Magnets Are a Scam! STOP Magnetizing Your Models!
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- Опубліковано 11 вер 2024
- In this video Jay goes over the pros and cons of using magnets to magnetize your Warhammer 40k miniatures. We have new videos every Monday, Wednesday and Friday! We're streaming Monday-Friday starting at 9PM CST!! JOIN USSSS! Thanks for watching!
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My friends second Army was Tau (4/5th edition). He magnetized each "hard point" on the crisis suits and every single weapon.
Sometimes he would make lists by passing his suits over the gun pile and going with whatever stuck lol
That's hilarious lmao
I’m starting a Tau army and am planning to go “oops all crisis suits” and that sounds awesome.
@@dragontek2112 oops all crisis is simply the best way to play.
Be farsight enclaves so you can oops 4 suit commanders with an additional detachment :)
I'm actually building a Tau army now. And eventhough the firewarriors and stealthsuits have fixed weapons, I'm considering to use magnets on the Ghostkeel. I guess that would be a good idea then? Anyone experience with this?
Weebs
The best part of magnetizing for me is future-proofing. An example: the upgrade points for my plague marines have changed numerous times since the book came out, and I have been able to play the optimal loadout through each buff and nerf they have received.
Future-proofing, flexibility, cost-saving and more!
I used to think the same.
I magnetized the entirety of my Grey Knights army (all melee and range weapons for every model), 20 vanguard veterans, 10 sternguard veterans (with all the different types of combi-weapons), 20 death company marines, 30 sanguinary guards (among a host of other things)...
Guess where all that pharaonic work as gone in 10th edition....
@@carolineturingds so now you can make your grey knights look cooler. TBH I am only magnetising what I know I would swap play. If I will later need it I will later magnetise it. Not all in one go.
plague marines are so unique and customizable. Its worth imo to have many characters with load outs
Solution: Magnetize stuff with crazy wargear options, but only actually assemble and paint the ones you immediately intend to use. That way you CAN change them out later if you want to, but don't have to expend all the effort for those "what if" scenarios.
Yes exactly! As an newbie painter I find that it makes it so much easier to batch paint without the arms on. It also relieves the anxiety of putting the wrong gun on for me because I can get the other guns off the sprues to swap out later.
Ive always thought about magnetizing bigger models but never ended up doing it. I'm that player that goes "this is what the model does" and I just glue it together the way I think it looks coolest.
Magnets were invented by the magic shiny rocks companies to sell us more magic shiny rocks
Shiny rocks are pretty cool though
@@SquidgyWobble Sounds like something a Magic Shiny Rock Salesmen would say..
It is Known 👍
@@SquidgyWobble that's what big shiny rock wants you to think
@@derisgaming9773shhhhh, don't tell them bro!
I only got into painting miniatures for wanting to paint some dungeons and dragons minis, and started to collect the Warhammer stuff to paint on the side because they seem fun to paint, so I might have a bias in not feeling the need to magnetize weapons, but I do think it is helpful to magnetize based, I like taking one of the metal tins from like the Girl Scouts cookies or playing cards and letting the bases stick to the sides of the tin and that way they don’t really move around during travel, I only really use them for dungeons and dragons xD
I used to do static scale models of planes and cars and I got some warhammer models to try something new.... I'm not 200 bucks in with a 1000 point black templar army lol. I only plan to magnetize the dreadnought, no way id magnetize the space marines.
I'll tell you from experience that magnetizing bases is generally a whole lot easier and quicker than magnetizing weapon options. And yeah, if you're using it for transport and/or storage, there's definitely value there.
My process for bases is generally - Mix up a ball of plumbers epoxy putty. Squish into the bottom of the base. Squish base down on top of magnet on a flat surface. Done. Quick and perfectly flat. Bothering with standardizing polarity is completely optional here. If the base isn't hollow, you might have to drill into it but this is more of an edge case here.
Arm options though? You have to drill a hole for a magnet on the body *and* on the arm. They have to be aligned as perfectly as you can manage. Getting the polarities right is mandatory and prizing out a magnet that you accidentally glued in backwards is a nightmare. The magnets need to be set perfectly flush or they will cause problems. To top it off, arms are one of the easier things to do. What if you're needing to magnetize hands and weapons? They're a lot worse.
