Captain Caine 24th Posted December 10, 2015 Share Posted December 10, 2015 I've used 1mm x 3mm to swap marine backpacks with jump pack before. It works well, even if a little clumsy to set up. I've also done the same magnets to attach arms at the shoulder. With the new Calth tacticals it's I'm contemplating just magnetizing the gun with tiny 1/16 x1/32 and the left arm at the shoulder (1x3mm)to swap special and combi. Should I just do all arms and guns so I can swap heavy weapons too? I'd appreciate your input, thanks. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/ Share on other sites More sharing options...
Warsmith Aznable Posted December 10, 2015 Share Posted December 10, 2015 You're talking about a squad of tacticals, right? I do tiny hand magnets for two guys in each set of 10 CSM for specials, and bigger shoulder magnets on the sergeants with a full range of options. I didn't want to bother with heavy weapons options for tacticals, so they're not "organic" to my squads. What I've got is a pool of heavy weapon guys that I can substitute in, four of each kind of heavy weapon. I looked into magnetizing heavy weapons but decided the multiple parts were just too fiddly to bother with, and I've never had a need for more heavy weapons than I've got in my "reserve." Missile launchers probably would be easy enough with the bigger shoulder magnets, though. It depends on how much work you want to do versus the utility you think you'll get out of it. I decided that for the heavies it was too much work, but went ahead with my dedicated special weapons guys, so that's my 2p. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248781 Share on other sites More sharing options...
Brother Captain Ed Posted December 10, 2015 Share Posted December 10, 2015 It's probably not too much until you can't pick them up without them falling apart. I do pretty much the same thing as Aznable. I put magnets in the lower receiver of combi-weapon wielders so that I can swap out the combi-part as needed. For Tac squads, I will often magnetize the sergeant's shoulders as well, so I can give him a combi-weapon or a pistol/CC. Special weapons wielders are easy: just magnetize the weapon at the wrist so it will cradle in the other hand. It makes very a very interchangeable squad. Like Aznable, I don't bother to magnetize heavy weapons though. I just have a pool of brothers with assorted weapons that can be dropped in as needed. Hasn't been an issue. But also don't paint or model special differentiations between squads, so YMMV. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248817 Share on other sites More sharing options...
ElectricPaladin Posted December 10, 2015 Share Posted December 10, 2015 Enough magnetization ==> As much as saves me money Too much magnetization ==> As much as aggravates me to the point that it's not worth my money anymore. This is why I magnetize vehicles, but not generally infantry, and I won't bother to magnetize, say, a main turret when I can just buy extra turret bits off eBay and use friction to hold the turret in place. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248830 Share on other sites More sharing options...
Aeternus Posted December 10, 2015 Share Posted December 10, 2015 When your model is more metal than resin/plastic ;) Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248836 Share on other sites More sharing options...
Teetengee Posted December 10, 2015 Share Posted December 10, 2015 When your model is more metal than resin/plastic but my model started metal??? ;) Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248844 Share on other sites More sharing options...
WarriorFish Posted December 10, 2015 Share Posted December 10, 2015 Special weapons are good for magnetising and swapping, nice and easy. Heavy weapons less so, but still possible with a bit more work. Characters and their weapon options are a good choice too especially for a HQ choice who might have various combinations across battles. Tanks are also a great magnetisation project if the model suits it :) The trick with magnetising stuff is to try and make it as modular as possible and the new hand and weapon bits make it easier as they will all match up in exactly the same way :tu: Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4248981 Share on other sites More sharing options...
appiah4 Posted December 11, 2015 Share Posted December 11, 2015 I stop magnetizing when the model becomes difficult to pick up without some part rotating or coming off. That usually means only two arms, or backpack + 1 arm. As a BA player I don't magnetize the Heavy weapons on my units, but actually magnetize the helmets so I can switch between Blue and Red. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4249277 Share on other sites More sharing options...
Halandaar Posted December 11, 2015 Share Posted December 11, 2015 Hmm. I like magnets for things like Contemptor arms and for certain characters but I don't bother with them on Heavy Weapons; as others have said, there are too many components to magnetise. I'd rather just buy extra legs and torsos from eBay and put the spare weapons on additional bodies. Given there are 12 heavy weapons in a single Devastator box, you can make the kits go a long way by doing that. Link to comment https://bolterandchainsword.com/topic/317009-how-much-magnetization-is-too-much/#findComment-4249439 Share on other sites More sharing options...
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