Jump to content

Magnetizing every body part...any warnings?


TiguriusX

Recommended Posts

I'm new to the hobby side.

I am currently assembling/painting my first box of Grey Hunters

My kids (7 and 6 now) begged me to make their own Space Wolves as well so I let them pick the parts for their own individual model.

During this process I figured what the hell and magnetized their entire model for them:

-Head

-Arms

-Leg

-Backpack attachment

med_gallery_49686_13890_72239.jpg

I essentially turned their models into a magnet based action figure. They LOVE it.

med_gallery_49686_13890_67165.jpg

Although it was a ton of work to get started these models are now very easy to swap around. Painting is also easier since we can remove parts and reach difficult areas.

I am now seriously considering magnetizing EVERYTHING as standard.

I invested in some quality N52 strength magnets so I don't have pieces falling off.

However, I'm wondering if I am setting myself up for some MAJOR issues down the road that I am not even aware of (like I said I am a total newb to hobby side...first time doing this).

Any advice or warnings from people who have more experience doing this?

Link to comment
Share on other sites

N52 is just not needed N42 will work just as well, indeed N52 is usually hard to reliably find.

N38 is what most "hobby stores" sell, (Wayland sell N42, I believe Element Games are N42 too)

tl;dr, N52, while the top end a civilian can buy, is redundant , the difference between 42 and 52 will never impact your hobby life in any meaningful way, bar saving you some monies (if you buy 42), if that was an issue

N52 is only 20% stronger than N42, at usually double the price (https://www.first4magnets.com/tech-centre-i61/information-and-articles-i70/neodymium-magnet-information-i82/grades-of-neodymium-magnets-i92)

indeed with that many magnets in such a small volume (torso needs 4 or  5 depending if mag'ing heads and backpacks/jump packs), I would suggest weaker ones so as not to interfere with the attachment (the higher the strength, the more likely things are going to self assemble in absolutely bizarre ways, when a small impulse is imparted to the model)

Edited by D3L
Link to comment
Share on other sites

Something to consider is where and how far to magnetise; doing leg-torso joins and separate head seems rather excessive to me outside of an RPG character or such. To do so for an whole army leaves me wondering why...?

 

Most people magnetise arms - either at the shoulder, or at the wrist - so that they can change a unit's loadout depending on requirements. Tank turrets/main weapons and sponsons/secondary weapons are also logical candidates for magnets, for the same reasons as the infantry.

 

However, I think some things are simply not worth the effort, or the cost. Heavy weapons are a good example of this: many require specific link-up between the  weapon and the backpack, and the kit comes with *tons* of everything except legs and torsos. It's cheaper to just buy five more bodies and legs to make use of the rest of the kit than it is to bother with magnets. Given how much of the Marine is backpack and weapon, you're not saving much painting effort either.

 

Finally, as D3L says, N42 is plenty strong and high-quality enough for plastic miniatures purposes. If you need more pull for a big or heavy element, perhaps try a wider/deeper magnet, or even multiple magnets.

 

Good luck! ;)

Link to comment
Share on other sites

I would limit the magnets to arms and weapons for the aforementioned reasons. Possibly backpacks for those units that have optional jump packs.

 

Legs and torsos are easy enough to paint with the arms removed that magnetizing them is actually adding unnecessary work for a benfir you'll likely never use.

 

I actually wouldn't even bother magnetizing the basic bolter guys ar all. They really can't take any other weapons, so the magnets would be wasted in them.

Link to comment
Share on other sites

Thanks for taking the time to give me feedback guys.  I appreciate it.

 

After sleeping on it I think you are both correct.  Magnetizing EVERYONE is a bit excessive.

 

My test model has 5 magnets total (2 arms, head, legs and backpack)

 

I think I will tone it down and have a handful of special models instead.

 

My basic grey hunters can be glued with their bolter/chainsword/pistol combinations and I should be fine

 

I can limit myself to magnetizing more specific items

-all terminator arms (Wolf Guard terminators have a ton of options)

-handful of power armored figures to represent special characters (can do a few full torso magnet builds to represent this and pop a HQ choice on a bike or give him a jump pack etc.)

-I'll do a few backpacks too in case I ever want to swap them to jump packs

 

Sounds like there are no long term concerns and I am mostly planning around logistics (time/money)

-magnets aren't likely to fall out due to bad interaction with glues/plastics/paints

-no need to worry about paint not going well over magnets

-no need to worry about magnets fading and not working as intended in a few years

Link to comment
Share on other sites

Magnetizing Terminators is a cinch.  Same with Dreadnought arms.  While many have said that N52s are overkill, they have one significant advantage: Magnetized arms won't droop.

It's one thing to connect, it's another thing entirely to be strong enough to prevent rotation. ;)

Link to comment
Share on other sites

Magnetizing Terminators is a cinch. Same with Dreadnought arms. While many have said that N52s are overkill, they have one significant advantage: Magnetized arms won't droop.

It's one thing to connect, it's another thing entirely to be strong enough to prevent rotation. ;)

I have found that a small amount of brush-on Plasti-Dip on the surfaces of the magnets provide a nice boost to friction to prevent rotation on model parts (just add a dot on the magnet, this stuff can get messy so use sparingly). I use the N38s and have no issues with rotating pieces, even on objects as heavy as Chaos Decimator arms. Edited by DoomulusPrime
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.