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2x2 Teamplay - allied opponents needed!

 
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2x2 Teamplay - allied opponents needed! - 5/10/2010 10:17:18 AM   
Durbik


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I, Durbik, the leader of allmighty Japanese Imperial Army and all it's assets, and my fellow admiral GOZDZIEJ who has taken lead of the Imperial Navy are looking for Allied opponents for a teamplay game!

We are ready to play the full campaign, either the main campaign scenario, or hakko ichiu, allies are to choose which.

All of standard anti-gamey rules are to be taken under consideration, but specifics will be agreed upon mutually.
From our side - we are somewhat experienced players, we were foes in WITP and WITP AE since 2007, now we feel we should cooperate to blow colonialism out of Asia for the glory of all Japanese!

Two opponents are prefered, however if you feel strong enough to challenge both of us at the same time - all the better. And if there are three of you... Well, you couldn't imagine better opportunity to "kill Japs, kill more Japs!"

Only devoted players are welcome, I just HATE those games that die after 15 turns of gameplay due to unreliability.

BANZAI!

< Message edited by Durbik -- 5/10/2010 12:23:27 PM >


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RE: 2x2 Teamplay - allied opponents needed! - 5/10/2010 3:04:01 PM   
Andy_MKST

 

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I'm new to AE and PBeM so if an experienced allied player wants to take all the interesting bits, I'd love to have a go at running the backwaters (Australia, New Zealand, India, maybe NorPac?) hopefully pick up some tips while I'm not brave enough to have a go at a full PBeM myself!

Anyone brave enough to take on a student?



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RE: 2x2 Teamplay - allied opponents needed! - 5/11/2010 11:31:23 PM   
joliverlay

 

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I have not heard from my AE PBM opponent for some time. I'm itching to play and I'd be willing to try another game on an allied team rather than solo. I would request that we consider 2 day turns and some reasonable house rules.

As the other allied player seems to be a novice I would propose we initially divide the Allied Forces as Follows:

Player one: British, China, Dutch East Indies, Australia Home Defense (non-SW Pacific) and NZ Home Defense (non-South Pacific).

Player two: US and Assigned Allied Forces in South and Southwest Pacific

What do you think?


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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 5:25:07 AM   
Durbik


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I think that we - the Japanese players won't go for 2 day turns, otherwise - allied players please contact yourselves here to set things up!

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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 5:59:50 PM   
Durbik


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OK, since we have some single players wanting to lead the Allied against two of us, but no team - we've decided to announce, that we wait 24 H for a team to organize - if that doesn't happen... We start a 2 vs. 1 game

If you want to team and you've contacted a player that wants it also - post it here!

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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 6:11:47 PM   
Gabede


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Joliverlay...you have mail.

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One of the serious problems in planning the fight against American doctrine, is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine

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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 6:14:07 PM   
joliverlay

 

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I responded to the email.

Lets do it.

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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 6:19:11 PM   
joliverlay

 

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We have Gabede, Joliverlay, and Andy_MKST.

Based on PMs and posting I suggest the following.

US: Joliverlay
Commonwealth\Restricted Allied Commands in OZ and NZ: Gabede
China/Russia: Andy MKST (you can move the russians around, manage fortification etc.)

If Andy gets bored we can give him the North Pacific and Canada and Xfer some forces to him.

One day turns will work....just slow.

What else needs to be decided??


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Post #: 8
RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 6:22:40 PM   
joliverlay

 

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It occurs to me that I've proposed a 2X3 and a 2X2 was requested. I will play either way or defer to the others. Just wanted to get everybody in.

Durbik....your call, its your proposal. I'm open to suggestions.

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RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 6:29:13 PM   
Gabede


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joliverlay...i can drop if Andy wants more of the pie or the opponents dont agree to the 3 person team. I hope that we can all get in, because it will be a good learning experience for me , and it increases the chance that the game goes all the way. If one player has to be away for a time do to real life, then the others can carry on. It may help me and Andy_MKST learn and allow us time to start other games later. Kind of spread the burden. If Andy_MKST wants to switch areas i would be fine with that also.

_____________________________

One of the serious problems in planning the fight against American doctrine, is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine

(in reply to joliverlay)
Post #: 10
RE: 2x2 Teamplay - allied opponents needed! - 5/12/2010 9:50:33 PM   
Durbik


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2x3 is just fine. Just give me the final user count, and we'll start to do our part with adm. Gozdziej.

Here's what we propose (negotiable of course):

scenario 002 (hakko ichiu)

1 day turns

dec 7 surprise, fog, pdu, weather, realistic r&d, allied damage control = on

historical start, reliable us torps = off

reinforcements variable by 60 days

HR's:

since it's hakko, we guarantee, that only 2 ports will be attacked dec 7th, and no carriers will strike manila. No allied movement changes first turn except Chinese air/ground AND FORCE Z - we think sinking of Force Z is too easy turn 1st. No allied air units disposition changes (except carrier planes)

No 4E below 10k (except naval search, transport and ASW), no Chinese industrial bombing until 1944 (both sides), no para/invasion of non base hex, restricted commands must pay political pts. to cross borders (Manchuria, Thailand, China, Indian ground units).

Genral thing is no gamey stuff, realistic as close to life as it can get.

After receiving e mail address to send a turn to, we'll start our final preparations




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RE: 2x2 Teamplay - allied opponents needed! - 5/13/2010 1:03:56 AM   
joliverlay

 

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We would like to move US CVs on turn one to make it unlikely you will find them on turn 2.

We probably should be careful with use of excess artillery in China, and should restrict sub raids to raiders or commandos.

Allied Command Structure:

joliverlay: US Joint Chiefs, All US Commands Except Subs
gabede: Commonwealth, Dutch, Restricted Oz, Restricted Nz (forces not assigned to SWPAC or SOPAC).
andy_MKST: Russia,China, US Submarine forces (except for Argonnaut and cargo/mine specific subs capable of caryng the marine raiders)

US forces may subordinate SW pacific to Oz Command for Operations in Continent.
Oz command controls Austrialian Imperial Forces, my assign to SE Asia, Australia, or Subordinate to US (SWPAC).

Sending email address by PM now.

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Post #: 12
RE: 2x2 Teamplay - allied opponents needed! - 5/13/2010 6:35:01 AM   
Durbik


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Agreed to your modifications.

Artillery death star isn't what it was anymore, so rule to move units outof manchukuo only with paying ppoints should suffice.

[edit] oh, and no unit withdrawals = off [/edit]

< Message edited by Durbik -- 5/13/2010 8:58:09 AM >


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obey the fist!

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Post #: 13
RE: 2x2 Teamplay - allied opponents needed! - 5/13/2010 9:12:24 PM   
Durbik


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From: Krakow, Poland
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To our opponents:

the offensive is being constructed by japanese hq. Due to a fact that there are two of us, we can't use any preset and we are doing it from the beginning. It has to take time. Stay tuned then and wait patiently - next week the game will start.

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Post #: 14
RE: 2x2 Teamplay - allied opponents needed! - 5/23/2010 3:28:29 PM   
joliverlay

 

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We are getting close.

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Post #: 15
RE: 2x2 Teamplay - allied opponents needed! - 5/25/2010 12:07:08 AM   
joliverlay

 

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Still waiting....contact between allied HQs is slow.

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Post #: 16
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