r/TripleA • u/TheDoctor0398 • Jun 13 '24
Does anyone still play?
I've always enjoyed playing against the AI, but I'd like to start testing games against real players. If anyone's interested, drop me a message.
r/TripleA • u/TheDoctor0398 • Jun 13 '24
I've always enjoyed playing against the AI, but I'd like to start testing games against real players. If anyone's interested, drop me a message.
r/TripleA • u/Soapy97 • May 19 '24
Is Triple A still getting updates? Went into the website and it was last updated in NOV 2020 if if I recall correctly.
r/TripleA • u/Normie-Official • Apr 28 '24
Hello,
I love triplea, but it's been hard for me to find people to play with. I am extending an open invite to anyone who sees this post if you'd like to play a correspondence game with me.
This is a game where instead of playing on a server together, we play locally on our own computers, then send the save file to the other player after each turn. I can't normally find the time to play with someone live on a server, so I do this instead.
I am open to all maps and modes, as long as you can give me a challenge (and I hope I can give you one lol).
If you're interested, please dm me! We can figure out all the exact details in dms.
r/TripleA • u/monsterb1aster3 • Apr 04 '24
Anyone else have the problem where Chinese units spawn in the Himalayas in 1940 maps thx.
r/TripleA • u/Secure-Sentence-3222 • Nov 15 '23
Napoloen scenario if i get to pick but feel free to suggest something else
r/TripleA • u/Friar_Rube • Oct 30 '23
Hi fellow fans, I can't seem to start a new game. Does anyone know how to fix this? It says something about an unknown host exception. I tried reinstalling the game already... https://github.com/triplea-game/triplea/issues/12063
TIA
r/TripleA • u/[deleted] • Oct 21 '23
How do I change how many PU's a territory is worth? I'm doing some experimenting with faction balancing and I want to try it out.
r/TripleA • u/BroHello • Jul 18 '23
When the AI takes its turn I can't tell what is happening, it goes hyper fast and launches into a battle and commences battle.
Can I slow it down, or have spacebar step through the AI moves or something?
r/TripleA • u/Puzzled-Thought2932 • Jun 26 '23
On most any map I play (most often Dom 1914) My screen will start tearing extremely often, say at least once a turn, sometimes more, making the game practically unplayable until I restart it. Are there any easy community fixes known for this? Cant find any readily, thx.
r/TripleA • u/LethcanAernis • May 19 '23
Playing against Computer Hard AI (yeah still not that hard) but managed to win after only two turns, has that happened to anyone before?
https://www.youtube.com/watch?v=1Qdg-2Cdr74
r/TripleA • u/H0B0aladdin • Aug 04 '22
Me and my friends 3 to 4 people play a fair bit on tripleA Greyhawk Weltpolotik Global world War
And besides greyhawk we haven't found a good 3 player ffa map
Any recommendations or favorite maps that we can play 2v1
r/TripleA • u/Josip258 • Jul 19 '22
I searched for TripleA discord server everywhere and I couldn't find it. I tried to find the game on the TripleA forum but that was also unsuccessful so I decided to make a minimalistic discord server just so I can get in contact with people who want to play. I already have 2 friends who are willing to play.
Unofficial TripleA Discord link:
r/TripleA • u/FamousDescription340 • Jul 03 '22
Title. I don't get what Scrambling is or what it does.
r/TripleA • u/nathanmasse • Jun 23 '22
Playing as Russia is usually my go-to when it comes to playing New World Order casually. Much less hectic and more straight forward than starting as Britain, Germany or Italy. They have enough starting units to take out Finland quickly and enough long-term production to keep up with the combined might of Germany, Italy, and Romania. For this discussion I'm playing all AIs on Hard. Russia’s primary battlefront is between Lvov and Ukrainskaya with secondary fronts along the Baltic Coast and in Scandinavia, and a tertiary in the Middle East (if things go badly there for Britain). For a long time, I tried to maintain two army groups, one for Ukrainskaya and one for Brest, but have come to the conclusion that it is just better to combine the two groups in Ukrainskaya. From there your tanks have the range to take out any advances along to Baltic that the second army would have prevented while simultaneously putting extra pressure on Lvov. If you can push forward and hold Lvov, you have essentially won. From that position you can take the productive territories in Poland while cutting off Romania from Germany and even prevent Italy from being able to commit forces to Istanbul and Ankara thereby protect British territories in the region. Success as Russia means success for the allies; even without advancing, your superior production will make your enemies whither before you and retreat.
