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Ventrillian Nobles


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Hi all,

I've been working on a small detachment of Ventrillian Nobles and decided that I'd post up some photos of my works in progress. Not really finished with anything here yet but I feel like there aren't enough photos of these guys up on the interwebs and I decided to go ahead and post them. If you have some Ventrillians you'd like to share, feel free to put up some pics as well.

Here is the vast majority of my infantry and officers:

gallery_105641_14818_312246.jpg

Here is a WIP shot of my Lord Commander (likely just a company commander) and his trusty pet monkey.

gallery_105641_14818_1447362.jpg

I'm currently working on a conversion for a sentinel commander but that has been delayed a bit due to kill team stuff. Hopefully more pics soon.

Edited by Expendable_Aquanaut
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Welcome Expendable!

 

Those look great! Ever since the codex dropped with them in the book I thought they looked impressive.

 

Yours look great too!

I really like the commander! Will you paint him the same colours or add some extra flair?

 

Unfortunately the commissars eyes aren't the greatest and I do require more close ups and each squad in parade position so we can properly review them! ;)

 

How do you plan on expanding this force? Is there a baneblade on the horizon :D

What regimental doctrine will you use for them?

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Thanks all!

I'll get to work with some better pictures soon. I'm a bit of a messy hobbyist so my table is kind of a disaster. Once I get things straightened up I'll do squad level photos.

These actually started out as a supplemental force to my Vostroyans, as they are sadly no longer available. I think I'll probably limit the Ventrillian force to some infantry, sentinels, and light vehicles. I'm thinking of painting up my hellhound in Ventrillian colors. That being said, I do have a Vostroyan baneblade and some other armor that I can share soon. I like running all of my infantry as Vostroyans to keep it simple but because these guys stand out enough, I was thinking of running them as Mordians. They have some fun relics and I really like the idea of forming firing lines. I feel like it would be a lot of fun and it would look cool on the tabletop.

I'm thinking of painting the commander in a similar scheme but I may add some blue as an accent color as I think it will complement the existing scheme and make him stand out from the rabble a bit more. I like the different kits together and I might actually put some Ventrillian scions into the works as I start crossing things off of my list.

Anyway, here is a picture of the first sentinel I've been working on:

gallery_105641_14818_509151.jpg

I also really love how bullgryns play on the tabletop and always include them in my lists. That being said, I've never really loved the models. I've repurposed some Dust Tactics Apes as my bullgryns. No one has had a problem with them as they are about the same size as the old metal models and people seem to get a kick out of them. The guy in the back still needs a lot of work but I figured posting them now couldn't hurt. Here are my converted/counts as bullgryns:

gallery_105641_14818_1329739.jpg

Oh and just for fun, here is my Vostroyan tank commander. He's magnetized so he can fit any of the tank weapons (demolisher or otherwise).

gallery_105641_14818_380010.jpg

gallery_105641_14818_89585.jpg

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  • 2 weeks later...

Unfortunately I haven't been able to get much painting done recently, or even take better photos of what I already have painted but I did get in a quick game of kill team against some nefarious genestealers.

Here is a photo of my force:

gallery_105641_14818_1161349.jpg

Leader: Tempestor with plasma pistol and counts as power fist (This is the guy with all of the feathers. The biggest hat commands the most authority).

Heavy Specialist: Scion gunner with hot shot volley gun

Sniper Specialist: Scion gunner with plasma

I also had a guard sergeant with power sword and plasma pistol, two more scion gunners, a couple of normal guardsmen and a special weapons gunner with a plasma gun.

As this was my first real kill team game I didn't know how everything would fare but I can really say that hot shot volley guns are worth the points cost.

I'll try and write up a brief battle report shortly but I thought I would at least get this out there.

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these look amazing dude where did you get all the heads from?

Sorry for the delay in replying to this, I must have missed it! I get the majority of the heads from the Warhammer Fantasy Empire Pistoliers/Outriders kit. I think you get at least ten heads in one box and the rest of the kit can be re-purposed to make some nice looking rough riders if you're so inclined.

I think I'm also going to make some more Ventrillian looking scions at some point. I just have to decide what is next on my to-do list. My Vostroyans need to be touched up as they are chipping a bit and I need to start painting some rough riders so that I can actually use them.

