Lead Adventure Forum
Miniatures Adventure => Future Wars => Topic started by: Pictors Studio on April 28, 2025, 03:31:59 AM
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We are running an escalation Badab War campaign using 3rd edition 40K. So far we have 7 players with the following factions represented:
Lamenters
Mantis Warriors
Astral Claws
Khorne Daemons
Nova Marines
Red Scorpions
Imperial Guard.
We are starting the first week with 500 pts each, then 1000 pts the second week with 250 pts each week for the last two weeks.
Here are some pics of the figures people have done so far:
(https://i.imgur.com/P5czJFB.jpeg)
The Tyrant of Badab.
(https://i.imgur.com/YbarT0o.jpeg)
Red Scorpion Scouts
(https://i.imgur.com/lbTkQvU.jpeg)
Sevrin Lolth, Chief Libarian of the Red Scorpions
(https://i.imgur.com/ziimgcl.jpeg)
Red Scorpion apoethecary
(https://i.imgur.com/JFZvqHo.jpeg)
Red Scorpion Librarian in Terminator armour
(https://i.imgur.com/jkVwex1.jpeg)
Casan Sabius and Sirae Karagon
(https://i.imgur.com/vzGFYdJ.jpeg)
(https://i.imgur.com/X3gYPxR.jpeg)
There will be more stuff coming soon. I'll be posting some more of my Red Scorpions and I hope to have some pics of the Lamenters and Astral Claws after Tuesday.
The campaign is going to be based on victories in each battle with victory points assigned by the number of victories for one side x the number of points played in that game.
We will have a map and it will play out on one particular planet, each side struggling for control of different sectors each week.
We start on May 6 and will play a game each Tuesday in May until we wrap up with the last game of 1500 pts.
I'm hoping that we will be able to revist the Badab War again in the fall with larger armies and perhaps incorporate some of the rules we like from the Horus Heresy system into the 3rd edition rules.
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Good luck, on balance 3rd ed was the sweet spot for fast play 40k at least before codex death got it :-[
I have about 1500pts of Raptors but alas in the current sensible green camo, rather than the less sensible but the much better tabletop looking blue and yellow beaks of the Raptor Legion lol
My other favourite chapters were the Sons of Medusa (must be Salamanders successors?) and the dead `ard looking Executioners.
Have fun, I am a teensy bit jealous :D
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Sounds fun, I always liked the background of the Badab war.
My other favourite chapters were the Sons of Medusa (must be Salamanders successors?)
I'd have thought Iron hands successors, to lazy to go check though. :)
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Go Lamenters!
Badab War is classic.
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Sounds fun, I always liked the background of the Badab war.
I'd have thought Iron hands successors, to lazy to go check though. :)
You may be well be right? I dunno it was a long time ago! lol
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They were indeed an Iron Hands successor chapter, despite the bright green armour.
I'm looking forward to it, we're wrapping up a big Horus Heresy prospero campaign tomorrow night and the much simpler 3e will be a welcome relief from all the page flipping involved in HH.
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There is nothing, what is going on with wh40k right now, that attracts my attention. Badab War in the other hand seems very tasty.
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There is nothing, what is going on with wh40k right now, that attracts my attention. Badab War in the other hand seems very tasty.
I think to keep my interest in 40k, I too look to the better stories of the past. I’ve hunted down a majority of the old Rogue Trader through 2nd edition material. Nostalgia has a certain rush to it.
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You may be well be right? I dunno it was a long time ago! lol
Yes, Sons of Medusa are Iron Hands successors.
I'm building a Fire Hawks army at the moment for a Badab campaign day :D
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I was looking at the Fire Hawks in the book today and thinking for the next campaign that might be my army. I'd like to do an Iblis campaign. We have a Mantis Warriors player. It seems like it could be a fun location with a lot of different terrain from what you see in a typical 40K setting.
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First week scenarios:
Drop Assault
While the majority of the Secessionist forces dropped into the provinces of Sirap, there was an attempt made at a coupe de main on the capital.
A small first wave force was dropped in to try to silence the air defenses before a second wave would make the next landing, if the first wave was unsuccessful then the second wave would drop elsewhere.