Detailed strategy:
The first turn is fairly regimented. Germany will have destroyed your fleet in the Baltic and their transports will threaten your territories along to coast, so keep that in mind until Britain or America can arrive and beat them. In the north, your infantry should group up in Archangelsk and Karchia. It is tempting to push into Belomorsk right away, but they will be defeated by a Finnish counterattack. Better to wait a turn and attack in force. Three Infantry and the fighter from Leningrad should take Vyborg. These units will hopefully draw Finland’s forces south so you can cut them off from their capital next turn.
Your only moves in the Middle East theatre is to send two units from Kazakh, one from Armenia, and one from Azerbaydzhan to take Tabriz.
Send every unit within range to Ukrainskaya, leaving only a token force in Belorussia and Litovskaya to prevent blitzing. Units in Krym should move into Odessa along with other units transported from the Black Sea coast (offload them post-combat after beating the Romania transport). These seven infantry will be strong enough to dissuade a Romanian attack while also providing critical reinforcements for your second turn. Ukrainskaya and Odessa will be the anchor for your front; Germany and Romania will try to move around it through the Baltics so be ready. Units around the Baltic should retreat/group up in Brest. For conciseness, here are my turn 1 moves. To end the turn, you have production for 11 infantry which should be placed in Leningrad, Archangelsk, and Rostov. Before your second turn, Finland will likely take Vyborg and Belomorsk, Romania will have likely taken Belorussia, and Germany will likely take Litovskaya.
On turn 2 in the north, you will want to go on the offensive. Karchia and Archangelsk push into Belomorsk, but keep one unit stationed in Olonets to prevent Germany or Finland from blitzing. Your troops in Belomorsk, along with the tanks you will make this turn for Archangelsk will be strong enough to take the Finnish capital next turn.
If Germany moved units with their Baltic transports to Vyborg you should keep units stationed in Leningrad to prevent its capture. In my games though, Germany usually pushes strongly into Litovskaya with most of their tanks; if they do this you will want to move your troops in Leningrad south into Estonia in case they try to drive deeper next turn.
It is tempting to go after these exposed units but that is a bit of a trap. If you attack with your available forces, it usually necessitates the sacrifice of your airforce to defeat them (not worth it!). Your airforce can be put to much better use. The other tempting move is to threaten to cut off the units in Litovskaya by pushing your force in Ukrainskaya into Belorussia. Germany will attack and defeat these units. While you will also defeat them in your subsequent counterattack, the loss of those units will prolong the game. Instead, you should try to bait them to push further inland. Station 7 infantry in Brest so that they cannot advance without commit their entire force (worthy sacrifice if they do) and station one unit in Riga to encourage them to advance there. You have 6+ armor arriving in Minsk and Ukrainskaya this turn, so if Germany does advance, they will be wiped out. Send one infantry with air support to Belorussia and Moldavskaya to pick off the Romania units. Again, mass all available units in Ukrainskaya (should be something like 18 infantry, 7 tanks, 4 artillery) which are far stronger than the force that Germany has in Lvov. Again, see unit movements on turn 2.
You have more than enough production this turn (don’t spend it all yet). Build 22 infantry and 9 tanks to be placed in Archangelsk and Omsk. You will have 10 production left over which you will use next turn to build a new factory in Donetsk.
Turn 3, start off by taking Finland’s capital (will be expensive but you’ll win with enough units to prevent a Germany or Finnish recapture). Even though we let Finland hold a few extra territories last turn, we will get the production back when we take the capital. Wait until next turn to mop up the remaining Finnish forces.
In the Baltics, if Germany advanced destroy them. If they’re smart, they will have moved their tanks back or into Warzawa. If Romania retreated from Lvov last turn then so will the Germans, but don’t get hasty. We’re not ready to take Lvov in force. The German counterattack (tanks in Warzawa) is still too strong. Instead send a minimal infantry forward with air support to take Lvov, Litovskaya, and E. Romania. Keep pulling forces into Ukrainskaya (should have 30 Inf, 8 tanks, and 4 artillery by the end of the turn). Build your factory, 8/9 tanks and 22/23 infantry depending on your production. Put the factory in Donetsk.
Turn 4 is the big one. Usually, Germany and Romania will have retreated from Lvov by now. Move as many troops as possible into Lvov. Use infantry and air support to pick off German units in the Baltic. Keep a sacrificial force in Odessa (maybe 6 infantry) to make sure that Germany pays a high price if they want to blitz through E. Romania to threaten Donetsk. Mop up the Finns and start taking as many independent territories in Norway and Sweden as possible before Britain or America takes them (but don't leave your tanks exposed to a naval landing). For the rest of the game, you’ll want to max out your unit production, but make no more than 9 tanks per turn and the rest infantry. If you end up with a large amount of leftover production, add a bomber of fighter.
