The Badab Wars

Phase II, Game 3

Elated with their victory of the Astral Claws the Star Phantoms tried to push their advantage to neighboring planets, but being forewarned of the offensive, the Executions were well dug in and able to not only hold on the the critical power nodes controlling the planetary defense network but were able to inflict loses the Star Phantoms will not soon recover from. Having intelligences of the chapter master and the chief librarian operation in this theater the Executioners lived up to their names and managed to put both down. Although they were confirmed as casualties their bodies were recovered by the reeling Star Phantoms and their current status is unknown.

(900pt game “Scouring” final score 10/4 secessionist )

Phase II, game 2

The renewed offensive of the loyalist was stymied when an assault force of Carchardons was unable to dislodge the Executioners from the vital Argolas array, leaving the planetary defense silos fully capable of raining destruction on any imperial vessels that dare come too close. Despite the characteristically aggressive tactics of the sharks – they destroyed a dreadnaught as well as wiping out the fast attack elements and a forward squad of marines – they were unable to overcome the continuous pounding of the heavy guns and dedicated leadership of the Executioners elite “Head Takers”.

(1500pt objective based mission – I forgot the name, Brandon / Carchardons vs. Nickolas / executioners; 5 to 1 secessionist)

Phase 2 (Game 1)

While patroling Gargathea in the Khymaran System, the Astral Claws were confronted with a Star Phantom invasion force. Lead by their Chapter master, Libraian and Master Chaplin, the Star Phantoms swept through the smaller Astral Claw force killing their Chaplin. The Astral Claws had little choice but to evacuate the planet in the face of larger numbers. The war had truly begun with the Loyalists first planetary conquest.

(1000pt “Purge the Alien” mission – Jason / Astral Claws(780pts) vs James / Star Phantoms(1075pts); Vanguard Deployment, Victory points with Kill points to break Victory point ties, 2 VP to 1 VP)

Phase 1 (Game 4)

The Carchardons surprised the Astral Claws with a quick assault on a patrol vessel deep in Astral Claw territory. As the Carchardons spilled into the ship, the Astral claws held their ground at strategic strong points keeping them confined to less important parts of the vessel. Despite the large numbers of Carchardons, they didn’t manage to get past the Astral Claws concentrated fire. The Carchardons left, leaving the territory still in Astral Claw hands.

(1000pt “Boarding Action” mission – Jason / Astral Claws(1000pts) vs Brandon / Carchardons(1000pts); Mixed deck level, Kill Point objective only, Kill Point Victory to Astral Claws)

Phase I ( game 3)

With the loyalist beginning to understand what they are up against a series of attacks are ordered on any vessel identified as belonging to the maelstrom wardens. Moving quickly the Star Phantoms seek to capture the Executions’ strike cruiser Manifest Hostility.

Sadly the Star Phantoms’ reach seems to have exceeded their grasp and they were not only unable to claim their prize but the entire boarding party was decimated in the flickering lights of the Manifest Hostility’s bowls. The lower decks ran red with the blood as brother slew brother and even the bravery of the company master and librarian did not stem the tide. An elite squad of terminators did manage to kill an ancient as the dreadnaught struggled to come to complete awareness but was in turn cut down by the howling Executions, who in their anguish and rage hacked at the bodies long after they had fallen.

(We played a mixed deck level – we extended the game by 2 turns as the deck levels really slow things down and if used again should have more parallel passages and should be widened to 2 in across. Most o the fighting took place in the large rooms / 2×2 board sections – although the end fight did run along the decks. You also need to adjust your deployment zones – maybe more like space hulk. We also both brought humans – I had sq of IG and James brought some ratings from the stratagems – both did very little and mine were wiped after one round of combat and his were broken and running at the end of the game. I also brought traps and bulkheads; the traps did nothing but kill the fire wasp whose job was to set them off, and the bulkheads kept opening for James as we rolled the power surge almost every turn.
We rolled sabotage (5 objectives) and James only managed to destroy 1 before he got bogged down in the tunnels – the dice ended the game on turn 7 but by then I had managed to get enough of my force to surround his command unit that it was unlikely he could have destroyed the 2 additional objectives he needed to win.)