Special rules:
Shock tactics - all attackers may deploy any Infantry, jump infantry, jetbikes and vehicles by Deep Strike. Any units that have the Deep Strike special rule, may not only deploy be Deep Strike but may also assault on the first turn.
Scramble - all attacking units start in reserve. They arrive on Turn 1 on a 3+, Turn 2 on a 2+ and Turn 3 automatically. Defenders with the Deep Strike rule may use Deep Strike, all other units enter play from reserve by a random table edge determined by a d8 roll.
First turn: Players roll to see who will take the first turn. Winner gets to choose.
Game Length: the game lasts 5-7 turns or until one side is wiped out. At the end of the fifth turn roll a d6, on a 1-2 the game ends immediately. At the end of the sixth turn roll a d6, on a 1-3 the game ends immediately. If a seventh turn is played the game ends automatically at the end of the seventh turn.
Objectives: there will be three objectives on the table.
Victory: The side with the most objectives under their control at the end of the game is the winner.
Crossing Point
As the Secessionist forces make their way towards the Siuol, a vital river crossing from Noluot can be taken to significantly delay the attackers, allowing the Loyalists more time to bring in reinforcements.
Special rules:
Ammunition dump - the bridge has an ammunition supply near it ready to be moved forward with the army. Once per turn any single unit of Secessionists in base contact with the ammo dump may re-roll failed to hit rolls.
Imposing edifice - because the defense of this bridge is so important, the Loyalists are wary of getting too close, land mines and other booby-traps may surround this critical objective. Any Loyalist wishing to launch an assault against a unit in base contact with the bridge must first pass a morale check.
Garrison - The Secessionist force is split in two. The Loyalist picks which half is the garrison of the bridge. They may start anywhere on the battlefield. The rest of the forces is in reserve and arrive on Turn 1 on a 5+, Turn 2 on a 4+, Turn 3 on a 3+ and Turn 4 automatically.
Game Length: The game lasts for 6 turns.
First turn: the Loyalist player takes the first turn.
Objective: The bridge is obviously the objective.
Victory: If the Secessionist is the only player with models in base contact with the bridge, then the Secessionist wins. If the Loyalist has any units above half strength in contact with the bridge, not including independent characters but including characters if they are part of a command squad above half strength, then they win. Any other result is a draw.
Control the Grid
The comms network across Sirap has a central control in the capital. However, there are nodes that dot the continent. Three of them are control nodes and can be used to overwrite the system and move control to them. Loyalist forces have been sent out to destroy these nodes before the enemy can get techmarines to them to bring coms control to the Secessionists.
Special rules:
Infiltrate - any Loyalist troops with the infiltrate special rule may make one move after both sides have been deployed.
Sentries - the Secessionist player deploys sentries per the Sentries special rule.
Reserves - the Secessionist player places HQ and Troops choices within 8" of the objective, the rest of their force is in reserve. The Loyalist player can deploy any forces onto the table at the start of the game. Anything not deployed is in reserve. Reserves arrive on Turn 2 on a 4+, Turn 3 on a 3+, Turn 4 on a 2+ and Turn 5 automatically.
First turn: The Loyalist player takes the first turn.
Game Length: The players play 4 turns and then roll to see if their will be another turn at the end of each turn. On the fourth turn there is another turn on a 2+, on each subsequent turn the score needed is one higher (3+ on turn 5 etc.)
Objective: The objective is the control node.
Victory: All models in the Loyalist force have demo charges. If an attacking model assaults the objective in their assault phase and can remain in contact with the objective until their next assault phase the objective is destroyed and the Loyalists win. Any other result is a Secessionist victory.
Recon in force.
With neither side having air superiority both sides are trying to find the enemy and pin them down so that other forces can be brought in to eliminate them. Two patrols encounter each other in the no-man's land in the Aglands south of Siuol.
Special rules:
Reserves - both players deploy one unit on the table with the rest of their force in reserve. Reserves arrive on Turn 2 on a 4+, Turn 3 on a 3+, Turn 4 on a 2+ and Turn 5 automatically.
First Turn: players dice off to determine who takes the first turn. Winner gets to choose.
Game Length: The players play 4 turns and then roll to see if their will be another turn at the end of each turn. On the fourth turn there is another turn on a 2+, on each subsequent turn the score needed is one higher (3+ on turn 5 etc.)
