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Author Topic: Badab War campaign - Finale pictures posted  (Read 7421 times)

Offline GPM

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Re: Badab War campaign
« Reply #15 on: 07 May 2025, 01:25:01 PM »
Cool looking game, seems like you're re-writing history a bit though...

Offline Cypher226

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Re: Badab War campaign
« Reply #16 on: 08 May 2025, 08:17:32 PM »
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

Offline GPM

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Re: Badab War campaign
« Reply #17 on: 12 May 2025, 01:28:37 AM »
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.

Offline Pictors Studio

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Re: Badab War campaign
« Reply #18 on: 12 May 2025, 03:42:55 PM »
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.



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. 


Offline Pictors Studio

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Re: Badab War campaign
« Reply #19 on: 13 May 2025, 05:41:56 AM »
I finished the last stuff to get my force to 1000 pts. 

First up are the assault marines. 



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. 



That will bring the tactical squads up to 9 marines each.


And finally, I guess someone really gave him something to cry about.


Offline Pictors Studio

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Re: Badab War campaign
« Reply #20 on: 14 May 2025, 01:16:14 PM »
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. 







Things got off to a bad start almost right away for the hard-luck Astartes. 


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. 



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.




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.



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.




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. 




It was not enough to stop them, however, and the marines charged into the rest of the platoon. 




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. 




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. 



 




Offline Pictors Studio

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Re: Badab War campaign
« Reply #21 on: 14 May 2025, 01:40:44 PM »
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.






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. 





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.



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. 



Once alerted the Astral Claws lost no time in responding to the threat.



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. 






Unfortunately, the distance was a little too far and the Astral Claws were able to cut the suicide squad off and eliminate them.



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.



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. 




All in, it was a close run game.  The Last Chancers came within two inches of accomplishing their objective. 

Offline GPM

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Re: Badab War campaign - now with week two Battles.
« Reply #22 on: 14 May 2025, 09:56:21 PM »
Mixing things up a bit with some espionage missions, love it.

Offline Pictors Studio

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Re: Badab War campaign - now with week two Battles.
« Reply #23 on: 14 May 2025, 10:10:36 PM »
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. 

Offline Pictors Studio

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Re: Badab War campaign - now with week two Battles.
« Reply #24 on: 14 May 2025, 10:11:37 PM »
The results after this week are closer than they were but the Secessionists are still ahead.

Secessionists: 2000 pts.
Loyalists: 1500 pts.

Offline Pictors Studio

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Re: Badab War campaign - now with week two Battles.
« Reply #25 on: 20 May 2025, 12:39:11 PM »
Just got a few more models done for my command squad.  They will probably be fielded in tonight's game.



Although I might go in a slightly different direction.

Offline Pictors Studio

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Re: Badab War campaign - now with week two Battles.
« Reply #26 on: 21 May 2025, 12:26:23 PM »
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. 





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.



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. 




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. 






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. 






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.



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.



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.
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. 



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.





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. 



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. 



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. 










Offline AdmiralAndy

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Re: Badab War campaign - Week three battle reports.
« Reply #27 on: 21 May 2025, 01:42:59 PM »
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/

Offline Pictors Studio

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Re: Badab War campaign - Week three battle reports.
« Reply #28 on: 26 May 2025, 06:01:41 PM »
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. 

Offline HerbertTarkel

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Re: Badab War campaign - Week three battle reports.
« Reply #29 on: 26 May 2025, 07:26:21 PM »
Loving the whole Badab series, fantastic work all around!
2025 painted model count: 368
@ 28 September 2025

 

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