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![[Post New]](/s/i/i.gif) 2014/03/03 04:10:38
Subject: Question concerning wargear
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Fresh-Faced New User
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Hi all - sorry for the potentially stupid question.
Do I glue the wargear onto my character, making it permanent? Or would I just paint multiple wargears and change them before games if I needed to?
Essentially I'm wondering if I give a squad of Termies TH/SS if I can ever go back and give them Lightning Claws instead.
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![[Post New]](/s/i/i.gif) 2014/03/03 04:19:31
Subject: Question concerning wargear
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Terminator with Assault Cannon
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iscratchmyasssometimes wrote:Hi all - sorry for the potentially stupid question.
Do I glue the wargear onto my character, making it permanent? Or would I just paint multiple wargears and change them before games if I needed to?
Essentially I'm wondering if I give a squad of Termies TH/ SS if I can ever go back and give them Lightning Claws instead.
lolwot?
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*Insert witty and/or interesting statement here* |
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![[Post New]](/s/i/i.gif) 2014/03/03 04:21:59
Subject: Question concerning wargear
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Fresh-Faced New User
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the shrouded lord wrote:iscratchmyasssometimes wrote:Hi all - sorry for the potentially stupid question.
Do I glue the wargear onto my character, making it permanent? Or would I just paint multiple wargears and change them before games if I needed to?
Essentially I'm wondering if I give a squad of Termies TH/ SS if I can ever go back and give them Lightning Claws instead.
lolwot?
I'm very new to the game. I have yet to actually assemble any models (I'm waiting on the mail).
As I said, this question may seem dumb to the more experienced players.
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![[Post New]](/s/i/i.gif) 2014/03/03 04:24:18
Subject: Re:Question concerning wargear
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Yellin' Yoof on a Scooter
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With some drilling and glue, you can magnetize the weapon load outs on a squad. Depending on how often you would actually change the load out.
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![[Post New]](/s/i/i.gif) 2014/03/03 04:30:00
Subject: Re:Question concerning wargear
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Terminator with Assault Cannon
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swcorwyn wrote:With some drilling and glue, you can magnetize the weapon load outs on a squad. Depending on how often you would actually change the load out.
pretty much this. i wasn't trying to be offensive, just didn't realy understand the question.
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![[Post New]](/s/i/i.gif) 2014/03/03 04:52:19
Subject: Re:Question concerning wargear
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Fresh-Faced New User
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swcorwyn wrote:With some drilling and glue, you can magnetize the weapon load outs on a squad. Depending on how often you would actually change the load out.
Thanks, I'll google a tutorial!
@shrouded - No problem, I am just very new so I don't know how to phrase everything correctly for the hobby yet!
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![[Post New]](/s/i/i.gif) 2014/03/03 15:26:16
Subject: Question concerning wargear
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Violent Enforcer
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It's no problem to swap loadouts if you're using magnets.
It's a great way to use up your spare weapons and so you do not have to buy another kit in order to give yourself more options (unless you wish to run both a squad of TH termies and LC termies at the same time).
I've known of people who will magnetize weapon loadouts from the hands, shoulders and waist.
I think there are advantages and disadvantages to magnetizing them at each different position.
I've not had any experience with magnets but I hope this helps
Peace
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![[Post New]](/s/i/i.gif) 2014/03/03 15:52:44
Subject: Question concerning wargear
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Using Inks and Washes
St. George, Utah
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The thing is, you can get another 5 terminator bodies, legs and shoulderpads for about $30 bucks off e-bay. You're going to spend about $15 on the proper sized magnets. One of these options is more expensive, yes, but it also gets you net 5 dudes instead of having flimsy wibbly-wobbly arms that never stay on right and are a PITA to actually play with.
Magnets are great for huge models like Riptides or Dreadnoughts or pretty much any kind of tank. They are not so good for infantry sized guys. When the dude's arm falls off because you accidentally bumped it a bit, you'll know why I'm so adamant against doing it for terminators.
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![[Post New]](/s/i/i.gif) 2014/03/03 16:23:02
Subject: Question concerning wargear
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Virulent Space Marine dedicated to Nurgle
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I've always magnetized at the shoulder joint. It always seemed easiest for me.
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![[Post New]](/s/i/i.gif) 2014/03/03 16:48:44
Subject: Question concerning wargear
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Cultist of Nurgle with Open Sores
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SRSFACE wrote:You're going to spend about $15 on the proper sized magnets
What? Magnets for magnetizing a 5 man Termie squad will cost you about $1 on Ebay.