Objectives: There are no objectives on this battlefield. Only WAR.
Victory: The players that kills eliminates more points in enemy units than the other side wins. Units half strength or under count as half the points of the total unit.
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Red Scorpion Tech Marine and Apothecary.
(https://i.imgur.com/YFcKyiQ.jpeg)
I know that I already have an Apothecary and with 3e I'll probably only ever need one, but we might expand a bit the next time we do this to include some of the rules from the 3.5 Codex and that would allow the Red Scorpions to have Apothecaries in every squad, which fits their story.
And an Astral Claw Captain
(https://i.imgur.com/yRpAd60.jpeg)
(https://i.imgur.com/2VyOe4e.jpeg)
(https://i.imgur.com/mhT4xql.jpeg)
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Love the Badab War, Executioners were my first space marine force in their original colour scheme. Never had enough for a full 40K force, but I had several companies painted up for Epic 40K. And yes, that means painting grey/blue camouflage on hundreds of 6mm marines. With correctly colour coded helmets and shoulder pads.
Feeling properly nostalgic now. Looking forward to more updates.
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I got my Captain done as well as some Veterans. Tonight is the first game of our campaign.
(https://i.imgur.com/9ZuWSel.jpeg)
This is the Terminator Captain model from the big boxed 40K set.
(https://i.imgur.com/4M2xwtk.jpeg)
Veterans from the Forge World set.
And two casualty figures:
(https://i.imgur.com/yq9GGAa.jpeg)
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We had our first campaign night tonight.
There were three games.
(https://i.imgur.com/zRM448I.jpeg)
First was a recon patrol. The Astral Claws were probing towards the Capital from the South. A loyalist PDF force was moving to see if they could find the enemy beachhead and the two forces collided in some wooded ground just South of Siuol.
(https://i.imgur.com/oGAcJn3.jpeg)
(https://i.imgur.com/GsEmXhY.jpeg)
The Astral Claw APC took the first hit of the battle as the Guard artillery blew it to shrapnel as the two sides first saw each other. The Astartes advanced quickly and tried to move up on the flank of the guard, but the Guard's armoured fist squad pushed forward to try to cut them off. It was a brave but foolish move. The Astral Claws pounced on the guard as soon as they emerged from their Chimera.
(https://i.imgur.com/akPsnVS.jpeg)
The marines made short work of the mortal soldiers and then pushed past them towards the rest of the force.
(https://i.imgur.com/WqTmpBC.jpeg)
The Guard broke off contact and moved back towards their supports before their force could be anihilated by the Astral Claws.
(https://i.imgur.com/DgSEySa.jpeg)
In the second battle a force of Mantis Warriors dropped directly on Siuol in an attempt to render the air defense artillery inoperable. A small force of Star Phantoms had been left to guard the capital and they rushed to repulse the Secessionist attack.
(https://i.imgur.com/mqrBk6m.jpeg)
The Mantis Warriors, while only using a small strike force, still outnumbered the forces the Star Phantoms were able to summon to the threatened area.
(https://i.imgur.com/VzzPxmI.jpeg)
While the attackers were ultimately all killed or captured, the damage they had done to the defense grid was enough to allow closer up air drops.
A force of Lamneters had been left to guard a bridge where vital supplies were being brought forward from the primary Successionist beachhead towards the capital. If the bridge could be destroyed then the Loyalists might not be able to stop the attack, but they might reduce the fury of it.
To this end a strike force of Red Scorpions attacked the garrison.
(https://i.imgur.com/RngdhB7.jpeg)
The forces at the bridge were seriously outnumbered by the attacking loyalists. Although, they fought tenaciously, they were pushed back.
(https://i.imgur.com/0OfxwAU.jpeg)
Before reinforcements could arrive to stop them, the Red Scorpions accomplished their mission. All that was much, but there was more.
(https://i.imgur.com/3WRjelX.jpeg)
The loyalists were able to destroy the garrisoning force, not only delaying the delivery of critical supplies, but also causing forces to be diverted to drive them away from the crossing point so the bridges could be repaired.
(https://i.imgur.com/ANj47Jx.jpeg)
Overall, the Loyalists were only victorious in one of the three games. The campaign stands:
Secessionists 1000 VP
Loyalists 500 VP
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Cool looking game, seems like you're re-writing history a bit though...
