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40k Battle Report (Badab War Campaign Part 1/4)

13 Minute Read
Oct 27 2015
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Here it finally is! SN Battle Reports first of four in our long awaited Badab War Campaign! The Betrayal at Grief!

Loyalist Forces: 1175 points including Sevrin Loth
Secessionist Forces: 840 points
Mission: Loyalist forces need to secure the objective (Ortys’ body) which may be moved up to 6″ per turn if controlled by loyalist troops. Loyalist’s win if in control of the objective at the end of round six, if they remove the objective from the table before then or if they table the secessionists. Secessionists win if contesting the objective at end of turn six or loyalists fail their mission.
Special rules. Night fighting throughout. Catastrophic damage table rolled on each turn. No transport vehicles may be taken. 4’x4′ table. Secessionists start unless loyalists steal the initiative.

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The Betrayal at Grief was the battle that resulted from a breakdown of negotiations between the Secessionist forces led by Huron the Tyrant of Badab and Chapter Master Sartaq of the Mantis Warriors and the Loyalist forces led by Chapter Master Verant Ortys of the Red Scorpions.

At this stage the war is at an impasse and the Secessionists unexpectedly broke the standoff with a remarkable proposal. Lufgt Huron personally sent emissaries to the Loyalists, offering a temporary ceasefire and honorable parlay with the Loyalist commander in order to avoid further bloodshed between those who should be “…loyal brothers” as his mouthpiece put it. Ortys, against advice, agreed to the meeting.

Arrangements were made for face-to-face contact between the Tyrant and the Magister Militurn on an abandoned orbital way-station in the uninhabited Grief system. What was to happen next remains a point of contention to this day.

The station itself, once a naval supply depot built into an asteroid mass, and abandoned due to solar flare activity some centuries before, maintained a remnant atmosphere but was otherwise dead. Each party approached the way station in a single unescorted strike cruiser, each leader and their honor guard was deposited on the asteroid by Thunderhawk, their respective strike cruisers pulling away outside of weapons range, as the two parties met. From what records were later recovered, it was plain that matters immediately became volatile and acrimonious. As the talks became heated an adjournment was called for, and both parties withdrew to separate compartments on the station to confer with their fellows. It is at this point Loyalist communications to their strike cruiser were cut off.

Three unknown vessels attacked from concealed positions deep within the thick atmosphere of the gas giant Shedim. The attackers assaulted the asteroid base before either Loyalist or Secessionist vessel could respond, raking the derelict way-station with weapons fire before boarding with a raiding party compromised of heretics, mutants and other renegades. In the confused battle that followed, it is known that the Loyalist delegation, including the reverend Red Scorpions Chapter Master, Lord Commander Verant Ortys was killed, and several members of Huron’s party including Chapter Master Sartaq of the Mantis Warriors were also slain but exactly how this occurred remains unknown.

During the resultant three-way space battle around the way-station, the Red Scorpion Chief Librarian Sevrin Loth led a desperate counter-assault on the station via assault ram and teleporter attack attack. At the height of the battle, the larger unknown vessel, badly stricken by fire from the Astral Claws strike cruiser, crashed into the way station and exploded, causing the asteroid to slowly break up in the cascade of debris.

This battle represents that counter attack.

 

[The fluff above is summerised from Imperial Armour 9 and the Lexicanum website.]

 

CAD
Sevrin Loth (Free)
10 Tactical Marines, veteran sergeant with power sword, missile launcher

7 Tactical Marines, missile launcher
7 Tactical Marines, heavy bolter
1st Company Task Force

Assault Terminator Squad 5xThunder hammer storm shieldAssault Terminator Squad 5x Lighting Claws

Terminator Squad, Assault Cannon

Captain: storm bolter

4 Tactical Marines: plasma gun; + 1 Veteran Sergeant

6 Tactical Marines: grav-gun; + 1 Veteran Sergeant (power weapon)

4 Tactical Marines: grav-gun; + 1 Veteran Sergeant (grav-pistol)

6 Tactical Marines: grav-gun; + 1 Veteran Sergeant (grav-pistol)

Dreadnoughts
• Dreadnought: twin-linked lascannon; power fist (built-in heavy flamer)

4 Assault Marines: plasma pistol; jump packs; + 1 Veteran Sergeant (power fist; combat shield)

And finally here we are with the first battle of our long awaited Badab War campaign! The fist battle we are playing is the Betrayal at Grief which takes place just after the Chapter Master of the Red Scorpions is killed by the Astral Claws (or at least that’s one of the versions of events anyways…). This mission represents the efforts of Red Scorpion task force to retrieve the body which will be in the centre of the board (almost like a relic mission). The team set out a 4×4 portion of our wonderful fortress board to represent the abandoned station where the body was left. We think it really looks the part and is one of our favorite boards. This should be a great game as not only is it the start of a campaign for us but also one of the first times that we play using unequal (points wise) forces as part of the narrative. Let’s roll some dice!

