The following notes have reached yours truly by telephonic differencing engineering. I believe some of you might find them insightful. They are responses from Mister Craig Cartmell, a Welshman and confidant of sorts to Higher Powers.
The first of the walkers, beautifully illustrated in the rule book by Jessie McGibney, is the Johnson MkVII.
If you can imagine a Victorian Version of the Powerloader from Aliens with the steersman strapped into the front. The steersman's arms and legs are linked to control lines that move the walker's arms and legs. He has smaller control levers that are manually operated and allow him to change gears and use the various types of equipment that can be attached.
The Johnson MkVII was designed to be used in mines, quarries, factories and docks.
Obviously the military were fascinated by this and most of the great powers have developed armed versions of this device.
We have done most of our playtesting on Charles' kitchen table which is 3' across and 5' long. However, we have only been using the central 3'. So a yard or metre square is adequate for an 'ordinary' game.
The more players, the more space to allow the companies to each come on sufficiently far from each other. Or if you want a longer game with more tactical manouevering, then 4' square or even a standard 6'4'. Though you might get a little lost in all that space.
We have found that the more terrain the better, but we recommend that you lay it out together in a pleasing arrangement. This is a narrative skirmish game, so 'realistic' late Victorian layouts add to the fun and the stories you will tell afterwards in the pub.
The previous messages were brought to you by the letters T, M, and P.