I'm actually still hopeful about this.
Yeah, I was thinking of adding a "Well, maybe." qualifier to that post of mine. Since, well, Gotrek would have had blueprints left. And he would have been working alongside other people all the while, too.
Well. Hopefully this will be seen as the steam-wagons multi-tracked design proving itself. I mean, if the Longbeards wanted something that would do perfectly well only on a smooth road with little to no incline, then by comparison this is doing amazingly well compared to a 4-wheel design!
We really have gotten so many clutch rolls when it counts, I was rereading the Battle of the Caldera recently which really just showcased that with the amount of times things broke our way.
Yeah.
Or again with Karak Vlag, just a short while ago. If we'd picked "fortify at Karak Vlag" (or worse, "fortify, but without the steam-wagons") we would have been in the middle of a 3-way brawl between 3 daemonic armies. And potentially been dealing with magical shock keeping us from casting due to being at ground zero for the re-emergence event.
About the only bits of dice that didn't go our way in Karak Eight Peaks, was Karak Drazh deciding to launch a massive Waaagh to begin with; them deciding to go west instead of east; if they were going east, we could have smoked them with our tower without them needing to enter the caldera at all, after all. And the Karaz-a-Karak dice roll, but if the Karak Drazh giant Waaagh had not come, we might not have called for it.
As is, the way the dice fell down, we were able to deal with everything. And in multiple cases, the problems even solved themselves, too.