@kidterminal
Heh, yeah, like I said, they only used those particular colours for a while before sticking with the all blue one. I originally repainted them green, but it occurred to me that that's more symbolic of the 40s.
How does one fix a mat which is curling up? Sellotape. Eugh, that honestly didn't occur to me until last night. I was going to either weight down the edges or go out hunting for four foot long elastic bands. ¬¬
Anyhow, I managed some shots of the game I ran yesterday, but first the combatants (in brief, no need to go into skills really as most won't have a clue what they mean).
Children of the Cathedral* Priestess of the Cathedral, armed with a junk metal staff (did bugger all for the whole game. Oi she's old!)
* Grease, Super Mutant with a Bumper Sword
* Tork, Super Mutant with a Ramshackle Anti-Material rifle
* Centaur ...armed with itself. Blargle.
* Six anonymous cultists. One had the skill "Guns Akimbo"
Raiders* Chipper, Raider Iconoclast with an Auto-Axe
* Yvette and her three dogs, Raider Painspike armed with a crowbar (her dogs spazzed out and went about munching Super Mutants turn two)
* Toronto, Raider Badlands medic with a Colt M1911 (uh, which broke off after the game and was lost forever)
* Craze, Tribal with Cricket Bat/ Axe combo (did bugger all for the whole game. Lived though)
Slavers* Columbus, wearing salvaged T-45d Power Armour and carrying a shotgun (Attacker leader)
* Manitoba, Slaver with a M1 Garand
* Dallas, Slaver with a Service Rifle, wound up finding some medical supplies during the game ...didn't do anything with them
* Houston (see a theme here yet?), Slaver with an AKSU and a molotov cocktail (which would've done a number on the cultists had a Centaur not rounded a corner on him and sucked his face off)
* Austin, wearing Metal Armour and armed with a Browning Hi-Power
The board as it was, attacking Raiders/Slavers (who just wanted to hear their tunes) on the left, defending Children of the Cathedral on the right. The central objective was or the attackers to disable the radio tower. There were secondary objectives of some supply barrels among some office ruins in the bottom right, and an anonymous tarp covered crate (totally not filled with scorpions) sitting by some shacks in the top right.


Yup, improbable placement of the Arizona State Sign, but ah, it was sitting there, so youknow, had to use it.
The same from the Unity's side.

And another from the opposite side of the table from the first shot. This is where I was sitting for most of the game, so is where the majority of the pictures are from (the lighting in a lot of pictures from the other side was a bit naff as well). That shacks in the bottom left with the grey roof was crammed full of cultists who streamed out as the Slavers got close.

The Slavers move in through the remains of a ruined industrial complex, before taking cover behind a ramshackle fence by the freeway. Yeah, that didn't save them from some Children on the roofs of shacks across the board from taking pots at them. Luckily most of them made it across the no man's land, bar for one of the Raider's rabid dogs which bought it to a high calibre round from a Super Mutant on the far end of the board.



Bleh, crappy shot, but its all I have. The pair of Super Mutants make their way into what's left of some offices.

The Slavers make it past the road, through some trashed offices and up to the shacks by the radio tower. The two Children shooting at them from a prone position on top of the shacks are too elevated to shoot at the slavers now.

Of course that didn't stop the cultist with a longsword and the Centaur that were laying back behind some corrugated walls from coming around and laying into them. The slavers were munched in short order. By the next turn only the kneeling guy (Dallas, the medic, who unfortunately couldn't do much given the enemy was right on top of him) and another holed up in the army truck were left.

At that point I called the game. On the left flank (Slavers - Cultists) the line was holding, with most of the Slavers out of action. On the right side however both Super Mutants had been nibbled on by the remaining two dogs before the Raider Iconoclast came in and buried his auto axe in both's backs. At which point the single cultist over there placed a butane bottle and legged it. Too late though to go off and take out the Raiders, who by the end of the game were at the foot of the Radio Tower and about to override its controls (a roll for this showed it to be a pass, and given that the Cultists couldn't do anything to stop this next turn I called it a success). So in the end a third of the Children of the Cathedral were dead, as were about half of the Raiders/Slavers. The radio tower had been (theoretically) disabled though, so in the end I called it a draw.
Vroom. Despite making the point that the cars "could" explode if a stray shot hit them, nobody managed to achieve this. Bleh.


Ok, that could have been better. Woopsie on the part of me not taking many shots of the far side of the table where the raiders were duking it out with the Super Mutants. The table could have done with cacti and some loose rocks, but overall it did't look too bad. At least having it set up like this gives me ideas for where to take it.
And hey my camera held up. ...That was cool. The lighting in my club's hall is still crap though.
Only one piece of the radio tower broke off in transit too. Great success. XD