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![[Post New]](/s/i/i.gif) 2014/03/03 17:15:17
Subject: Question concerning wargear
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Using Inks and Washes
St. George, Utah
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Waethion wrote: SRSFACE wrote:You're going to spend about $15 on the proper sized magnets
What? Magnets for magnetizing a 5 man Termie squad will cost you about $1 on Ebay.
I feel like a dork for not thinking to also get magnets off eBay.
You're still off the mark for "$1 for the whole squad" but it is a lot cheaper. You need 30 magnets, so from what I'm seeing you can do it for like $4 bucks.
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This message was edited 1 time. Last update was at 2014/03/03 17:15:28
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![[Post New]](/s/i/i.gif) 2014/03/03 17:26:03
Subject: Question concerning wargear
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Cultist of Nurgle with Open Sores
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It depends on what sizes you want I suppose. I can't remember exactly what I used for mine, but it was something like 3x5 mm cylinders, which are about 0.06 each (for 50, cheaper if you buy more).
I magnetized the whole arm at the shoulders using 4 magnets/model (=> 4 * 5 * $.06 = $1.2). Why do you need 5 each for a TH+SS/LC job?
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This message was edited 1 time. Last update was at 2014/03/03 17:26:38
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![[Post New]](/s/i/i.gif) 2014/03/03 17:32:20
Subject: Question concerning wargear
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The Marine Standing Behind Marneus Calgar
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Buying retail from my FLGS, I got 100 2mm magnets for $10. So 10 cents each. 30 for the 5 termis w/options is $3 at my cost. If you go up to 3mm magnets, which might work better for termis, that might go up a bit. Buying from e-bay, rather then retail, might push the price down a bit.
For some things it’s just not worth the effort. Extra marine bodies are not that expensive. Just buy an extra tac box, and assemble more weapon options to swap out as needed. But if you are doing something more involved, like a captain on a bike, you might want to put a magnet in at least one shoulder so you have some options. And pretty much all vehicles.
It’s a good long term strategy. What’s hot in todays ruleset and codex might be garbage in the next. Or even illegal (although that’s uncommon) Using magnets prevents you from having to shelf or take the hobby knife to old minis.
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![[Post New]](/s/i/i.gif) 2014/03/03 17:37:58
Subject: Question concerning wargear
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Using Inks and Washes
St. George, Utah
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Waethion wrote:It depends on what sizes you want I suppose. I can't remember exactly what I used for mine, but it was something like 3x5 mm cylinders, which are about 0.06 each (for 50, cheaper if you buy more).
I magnetized the whole arm at the shoulders using 4 magnets/model (=> 4 * 5 * $.06 = $1.2). Why do you need 5 each for a TH+ SS/ LC job?
You mean 6 per.
2 for each shoulder socket. 1 on each arm. There are 4 arms, 2 for TH/ SS, 2 for lightning claws. 2 on mini + 1 per arm on 4 arms = 6.
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![[Post New]](/s/i/i.gif) 2014/03/03 17:54:42
Subject: Question concerning wargear
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Cultist of Nurgle with Open Sores
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Lol, I forgot about the second set of arms :p
$1.8 then
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![[Post New]](/s/i/i.gif) 2014/03/03 18:57:25
Subject: Question concerning wargear
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Using Inks and Washes
St. George, Utah
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Okay, well, the cost thing I was wrong.  I can admit it.
I still would rather just get more terminator torsos and legs to build 5 more dudes, though! A guy who used to hang around our FLGS had a fully magnetized Deathwing army and it was just a hassle. He didn't do the best job magnetizing, but it was still a solid job. The arms kept falling off in gameplay because you'd accidentally bump the guy with a tape measurer and it'd fall over or just many of the billion things that cause wobby model syndrome. It also meant you had to be a lot more careful about where you grabbed the minis during movement.
It's not like, say, my Forge/Maulerfiend where there is a solid place to grab it and move it without worrying about parts jiggling off because of significantly larger surface area for bigger, stronger magnets, with significantly snugglier joints.
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![[Post New]](/s/i/i.gif) 2014/03/03 22:11:13
Subject: Question concerning wargear
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Been Around the Block
Missouri
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I have 20 Grey Knight Termies/Paladins fully magnetized at the wrists and shoulders(plus a couple heads for apthecaries) that see a lot of play. If done even half-assed right there should be no game play issues. You practically have to drop one of my guys from a foot or higher for him to come apart.
Go for the magnets. While you are at it buy them in various sizes. You'll get a better buy and can magnetize as you go.
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