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Cool looking game, seems like you're re-writing history a bit though...
If you mean the win ratio for the Secessionists, you should hear some of the stories about how the original studio campaign went, and the hand-wavium and hoop-jumping that had to be done to make certain chapters as feared as they should be as their players couldn't win a game lol
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If you mean the win ratio for the Secessionists, you should hear some of the stories about how the original studio campaign went, and the hand-wavium and hoop-jumping that had to be done to make certain chapters as feared as they should be as their players couldn't win a game lol
Tell me more! I'd always assumed the Badab war was just a setting someone had come up with.
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I'd love to hear about that too.
The Minotaurs coming in and getting curb stomped by someone's Tyrant Legion force because they can't make a cover save for sour apples?
Tyberos charging into a scout squad and whiffing?
Anyway, here is a Chaplain.
(https://i.imgur.com/ciAeXIE.jpeg)
This guy began life over 30 years ago as an Ultramarines chaplain but has been on administrative duties since about 2001 or earlier.
Resurrected into the Red Scorpions he is likely going to be leading the lads into battle against the Mantis Warriors this week.
This Dreadnought also saw service in the Ultramarines chapter in the mid to late 90s before the sarcophagus was returned to suspended animation. Now he's back and looking to use his very underpowered Assault Canon to possibly mangle a land speeder or at least cause a few armor saves among the successionists.
(https://i.imgur.com/wmy8STY.jpeg)
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I finished the last stuff to get my force to 1000 pts.
First up are the assault marines.
(https://i.imgur.com/zB0X15V.jpeg)
I'm looking forward to using these. I faced plenty of assault marines back in the 3e days when my usual opponent fielded Blood Angels. It will be nice to have the shoe on the other foot now.
Then here are some add-ons to the two tactical squads. Each one will get a Missile Launcher guy, the one veteran hanging out in the one tactical squad will go to form a command squad for the Chaplain along with some other veterans, the techmarine and the apothecary, while this meltagun guy will take his place and finally two more bolter armed marines.
(https://i.imgur.com/Ei3jLYL.jpeg)
That will bring the tactical squads up to 9 marines each.
And finally, I guess someone really gave him something to cry about.
(https://i.imgur.com/IBBoL27.jpeg)
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Week two of our campaign saw only two games being played.
The Mantis Warriors were summoned from this front to put down a rising elsewhere, leaving the Red Scorpions free to deal with logistics problems.
That didn't mean the fighting wasn't fierce. The Lamenters continued to batter their way through Siuol, attempting to expand their beachhead by eliminating some of the PDF forces that had dug in to defend the capital.
The Lamenters were heavily outnumbered by the guard as they started their push. The Chaplain pushed to eliminate an artillery position, while a tactical squad hoped to mop up the Infantry Platoon holding a building to the south.
(https://i.imgur.com/9KsEaAs.jpeg)
(https://i.imgur.com/M0NYXqj.jpeg)
(https://i.imgur.com/XabgthH.jpeg)
Things got off to a bad start almost right away for the hard-luck Astartes.
(https://i.imgur.com/MJ1fqaa.jpeg)
As the tactical squad deployed from their Land Raider and began firing at the guard, the sergeant's plasma pistol misfired and the overheating weapon fused parts of his armor, burning him badly.
As he dropped the rest of the force mowed down the guard with their bolters before assaulting into the remnants.
(https://i.imgur.com/4gUEvdc.jpeg)
The bad luck did not end with the sergeant, as the land raider surged toward forward it tried to plow through a transport container and the metallic box crunched up and got wedged in the left track, leaving the massive APC imobile. It's lascannon was still able to fire though taking out the Guard's only tank support.
(https://i.imgur.com/18frxpV.jpeg)
The Guard were not sitting idly by while the Lamenters moved on them however. An armoured infantry squad moved up to intercept the Lamenters chaplain and his death company. That went about as well as you might imagine.
(https://i.imgur.com/DBsMrCc.jpeg)
A squad led by a Sanguinary priest moved straight towards the artillery emplacement while the Chaplain moved in from the flank. The squad was not so lucky in their advance.
