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Post by hotflungwok on Nov 30, 2014 18:58:58 GMT
I'm a little bit uncertain about what to do when mounting missiles on the Valk's wings. I'm trying to use magnets to allow swapping for as many parts as possible, missiles included.
Valks start off with with the R24 missiles, and can upgrade to MLOPs, LRMs, or bombs. There are 3 different kinds of missiles on the sprue, one is obviously MLOPs, one is a cluster of 3 smaller missiles, and one is a single larger missile or bomb. When you upgrade, it changes the attributes of the wing missiles, which I'm understanding to mean you can only have 1 of these at a time (and all the Valks in a squadron have the same missile loadout).
So how do you model this on the figure? I'm guessing the cluster of missiles is the default type, and the larger missile is either an LRM or a bomb? And am I missing something or are there no slots on the wings where the missiles go?
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Post by beermonkey on Nov 30, 2014 21:18:45 GMT
You are correct. The three missiles are the default. The MLOPs are the cluster pods, and then the LRM are the large single missiles and or bombs. I've been using the panel lines on the wings to help keep accurate spacing when gluing the missiles down. I plan to try magnets on at least one squad but I'm saving that for later.
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Post by popatachi on Dec 1, 2014 0:28:26 GMT
I'm at a bit of a dilemma myself trying to figure out how to get the correct spacing for missiles. I don't know if I want to magnetize these as they are really, really tiny. And it would use quite a bit of magnets as well. beermonkey, which panel lines are you using for spacing?
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Post by hotflungwok on Dec 1, 2014 1:14:17 GMT
I was planning on gluing pins or something similar into the tab part of the missile rack, with the magnet imbedded in the wing. I'm gonna scour the artwork and see if I can find something that shows the underside of wings with missiles mounted.
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Post by bastinado on Dec 1, 2014 1:50:06 GMT
How many are adding them to the guardian mode as well? They were on the sprue so I put them on, but the spacing is a little different since the arms take up some wing space. I was happy with the final look though.
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Post by popatachi on Dec 1, 2014 15:06:40 GMT
I added some of the standard missiles to the fighter. I probably won't add them in guardian mode. I've actually gotten stuck on the legs of the guardian. For some reason, the seam is getting to me... I think I may need to get some liquid green stuff to smooth out that area.
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Post by Galahad on Dec 2, 2014 0:12:48 GMT
Personally, I just said "to hell with it" and mix and match the wing missiles to help identify squads. I'll just tell my opponent what I'm using and pay the points if needed. There's no WYSIWYG rule and the jet models are so boring that they need something to make them interesting anyway.
As long as you;re clear and consistent and willing to remind your opponent what's what then go nuts with the models
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Post by Hastati on Dec 5, 2014 9:48:23 GMT
Personally, I just said "to hell with it" and mix and match the wing missiles to help identify squads. I'll just tell my opponent what I'm using and pay the points if needed. There's no WYSIWYG rule and the jet models are so boring that they need something to make them interesting anyway. As long as you;re clear and consistent and willing to remind your opponent what's what then go nuts with the models This is what I intend to do as well, my life is too short and the parts are simply too small for me to fiddle around with magnets. I doubt I'll ever play against another person's collection so it won't really matter.
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Max
New Member
Posts: 29
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Post by Max on Dec 5, 2014 11:49:11 GMT
I am just not putting them on. They've got nowhere to go in battroid mode and that bugs me. I think they'd make the model too busy as well. Also they are small and fiddly on an already small and fiddly model.
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Post by popatachi on Dec 5, 2014 13:32:50 GMT
Make missile tokens from the extra missile bits. I had started a quick thread about it, but essentially, paint the missile and put it on a small base. Then you can add the token to the miniature as the upgrade with no need to model it onto the figure itself.
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Post by barnhill on Dec 5, 2014 15:11:42 GMT
Personally, I just said "to hell with it" and mix and match the wing missiles to help identify squads. I'll just tell my opponent what I'm using and pay the points if needed. There's no WYSIWYG rule and the jet models are so boring that they need something to make them interesting anyway. As long as you;re clear and consistent and willing to remind your opponent what's what then go nuts with the models This is basically what I decided to do as well.
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Post by hotflungwok on Dec 5, 2014 15:24:01 GMT
Yeah I'm starting to see that magnetizing the wing missiles might be a bad idea. Even with the smallest magnets I could find (1mmx3mm) theres not really enough room to imbed them in the wing. I do like popatachi's idea though. I could just put a magnet on the base and then swap out missiles that way, and I would only need to work with 1 of each type per figure.
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Edsel
New Member
Too many models, not enough time.
Posts: 32
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Post by Edsel on Dec 5, 2014 18:06:23 GMT
I like the idea of making the ordinance tokens. When I start on my UEDF forces I'll probably go that route.
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Post by Galahad on Dec 6, 2014 3:11:18 GMT
I am just not putting them on. They've got nowhere to go in battroid mode and that bugs me. I think they'd make the model too busy as well. Also they are small and fiddly on an already small and fiddly model. What bothers me is they do have a place to go on the battloid, they just decided to ignore it when they wrote the rules. You can leave the wings spread when you convert to battloid mode, nothing forces you to close them. If you have unused missiles you can leave them on the wings and just leave the wings out. In fact, if I recall they're even shown in use that way in one episode (or at least the wings pop out with missiles on them in batt mode, it;s hard to recall it's been a while) It's a pity they didn';t think of that when they wrote the rules or made the models
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Post by Macrossmonkey on Dec 7, 2014 20:34:33 GMT
It may be when the Super Veritech miniature gets issued, it is posed like the picture above. I think the Palladium RPG stayed consistent with the tv show in that leaving the wings out was an option for fighting in space, but not in atmosphere which was a rule of the Super Veritech in the RPG. It has been so long I can not remember. Should go grab the old book out and look.
I think the episode Galahad is thinking of was when Rick and Max were escaping the Zentradi Flagship. I believe Rick unfolded the wings in Battaloid and fired missiles staight up to breech the hull. Max got blown out and Rick's mech was destroyed by Breetai.....sorry to pull the nerd out like that. That's the only one I remember.
Thanks for clarification on the missiles beermonkey, that was the answer I was looking for so I can finish the models. I think the missiles will add a nice look to the models, even if that leaves then not armed as shown.
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Post by Galahad on Dec 8, 2014 23:41:35 GMT
That's the episode I was thinking of, but there were a couple other episodes where the wing missiles were used in batt mode, and/or the wings were left unfolded. It's not just a super valk thing, I just grabbed the first art I could find showing it. The standard three-missile hardpoints can swing in with the wings and be deployed by unfolding the wings in battloid mode. The larger missile loads like the boxes on the super usually require them to keep their wings deployed in all modes
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