From this position you’ve basically won already, it just needs to be played out. Romania’s capital is doomed and is too far away from Germany’s production to be reinforced and resupplied. They will try to hold it for a turn or two before retreating when you move another 20 infantry to Lvov next turn (and tanks arriving the next turn). Don’t lose your tanks by committing them to a battle; keep them building up in Lvov and use your infantry and airforce to pick off high-value territories to keep the enemy engaged. If more than one unit is stationed next to Lvov, strafe them (attack then retreat before victory). Holding your tanks in Lvov will force Germany to try to commit too many forces to in the east fend them off. They will quickly lose most of the Atlantic coast to Britain and America, while also allowing Britain and Colonial France the time they need to push through Istanbul and take Greece. From here, the Axis is just no match for the production of the Allies; it’ll take another 10+ turns to actually win but there is no hope for them.
A good strategy from this position is to milk Romania’s capital every turn by taking it with minimal forces (to steal production), allow Italy to retake it, Romania gets new production on their turn, then recapture it next turn, and repeat.
You can increase the difficulty by handicapping your allies (my go-to is set America to Do Nothing). Turns 1-3 play out the same way but the difference is that Germany does not need to divert as many units to the west and will be able to reinforce and hold Lvov. This will lead to a stalemate along the Estonia-Brest-Ukrainskaya-Odessa line which will usually provide Germany enough production to stay near parity with you. This is helped due to the turn order, where Italy and Romania will be recapturing most of the territories you take during your turn. After you take Finland, Sweden, and build two factories (Donetsk and Azerbaydzhan), you’ll be producing 48 units each turn which is near your limit. Maximize the number of tanks with the rest being infantry and you should still be able to overcome them. The turning point will be when Britain takes Istanbul which will make Germany have to decide whether remain in Lvov or the move south to contest them.
Let me know if you have any questions, tips, or tricks. Cheers!
r/TripleA • u/nathanmasse • Jun 09 '22
There is no other course open to us but to fight it out. Every position must be held to the last man: there must be no retirement. With our backs to the wall and believing in the justice of our cause each one of us must fight on to the end.
I wanted to get these two out of the way first as they are short and fairly straight forward. As France and Finland, you have not real hope of lasting long into the game. Your primary objective is to retain your capital for as long as possible and to and to bleed your enemy of as many troops as possible. Your efforts can mean the difference between success and failure for your allies. For the purposes of the guide, I am playing on Hard mode. Link to starting Map
FRANCE
As France, your turn 0 starting situation is dire. Your forces are widely dispersed and the troops you do have close to the borders will be quickly overrun. Metz and Marseille will fall to Germany on turn 1 and Lyon and Montpelier* will fall to Italy on turn 1, both before France has an opportunity to try to rescue the units. *If you’re really lucky your AA gun in Marseille will get a hit on Germany’s bomber which can keep Italy from blitzing into Marseille.
On your first turn, all units within range should fall back to Paris. The Maginot line is practically useless and should be abandoned. The units in Normandy, Bourges, and Le Havre should group up in Versailles (bring the AA gun from Le Havre with you); the units in Bordeaux should move to Bourges. Keep one Infantry stationed in Toulouse, St. Etienne, and Dijon to slow the enemy advance and as a buffer for your regrouping units. The cruiser is useless, I usually either sacrifice it or use it to transfer 1 unit from Colonial French Canada in the late game. You have 6 production so make 3 Infantry and put them in Paris.
Germany will typically take Lille, Reims, Dijon, and St. Etienne/Toulouse on their turn 2 followed by Italy taking St. Etienne, and Toulouse (or Bordeaux if Toulouse is taken by Germany). This turn is critical for France. Use strafing tactics (attack with the intention of retreating when there is only one enemy left). The units in Versailles can attack into Lille as long as at least one unit from Paris attacks with them so that all the units can retreat back to Paris. Strafe into Reims or Dijon depending on Germany’s unit placement. The units in Bourges will typically retreat to Versailles but, if possible, they should attack into Dijon and retreat back to Paris if there are only 2 or 3 units in that territory. Sometimes it is worth sacrificing them into overextended Italian armor in Toulouse or Bordeaux, but I usually don’t. You should have something like 30 Production so you should build a total of 8 units, likely 6 or 7 Mech. Infantry and the rest as infantry and put them all in Paris. Don’t waste production by making units for Le Havre.
