I was so looking forwards to having a brand
new toybox when I learned how easy magnets were. I imagined every tank having a
host of swappable bits that would give my armies a new lease of life..
In truth;
pfffffttttssplaaateeek....
General observation? YOU WILL NOT USE THEM AS MUCH AS YOU THINK YOU WILL.
I realised that I barely used any of the magnetised troops that I went to the effort of creating. Most of the people I've given alternative loadouts I instead simply use their stock load out, or stick them with blu-tac.
This
might be as a result of not having used many different army variants, but I if you lose the bit, you've got half a miniature.
Here is what I do and don’t use.
Here is what I do and don’t use.
Troop
|
Magnetised joint
|
Variant
|
Use?
|
Dreadnought
|
Arms
|
Mortis
|
Sort
of
|
Ironclad
Dreadnought
|
Weapon
mounts
|
Melta/flamer
weapons
|
No
|
Biker
sergeant and trooper
|
Sergeant
shoulder. Trooper wrist
|
Power
fist, power sword, chainsword. Special weapons
|
No
|
Tactical
Marines
|
Sergeant
shoulders. 2 Troopers wrists
|
Every
available upgrade. Special weapons. Auspex.
|
No
|
Rhino
|
Gimbal
on roof
|
HK
missile
|
No
|
Imperial
Guard Command Squad
|
One
shoulder
|
Plasma/meltagun.
|
No
|
Imperial
Guard Sentinel
|
Weapon
mounts and Hk Mounts
|
Autocannon,
multilaser, multimelta,
|
Yes
|
Imperial
Guard Stormtrooper
|
Sergeant
shoulder, Trooper shoulder
|
Vox,
Plasma gun. Hotshot gun/Sergeant bits.
|
No
|
Apart from the dreadnought, none of these were done badly, it was simply a case that they weren't needed. I've gone through almost all of these and have now pulled the magnets out for god knows what.
Because
I intend to vary the loadout for the Knight a couple of times at least I am going to be part
magnetising his bits, predominantly for transportability too. But also because I now have loads of these. No more losing little bits!
- So far I've magnetised the large shoulder pads so that I can paint them white for a more vivid colour, and allow some movement.
This is your golden joint, don't magnetise this and you're in trouble.
- His close combat arms were magnetised too, for a good degree of posability. Three magnets that can be rotated for a longer arm reach if needed.
- So far I've magnetised the large shoulder pads so that I can paint them white for a more vivid colour, and allow some movement.
This is your golden joint, don't magnetise this and you're in trouble.
- His close combat arms were magnetised too, for a good degree of posability. Three magnets that can be rotated for a longer arm reach if needed.
- For the ranged weapons, I simply hollowed the aperture for the joint further and stuck a magnet at the bottom.
-
His
head and torso are free as well. I might want to lean the (pretty) head more prominently
forwards too for an aggressive stance.
The
stance can be varied a number of ways but because the back foot is rather far
backwards and the lumpen torso is fairly hunched, I think a raised arm is best.
We'll see how this looks when hes got chains and some shackles on him as per the brief.
Two games down with him so far and so a little early to see if he's effective.
Firstly, a Knight Crusader.
Pros
-The Twin linked Battle Cannon was awesome. Ordnance is very handy for glancing vehicles down.
-The Knight rules still were great in Melee even with no offensive capability. 4 S10, Ap2.
Undecided
-The Gatling cannon was fun, but without 2+ targets it was a mixed bag, maybe light vehicles a better target?
Cons
-Price 400+ points is nice but not enough gun for your investment
-Still only AV13 and 6Hps
Secondly; A knight Errant.
Pro's
-Cheapish
-The Chainblade did its job and took out the other Knight (a Cerastus)
Undecided
-The melta cannon still needs 18inch range to be 2d6 Ap1.
Cons.
-Minor but as per other super heavy walkers, it cant shoot its melta cannon and then charge into an existing combat.
Magnets, who knew? Isn’t it? Mmmm-hmm. Marvellous.
We'll see how this looks when hes got chains and some shackles on him as per the brief.
Two games down with him so far and so a little early to see if he's effective.
Firstly, a Knight Crusader.
Pros
-The Twin linked Battle Cannon was awesome. Ordnance is very handy for glancing vehicles down.
-The Knight rules still were great in Melee even with no offensive capability. 4 S10, Ap2.
Undecided
-The Gatling cannon was fun, but without 2+ targets it was a mixed bag, maybe light vehicles a better target?
Cons
-Price 400+ points is nice but not enough gun for your investment
-Still only AV13 and 6Hps
Secondly; A knight Errant.
Pro's
-Cheapish
-The Chainblade did its job and took out the other Knight (a Cerastus)
Undecided
-The melta cannon still needs 18inch range to be 2d6 Ap1.
Cons.
-Minor but as per other super heavy walkers, it cant shoot its melta cannon and then charge into an existing combat.
Magnets, who knew? Isn’t it? Mmmm-hmm. Marvellous.
You try the gallant yet? That one formation of three looks wicked fun.
ReplyDeleteNot yet but am looking forwards to it, that will be an Apocalypse special I think as the ranged carapace options are...lacking?
ReplyDeleteI just know it has fleet in the formation, and hits ridiculously hard.
Delete