Anyway, here is a very brief battle report of my kill team game.

We played the gather intel mission where deployment is in a small triangle on opposing sides of the table. There was an objective worth three points in the middle, two objectives worth one point each on my side of the table, and two objectives on the opposite side of the table. Points were scored at the end of each battle round.

Here is a photo of our board. Unfortunately I forgot to take photos during the game, so bear with me!

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Genestealer Forces

These guys were handicapped a bit with the 12 model limit. I can't remember exactly what they had but there was an aberrant combat specialist, a comms specialist (some kind of metamorph leader or something?) and a leader with a powermaul and a web pistol I think. Other than that, I think it was mostly just guardsmen equivalents. One flamer and a heavy stubber for special weapons. Possibly more but I can't remember. I will take more photos next time!

Deployment

I deployed first and put a hot shot volley gunner and a plasma sniper specialist on some high ground in the center of my deployment. I set my leader (Tempestor), comms specialist, another volley gunner, a normal guardsman, and a plasma scion on my right flank. These guys were to grab the first objective and threaten the middle. My sergeant, a guardsman with a plasma gun, and a guardsman with a lasgun were set up on the left side. They were just going to babysit my second objective.

My opponent deployed in cover, mostly in a cluster of ruins. His comms specialist was babysitting his heavy stubber who could see basically the entire battlefield.

Turn One

Mostly uneventful. We both moved up onto objectives. I captured both of the ones on my side of the table and put one normal genestealer out of action with an overcharged plasma shot. My hot shot volley gunner on the high ground takes a flesh wound from the heavy stubber in the ruins. The aberrant moves and advances towards my weaker left flank. My sergeant starts to worry a bit.

Turn Two

I move up towards the center objective with my main force. A regular guardsman charges a genestealer on the center objective with some sort of drill or something to eat overwatch. My leader also charges and just makes it into combat. The aberrant charges my group of guardsmen on the left flank. I've got one normal guardsman, one plasma gunner, and a sergeant with a plasma pistol and a power sword. I use the stratagem for my plasma gunner to hit on 5s and 6s on overwatch. I overcharge his plasma gun. Two shots, two natural ones. He explodes which enough force to stumble the aberrant, who does not make his charge. Some shooting happens but mostly flesh wounds are exchanged.

Turn Three

After seeing my plasma gunner go up in smoke like a drummer in Spinal Tap, my sergeant decides to opt for melee combat instead. He and his lasgun toting buddy successfully charge the aberrant. Two genestealers managed to sneakily infiltrate my right flank and pop out from behind cover to flamethrower a plasma scion and a regular guardsman who are sitting on one of my home base objectives. Due to some lucky rolls, however, my scion makes two out of two armor saves and my guardsman receives only a flesh wound. They exchange some fire with the xenos scum but only manage to put a flesh wound on one of the two genestealers. One of my scions in cover near the central objective goes down to heavy stubber fire and is taken out of action. My hot shot volley gunner retaliates and takes out a genestealer hiding behind a wall near one of the enemy's home objectives. In the combat phase my sergeant deals a wound to the aberrant (amazingly) and my leader finishes off the genestealers on the middle objective. Even more amazingly, the aberrant flubs all of his attacks and my sergeant survives this round unscathed.

Turn Four

This is the final turn. At the top of the turn I am leading in points (I think it was something like 6-4) but I really had to hold the middle objective. I moved my leader, a guardsman, and a hot shot volley gunner on top of the objective. I readied almost everyone else. The two genestealers who were barbecuing my guardsmen on my right flank decide to assault. They make it in easily and murder my plasma scion. My guardsman holds steady. I take out another genestealer with the plasma gun on high ground and in the fight phase my sergeant actually kills the aberrant in close combat.

I ended up winning at the top of next turn as the genestealer player failed a break test and decided to live and fight another day. All in all it was a fun game and probably didn't take more than an hour. I'll have to take a few more photos next time.

Edited by Expendable_Aquanaut
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That sounds like a fun game, props to that sergeant for holding off and slaying the xenos filth!

 

The Ape-Bullgryns are absolutely mental, what a cracking idea. Your whole force is really nicely styled and painted, the Lord Commander's blade is a really nice piece. I agree with the need for Ventrillian Scions, the Vanilla ones really stick out and I think you could make some really cool looking replacements within the army's theme.