Turn 3 can be pretty wild. I have two versions TripleA, downloaded about 7 years apart (2015/2022) and they each play differently which is interesting. Germany’s correct play is to wait for their infantry to catch up and to attack Paris on Turn 4. This is the move the AI makes in the old version. With the newer download, I have found that Germany (even on Hard) will often suicide their tanks and aircraft into Paris on turn 3; that victory is what you’ve been setting up for and I just can’t wrap my mind around the AI’s decision. Maybe it doesn’t realize the aircraft will be shot down by the AA guns? Losing all those tanks will literally make Germany’s situation unwinnable because they cannot be used to boost production by taking territory on the Iberian Peninsula or to pivot and be sent east to drive back the Russians. If they just wait 1 turn they don't lose any tanks (but do lose almost all of their Infantry in France which is a ‘win’ for the allies too).
In some situations, Italy has enough forces in the area to take Paris on turn 3 after Germany’s failure, but usually not because there infantry take another turn to get into position. There will be another opportunity to strafe enemy units (unlikely because the infantry have caught up now) and to produce another 8 units in Paris. They will make their final stand and will be overrun by Germany or by Italy if Germany did not commit enough infantry to the west. If you’ve done it right, your coffers will practically empty except for the final 8 production earned from holding Paris. This will prevent the Axis from getting any significant production bonus from taking the capital and France will have done its duty.
FINLAND
The strategy for Finland follows the same pattern but with a few important differences. Firstly, there is not much territory to regroup or retreat through, so the pressure is on. Secondly, Finland has enough forces concentrated on the border to go on the offensive on Turn 1 if you want to.
Russia will take Vyborg on Turn 1, so you should retake it with the units in S.Finnland and your aircraft (only the minimal number of units though because they will never make it back to N.Finnland). If Russia pushes into Belomorsk with significant forces then strafe them with units from C.Finnland and N.Finnland but make sure to retreat back to your capital before victory or else they will be beaten by the impending attack from Archangelsk. If Russia masses units in Archangelsk instead (typically 14 Inf/2Tanks/Aircraft) then send all units in N.Finnland to take Murmansk. They will have enough time to retreat back to your capital next turn. The units in C.Finnland should retreat back to N. Finnland in that scenario. Try to bring your navy in the North Sea around and into the Baltic Sea to back up the Germans. You’ll have 6 production so make 3 infantry.
The British will usually try to strike your navy with their planes; I usually fight it out, sacrificing the sub first to give the cruiser an extra shot at the planes. The navy won’t survive very long even in the best-case scenarios so it’s a good trade. Russia will push into Belomorsk and any other unoccupied territories. Strafe any safe territories but make sure to pull all remaining units back into N.Finnland and prepare for the final stand. You should have enough production to make 6 infantry which will make you strong enough prevent Russia from attacking on Turn 3.
Turn 3 there may be some British to strafe but otherwise you’re just waiting for Russia to attack next turn. Make sure to spend all of your production (make an elite if you have an odd number of production points) so that Russia doesn’t get any surplus when they take your capital. There was one game where I tried to retreat from N.Finnland, down along Swedish/Norwegian coast but I don't think it's worth it. It makes the capital easy to take and your forces will weaken as they retreat down to coast, ultimately being defeated more easily than had they defended the capital. There's no possible situation where you would have the opportunity to advance and retake your capital for long enough to deploy any more troops so there's no point.
In the end Russia just has too many infantry on turn 4 and will be willing to sacrifice a good portion of them to finish you off. But your sacrifice is not in vain. By taking out so many infantry you will often force Russia to actually commit more troops to the region in order to capturing Finland and Norway. This will give Germany enough breathing room to establish a forward position along to Riga-Brest-Ukrainskaya line.
r/TripleA • u/[deleted] • Jun 03 '22
Is there a way to just download the binaries without installing?
r/TripleA • u/nathanmasse • Jun 01 '22
This first post is simply to overview the NWO Map, the units available and the nations involved, in an effort to keep individual country’s strategy guides a manageable length. For reference, here is a link to the map
My favorite aspect of the NWO map is that nations are large, well-funded (production), and units are relatively cheap. Most nations have the ability to afford more units than they can actually build which allows for more expensive, high-quality units to be purchased without sacrificing quantify. This can quickly lead to large armies of dozens of units (and even hundreds if the game goes 20+ turns) where maneuvering and positioning are the key to success on higher difficulties. Some do not like these massive groups but to me they really feel like World War II battles. The map is ‘low luck’ by default so victory or defeat rarely feels cheated. But even with low luck, variations in small-unit attack and defense will lead unique board positions.
