Iron Man I Posted April 9, 2011 Share Posted April 9, 2011 So I cracked open my new Dreadknight and instantly had my hopes dashed of magnizing all the ranged and close combat options became depressed. But I vowed that I wouldnt let this stop me and decided to build as much of weapons as I could, GW wouldnt hold me back! So I need to know whats going to gibe me the best mileage out of the ranged weapons? (I put together a doomfist and the hammer since, well the hammer looks awesome to me.) Any thoughts as to which of two I should put together? Link to comment https://bolterandchainsword.com/topic/226941-arming-the-dreadknight/ Share on other sites More sharing options...
gil galed Posted April 9, 2011 Share Posted April 9, 2011 Um, i've magnatized all the ranged weapons? the actually ranged weapon bodies just clip on to the arms I find. Then you just magnetize the front bits. I mean yes theres a chance if I ever run a psycannon and a psilencer one of them will be mounted on a weapon housing with promethium tanks on but meh, who cares eh? As for the arms you mine fit tightly enough to just push in and pull out as I see fit :lol: on topic though, heavy flamer + greatsword ~Gil :sweat: Link to comment https://bolterandchainsword.com/topic/226941-arming-the-dreadknight/#findComment-2718337 Share on other sites More sharing options...
Abaddonshand Posted April 9, 2011 Share Posted April 9, 2011 As Gil says, magnetising the whole model is pretty easy. Get very thin rare earth magnets, the ones I used were around 1mm thick, and 5pm diameter. Firstly, put one in the right hand socket (both greatsword and hammer go in the right hand). Then you are faced with a choice, as only two out of right doomfist, greatsword and hammer can be built. I went with fist and sword. Simply cut off the nub on the hand and put magnets corresponding to the one in the wrist socket where they were. Next, the guns. You have 2 gun bodies, so pick you favourite weapon and glue it. I picked incinerator, as it also appears hardest to magnetise. For the psycannon and psilencer, assemble barrels then attach magnets. Cut off the nub on the main gun body and attach a magnet here, and hey presto, barrels are done. Next, the ammunition feeds for both the psycannon and psilencer snap fit (make sure you use the left side assembly for the psycannon, as this is the only side the psilencer works on), so you can interchange then without magnets, as long as you don't glue them and take them apart to paint. Finally, the hydraulics. The guns snap fit into the arms, and then shoulder hydraulics come down on top. Of course, if you glue the hydraulics, you are stuck with the guns, so what to do is put in the ball socket part into the shoulders without glue, so they are capable of motion once the main chassis is built. Then rather than gluing the join with the part that comes down onto the arms, magnetise this too. Thus you have working hydraulics that can be repositioned for with or without guns as your points/mood dictates. I hope that was easy to follow, when/if I add a second dreadknight to my force I'll take photos as I go and record the component numbers to post a guide. Link to comment https://bolterandchainsword.com/topic/226941-arming-the-dreadknight/#findComment-2718488 Share on other sites More sharing options...
Zagman Posted April 9, 2011 Share Posted April 9, 2011 The best mileage setup that I have found has been Great sword, Heavy Incinerator, Personal Teleporter. I am rather unimpressed with the Heavy Psycannon. Make two of the ranged weapons, they clip on and do not require magnets. You can easily magnetize the right hands. Out of my first kit I made Great sword, Fist, Heavy Incinerator, Heavy Psycannon fully interchangeable. Link to comment https://bolterandchainsword.com/topic/226941-arming-the-dreadknight/#findComment-2718609 Share on other sites More sharing options...
Iron Man I Posted April 11, 2011 Author Share Posted April 11, 2011 Thanks for the help! I was able to magnitize the barrels for the gattling gun and the cannon so that works. Now its just a matter of fixing up the sholder joints. I'm also trying my hand at a green stuff casting of the thumb for teh right hand so I can use all three of the cc weapons. I'll let you know how it turns out. Link to comment https://bolterandchainsword.com/topic/226941-arming-the-dreadknight/#findComment-2719915 Share on other sites More sharing options...
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