Post by electricpaladin on Aug 26, 2015 22:13:31 GMT
I'd like to start a thread as a clearinghouse of resources for magnetizing RRT models: links to WIP threads, tutorials, and other guides. I hope this thread can be useful enough that it will end up being stickied.
To start with, I'd like to contribute the following: a guide to maximum optimal magnetization, by which I mean the amount of magnetization needed to get the most out of your models that keeps the rules in mind, so that you don't end up spending more time magnetizing bits than is strictly necessary. I would love to enhance this list with links to tutorials for achieving these projects.
UEDF
Destroids
Valkyries
Zentraedi Armada
To start with, I'd like to contribute the following: a guide to maximum optimal magnetization, by which I mean the amount of magnetization needed to get the most out of your models that keeps the rules in mind, so that you don't end up spending more time magnetizing bits than is strictly necessary. I would love to enhance this list with links to tutorials for achieving these projects.
UEDF
Destroids
- Because every Destroid variant can be fielded in squadrons of two (or a squadron that includes two each of two different types) you should magnetize half of your Destroids with the antenna bit to mark them as commanders.
- In order to represent the upgrades available to the Spartan Destroid, magnetize the right arm so it can be equipped with an open hand, a gun, and a shock baton. In order to represent the Spartan special character, magnetize the left arm so it can be equipped with an open hand or a shock baton. Other Destroid variants do not need to be magnetized (all upgrades are invisible).
- In order to represent the two weapons options available for the Phalanx, both arms can be magnetized at the shoulder so the arms can be swapped out.
- When we can buy MkII Monsters, one of them should have the antenna bit magnetized to represent the commander upgrade. Further Monsters do not need to be magnetized.
Valkyries
- For every FOUR standard and super Valkyries that you own, one of them should be magnetized as a 1J/1R/1S/1D and the other three should be magnetized as 1A/1R
- For every FOUR armored jotum Valkyries that you own, one of them should be magnetized as a 1J/1S/1D and the other three do not need to be magnetized.
- Valkyrie YF-4s do not require magnetization.
- Magnetizing the wing hardpoints is probably possible - I will attempt it and post a tutorial later.
Zentraedi Armada
Glaud Command and Regults
- Within the limitations imposed by the bits available in each kit, all Regults can be magnetized to make it possible to field them as Artillery Battlepods. Every box of FOUR Artillery Battlepods can easily provide bits for EIGHT Artillery Battlepods (four Telnesta and up to four Gluuhags/Serauhaugs). It is most economical to magnetize all the Regults you own (unless you plan to buy MANY more boxes of Regults than boxes of Artillery Battlepods).
- Glaug, Glaug-Eldare, and Quel-Regult models do not need to be magnetized.