(https://i.imgur.com/xvMAyU3.jpeg)
The earthshakers spoke and one of the shells landed right among the marines and Astartes, chunks of rockcrete and parts of Astartes were blasted high into the air. When the dust settled, none of the marines were still standing.
Meanwhile, the tactical squad finished off the first squad of the Infantry platoon and moved towards the rest of the men on the South side of the battlefield.
After initially falling back away from the now blood-covered Astartes warriors, the guard formed up and gave them a full volley. Even the armoured giants were not able to stand unharmed before such weight of fire.
(https://i.imgur.com/p5uB2Sk.jpeg)
It was not enough to stop them, however, and the marines charged into the rest of the platoon.
(https://i.imgur.com/a59l2zR.jpeg)
As the mortar squad tried to delay the advance of the Chaplain and his wards, the Earthshakers took aim at the Vindicator moving up on the flank. A shot from the big guns struck true and while the tank was not blown apart it would take no further part in the battle.
(https://i.imgur.com/5uDfZOL.jpeg)
The Chaplain and death company were able to take out the two big guns before succumbing to concentrated fire from the command squad. With only the Chaplain left, the guardsmen bravely charged in and managed to overwhelm the lone marine.
The tactical squad on the Lamenter's left fared no better. Despite giving pretty well they were ultimately overwhelmed by the sheer volume of men they were fighting.
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But the Lamenters were not the only Secessionist forces engaged.
The small detachment of Astral Claws sent to Rook had set up a logistics base away from the main area of fighting. The base was something that could stockpile materiel and had an advanced apothecarion for the treatment of all Secessionist forces.
While there were Astral Claw forces present the majority of staff in the facility were Tyrant's Guard. The entrance was guarded by Astral Claws, but Tyrant's Guard sentries were on patrol around the position.
(https://i.imgur.com/nx5RUQX.jpeg)
To attack with anything less than two full companies of Space Marines was suicide.
That didn't bother Colonel Schaeffer.
No one would miss the troops he was bringing to the battle.
(https://i.imgur.com/e9Cf2Z0.jpeg)
(https://i.imgur.com/6oW23F4.jpeg)
The Last Chancers mission was to get to either one of two openings into the Astral Claw base. One was a vent that had to be assaulted with crack grenades but was closer. The other was an escape hatch that could just be opened but it was further from their deployment zone. Colonel Schaeffer and Grease Monkey each had teleport homers. Once the access points were open they were to deploy the teleport homer into the base. The Red Scorpions would then teleport Terminator squads into the base to destroy it.
It was a desperate action, but the risk was low and the reward was massive.
The Last Chancers split into two groups and advanced down towards the base in the most direct line towards the objectives.
(https://i.imgur.com/qxQ6nDd.jpeg)
They were able to avoid most of the sentries but then on the second turn one of them just caught site of the group with Grease Monkey.
(https://i.imgur.com/2bcNZ8s.jpeg)
Once alerted the Astral Claws lost no time in responding to the threat.
(https://i.imgur.com/LypB0WS.jpeg)
As hero held up the Astral Claw tactical squad the rest of his band broke to the right to try to get to the objective.
(https://i.imgur.com/1AIBY3f.jpeg)
(https://i.imgur.com/wArokFP.jpeg)
Unfortunately, the distance was a little too far and the Astral Claws were able to cut the suicide squad off and eliminate them.
(https://i.imgur.com/wArokFP.jpeg)
Colonel Schaeffer himself fared no better. His squad fell far short of the objective and he went down heroically in close combat with the Astartes.
(https://i.imgur.com/IoXGYUN.jpeg)
Ox was the last of the doomed band and he held off the Astral Claws for a couple of rounds before finally succumbing to bolter fire.
(https://i.imgur.com/5Uo5NDR.jpeg)
All in, it was a close run game. The Last Chancers came within two inches of accomplishing their objective.
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Mixing things up a bit with some espionage missions, love it.
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It has been 20 years since I played a game with the Last Chancer special rules from WD. So, when one of the players had the Last Chancers and wanted to use them just with the regular rules I suggested he do a special mission since we are at 1000 pts this week.
He said no initially and then immediately changed his mind. It was funny. He sent the email saying "no" at 8:48 and then the other one saying yes at 8:51.
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The results after this week are closer than they were but the Secessionists are still ahead.
