.7+00000, time: 10:31:33âŻAM
Savegame
Test summary from TripleA, engine version: 2.7+00000, time: 11:37:07âŻPM
Savegame
Test summary from TripleA, engine version: 2.7+00000, time: 10:59:53âŻPM
Savegame
Test summary from TripleA, engine version: 2.7+00000, time: 10:53:30âŻPM
Savegame
TripleA Turn Summary for game: Classic League
Game History
Round: 8
Purchase Units - British
British buy 3 infantry and 1 transport; Remaining resources: 7 PUs;
Combat Move - British
1 carrier and 2 transports moved from Karelia Sea Zone to North Sea Zone
4 infantry moved from United Kingdom to North Sea Zone
4 infantry moved from North Sea Zone to West Europe
British take West Europe from Germans
2 infantry moved from Syria Jordan to Persia
4 fighters moved from Novosibirsk to Persia
Combat - British
Battle in Persia
British attack with 4 fighters and 2 infantry
Japanese defend with 2 infantry
British roll dice for 4 fighters and 2 infantry in Persia, round 2 : 2/6 hits, 2,33 expected hits
Japanese roll dice for 2 infantry in Persia, round 2 : 0/2 hits, 0,67 expected hits
2 infantry owned by the Japanese lost in Persia
British win, taking Persia from Japanese with 4 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - British
4 fighters moved from Persia to Novosibirsk
Place Units - British
1 transport placed in North Sea Zone
3 infantry placed in United Kingdom
Turn Complete - British
British collect 29 PUs; end with 36 PUs
Turning on Edit Mode
EDIT: Removing units owned by British from Russia: 2 infantry
EDIT: Adding units owned by British to Novosibirsk: 2 infantry
EDIT: Removing units owned by British from Karelia S.S.R.: 2 infantry
EDIT: Adding units owned by British to Russia: 2 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Japanese regular : -0,67
British regular : -0,33
TripleA Turn Summary for game: Classic League
Game History
Round: 8
Purchase Units - British
British buy 3 infantry and 1 transport; Remaining resources: 7 PUs;
Combat Move - British
1 carrier and 2 transports moved from Karelia Sea Zone to North Sea Zone
4 infantry moved from United Kingdom to North Sea Zone
4 infantry moved from North Sea Zone to West Europe
British take West Europe from Germans
2 infantry moved from Syria Jordan to Persia
4 fighters moved from Novosibirsk to Persia
Combat - British
Battle in Persia
British attack with 4 fighters and 2 infantry
Japanese defend with 2 infantry
British roll dice for 4 fighters and 2 infantry in Persia, round 2 : 2/6 hits, 2,33 expected hits
Japanese roll dice for 2 infantry in Persia, round 2 : 0/2 hits, 0,67 expected hits
2 infantry owned by the Japanese lost in Persia
British win, taking Persia from Japanese with 4 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - British
4 fighters moved from Persia to Novosibirsk
Place Units - British
1 transport placed in North Sea Zone
3 infantry placed in United Kingdom
Turn Complete - British
British collect 29 PUs; end with 36 PUs
Combat Hit Differential Summary :
Japanese regular : -0,67
British regular : -0,33
Test summary from TripleA, engine version: 2.7+00000, time: 5:52:58âŻPM
Savegame
@gamerman01 In hindsight, I should have probably retreated to Karelia when you only had one fighter left. Now, the successful attack probably turns into a trade once you counterattack đ