The real problem here is that GW pushed the whole 'all models in play must be wysiwyg' to sell dumb kids more models and it *really* stuck hard in a good portion of the gaming community. Truth is that it's absolutely unnecessary but it's not going to go away any time soon.
Jay: "For me these games are little bit more roleplaying and less competetive"
Also Jay: "Right now I have the perfect loadout for these guys - it is all about the plasma, so I want as much plasma as I can get"
Competetive player in a nutshell😀
I play for the fluff I can write for my warband, the only thing is I actually want them to win from time to time so the fluff isn't just them getting absolutely stomped
Tbf plasma guns are actually fun right now, they feel punchy. The other weapons feel awful to use because they don't damage anything with a toughness higher than a marine
If GW made their kits like gundams where you have peg, hole connector and some articulation like a Gundam, but not as extreme as gundam, you can easily just swap out arm and legs with no issue. Gundam artifact is the smaller scale version that does this.
I think gw current push fit models prove they're not quite at the engineering level yet
That's how the ork meganobz hand are connected to the model. You can easily change out the hands to have whatever loadout you want.
@Nyall Leary didn't know about that GW already tried this. Maybe the can contract with Bandai to develop something like this since they have the peg and hole designed correct and gundams are extremely kit bash friendly.
@@nyallleary1643 you would think that with how good GW is at pegging their customer's wallets, they would have better peg connected models
@@bacawaka2813 The reason we even had Easy to Build kits in the first place *was* the cooperative tech transfer GeeDubs got from Bandai when they re-launched their Japanese branch. They even got the Bandai Space Marine series of action figures to show for it before GeeDubs contracted it out to McFarlane after the initial lot.
I've got a ton of Tau Crisis suits. I've magnetized every single weapon/support item. Tossed em in a small tackle box that stays with the army. They're one of the few things I see as "worth" magnetizing.
I mean I paid for those upgrades and just putting them in a bits bag for a rainy day and making me buy more models seems like a bigger "Scam" to me. I also spent 13 hours to hhalf complete my first 15mm scale tank so...
Agreed, buying a whole second squad because you want a different loadout is just ridiculous.
I sometimes also use them on lower detail models. Heads and arms are the things that catch attention, the rest of the body is easily swapped.
One thing I like about magnets that I haven't seen mentioned is how it allows the figures to be (at least somewhat) poseable. I tend to put the magnets where the arms meet the body, which typically allows for a bigger contact point than wrists so I can use a stronger magnet and minimize the risk of blowing through the model when drilling. This won't work with all models, and there will be times when you don't have the bits to build out two full sets of arms for a model. Once you get your process down, though, I find it can go pretty quickly. More painting time, of course, but a body and four arms is still less painting than two entire models.
Magnets definitely have drawbacks, but I like them, even though I wish there was a better solution that had the same effect. I spend 4+ hours painting one model, so it's worth it to just magnetize rather than painting 6 more marines that could take 1-2 weeks to paint.
I also just like the concept of swappable armaments, and it's an interesting thing to have in my collection that you can't just buy from a game shop.
One thing you can do is superglue the weapons on with just a small dab. This will allow you to break the weapons off if you want to change them.
It's more permanent than magnets, but good enough if you're only wanting to swap once every 6 months when the rules change.
@@kirotheavenger60 thats fkin dumb.
@Kirothe Avenger That's a good alternative for sure, I hadn't thought of that.
Something I learned recently that you might already know, is that freezing super glue weakens the bond, but the strength returns when they warm up. It's not useful for on-the-fly arm switching, but it is nice to have a way to separate pieces without feeling like you're going to break anything pulling it apart lol
this ^
Part of the reason I was attracted to Eldar when getting started was that their units had limited wargear options to worry about. The units that do have a lot of options are bigger machine models that you can magnetize pretty easily.
I love magnetising minis. Never have to worry about choosing the "wrong" option + MASSIVE savings on storage space. 50 minis compared to 10 with magnets might look cool on display but if you have limited space magnets are the way to go. Also, with a bit of practice, magnetising becomes painless. Although, I magnetise necron warriors so I might just be used to the pain.
Agreed. Quality over quantity.
I don’t think magnetizing miniatures is a scam, I think buying a bunch of the same miniature to build different load-outs is a scam. As a new Tau player the only thing I’m magnetizing is all my battle-suits, and my hammerhead gunships.
