I have been a bit tardy in posting details of bigger games played recently, but I do get around to it eventually.
Mr Steinberg and I played out a decent sized Steam Wars game with his US Navy making an airborne assault against my Mechanica force.
Mr Steinberg has built up quite an armada of steampunk flying ships from Blotz, and they have plenty of deck space for transporting his troops.
To counter the threat, The Mechanica had a new weapon, the OW81 Air Superiority Aether-Jet Fighter, armed with a substantial nose mounted Gattling Cannon.
The US Navy narrow barge can carry a squad into the thick of the action, and there were a couple of these, each flanking the main twin hulled flyer.
The larger twin hulled flyer can easily carry a couple of units, I think it would be possible to get a least four six man squads onto the deck of this thing if needed.
Once the Skyships had made it most of the way across the table, it was time for the ground offensive, the troops rappel from the flying ships to deploy into the best cover and start to assault the defensive positions of the Mechanica.
Meanwhile in the skies above the ground war, the Mechanica Fighter Aether-Jet continued for unleash hot lead into the Skyships even though they had already deployed their troops.
The Mechanica ground units had all been equipped with Drones for the engagement, some were weapon Drones, others were defensive Drones.
One lucky unit even had a B4-PO Droid which had been configured as a targeting drone for the battle.
There are few living models in the Mechanica force, the Iron Man likes to operate on all his own, using his jump pack to charge into combat and try to inflict enough damage so the defending unit cannot strike back with much success. It does not always work…
Meanwhile in the skies above, the dogfight continued and the Mechanica Aether-Jet eventually brought down a Skyship.
Another new piece of hardware for the Mechanica was the Steel Wheel Quad Ack-Ack Roller Tank (I need a shorter and punchier name for this baby). It packs some serious firepower, but for some reason the targeting systems (the dice) were just not working.
It was another really enjoyable game, but then again I am biased as I wrote the rules…
Mr Steinberg and I played out the Till Team Assassination scenario with my Elucidian Starstriders having the unenviable task of taking out a Space Marine commander.
I had the Industrial Tower terrain up, again, but it is new so I am using it a lot!
As the Elucidian Starstriders had to advance on the Space Marine position, I set them up around Larsen van der Grauss as his Voltagheist Array provides an Invulnerable save to nearby friendly models.
Before the target of the assassination could get up off the ground level, the heroic hound, Aximillion, charged the commander to at least try to hold him up.
The rest of the Elucidian Starstriders tried to draw some fire while the main group moved towards the target…
The Primaris Reivers managed to sneak up on the poor Voidsmen and make short work of them.
It got a bit hectic next, so no more pictures, but the Elucidian Starstriders managed to charge the Space Marine Commander, Elucia Vhane leading the way. Although Vhane got a few hits in, Space Marines have great armour and the Commander managed to keep on his feet.
Meanwhile, the rest of the Space Marines moved in to support their leader and gradually took down the Starstriders. For Vhane and her team it was close but no cigar.
Joken and I had a large Steam Wars game recently with 2600 points per side!
It was just about everything Joken had in his Teutonic Knights army, so I gave him my Scrunt Land Train to have a go at, supported by some APC’s and a few Zeppelin airships.
The Teutonic objective was to try to stop the Land Train from getting across the table.
I had to create some Leviathan rules to give it some chance of achieving its goal. Basically it could Advance and still fire all weapons. The distance it needed to go meant it would be the fifth turn when it would escape off the table. If it could.
The Tuetonic Knights brought plenty of heavy firepower as without it, damaging the Land Train would have been pretty difficult.
There were plenty of flying machines around, three Prussian airships and one Teutonic biplane.
Once the Land Train had made a couple of moves to within Tuetonic weapon range, the carnage started. Concentrated attacks against the Land Train quickly took off the three trailers.
The Prussian armoured supports flanking move failed as the lead light tank was taken out .
The Teutonic forces made good use of cover, this forced the Prussian infantry to disembark from their transports and make a close combat assault.
The resulting combat was over quickly, both sides fighting simultaneously and both wiping each other out.
The Teutonics continued to advance, getting in possition either side of the road, ready for ths final salvo.
It was not looking good for the Prussian Land Train, rumbling ahead into some serious trouble…
The end came swiftly, the Land Train engine was destroyed and the rather upset Kaiser left the burning wreck. The Prussian Wechseln Angriffseinheit unit used their jump packs to move to protect their leader.
With the Land Train halted, the Teutonic began to mop up the surviving Prussian units.
It was a convincing victory for the Teutonic Knights, a fun game with the chance to use loads of our models in a big game.
The Prussian Land Train had a long way to go and actually left behind most of its supporting forces. In retrospect, I think the scenario needs tweaking a little, either a shorter distance to go but slow it down so it still takes four or five turns to cross the table, so go across rather than down the full table length. I also think the Land Train needs some more Leviathan abilities.