The Magnificent Seven vs. Nemo/Cid - Allied AAR
Moderators: wdolson, Don Bowen, mogami
The Magnificent Seven vs. Nemo/Cid - Allied AAR
Uhm... are we actually seven already?
1. British Commander: Sneer
2. US Navy: BlitzK
3. US Army: grraven2004
4. ANZAC: Przemcio231
5. China: Elladan
6. Soviet Union: VSWG
7. Dutch: AU Tiger
Anyway, this thread is still under construction... For now, the relevant stuff is being discussed here:
tm.asp?m=1284376
In short, this is going to be the Allied AAR for a RHS game of the above players vs. Nemo121 (IJA) and Cid (IJN). Watch this space...
1. British Commander: Sneer
2. US Navy: BlitzK
3. US Army: grraven2004
4. ANZAC: Przemcio231
5. China: Elladan
6. Soviet Union: VSWG
7. Dutch: AU Tiger
Anyway, this thread is still under construction... For now, the relevant stuff is being discussed here:
tm.asp?m=1284376
In short, this is going to be the Allied AAR for a RHS game of the above players vs. Nemo121 (IJA) and Cid (IJN). Watch this space...

- AU Tiger_MatrixForum
- Posts: 1606
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
Magnificent Seven.... I like that!


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"Never take counsel of your fears."
Tho. Jackson
Tho. Jackson
- ny59giants
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
I hope Martin is doing the AAR. [:D]
His graphics make it easy to read and follow rather just combat reports which soon lose me.
This should be "interseting."
His graphics make it easy to read and follow rather just combat reports which soon lose me.
This should be "interseting."

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AmiralLaurent
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
A seven-men team vs a team to 2 means that each turn will go to nine mail boxes in a row... What is the game speed targeted ? A turn every 2-3 days ?
- AU Tiger_MatrixForum
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
The AAR will be contributed to by each of the players.
As to turn posting, we really haven't addressed that yet. As a matter of fact there is quite alot to be addressed before we even start this thing, and the idea is that we will be hashing out the sordid details here. Suggestions are welcomed and appreciated.
As to turn posting, we really haven't addressed that yet. As a matter of fact there is quite alot to be addressed before we even start this thing, and the idea is that we will be hashing out the sordid details here. Suggestions are welcomed and appreciated.
"Never take counsel of your fears."
Tho. Jackson
Tho. Jackson
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
A turn as fast as we can get. Basically with the number of players we have, one of the japanese players will execute the turn, and then send the combat report and replay to all players, so we can discuss everything with time.
I guess that the first days of the war will be very slow and complicated, but as we play longer and longer, the things will streamline and we can do turns faster
I guess that the first days of the war will be very slow and complicated, but as we play longer and longer, the things will streamline and we can do turns faster

- ny59giants
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- Joined: Mon Jan 10, 2005 12:02 pm
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
I think you need to find what time of day is best for each player to do their turn and take into account the various time zones around the world.
You will need to discuss the general type of strategy that will be followed.
Will Malaya/Singapore be fought to the death or will you try to get some forces back to India??
Playing against Nemo, you know he will want to go for that piece of real estate PDQ. [:D]
I would recommend a 2 day turn cycle to add more "fog of war" and to also hopefully get the game done in less time than IRL. [;)]
You will need to discuss the general type of strategy that will be followed.
Will Malaya/Singapore be fought to the death or will you try to get some forces back to India??
Playing against Nemo, you know he will want to go for that piece of real estate PDQ. [:D]
I would recommend a 2 day turn cycle to add more "fog of war" and to also hopefully get the game done in less time than IRL. [;)]
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[/center]- AU Tiger_MatrixForum
- Posts: 1606
- Joined: Mon Oct 09, 2006 1:03 am
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
ORIGINAL: ny59giants
I think you need to find what time of day is best for each player to do their turn and take into account the various time zones around the world.
I think I see a spreadsheet in our immediate future...
"Never take counsel of your fears."
Tho. Jackson
Tho. Jackson
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
I'm going to do some screenshots, yes. [:)] But as AU Tiger said, all players should contribute to this AAR - in fact, everything should be discussed in this thread, not via PMs or emails, as Nemo suggested...ORIGINAL: ny59giants
I hope Martin is doing the AAR. [:D]
His graphics make it easy to read and follow rather just combat reports which soon lose me.
This should be "interseting."
...especially general bitching about competencies, griping for reinforcements, and mutual accusations of incompetence and alcoholism - just like in real life. [;)]