I would say you should only magnetize models like large tanks or knights, I actually magnetize a baneblade as it felt like a waste to let all of those parts go to waste and every week I switch out the load out so my eyes never get tried of looks at it.
I am an imperial knight player, for me magnates aren't an option, they are a necessity
The only miniatures outside of vehicles I tend to magnetise are HQ units that come with a lot of options like the autarch or new lieutenant, both of which massively benefit from only having to buy one kit while keeping all the options especially considering (at least with the autarch) you can only take one per army list. Though at least with my autarch that ended up being an even bigger task than I was initially expecting given the 3 head options, 3 back pack options and 8 weapon options.
You can take a second lieutenant with the first and he doesn't take up a slot.
For me it’s kill team
I think, if you can fit them, magnets can be handy for smaller games like Killteam. It is handy to swap over very specific thing.
I'm still newish to the hobby and have yet to play a game but this is how I've been thinking about it. My big Grey Knight army I'll tell what each unit does if its not WYSIWYG and smaller kill teams I'll magnetize to give it more of a "specialist" feel
Magnetizing bases made sense back in the day for Warhammer Fantasy, where lining up your models in tight base-to-base blocks was a pain in the neck without them.
For infantry arms, i've found that blu-tack works just as well, if not better than magnets.
The hold is plenty strong, and they resist spinning, unlike magnets
cheaper, easier, and better, imo
Only downside is that for it to hold well, you have to be able to give it a good firm squish, so no super fragile or pointy stuff i guess
I started Tyranids in the fall of 2022. For Tyranids I think it's worth it. I got burnt bad with the warrior nerf and have magnetized since. Certain models I haven't but for models like the carnifexes, warriors and tyrant I would magnetize now
I initially began magnetizing every model that I could, and it was easy enough and all that outside being a bit time consuming but my biggest issue was storage of the extra weapon bits. It didnt take too many kits till I had pieces for all sorts of models loosy goosy and no matter how well I try to label/store them it just became a logistical nightmare.
You got me good with the bit about the Harlequins, I play them in Kill Team and even I don't know what their weapons are. I actually just paint the ribbons and hair differently to tell the weapon loadouts apart at a glance.
For comp. play, WYSIWYG is not optional. You have to have on the model whatever it is armed with. For magnetizing kits, it future proofs your armies, magnets are cheaper than additional boxed sets, painting a few extra arms takes less time than painting up a bunch of duplicate models with differing weapons, and having 50+ models on your shelf that you never get to play with all at once (outside of certain narrative games) represents a bunch of “wasted” time painting for certain folks.
For certain models it is impossible, but for the majority of figs, it makes sense.
Totally agree with you Jay - magnets for vehicle weapons and upgrades, troop are glued, no exceptions 😊
I've seen someone magnetic the sceopes on their intercessors so they could switch from a regular bolt rifle to a stalker one - absolutely insane
When I tell people to magnetize (or magnetize myself), it's meant as: Build your model with ONE option with magnets. This way if the meta shifts and I need a different loadout, I can magnetize and paint another set of arms and am ready faster and cheaper than buying a whole different model.
If you have a problem with gluing the magnets, use clingwrap inbetween two magnets. Handle the magnet on one side, while the glue goes onto the magnet on the other side. Once the glue is set, the clingwrap usually comes off easily...or if not, it's so thin that you won't notice it.
wysiwyg is actually very important in the tournament scene. just throwing that out there as well
Recently I magnetise only big stuff (vehicles etc) and stuff I want to be able to break apart for transport. I keep my Ultramarines bits inside Impulsor (didn't glue the top lid) and Rhino. So you can make your own 'jewellery box'.
If the choise in time to my hobby is:
Will I paint my mini's or magnetise them?
Magnetising all of them. This hoby is already expensive enough. Having to buy+paint a second (or third) unit just to field the one corect one to this edition's meta is a fail to me. If you are not playing competetive or toornaments, well whatever rocks your boat I guess. For me, having options is were chaff and wheat are separated.
I magnetized my rubric marines to have the option of choosing the inferno bolter or the warpflamer. I also magnetized my Forgefiend to have the option of making it a Maulerfiend instead. In that case, if you choose one over the other, that's so much wasted plastic!
I think though that this is easily solvable if GW puts magnet sockets into its models as part of the molding process. It gives you the option rather than having to drill out a hole and risk damaging the model.
