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![[Post New]](/s/i/i.gif) 2010/08/10 23:05:33
Subject: Space Marine Devastator - magnet alternatives
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Space Marine Scout with Sniper Rifle
UK
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Hey people,
I'm getting a devastator box in a couple days and I don't want to glue the guns on [so I can change them around]. I've heard using magnets help, but to me this seems like too much effort and I'll probably mess it up anyway.
Any easy alternatives? Would you think small amounts of blu tac would work?
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No, "It makes a funny noise" is not an excuse for punching a guardsman |
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![[Post New]](/s/i/i.gif) 2010/08/10 23:10:04
Subject: Space Marine Devastator - magnet alternatives
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Lord of the Fleet
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Blue Tack would be hideously messy and fiddly. Mounting magnets isn't actually that hard. Find yourself a pack of small ones (about 2-3mm would be fine), and simply drill holes in the weapon and torso. Just make sure you have the poles the right way round or your Devs will be forever armless!
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![[Post New]](/s/i/i.gif) 2010/08/10 23:10:09
Subject: Space Marine Devastator - magnet alternatives
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Decrepit Dakkanaut
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Each gun comes with its own special backpack, so you'd need to mount magnets on the backpack mount as well as the shoulders. Use the Search function to look up magnets, as there's lots of great threads on what magnets to use and where to buy them. In my experience the Search function will return an error the first few times but rewards dogged determination (or bloody-mindedness, potato/potato). Alternately, use Google with the term "Dakka" added to the string.
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![[Post New]](/s/i/i.gif) 2010/08/10 23:11:50
Subject: Space Marine Devastator - magnet alternatives
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Possessed Khorne Marine Covered in Spikes
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Yeah a small amount of Blue-Tac might actually work but.
I myself have never actually had a tank so if the weapons can just stay there than why not do that????
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![[Post New]](/s/i/i.gif) 2010/08/10 23:33:53
Subject: Space Marine Devastator - magnet alternatives
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Storm Lance
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On the Dev Marines what we did since we had a few extra torso's laying around was just make the top half of the marine with the gun you want and then magnet them to the legs.
This way you only have to deal with 1 magnet in the legs and a metal tack in the torso.
So you get to use all the guns in the Dev box just have to swap torso's depending on what your list needs.
Tho this does mean you have to paint the top half of all the Dev Marines separate.
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"There are no wolves on Fenris" Sindermann had said
"Except, of course... for the wolves, ser?" he had replied.
"Exactly, Kasper," |
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![[Post New]](/s/i/i.gif) 2010/08/14 07:08:04
Subject: Space Marine Devastator - magnet alternatives
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Perfect Shot Dark Angels Predator Pilot
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well... you could pin the amrs to the body and not glue the weapon in ine hand to the other hand... so you can pull them off... if that makes sence
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Follow me if i advance
kill me if i retreat
Avenge me if i die |
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![[Post New]](/s/i/i.gif) 2010/08/14 12:00:27
Subject: Re:Space Marine Devastator - magnet alternatives
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Xeno-Hating Inquisitorial Excruciator
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Buy a combat squad (or one of the new FW 5 man sets) and build yourself two full devastator squads.
Several of the heavy weapons connect to specific backpacks via cables such that the complete weapon as a single set doesn't really lend itself to being seperated, and magnetising the point where the cable meets the weapon or backpack would be prohibitively difficult.
Look at this guy:
It would be technically feasible to attach the complete weapon/backpack as a single piece by lowering it on to the model from above, or to magnetise the point where the ammo feed meets the backpack, but I think in both cases we're past the point, both in terms of complexity and the quality of end result, where it would be best to call it a day and just buy 5 more bodies.
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![[Post New]](/s/i/i.gif) 2010/08/14 13:50:03
Subject: Re:Space Marine Devastator - magnet alternatives
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Impassive Inquisitorial Interrogator
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It is possible to magnetize these guys. they were my first big magnet project (aside from moving doors) and they turned out great. The hardest part was making sure the back magnet stayed flush, because the magnets were so close together the forces were reacting with each other.
It is worth it to magnetize, but if you have the money buying a tac squad and give some of them heavy weapons it is definitely the quicker but more expensive solution.
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![[Post New]](/s/i/i.gif) 2010/08/14 17:34:54
Subject: Re:Space Marine Devastator - magnet alternatives
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Elite Tyranid Warrior
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Temujin wrote:Buy a combat squad (or one of the new FW 5 man sets) and build yourself two full devastator squads.
I agree with this. When you figure out the cost of magnets, plus your time, multiplied by the chance of it not working very well, and having weapons falling off and leaning over during battle. Against the cost of just building extra marines, multiplied by the joy of having even more marines... it doesn't really make sense to use magnets.
You should have plenty of spare heads and arms already if you collect marines, and more in the dev squad box. If you buy four more torsos and legs as bits, then not only will you have a full bench of substitutes for dev squad 1, you will also have the option of fielding two dev squads.
I can understand people using magnets for vehicle weapons, or a jump pack on an IC, but for devs? ... Seriously just build more devs.
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Smarteye wrote:Down the road, not across the street.
A painless alternative would be to add ammonia to bleach in a confined space listening to sad songs and reading a C.S. Goto novel.
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![[Post New]](/s/i/i.gif) 2010/08/14 17:41:53
Subject: Re:Space Marine Devastator - magnet alternatives
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Long-Range Ultramarine Land Speeder Pilot
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SmackCakes wrote:I can understand people using magnets for vehicle weapons, or a jump pack on an IC, but for devs? ... Seriously just build more devs.
This. I picked up a tac squad and used the extra legs and torsos to make all the devs. Its just a lot simpler than magnets. Maybe $15 more expensive but you save the time cost of installing all the magnets. Also, you can field all eight guys at the same time.
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