Secessionists: 2000 pts.
Loyalists: 1500 pts.
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Just got a few more models done for my command squad. They will probably be fielded in tonight's game.
(https://i.imgur.com/ZCJvJOu.jpeg)
Although I might go in a slightly different direction.
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Week three did not go well for the Loyalists.
The Loyalist PDF on Rook attempted an ambush of a Lamenters force escorting a supply column. The column was bringing much needed munitions to the forces engaged in and around Siuol.
(https://i.imgur.com/d611OoB.jpeg)
(https://i.imgur.com/kF1qOte.jpeg)
It was a near run thing. The Guard put up a hell of a fight.
The Lamneters' Vindicator again was destroyed without managing to cause much damage to the enemy, failing to even vindicate itself from its drubbing last week.
(https://i.imgur.com/uQiRKAZ.jpeg)
The tactical squad had become more alert to the dangers of template weapons and being in the open, so used the cover of the tanks and the destroyed supply vehicles to move to the flank and make for the escape route.
(https://i.imgur.com/R60FxMb.jpeg)
The land raider disgorged its troops who cut their way through the guard and ultimately managed to escape. Although the Land Raider itself did not. The Lamenters scored points in the game for killing guard and getting models off the table, the Guard scored by killing Lamenters. Ultimately the Lamenters managed to win by 50 pts. A very close game.
The Astral Claws finally confronted the Red Scorpions in the heart of Siuol. A reinforced platoon of the Tyrant's forces were cut off and surrounded by Loyalists forces rushing to take them. They held a building with vital access to the subterranean sewage system and the only still functional control system to the water pumps in the South East of the city.
(https://i.imgur.com/CIBisUE.jpeg)
(https://i.imgur.com/1EiENAU.jpeg)
It needed to be taken so that the Secessionists couldn't outflank the Loyalists by going under them.
The Red Scorpions committed almost half a company of marines to taking the bastion. Even an Eversor assassin joined the attack.
(https://i.imgur.com/th1xnBu.jpeg)
(https://i.imgur.com/gcH0ovF.jpeg)
The Loyalists advanced, doing little damage at first, but weathering the counter fire of the Astral Claws well, the only significant damage was the dreadnought losing a power fist.
When the Red Scorpions got into charge range they managed to get two squads into the melee while the scouts hung back to provide some fire support.
(https://i.imgur.com/IcooRmK.jpeg)
The assassin was able to take out the Astral Claws razorback, while the assault marines took the fight to the devastator squad and the tactical squad pinned down their opposites on the South-west corner of the building.
The Dreadnought and command squad advanced slowly through the ruins, firing as they came on.
(https://i.imgur.com/CRuTD93.jpeg)
Reinforcements arrived for the Astral Claws in the form of an assault squad, terminators and a land speeder.
The Secessionists felt that the Northern side of the building was more protected now, launched an attack with their second tactical squad to repel the Red Scorpions coming directly from the South.
(https://i.imgur.com/Clvp5Fr.jpe)g
The Terminators arriving in a flash of teleportation energy focused their fire on the assassin, taking him out with a well-placed missile strike.
(https://i.imgur.com/zZHFFnJ.jpeg)
The Red Scorpions command squad withered under the fire from the Terminators, while the Red Scorpion tactical squad that had been repulsed rallied and charged their assailants. Meanwhile, the assault squad and tactical squad in the building continued to grind away at the rebel forces in the building.
(https://i.imgur.com/X7nWgor.jpeg)
(https://i.imgur.com/TfH5dp6.jpeg)
Soon, the Terminators piled into the melee in the building, the weight of their assault caused the momentum to move decidedly in the Astral Claws' favour, the tactical squad almost being wiped out by the power fists of the elite marines.
(https://i.imgur.com/yi4eEX7.jpeg)
What was left of the command squad charged in and all of the Red Scorpions rallied for a final assault on the building. The Astral Claws managed to prevent one of the tactical squads from getting in by weight of fire. But weight of numbers told and soon the Astral Claw captain was facing off against his opposite number in the Red Scorpions.
The Dreadnought tried to shoot down the Astral Claw Land Speeder but only succeeded in killing the gunner.