Did you do the full magnetization on the Fiend? My friend did 3 of them. I think he said each one had 48 magnets because they switch from an animalistic stance to a centaurian stance.
I do find magnets a good use. But for dreads , tanks and knights . But gw is making their stuff better for weapon change
I always build units with express purposes
eg. a squad of Marines for anti-infantry, a squad of Marines for anti-elites, a squad of Marines for anti-vehicles, etc.
I haven't magnetised anything yet, but the only things I would consider magnetising are larger units, like Crisis Suits, vehicles, and Knights, because those are (with the exception of Crisis Suits) units you would only take 1-2 of at most, so it's better to have them be flexible rather than buying another $200 Knight to have one with slightly different weapons
5:05 „they all take up room on the display shelf.“
And in a carrying case. When I went to my flgs to get in some games, I wanted to have options. So I magnetised to quickly shake up my lists. Bringing a whole additional dreadnought wasn’t feasible with my carrying case, regardless of what an extra model costs.
I also like magnetising as an open end to new painting experiences. I magnetised option 1 and played games with it, a fully painted army. When I wanted to change up the list, I didn’t have to paint a whole new mini, just an arm or a weapon. Much faster and easier to do!
Also, each edition change brings with it a nerf to the weapon loadout you would have glued on, so magnetising somewhat future proofs your painting effort 😅
When gaming switched to my place, I did end up making a lot of additional models just to have the options fixed and ready. When space was no issue, avoiding magnets rose to prominence, no doubt.
Bro says this and then magnetizes everything
I just found out, right now, that this was a thing. Now I need it in my life.
Update: Just finished magnetizing my first Hive Tyrant. Now I have a Flyrant, Walkrant and Swarmlord option all for the price of one.
I’m just starting a Black Templar army and I used to pay back in the day (Battle for Macragge) and was thinking of magnetizing the units. This is a great video with good pros and cons. Would love to see how you magnetise your units though.
The tau commander in coldstar/enforcer has about 7 small magnetization options. It was a lot of work and I'm not looking forward to doing it again for the enforcer variant!
I appreciate your point however I play hh white scars and it is so much easier to have say ten guys that can do missile launchers or autocannons; painting a new squad would take me over my marine limit for my brotherhood so Id be trying to paint and sculpt the same details or paint them as an attached unit which is not as cool
i'm pretty organized also as a player and love to fiddle with builds no matter if its in warhammer, D&D or PC games.
BUT i only magnetize big models and even here not much.
I'm with you on not wanting to magnetize every orc/goblin/space marine in an army, and I definitely agree that vehicles are great for magentizing. Where I differ a bit is that I feel like the small combat games like Kill Team, Warcry, or old Mordheim are perfect for magnets, not so much to swap out for the perfect set every game as to let me upgrade my guys over time. I will be much happier about upgrading "Fred" to carry a different gun if I can just swap out his arm rather than having to swap to a different figure - because that won't seem like it is still "Fred". I probably wouldn't actually magnetize & paint the new arm until I actually needed it, though.
My fiance and I play mostly kill team, we each selected a couple teams, and if they have options, I magnetized them. Outside of that she plays Drukhari and I play tau for 40k, we magnetize everything that is feasable to help cut cost of buying whole other kits. For example all 6 of my Tau Hammerheads can be skyrays or devilfish if needed. Her Ravagers can be Raiders if needed. We have planned dates of when we play, 40k once a month, kill team every week. Gives us plenty of time to set up and what have you.
As a new player, I didn't think of magnetising every weapon and arm. But definitely did for an imperial knight, I can't afford to buy one for each configuration there is.
I've been doing the same thing with my minis: Just 50-50 on the options. Just slap the guys with the correct weapons to the front of the block for that WYSIWYG, if you got that big of a rules lawyer as an opponent. But painting an army that is arguably a rag-tag team of monsters, I don't exactly expect them to file into neat rows with identical weaponry on each.
That's an impressive paint job you have on those guys. Definitely shows how dedicated you are to these men and the stories you craft for them.
Totally agree! Magnets are small and fiddly and I don't want to mess with them on tiny models. if I want to have all the options, i'd rather just buy an extra box of troops and make them with all the options so they can ride the pine on the bench until I need that weapon. Vehicles and large models, on the other hand.... I have magnetized two Annihilation/Command Barges and I magnetized the head and weapons of my Forgefiend. I kind of love the ease of swapping those around as I wish. But, those are big models with big magnets.