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So dashing and good looking! Nice batrep, although the Commissariat demands more pictures next time! ;)

 

I feel like the new RT models would offer a great compliment to your force lore and aesthetically. Especially since they're meant to have 40k rules. :D

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  • 1 month later...

Hi all,

I've been getting into kill team recently and so the veterans of the 95th Ventrillian Nobles have been engaged in quite a few small scale skirmishes as of late. I've been participating in a kill team league at the local gaming store with pretty mixed results. The first week I showed up with a fun, fully painted list and got wiped off of the table three times in a row. The second week I showed up with a much more optimized list and went 2-1 with the one loss being a really close match on a narrative mission. I can't totally blame the list for my poor showing week one as the dice gods were definitely against me. I was also still gauging what each army is really capable of.

All that being said, the following battle report was written up before the league started and features the more casual list. League battle reports will likely follow shortly as we have another couple of games tomorrow.

This battle was a 4 player free for all. The stalwart 95th faced off against orks (modeled as gorillas), dark eldar whyches, and a few nasty tyranids. The mission was to capture enemies by downing them in melee combat. Automatically I assumed that I would be at a major disadvantage. Every other army was fully kitted out for melee combat. My strategy was to deploy conservatively and whittle down the xenos scum with hot plasma until I could overwhelm them with numbers.

Here is the team,:

gallery_105641_14818_337353.jpg

Specialists:

Medic - Scion

Comms - Guardsman with vox

Heavy - Scion gunner with hot shot volley gun

Leader - Tempestor (Guy with the biggest hat) with plasma pistol and counts-as power fist

Deployment:

gallery_105641_14818_1641799.jpg

I know it is a bit hard to see but the board was huge and I didn't want to take a ton of pictures just yet. I started to deploy last and got the lower right hand corner of the map. The orc apes are to my immediate left, the dark eldar are directly in front of the orcs (in the top left corner), and I am facing down the tyranids who deployed pretty aggressively in front of my army. The tyranid player definitely saw my guardsmen as easy points in this scenario.

Here are the tyranids (minus one warrior who isn't placed just yet)

gallery_105641_14818_938526.jpg

Turn 1:

gallery_105641_14818_1207216.jpg

Tyranids advance directly towards my lines. The dark eldar and the orcs charge towards each other. I moved up into shooting range of the tyranids and tried to maintain cover from the orc side of the board as well. The tyranids are sitting just beyond the strange green foliage in the upper part of the photo. A few potshots came in from an orc gunner but nothing stuck. I fired everything I had at the tyranids and managed to knock a warrior out of action. I was honestly hoping for a little bit more but it was enough shooting to rattle the tyranid player a bit and to make him rethink charging directly into my guns.

Turn 2:

gallery_105641_14818_12105.jpg

The 95th fixes bayonets and advances towards a piece of faulty Tau technology closer to the middle of the map. Here they are summarily ambushed by an orc commando dressed as batman and his friend. A few other orcs sneak around and take shots at my scions. Nothing sticks. The dark eldar crash into the majority of the orc forces and a pretty intense fight begins.

gallery_105641_14818_1342251.jpg

The tyranids, having lost the warrior leading their charge, decide to fall back. This was unexpected. A few guardsmen head closer to the tyranid position and manage to tag a lictor with some las-fire at long range. I hope that these crack shots can act as a bit of a speed bump in front of my main force when they are inevitably charged.

Turn 3:

gallery_105641_14818_1188877.jpg

The orcs have failed to chew through the impenetrable aegis of protection that is flak armor and so the 95th gets stuck in. More worrisome, however, is that the tyranid leader has showed up to nom on my plasma gunner. I do manage to do a wound on the beast in overwatch and count that as a win for me. In the ensuing combat phase my guardsmen manage to kill an orc, and the scion plasma gunner manages to survive combat with the tyranid leader. The Emperor protects.

