Jump to content

Vehicle upgrades WYSISYG


Seathal

Recommended Posts

I tried to google my doubt up but came with no conclusive answer so here it goes:

 

I'm currently modelling three Razorbacks and the HK missile launchers look great attached to the turret, thing is I'm not going to take HKM most of the games. Would that be an issue in tournaments? I'm magnetizing my Rhinos/Razorbacks so they can be converted into any Rhino-Based vehicle, but magnetizing every single upgrade on the three would be very time consuming, can it pass as "aesthetics" and "cool-factor" when not using them? Similarly what about dozer blades, extra armour, smoker launchers, searchlights... and all those upgrades that may or may not be cool-looking to you but you may or may not take into battle?

Link to comment
https://bolterandchainsword.com/topic/294649-vehicle-upgrades-wysisyg/
Share on other sites

Depending on the tournament, if you're upgrading it - it has to have it generally. I don't see a problem with excess, unless it's confusing.

Only exception would probably be smoke launchers, just because they're "assumed" to be there.

Yeah that seems to be the consensus, would you find an "extra" missile launcher confusing?

In the context of a Tournament, if you have multiple tanks and they're all modelled with a HKM, but not all of them "have" it, there'll be issues.

Cheers,

Jono

What if I have multiple HKM modelled on but no vehicle actually is equipped with them rules-wise?

In an old White Dwarf the mentioned that the one shot missile has already been fired. biggrin.png

That's actually an excellent argument :P. I think sometimes WYSIWYG gets a bit silly when it comes down to that level of strictness.

Thanks everyone for your answers!

Depending on the tournament, if you're upgrading it - it has to have it generally. I don't see a problem with excess, unless it's confusing.

Only exception would probably be smoke launchers, just because they're "assumed" to be there.

Yeah that seems to be the consensus, would you find an "extra" missile launcher confusing?

In the context of a Tournament, if you have multiple tanks and they're all modelled with a HKM, but not all of them "have" it, there'll be issues.

Cheers,

Jono

What if I have multiple HKM modelled on but no vehicle actually is equipped with them rules-wise?

In an old White Dwarf the mentioned that the one shot missile has already been fired. biggrin.png

That's actually an excellent argument tongue.png. I think sometimes WYSIWYG gets a bit silly when it comes down to that level of strictness.

Thanks everyone for your answers!

In the context of the Tornament, every vehicle will have to be the same, so if all have it modelled all with have to have it costed, or none should have it costed, there'd be no middle ground. It's all about consistency to aid the flow of the game and prevent any confusion.

Cheers,

Jono

The mount for the hk missile can be glued to the hull then cut a slot where the peg holes are in the missile and you can remove them without using magnets. It is explained in my magnetisation tutorial. The link is in my siggi.

 

 

 

 

The tournaments I have played in where strict WYSIWYG so there was no option especially if you have multiple models all with missiles so you can show which have been fired.

Use it as an opportunity; yes, it's a little more effort to magnetize them, but if you do it right you can swap the point to anything you might want in future. Keep some searchlights or smoke launchers for when you 'need' to remove any bits you put on for show.

 

By all means, please feel free to ignore me, as I am prone to being a bit OCD when it comes to the opportunity for magnetization.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.