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Made in us
Infiltrating Broodlord





Indiana

So, running through my Tyranid Codex, and thinking about my massive bitz box, I had an epiphany. How much, is too much? I am talking about my Termagants, my Warriors, everything. Magnetizing every option I can.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
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Made in au
Three Color Minimum






Its up to you really...

The main point behind magnetizing is to be able to use the smallest numbers of components to make the widest range of options - this can be for tactical, practical or price reasons.

The question comes down to, do you actually need to magnetise every model - to be able to switch components out on even your basic grunts? How often will you do that?

The common opinion seems to be magnetize any MCs, Vehicles, Specialists and IC's however go nuts if you so choose!

If you magnetize everything - make a tutorial for it!

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Made in ca
Longtime Dakkanaut





Calgary, AB

Magnetizing your gaunts or genestealers is overkill. You might want to give pinning a thought....

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Made in us
Brainy Zoanthrope





Portland, OR

If you don't mind a little droopy weapon syndrome you can always glue the gant arms to each other and not the torso. They just pop into place but they hang a bit limply.

YMMV though and doesn't work for spine fists obviously.

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Made in us
Lone Wolf Sentinel Pilot





Northern California

I think magnetizing infantry is too much, like if you wanted to magnetize each gaunt to switch between a devourer and fleshborer, thats a little much. But it's no problem if you want to do the same on MC's like fexes and such.

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Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

When your army collects stray bits of iron from across town and stops clocks in a 3 block radius - that's when you have too many magnets.

I magnetise some vehicles and MCs/walkers. Anything infantry sized is too small to bother with.

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Its up to you mate so go nuts. Personally I am all for magnetising everything, except options you definately will never use, like Spinefists.

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Made in gb
Leader of the Sept







 Deadshot wrote:
Its up to you mate so go nuts. Personally I am all for magnetising everything, except options you definately will never use, like Spinefists.


But next codex might make spinefists AWESOME!!1!111... or maybe not

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Made in ca
Hard-Wired Sentinel Pilot






Somewhere just South of nowhere

if you are going to magnetize gaunts, I'd suggest not magnetizing them at the shoulder. With a little more work, magnetize them at the wrists so you don't have as much droop. Im not overly familiar with gaunts, but i think the spinefists and claw thingys should work that way. Then you just have to build some static gun gaunts and you have all the options.
That being said, whats the point in having magnetized horde armies? Aren't they supposed to be...hordes?

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Made in us
Sneaky Lictor





Louisville, KY

It really depends, for my nids, I didn't use magnets until I got into my MC. Mostly because gants are snap together now but even then I wouldn't mess with them.

However, my grey knights... I have magnets for head, backpack, shoulder(both sides) wrists hands and weapons. I can change out any weapon.. or convert them from SS to purifier.

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Made in us
Infiltrating Broodlord





Indiana

I was mainly considering the termagants, so i can field plenty of devilgants at a moments notice, and the vast collection that Tyranid Warriors have.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Warriors are easily magnetized, I did mine at the end of the barrel of the gun - most using deathspitter arms, but several using venom cannon arms. Then magnetize the weapon options at the base of the barrel, so you have devourers, deathspitters, venom cannons and barbed strangler barrels, and they all look great. Really, the warrior kit seems designed to magnetize.

everything bigger is even easier, but I have not magnetized the smaller models. I have been thinking about magnetizing toxin and adrenal glands on all my models though, just for the challenge...

   
Made in us
Been Around the Block



USA

I'll echo the thought of magnetize what you want to. Thus far, I've only magnetized my (still WIP) dreadnought. I have yet to play a single game, so I don't know which load out I wanted, nor did I want to strip/repaint or buy a new dread just b/c I want a missile launcher this time instead of a melta. (Make sense?). Even though one reply mentioned heads being magnetized, I wouldn't go that far because I've yet to discover why I would change it out.

 
   
Made in us
Longtime Dakkanaut




 Deadshot wrote:
Its up to you mate so go nuts. Personally I am all for magnetising everything, except options you definately will never use, like Spinefists.


I find them very useful on objectives sitters. They can GtG on an objective and still have a half decent chance of hitting and wounding things trying to clear them off.
   
Made in cn
Longtime Dakkanaut





Saratoga Springs, NY

I'd probably draw the line at basic infantry models...although I do plan to (try and) magnetize heavy weapons on my pathfinder squads so it might be worth your time.

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Made in us
Longtime Dakkanaut






Pa, USA

It is absolutely your choice if you want to magnetize everything, but if I were you, I wouldn't do infantry (except Warriors, if you use them) for 2 reasons:

1. Out of sheer practicality, because you really aren't going to swap out the weapons on a gaunt that often. Maybe do a single full squad, in case you want a devilgaunt squad? I can see that being useful, and somewhat necessary.

2. For the safety of my sanity. The magnets required to outfit gaunts would be TINY. Thus, a royal pain in the *@#.

Summary:
"Drill a hole.
Put in the magnet.
Drop the magnet.
Find the magnet? No, lost the magnet.
Get another magnet.
Put it in the hole.
Drill arm.
Put in the magnet.
Accidentally put it in backwards.
Glue fingers to magnet.
Glue fingers to model.
Cry.
Poke self in face with miniature that's glued to fingers."

I'd save yourself the trouble lol. But again, your choice good sir.

Why is it that only those who have never fought in a battle are so eager to be in one? 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

barnowl wrote:
 Deadshot wrote:
Its up to you mate so go nuts. Personally I am all for magnetising everything, except options you definately will never use, like Spinefists.


I find them very useful on objectives sitters. They can GtG on an objective and still have a half decent chance of hitting and wounding things trying to clear them off.


Maybe but that's silly. Spinegaunts cost 6ppm and fire a single Str 3, AP5 shot at 12". Granted its Twinlinked but that's the only benefit.
Termagants cost 5ppm and fire a single Str 4 AP5 shot at 12".

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I started an Instagram! Follow me at Deadshot Miniatures!
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Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
 
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