Speaking of the Emperor protecting...

gallery_105641_14818_1431800.jpg

My two guardsmen protecting my right flank are charged by the lictor from earlier. The big bad bug fails to get through the flak armor. Hitting on twos, he rolls two hits. Wounding on twos, he rolls two ones. If I remember correctly, a command point reroll forced one hit that was then saved with a 6 on my armor roll. Either that, or the command point reroll turned out to be another one. I can't quite remember. Either way, extraordinary luck.

Turn 4:

gallery_105641_14818_739703.jpg

The fight against the orks is going well. With one ork remaining my sergeant charges in and krumps him with a power sword. Not to be outdone, my leader gets a stim shot from the medic and charges the tyranid leader. The officers of the 95th are expected to lead from the front. On a completely unrelated note, there were a few promotions handed out after this battle... maybe a posthumous commendation or two...

Offscreen, the dark eldar take down a couple of tyranid warriors with ranged fire. The orks start giving ground to the eldar but it is still anyone's game. The ork leader fights with the dark eldar leader one on one. The ork krumps the puny elf and is then overwhelmed by a mass of dark eldar attacks. A wash on both sides pointwise.

In the fight phase my leader squashes the tyranid with his counts as power fist. While carelessly celebrating, however, he is struck down by the tyranids death throes tactic which allows him to fight after being killed. Interesting conflict here: capturing a leader is worth three points. In order to capture a model, you must have a friendly model near it when it is taken out of action in the fight phase. I captured his leader and then he used death throes to kill mine. Does he count as having captured my leader if he has no living models within an inch of my leader? This in no way impacted the outcome of the game but I ask out of curiosity.

Also of note, the lictor fails (again) to kill my guardsmen on the right flank. Moral victory for me.

End of Game Results:

Surprisingly, in a game that I tried to just not lose at, I ended up in second place. The bloodbath that was orks versus dark eldar ended in the orks being tabled. The ork player and I tied points-wise but as I still had models on the board we agreed that I would end up just slightly higher. Unfortunately the dark eldar were pretty well suited to this mission and really ran away with it. All in all, a very fun game.

More batreps to follow. Along with some pics of my Ventrillian-themed scions. I decided that the blue guys need to go. We need cooler hats on everyone.

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  • 6 months later...

I've been pretty busy getting my scions together but I was able to get a 1000 point battle in yesterday with my ventrillians so I thought I'd post a quick write up and some action shots...

This was played using the cities of death rules. Big takeaways there if you aren't familiar is that hard cover like buildings is plus 2 to your armor save and reserves need to roll a 3plus to come in.

Battlefield overview:

gallery_105641_15437_1649275.jpg

Maelstrom of War: 1000 Points

My basic list:

- Outrider detachment

- Death rider leader

- 2x 5man Death rider squads

- Death rider command squad

- Hellhound

- Battalion detachment

- 3x infantry squads with plasma and bolter

- Company Commander with power sword

- Primaris Psyker

- Auxiliary Support

- 2x Knight Armigers with melta lances and meltaguns

Vague Recollection of Opponent's Sisters of Battle List:

1x Knight Armiger

2x Seraphim Squads (1 with 4 melta pistols and one with handflamers)

1x celestian squad

2x stormbolter squads

1x Sisters of battle squad with flamers

2x Cannoness

1 or 2 hospitalliers

Maybe a couple of other small squads

Turn 1:

I draw the assassinate objective and begin moving troops towards characters. Unfortunately most of them are safe behind other troops. My plan is to wait for the death riders to come in on the flanks and maybe get a lucky charge off. I move up and take some pot shots at a couple squads. I knock two wounds off of the opposing knight with a cheeky melta lance.

gallery_105641_15437_1708495.jpg

Crusaders and a knight move up to secure midfield and objective 1, just in case I need it next turn.

gallery_105641_15437_196966.jpg

Opponents Turn 1:

He draws the hold objective 4 card. This objective is marked by a d4 in the graveyard. He moves a battle sister squad into cover and within objective range.

End of Turn 1:

Score is 0-0

Turn 2:

I draw the master the warp objective card. Unfortunately in the psychic phase I roll double ones when attempting to manifest smite. I command point reroll one of the ones into another one for added insult to injury.