I think it’s worth magnetizing large models like tanks, special characters etc. individual infantry is a stretch and maybe a long term goal at the bottom of the to do list if you feel like it :)
Magnetizing is a diminishing returns situation, a game like Warmachine or MechWarrior where you may want to do swap outs or pay at a larger scratch built scale. Once you get to smaller models with large counts you no longer really need to do that nor would want to. Though magnetizing a couple of things like dreadnaughts, tanks, and commanders if you tend to switch up your lists a little depending upon opponent. find the balance between effort and usefulness. I think on Kill team or if you want to rekindle 54 or 72mm kill team magnets are almost a must.
I put magnets on most models but only build one option. It's future proofing, when the options change I paint up new weapons/arms and the old ones go into a drawer until they are needed again.
Totally did the same with my deathwatch team too. After I finished, decided to just get the extra models on following teams. Hard agree on doing vehicles. Extremely satisfying to snap on options.
I haven’t magnetized any of my 40k stuff, but in my Warmachine/Hordes days, I did it pretty often. The warjack and warbeast kits were some of the easiest magnetizations ever - the arms were independent so you could swap them at the shoulder without worrying about the alignment, and the different arm/head options defined different models. A single Warpwolf kit could be magnetized as a Stalker, Feral, or Pureblood and each had their own uses.
For 40k, I feel like magnetization is less important, when there’s more emphasis on having a robust bits box for future kitbashes. Those leftover maces from my Celestian Sacresants are an easy way to give a power maul to a sister superior later down the line. I like my Squad leaders to have some visual distinction and identity.
I vehemently disagree with using the term "scam" but I do agree to some degree (I got flow!) with the message of the video. It's good to have people question some of the things they do, as many times, especially in today's world, people seem to just do things because it's trendy or popular. Which is basically what TikTok is all about (as well as a way for China to spy on the world).
The miniatures I've magnetized didn't even take that long, and I use a pin vice for the holes rather than a dremel which would save even more time..
Hey Jay, guys here.
I feel like a good option for quick readability would be Stat Icons that could be attached to the bases, i dunno if this is already a thing but i feel like it should be
Stats change a lot and it ruins the cinematic tabletop look but SW legion has unit cards which achieve this well from the side of the table so you can always reference it easily.
I used to go HAM, magnetizing every shoulder, wrist, etc. Even stuff like banner poles just to see if I could and because they were more breakable pieces. I still like the idea of having all WYSISYG options, but honestly moving squads around became so annoying with arms etc. moving all over the place. It got to the pount where I just glued everything in lol. I still mag everything for vehicles, battlesuites and stuff, as you can see from my channel 😁
I have a magnetized knight. It took ages. The next knight I do will not be. It will have the one loadout I use most often.
I recommend put the magnet inside the body in the arm socket and using the plastic drill on the arms to put a piece of wire that can magentize to the body. you never have to worry about arm sizes this way
For the OP. Use a cookie tin lid for a display piece. The top can be decorated for the display, and all the magnetized options can be attached to the bottom (out of sight).
I tried magnetizing once and it proved too obnoxious. These models weren't engineering with magnetizing in mind and I found eventually that it led to too many situations where the silhouette of the model was affected- arms sticking out out just a millimetre too far from the shoulder, that kind of thing. Also, the droopiness is a big problem, too, where every mini in your army looks like they're too lazy to lift their weapons properly. I play with a lot of conversions already, so it's pretty simple for me to just tag on "Oh yeah and this crisis suit has fusions not flamers" on top of my existing explanation of my stuff.
Fully agree. On figures, they don’t hold arm position, they fall off in the box, and I end up gluing them in position or buying more units for “the other loadout”.
I really like using them with my dreadnoughts and armigers, I use a stack of strong magnets and everything is poseable like an action figure, but stays put…a little layer of blue tack in the joint if I really want it to hold a position.
I am facing this question atm. In WH I have never considered changing weapons, in 40K my classic Wolves also didn't need weapon options, different squads had fixed loadouts which were often themed into their paint schemes. Now I am revisiting my Tau from 4e and the fixed weapons of different Crisis squads means I need to be able to change load outs, I wish I could get spare arms but realistically it means magnetising 3 weapons, for 36 arms... Oh crap!