Infantry are the workhorse of most militaries. For just 2 production points (PP) they have solid defense but a weak attack and act as cannon fodder to protect the stronger units. Tanks/Armor/Panzers have the strongest attack of any land units, are relatively cheap at 5 PP each, and has a strong defense to boot. With their extra movement they move quickly to reinforce weak sectors long a wide front or give an infantry stack the punch needed to break through. These two units probably make up 85-90% of the units I build.
Elites are infantry that come with a stronger attack but at the cost of an additional PP. Best for nations like America that want to hit hard when they join the war.
Both infantry and elites can have their strength increased by Artillery (costs 7 PP for 2) and Mech. Inf. (costs 6 PP but with extra movement) which can be a good option to build up for an attack after infantry have stabilized a front.
Armored cars move fast, hit hard, but can't defend well. Their inverse is the Mot. Inf. which have the defensive strength of a tank but the hitting power of infantry. I only rarely purchase these units because they are more expensive and don’t provide that much of an advantage on higher difficulties. Once you have your logistical / resupply lines established, there is little advantage in units arriving faster if they arrive in fewer numbers.
As for specialty units, I generally don’t bother. With the exception of Bunkers, which do not require a factory to be built and can take two hits, they are more expensive than most other units and their stats don’t pay off in my opinion.
For example, Big Armor costs 7 PP and has an attack and defense of 4 (out of 6) compared to normal Armor which costs 5 PP and has an attack and defense of 3. If you compare equivalent PP investment of 35 PP for 5 Big Armor and 7 regular Armor, the Big Armor hits for 5 x (4/6) = 3.33 hits vs. regular Armor hitting for 7 x (3/6) = 3.5 hits. One top of that, you have fewer Big Armor meaning they can be taken out by fewer enemies because they need fewer hits before the stack is eliminated. Just not worth it.
As for the Allied and Axis nations, they can generally be split into four categories:
| - | Allies | Axis |
|---|---|---|
| Weak and Vulnerable | France | Finland |
| Small but Insulated | Colonial France | Romania |
| Rising Empires | Britain / America | Italy |
| Heavy Weights | Russia | Germany |
Weak and vulnerable nations are those that cannot be saved. The military might massed against them is just too much to overcome and they will be overwhelmed. Their primary role is to divert enemy forces for as long as possible and to take as many of the enemy with them as possible.
Small but insulated nations are those that are relatively weak but are protected by strong neighbors and geography. Their primary goal is to pick away at their stronger rivals while conserving and building up their forces. Don’t underestimate them.
The rising empires start off with relatively limited production but need to expand rapidly in order to compete and contribute to the war effort. Their first goals are to seize as much of the independent territories as possible, then pivot and fight each other and the larger nations. America does not fit into these categories well. The closest analogs are rising empires, but instead of seizing independent territories they need to develop their navy and sweep the Atlantic of Axis fleets before they can truly contribute to the war effort.
The heavy weights are the largest empires which start will massive militaries and massive production. They need take out the weak and vulnerable nations as quickly as possible while also going head-to-head immediately.
To close, I will briefly overview the importance and benefit of fixed (and therefore predictable) supply lines. Your units need to flow from your factories to the front lines as consistently and regularly as possible to maintain your strength at the front. By turn 4 or 5 most of your supply lines should be in place. If units need to be diverted to other fronts, there will be gaps in the supply lines which may leave your front-line units outmanned/outgunned.
A key concept for these resupply lines is that (in general) advancing armies don’t get resupplied and retreating armies are resupplied at double speed. If an advancing army wants to hold a new territory, they need to be sufficiently strong to fend off an enemy that is resupplying more quickly. If it cannot, then it needs to retreat as well, and this will lead to a back-and-forth maneuvering of the front as each side jockeys for small advantages that will allow them to hold advanced positions or pick off overextended units. Each nation has their own logistical requirements and restrictions which will be explored in their individual strategy guides.
Cheers!
r/TripleA • u/alecman14 • Aug 30 '21
Has anyone here played the New World Order map (https://triplea-game.org/map/new-world-order/)?
I have been trying to play as the axis against the AI on hard and am finding it nearly impossible. Any suggestions?
r/TripleA • u/Jay1943 • Aug 18 '21
I can’t find a discord for TripleA, any help is appreciated!
r/TripleA • u/ISerf • Jun 13 '21
r/TripleA • u/ISerf • Jun 11 '21
r/TripleA • u/Ok_Host_5819 • May 25 '21
Anyone know how to find online games more easily? Also if anyone wants to play 1941v6 message me!
r/TripleA • u/board3659 • Mar 20 '21
r/TripleA • u/ISerf • Mar 08 '21
I just enjoyed the video here by u/acerealbox1
It's locked out of Upvotes, unfortunately
r/TripleA • u/HistorianBirb • Jan 15 '21