I move the crusader squad into charge position. I need to get the sisters squad off of the objective to prevent him scoring this turn.

gallery_105641_15437_101524.jpg

At the end of the movement phase I roll for my death riders to come in. The ride master, the command squad and one death rider squad make it, leaving one in reserves. I line them up on the left flank, in charge range of a cannoness with an eviscerator. Not the easiest target but really the only character I can reach at this point

Unfortunately, the charge phase doesn't go super well for me. I decide to charge the ridemaster into the cannoness first as it seemed like the honorable Ventrillian thing to do. He makes it in but both death rider squads fail their charges. Then, three out of four crusaders die in overwatch charging the battle sister squad behind the crypt. Ouch!

gallery_105641_15437_1046706.jpg

The ride master does a respectable two wounds to the cannoness but gets mulched in return. The crusader slices up one sister of battle before being pummeled to death by her comrades.

Opponent's Turn 2:

Things look pretty good for my opponent at this point. I had failed to score anything and he managed to hold the objective he needed. He draws whatever objective has him vacate his own deployment zone. He does it without too much trouble.

Score 3-0, sisters.

This is where things started to shift a bit though. His knight shoots one of mine and does 4 damage. He then decides to charge. In a stroke of luck I roll three sixes to hit in overwatch: 2 on the melta lance and one on the melta itself. All three wound and go through for a total of 10 damage. The enemy knight explodes and kills two seraphim while only slightly damaging my own knight.

gallery_105641_15437_818150.jpg

My Turn 3:

I draw the secure objective three card. I have objective three so I camp my knights and a squad of infantry there to hold against the nearby seraphim.

gallery_105641_15437_878449.jpg

My psyker successfully casts smite, earning me a victory point and exploding the heads of a few seraphim that would otherwise melta pistol my knights. Between smite, some lucky lasgun shots with height advantage, and my knights, the seraphim are whittled down to only two remaining.

The rest of my death riders come in. All three squads charge into the battle sisters in the graveyard and the wounded cannoness. In the melee my murder horses are able to completely clear the graveyard, scoring another point for assassination.

gallery_105641_15437_1450247.jpg

Opponent's turn 3:

He draws the behind enemy lines card. He deepstrikes a seraphim squad into an empty space in my deployment zone for an easy victory point.

Score: 4-3, Sisters still leading.

My turn 4:

I draw the domination card. If I control 3 objectives I receive d3 victory points. I order my infantry to move move move, and I advance almost everything. At the end of the turn I hold three objectives and score 3 additional points.

gallery_105641_15437_1141090.jpg

Opponent's Turn 4:

He draws the slay the witch card. Unfortunately my psyker is out in the open and pretty badly wounded from his perils of the warp incident in turn one. The two remaining seraphim are able to take him down pretty easily.

gallery_105641_15437_1503679.jpg

Score: 5-6, Ventrillians leading.

My turn 5:

I draw the priority orders received card, combined with secure objective 2. Even advancing and move move moving doesn't get my leader close enough to capture the objective. Unfortunately I score nothing this turn.
Opponent's turn 5:
He draws the secure objective 5 card. It is in a building in my backfield. It's currently held by about 6 remaining guardsmen from my battered third squad. He has a sisters of battle squad and a cannoness in charge range of my squad holding this objective. We do not play this out, as it was getting late, but instead agree that it was pretty likely that he would have taken this objective. Those cannonesses are real blenders in melee.

gallery_105641_15437_1011399.jpg

With that, the game ended, the smoke cleared, and we were tied! This was a fun game that had a lot of back and forth. One thing that I really like about maelstrom of war is that even when you are losing ground and won't win in a straight fight you can still pull out a win (or a tie) if you get some decent objectives and a little luck. It also seemed to force both of us to take some more calculated risks, be more mobile, and to have to sacrifice some troops in order to get those victory points.

Anyway, thanks for reading!

Edited by Expendable_Aquanaut
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Thanks duz! I'm working on getting a pretty standard 1k point list painted and based but it's taking a bit longer than I thought. Adding the knights helped a bit though.

 

I think finishing with the death ponies is what's next on the painting block as they have been performing pretty well and I think they fit the ventrillian aesthetic to a T. After that, I'm thinking I should do a hellhound or my lone sentinel. Something quick and relatively simple.

 

I'll try and update the thread as things progress. I'm looking forward to being able to post a full army shot at some point in the future. Right now the unpainted plastic is just too shameful...

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