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Future proofing models


lt051

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So finally getting around to making some terminators, and wanted to get y'all opinion on magnetizing weapon options. My only worry is that whenever we get a new codex, our weapons will change just like last time. Do you think it's worth magnetizing all the hands for different weapons?

 

To people who had sizable metal armies at the start of the 5th ed codex, did y'all convert your old models or just buy new ones?

 

Thanks

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I weep for whoever converted shields on their GK Terminators.

 

Guilty on 2 (out of 16) counts ended up ditching the painfully made arms in favour of spares from the new range, didn't have any issues getting them to sit well.

 

As for their metal PA brethren most squads (30 strikes and 10 purifiers) got some gubbins, even a few falchions (which was interesting) here and there.

 

Only bought 2 boxes of termies made a GM, a Librarian and a tech marine alongside 7 paladins these guys I magnetized out the wazoo

 

 

I did a lot of magnetizing with my new plastic army (just left the old metal army in its case).  Probably 2/3 of my Terminators are magnetized, my PAGK models with Psycannon are magnetized, so that I can swap for Incinerators, and I magnetized the backpacks to one full Strike Squad, so I can transform it into an Incinerator Squad.  There are multiple benefits to magnetizing:

 

 

It helps to preserve fragile models.

 

Unlike basic Tactical Marines, or Grey Hunters, or whatever, our models tend to have long, pointy, special close combat weapons that all poke out, and are at risk for getting damaged.  They're also hard to get nestled easily into the foam of a protective carrying case.  Magnetizing the weapons at the wrist make them much less apt to break off.

 

Even the two-hand grip weapons can be magnetized, although it is a little more difficult and time-consuming.

 

It allows you to change your mind between games.

 

This is helpful for many reasons.  Sometimes you're still just trying to figure out what works for you, and how you want to play your army, or that particular unit.  Sometimes you know who you'll be facing (enemy has lots of TDA?  Better load up on Hammers, etc.).  Generally, it is just plain nice to have some inherent flexibility, and magnetizing gives you the utmost flexibility.

 

It helps to "future-proof" your army.

 

Strike Squads in 5e and 6e were pretty good.  For the points, they could outshoot GKT Squads, and were terrific at defending the GK battle-line from Deep Striking reserves, with the powerful Warp Quake psychic power.  They weren't great in close combat, however, so the general consensus was to give two of them Psycannons, leave the rest with their Nemesis Force Swords, and let them do their jobs.  In 7e, however, with the loss of Warp Quake, and the advent of Scoring units outside of the Troops battlefield role, now all of a sudden there is much less reason to take Strike Squads.  Instead, there is a whole lot of support for taking a couple units of Purifiers, which are terrific in shooting and close combat, and can now score objectives.  Because they're great in close combat, it's worth the investment in a few close combat weapon upgrades, like cheap-as-dirt Nemesis Force Halberds.  

 

If you magnetize those hands, the transition between squad types is easy, but if you haven't, now you're left with suboptimal choices for units, or for how a unit is equipped, all due to a release of a new book.  In the case last week, the new book was the core rules that made the difference.  Sometime next year we may get a new codex, and we're likely to experience the same types of changes.

 

Valerian

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