Campaign points
Secessionist 6 : loyalist 0

Phase I (Game 2)

The Astral Claw’s Caestus Assault Rams under light escort surprised the understaffed Star Phantom warship and penetrated the ship’s armour gaining access to the ship’s vault.

Through the haze caused by the Rams entry, charged Captain Corein Sumatris and his storm shield veterans followed by some very misplaced plasma cannon and heavy bolter fire. Corein and his squad charged and failed to damage the closest of four Power Conduits.
Star Phantoms moved forward firing on the Astral Claws taking out one of Corein’s veterans with plasma cannon fire.

Astral Claws fired back, taking out a Power Conduit and regular space marine. Terminator Sergeant Valens and squad deepstriked behind the Star Phantom Plasma Cannon Squad and assaulted killing 3 but losing one in the process. Corein and his squad charged nearby Terminator Sergeant Aradus and his terminator squad killing 3 terminators and sustaining no injuries.
Star Phantoms fired taking out a regular space marine. Aradus’ defense resulted in his squad losing another terminator. Valens lost 2 terminators in removing the Plasma Cannon squad.

Astral Claws fired again to no effect and Corien still fighting Aradus at a stalemate.
Star Phantom bikers came out removing the last of Valens squad member but losing one of his bikers to a malfunctioning plasma gun. The rest of the Star Phantoms fired with no casualties to the Astral Claws.

Valens charged through the bikers to assault Company Master Laskan and his squad taking out one squad member. Corein finished off Aradus and his squad moved towards Laskan. The rest of the Astral Claws failed to hit and damaged any of the Power Conduits or Star Phantoms.
The Star Phantom bikers rushed past the assualts and fired on an Astral Claw plasma cannon squad killing one. Librarian Dhrytin joined the assault with Laskan but Valens held his own.

Astral Claws fired destroying a Power Conduit. Corien charged the massing assault killing some more space marines. An Astral Claw squad attacked a Power Conduit dropping the melta bomb in the attempt.
The bikers turned back to join the assault killing Valens,an Astral Claw and wounding Corein. Corein squad had killed some more Star Phantoms and wounded Laskan.

Astral Claws fired again taking out another Power Conduit.
Laskan retreated and evacuated the now derelict warship.

(1000pt “Boarding Action” mission – Jason / Astral Claws(1000pts) vs James / Star Phantoms(705pts); Vault level, Sabatoge objective only, 3 out of 4 Power Conduits destroyed)

Phase I (game 1)

A raid on the convoy of a Karthan envoys ends in the loss of several vessels as well as the envoy
despite the presence of a Carchardon Strike cruiser, Silent Hunter.

A surprise raid by the Mantis Warriors managed to board the Silent Hunter. The space sharks were caught flat footed when their assault elements, planning to catch the boarders in the ships network of tunnels, found the invaders had already made it to a large maintenance bay. Exposed in the open the sharks were gunned down and the Mantis Warriors were able to establish a beach head as well as disable several power conduits. The Carchardons managed to contain the threat but a squad of terminators lead by bother Librarian kar-Jin teleported behind their lines to destroy the last remaining power conduits , disabling the Silent Hunter’s port side batteries. Although all the terminators, including Kar-Jin were lost the damage was done. With the strike cruiser disabled the Mantis Warriors withdrew and teleported out the bodies of the fallen members of the 1st company.

The crippled Silent Hunter was forced to withdrawn, taking heavy damage in doing so, and leaving the rest of the convoy an easy target for the marauding ships.

(1000pt “Baording Action” mission – Brandon / Carchardons vs Nickolas / Mantis Warriors; Vault level, Sabatoge objective only, final total 3-1)


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