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Author Topic: Badab War campaign - Finale pictures posted  (Read 7119 times)

Offline Pictors Studio

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Badab War campaign - Finale pictures posted
« on: April 28, 2025, 03:31:59 AM »
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:



The Tyrant of Badab.



Red Scorpion Scouts



Sevrin Lolth, Chief Libarian of the Red Scorpions



Red Scorpion apoethecary



Red Scorpion Librarian in Terminator armour



Casan Sabius and Sirae Karagon






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. 

« Last Edit: May 28, 2025, 05:38:10 PM by Pictors Studio »

Offline Storm Wolf

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Re: Badab War campaign
« Reply #1 on: April 28, 2025, 05:12:03 PM »
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
Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane.

Offline voltan

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Re: Badab War campaign
« Reply #2 on: April 28, 2025, 06:30:46 PM »
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.  :)
Yvan eht nioj!

Online HerbertTarkel

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Re: Badab War campaign
« Reply #3 on: April 28, 2025, 07:38:02 PM »
Go Lamenters!

Badab War is classic.
2025 painted model count: 338
@ 15 September 2025

Offline Storm Wolf

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Re: Badab War campaign
« Reply #4 on: April 28, 2025, 07:52:47 PM »
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

Offline Pictors Studio

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Re: Badab War campaign
« Reply #5 on: April 28, 2025, 09:44:46 PM »
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. 

Offline Manu Miniatures

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Re: Badab War campaign
« Reply #6 on: April 29, 2025, 01:07:27 PM »
There is nothing, what is going on with wh40k right now, that attracts my attention. Badab War in the other hand seems very tasty.

Online HerbertTarkel

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Re: Badab War campaign
« Reply #7 on: April 29, 2025, 03:05:56 PM »
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.

Offline Cypher226

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Re: Badab War campaign
« Reply #8 on: May 01, 2025, 08:02:47 PM »
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

Offline Pictors Studio

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Re: Badab War campaign
« Reply #9 on: May 02, 2025, 03:46:16 AM »
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. 

Offline Pictors Studio

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Re: Badab War campaign
« Reply #10 on: May 03, 2025, 09:44:14 PM »
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. 

Offline Pictors Studio

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Re: Badab War campaign
« Reply #11 on: May 04, 2025, 07:38:36 PM »
Red Scorpion Tech Marine and Apothecary.



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








Offline ChaosChild

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Re: Badab War campaign
« Reply #12 on: May 04, 2025, 08:50:40 PM »
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.

Offline Pictors Studio

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Re: Badab War campaign
« Reply #13 on: May 06, 2025, 05:48:23 PM »
I got my Captain done as well as some Veterans.  Tonight is the first game of our campaign.



This is the Terminator Captain model from the big boxed 40K set. 



Veterans from the Forge World set.

And two casualty figures:





« Last Edit: May 06, 2025, 06:12:02 PM by Pictors Studio »

Offline Pictors Studio

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Re: Badab War campaign
« Reply #14 on: May 07, 2025, 04:20:50 AM »
We had our first campaign night tonight.

There were three games. 





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. 





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. 



The marines made short work of the mortal soldiers and then pushed past them towards the rest of the force. 



The Guard broke off contact and moved back towards their supports before their force could be anihilated by the Astral Claws. 





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.



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.



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.



The forces at the bridge were seriously outnumbered by the attacking loyalists.  Although, they fought tenaciously, they were pushed back. 




Before reinforcements could arrive to stop them, the Red Scorpions accomplished their mission.  All that was much, but there was more. 



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. 



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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