And here is the poor man himself, Chapter Master Verant Ortys. Despite what others may say the Hero of Vraks who captured St. Leonis’ Gate from waves of heretics, mutants, and finally daemons is not pining for the fjords or simply stunned… he is most definitely dead Jim. The control of the body is the only objective in this mission and given the small board and central location this is going to get bloody!

The main force of the Astral Claws were set up in the open and also as close to the body as possible. Steven placed his 5 man jump pack assault squad so as to have them basically on the body in turn one. According to the rules of this battle the Astral Claws get the first turn unless the Red Scorpions steal the initiative on a 6. Steven set up his force heavily influenced by this. Otherwise he would probably have made different use of the cover available to him. Two of his squads are hidden away behind cover. One to the far left of the picture and the other, with his captain, to the right behind a bunker. (BTW isn’t it great to see a dreadnought come out to play! They are such classic and iconic miniatures that unfortunately don’t get the love they deserve…)

Another great picture of the Astral Claws deployment shows just how close the armies already are! Just a millimetre or two over 24 inches separate them!

Kevin set up his force trying to be as close to the objective as possible. The layout of the fortress ruin means that there is a bottle neck so there is a bit of a traffic jam near the back. Worse than the school run on a Monday morning… Loth is placed on top of one of the towers attached to a 7 man tactical squad with a heavy bolter so as to have a good line of sight over the objective and the enemy. The plan is for him to be in a good place to buff the other units below as they try to get the body safely away.

Here’s a picture of the lightning claw terminators positioned beside Loth’s tower so as to “sneak” to the objective. Terminators sneaking? Doubt that will work… I just love the look of lightning claw terminators, shame that they are usually not that effective. But maybe today will be their time to shine especially as the Astral Claws are particularly lacking in 2 plus armour saves. However they have loaded up on the grav…

Full table shot before movement showing the traffic congestion! The final Astral Claw unit with captain is behind the building to the right with two ladders. Let’s do this!

Loth has his own Warlord trait which has no effect on this particular game (extra VP when kills psykers). More interesting is his ability to pick powers without rolling! Kevin chooses to pick 3 Telepathy powers. Shrouding, Psychic Shriek and Invisibility. Loth also has a special ability where by spending a warp point his 2 plus armour save becomes a 2 plus invulnerable save! This man is amazing! And what’s more Kevin gets to take him for free in this mission! Bargain! You kind of have to feel sorry for Steven: until you remember that his men just murdered a poor, innocent, honourable chapter master in cold blood…. (allegedly…)

Turn 1 (Loyalists) And Boom! Initiative stolen! This has not started well for the secessionists. Steven’s bold deployment may have backfired already…

Turn 1 (Loyalists) To simulate the rundown nature of the base the players will be rolling on the catastrophic damage table at the beginning of each game turn. The first roll is a nine which means… no effect! Boring!

Turn 1 (Loyalists) The Loyalists move forward in what looks like the start of an IKEA sale where there is a rumor that the sofas are on at 75% off… The plan seems to be to dump as many bodies as possible as quickly as possible on the objective. This may work but according to the mission rules the secessionists will win even if they are just contesting the objective so we will need to wait and see if this goes well or not. More worrying is that the most durable unit (THSS) is near the back probably not the best place for them even at this stage.

Turn 1 (Loyalists) Loth moves forward as does his unit (except heavy bolter that remains stationary) so as to get within 24 inches of the enemy and in psychic shriek range. He obviously has revenge on his mind already! Loth is such a great model and this one has been beautifully painted by Lawrence from the SN team. I love the contrast of the red and blue. So striking.

Turn 1 (Loyalists) Loth fires his Psychic Shriek hitting with ease with his BS5 after passing his psychic test. He rolls a 10 with his 3D6 but the stubborn special rule plus the Astral Claws Captain’s Warlord trait of giving his army the use of his leadership means no traitorous marines are removed from play. YES Astral Claws have Stubborn as their Chapter Tactic

Turn 1 (Loyalists) On to shooting and the first of the Astral Claws is killed with some great shooting from the heavy bolter on the top platform. The Red Scorpions cheer on as some more shooting from the Tactical Squad sees another assault marine killed.

Turn 1 (Loyalists) Kevin moves the rest of his forces forward by running those who did not have line of sight to shoot or those who are only equipped for assault.