(https://i.imgur.com/xsWGRdn.jpeg)
As the Captains approached each other there were no lofty words of condemnation or justification. Their swords spoke more eloquently than the men themselves could ever have done.
Both Captains died, one with his head sliced off, the other with his opponent's power sword buried deep in his chest. With reinforcements from both sides closing on the building, the Red Scorpions had two marines left in the building, with no Astral Claws inside, but the Astral Claws moved their Land Speeder in and the remaining marine managed to contest the structure, allowing an Astral Claws victory if that brought the end of the game.
There would be another turn if the Red Scorpions could roll a 6. They rolled a 5. And so the Astral Claws squeak out a narrow victory, but a second victory for the Secessionists nonetheless.
Final score after week 3.
Secessionists 4500 VP
Loyalists 1500 VP.
With week four being the end of the campaign, and likely only two 1500 pts games next week, the Loyalists would have to win them both to just tie the campaign.
Any other result and Rook will fall back into the Secessionist camp.
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Back in day group called Fly Lords of Terra did a campaign with 5th ed close enough to 3rd background for minimal tweaks they did a 4th ed Horus Heresy and Campaigns of Macharus maybe 1 or 2 other bits, but anyway https://tcrepo.com/downloads/the-badab-war/
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Tomorrow will be the last day of our campaign. We are going to be doing one big battle to finish it off.
While the resistance to secessionist forces all over Sirap collapsed, the Loyalists have managed to hold onto Siuol, although they are hard pressed in the capital. The Lamenters and Astral Claws were able to make significant gains in the city after gaining control of the system of underground tunnels.
They were also able to use this network to spy on their enemy and they have discovered that the command of the main Loyalist forces have gathered to discuss how to move forward with the war.
With the potential to decapitate all of the enemy with a stroke the Secessionists have launched an all out attack against the Loyalist command.
Deployment: The Loyalist players set up first. Each loyalist player is bringing 1000 pts for a total of 3000 pts. The Loyalists set up 12" from each table edge in the center of the table. Any forces capable of Deep Strike may be kept in reserve, otherwise all Loyalist forces must start the game on the table.
The Lamenters and Astral Claws each have 1500 pts to bring to battle. They may exchange any Heavy Support choices in the force organization charts for Fast Attack choices. Their forces set up anywhere outside of the Loyalist deployment zone, at least 6" away from an enemy model. Any forces may be kept in reserve. Unless they are able to Deep Strike, any Secessionist forces in reserve may enter the table from any table edge.
Objectives: The loyalist HQ models are the objectives in the game. Each one alive at the end of the game counts as an objective for the Loyalists. Each one dead or off the table counts as an objective for the Secessionists. In addition Kill Points are counted for the game and whoever has the highest kill point total counts as having another objective. The side with the most objectives at the end of the game wins. If the score is even the game is deadlocked and a tie. Note that if the game is tied the Secessionists win the campaign.
First turn: The sides roll to see who takes the first turn.
Special rules: Twilight assault: at the end of each turn roll a d6, on a 4+ the rules for Night Fighting come into effect for the rest of the game.
Game Length: At the end of turn 5 roll a d6, on a 3+ another turn is played. The game ends at the end of the 6th turn automatically.
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Loving the whole Badab series, fantastic work all around!
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The campaign took a bad turn for the loyalists last night. The planet fell entirely into Secessionist hands after a coordinated strike between Lamenter and Astral Claw forces decapitated all loyalist forces on Rook. The rest of the Loyalist host retreated from the planet, their cause in ruins.
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(https://i.imgur.com/IAWTy4M.jpeg)
(https://i.imgur.com/tOsY6dW.jpeg)
(https://i.imgur.com/3axpblu.jpeg)
(https://i.imgur.com/wWMcJSn.jpeg)
(https://i.imgur.com/v4iTWoC.jpeg)
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(https://i.imgur.com/HJavPLq.jpeg)
(https://i.imgur.com/OXh4N9N.jpeg)
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Right (rolls up sleeves) - send for the Ordo Hereticus and ready an exterminatus fleet, let's not mess around.
Good campaign there - it looks like it was a lot of fun all round.
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It was a lot of fun. I think we will be revisiting it in the Fall with bigger armies.
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It was a lot of fun. I think we will be revisiting it in the Fall with bigger armies.
Looking forward to it!