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And it was a struggle! Chris fielded a pair of giant spiders, but they actually were the least of my worries. He also had 4 units of 40 night goblin archers. And these caused me serious issues. Using volley fire they could chuck out 30 shots a turn, and if I tried to actually attack them, unleash 3 fanatics each.
And this was my downfall. My largely unarmed Beastmen suffered under unending missile fire. It may only be S3 against T4, but with the number of shots the odds were in the Gobbos favour. This was not helped by the unerring accuracy of their bolt shooters bringing down my giant, and failed charge rolls for my minotaurs exposing them to more fire so neither of my elite units even made it into combat.
Although my general on his chariot managed to cleave through a couple of units with some support the rest of my army fell. The only upside is the enemy shaman-general managed to blow himself up repeatedly and give away some valuable victory points. Hopefully the results for the rest of the league will improve!
We rolled up the caught at anchor scenario with my Prussians being caught. The FSA swept forward and then sped into range and unlashed a devastating opening salvo, destroying the majority of frigates.
Although some of my ships then managed to get under-way and a viscous fight started in the mouth of the harbour as my battleship demonstrated its awesome short range firepower by returning the favour and wiping out the enemy frigates, while the cruiser from both side suffered in a mutual exchange.
The enemy battle ship and its supporting scout airships bombarded my sky fortress from range with rockets leaving it badly damaged and aflame and as the game proceeded the situation did not improve and the Prussians were defeated.
In the evening we played a Napoleonic Naval game with Langton Miniatures Signal Close Action rules. The purpose was to try out proper squadron orders and the increased strategic movement,. With all this it was not massively exciting as there was little fire exchanged but I liked some of the rules mechanisms. The multiple dice rolls for the entire turn was nice, but I felt some of the tasks seemed overly complicated for something intended for multiple vessels, they would appear more appropriate for single ship actions. I'd like to play them again before I pass judgement now we know what we are doing properly.