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AmiralLaurent
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RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
ORIGINAL: ny59giants
I would recommend a 2 day turn cycle to add more "fog of war" and to also hopefully get the game done in less time than IRL. [;)]
I don't think a day turn will be a good idea. A better idea IMOO will be to have one day turns but only half of the players giving orders each turn, except if a major event takes place in their command area. So basically the game will be accelerated as if you play 2-day turns, but without the main problem of these games when a major event arrived on day 1 and the AI did non-sense on day two (like a CV TF losing 90% of its AC on day one, and still reacting towards superior enemy CV forces on day two).
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
ORIGINAL: VSWG
5. China: Elladan? ctangus?
It's Elladan's. Not only did he claim it first but I'm having second thoughts about the time commitment. My 2 PBEMs are keeping me pretty busy.
Still seems like a lot of fun, though. Hope you all enjoy!
- Przemcio231
- Posts: 1901
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- Location: Warsaw,Poland,EU:)
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
Hey VSWG looks like i will be the brave ANZAC commander... any way's i hope we will not get into some kind of infighting becouse with 7 persons it will be hard to get the compromise[;)] unless we will vote on everything[:D]

Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
You need a Supreme Commander, especially to allocate Reinforcements and control all of the ego's (What MacArthur & King aren't playing!) and to ensure turnms get submitted in time.
Interdum feror cupidine partium magnarum Europae vincendarum
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
ctangus, I will greatly appreciate your expertise. You may act as my chief of staff in this forum.
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
Hi
looks like after initial fights I will have relatively quiet job till 43 / 2010
looks like after initial fights I will have relatively quiet job till 43 / 2010
- Przemcio231
- Posts: 1901
- Joined: Tue Oct 11, 2005 9:39 am
- Location: Warsaw,Poland,EU:)
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
Well so ho will be doeing the overall CO stuff??[:D]

Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
I think it should be one of USA commanders, they will have most work to do after all.
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
me too
US army should be in charge with cooperation with US navy
US army should be in charge with cooperation with US navy
RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
I will do an Excel file when Cid uploads RHS 6.17 so all can start formulating a plan in advance of starting the game.
Also we can start fighting for the reinforcements [;)]
Also we can start fighting for the reinforcements [;)]

RE: The Magnificent Seven vs. Nemo/Cid - Allied AAR
ORIGINAL: Elladan
ctangus, I will greatly appreciate your expertise. You may act as my chief of staff in this forum.
Stillwell, eh? I'm not sure that would work as I started reading your opponents' thread before I saw the offer. [:(] I'd be happy to give some general advice, though.
First, if you haven't, read these two threads:
Ground Combat in general.
http://www.matrixgames.com/forums/tm.asp?m=842290
Defending China in general: Pay more attention to Halsey & Moses than me.
http://www.matrixgames.com/forums/tm.asp?m=1139315
If you can find the time, I learned a lot about the dynamics of combat in China from reading Tom Hunter's Lunacy in the Pacific AAR. I try to provide regular updates on China in my AAR as well. (Shameless plug. [:)])
I'd add two things:
1) China's a slow theater. Watch the map daily for Japanese movements but you usually can take your time making decisions.
2) If you plan any major counter-offensives (generally a good idea), you'll need one or two units with combat engineer squads. The 4th Marines & PS Engineer Regiments can fly from Manila to Pakhoi. Or a couple of the engineer regiments that start on the West Coast can be transferred to Chungking via political points. See if you can talk your allies out of a couple.





