Sen Udo-Mal said:
No problem thanks for letting me know...
I do have a question... do people like this way of running combat? It helps me learn M&M that is for sure and I am having fun with it...but two weeks to finish a single combat session seems... allot 
Anyway any suggestion would be cool. I am pretty happy with things and we will be getting into lots of role-playing later but I kind of wanted to start things off with a big battle, and well that is what I got...
I like the way this combat is being run. I think everything in PbP is kind of slow. We're getting a turn done every few days, with a fairly high participation, excepting Thain. That's pretty good. However, there are some factors that might be slowing us down.
First of all, there's a large number of combatants. We've had 14 supers fighting, not counting the new lady. 6 PCs have been posting, along with the GM. So there's a delay from needing 6-7 people to post for each turn. Also, the large number of participants means that each side has to KO several people for a decisive victory, and that will take some time. Since we've got a large group, you need lots of guys to throw at us. Perhaps, in future, we could split into subgroups during the initial stages of the adventure to make early fights more manageable.
Second, you've been spending lots of VP to keep villains in action. The heroes have spent some points too. Most of the points have been used to reroll failed saves. So VP/HP have been keeping the fight going longer than it would have. A follow- up battle might go much quicker since the villains have spent lots of their points. Or something - I don't remember how many points they're supposed to have. Also, I think only one person has used a point offensively, and no one has used Extra Effort. Extra effort or offensive HP would help to speed things up.
Finally, the combat is spread over a huge area. The large distances produce several effects which slow things down. Many shots have been at least 100 ft, so ranged fire is reduced in effect due to range penalties. Also, combatants need to make lots of move actions, so extra attacks and such aren't coming into play. Melee characters needed to spend a round or two closing. The enemies have been using the distance and obstacles to break LoS and prevent attacks too. If we were fighting in a smaller, more open area, the fight might already be over.