Turn 1 (Secessionists) After the worst start they can have with a great steal initiative for Kevin it’s time to hit back hard! Steven goes for a full on assault as he moves all his forces forward using one of his units as a armour shield for his dreadnought. Perhaps the Red Scorpion on the steps (Brother Jenkins?) will soon begin to reconsider his life choices…

Turn 1 (Secessionists) Finally a glance of the Astral Claws Captain. Steven’s captain moves closer to the centre of the table making good use of the cover the board has and using the left flank to “surprise” the enemy.

Turn 1 (Secessionists) The Firing starts and all hell breaks out as shot after shot is fired. The dreadnought slays his first victim with a great shot from his lascannon. And who might the poor victim be?

Turn 1 (Secessionists) “Brother Jenkins”, the marine that was leading the charge, got shot and wounded a crazy 7 times which he saved with his 3+ armour and FnP! It was the 8th wound that finally killed this super marine! This guys body should also be an objective wow!

Turn 1 (Secessionists) More shots bring down a mighty terminator! He proves to be much less sturdy than Brother Jenkins was…

Turn 1 (Secessionists) The Assault Marines try to live up to their designation by charging into the tactical squad on the ledge by the steps. They are 7 inches away. Steven rolls a 5! They stay where they are… obviously tripping up on the body of the Chapter Master and a certain tactical marine on the way… (they had used their packs in the movement phase).

Turn 2 (Loyalists) Again nothing happens on the catastrophic damage table. The Red Scorpions take the opportunity to move forward at full pace! The terminator squad moves forward towards the incoming enemy as does the LC terminator assault squad and Brother Jenkin’s squad.

Turn 2 (Loyalists) Here are the assault Terminators ready to strike the enemy with their powerful lighting claws or out flank them should the AC captain decide to join the party.

Turn 2 (Loyalists) The powerful psychic phase starts again as Loth again helps his brothers in combat and targets the enemy with a powerful psychic shriek. First he bestows invisibility on the lighting claw squad below, he then targets the enemy Captain’s squad with the shriek rolling an 11 so killing one marine. Finally he again buffs his armour to a 2+ invulnerable just in case using his last warp charge. I’m starting to love this guy. Awesome! Move over Tiggy there’s a new kid on the block hanging tough…

Turn 2 (Loyalists) A tactical unit on the ledge behind cover open rapid fire at the approaching claws. Some decent shooting means that two more astral claw marines are removed from play. This is starting to look like a good round for the Red Scorpions.

Turn 2 (Loyalists) The Marines assault into the Assault Marines ……..see what I did there wink emoticon The apothecary sergeant hangs around the back of the unit hoping to not be challenged and therefore supply FNP to his men. Brave man…

Turn 2 (Loyalists) The Terminators also charge in giving some great support to the marines. For Verant Ortys!!!!!! Charge!!! The assault proves deadly and the squad is wiped out with ease. The Red Scorpions consolidate so as to have the Terminators screening the tactical marines who hope to soon start removing the body from the battlefield or at least away from any objective secured enemy units.

Turn 2 (Secessionists) The Captain and his stubborn unit move up the ramp and target the approaching terminators. What a sight!

Turn 2 (Secessionists) The dreadnought now finally in assault range first fires his flamer slaying one Red Scorpion Marine.

Turn 2 (Secessionists) The Dreadnought fires his twinlinked lascannon hoping to blow up the closest marine to small tiny little pieces! Unfortunately a bad roll to wound means nothing happens, so much firepower so little result…

Turn 2 (Secessionists) The rest of the Astral Claws behind the dreadnought open fire on the terminators! The bolters fail to wound but a deadly grav gun managers to kill one terminator. Kevin really needs to watch out for these grav guns quite a lot of them in this small army list.

Turn 2 (Secessionists) Some more shots hit and wound but the Terminator armour proves its worth as time after time Kevin passes their 2+ armour saves. Fortunately for him this squad’s grav is out of range due the unit moving (salvo rule).

Turn 2 (Secessionists) Wow! A great bolter shot from the Captain’s unit see’s another terminator gone. This is proving to be a relatively good shooting round for Steven. Go Astral Claws! Steven opted to use his rapid fire and grav weapons to shoot instead of using pistols and then following with a charge. We are torn as to whether this was a good tactic or not? Some think it was a good choice as wasting those grav shots and rapid fire bolters to charge a assault squad with better armour saves than you is a bit crazy. But if had gotten off the charge he would have had an extra attack per marine which would have struck first and he will likely be charged next round anyways if storm bolter fire doesn’t take him out… What do you guys think? Would you have done the same as Steven?

 

See the full Battle Report Here for the exciting conclusion and remember to subscribe!

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Author: Steven Pardo
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