The Magnets are more for ITC Tournaments and GW tournaments. Since WYSIWYG is what your army is supposed to be. For local games it’s ok to use proxy. So it does matter depending what you are doing.
I haven’t magnetized anything in my current collection.
My venerable dreadnought can friction fit bit different arms so I have those all painted even though I’ve only played one way. I can friction fit a few other vehicle things in the space marine range I have.
The only thing I think I’d work on magnetizing in the future is if I bought myself a Knight just because that can be a massive change for any option. And even then, it would need to be the imperial knight kit, because the chaos kit only has a few options anyway. Maybe allow the desecrator to swap between his sword and claw.
Magnets really depend on the model, necron warriors? No, immortals, heavy destroyer and other ones, yeah, but at the end of the day, the benefit is saving money, while the draw back is you may have to make some sacrifices. Personally, a easier option would be much more desired
It depends on the game system. A game like Adeptus Titanicus is the best candidate for magnets, for the Titans at least. A typical army will only entail 5 or so titans for most people so making sure the expensive models are as customisable as possible is a good idea. Same goes for Titans at larger scale, seeing as each arm weapon can cost over £100 on a Warlord, which itself costs over £1000 without weapons.
I have never magnetized a unit, but I think it might be good to. I will say that I would never dream of spending hours magnetizing units, but whenever I get my first vehicle it will be my first magnetized unit.
If you play a game with fewer miniatures with more options it is probably worth it. An Example is LUNAR, which has 3 minis on a team with a dozen optional weapons. On 40k it makes zero sense.
Honestly, how many of you guys are OCD types who must have all weapons magnetised? This video is a message for a small feaction of people
If it’s easy to magnetize like Tau crisis weapons or tank guns I’m in. Complete arms and wrists on every model? No way.
I agree on vehicles completely. Heavy weapons squads tend to all blend into each other but it’s even though I’m not huge into wysiwyg I think vehicles take up so much space visually it’s nice when they are what they have equipped.
That and GW pricing is crazy and there’s no way I’m doubling up on these just to use a different statlinr
I like the click of the magnets. Building is my favorite part, and problem solving how to get the magnets in is fun imo :D
Magnets are useful on units that you only intend to purchase in small numbers. With units that you are purchasing in larger amounts then you can typically just piece together whatever wargear options you need from the different units.
Having Tau as my main army, I do appreciate having hot-swappable weapons so my tanks and battle suits are WYSWIG on that table. But it's a pain in the ass to do, it does take a tremendous amount of time, and they can sometimes fall off when I move them around. And that was just battle suits and vehicles, I didn't attempt magnetizing infantry.
Plus a magnetized weapon never looks as good as one glued in place. For painting and display, zero magnets deliver a far superior visual aesthetic.
Magnetizing my vehicles, dreads, etc is worth it for me for two primary reasons:
1) I value my time very low, so that high entry cost ain't there
2) I love the process of modeling anyway, so the serotonin of having done a good job and made a fancy thing is totally more reward
Couldn't agree more. All the time I'm spending magnetizing I could be painting or building. I've never magnetized any minis I own. All those extra bits are for kitbashing! Duh! The only thing I could see there being a use for is a Knight, where the model is very expensive, and changing the loadout drastically changes how the model is played.
I like that dreadnought arms pop on and off, it makes it nice that my furiouso has multiple options, and my redemptor gun can swap for both options without magnets
rule of thumb is terminators and up. not for troopy guys, if you want all the weapon options just get more guys cause its cool to have more of them. looks better to have more troops than other stuff on the shelf and table. magnetizing devastators in theory would be good but its too tricky with the different backpacks and cables and personally i like having lots of devastators anyway. if you are making a Killteam without a 40k army behind it to pull from then magnetizing makes sense since you will only have a few guys to do anyway and potentially many weapon options for more diverse loadouts.
Spending 10 minutes (it doesn't take that long, just being extreme here) to magnetize one model beats spending an hour plus painting an entirely new model. I don't paint the extra loadouts/arms unless I need them. Not to mention you likely would have to buy another set just for one weapon swap or spend time looking in used groups to see who is willing to sell you the exact model loadout you are looking for.
You need to use some nice magnets with decent strength and use the right tools (burrs and drill bits as needed) but it's super easy with just a bit of practice and it usually don't have to be completely perfect thanks to large shoulder pads covering the area. It feels like a pain at times (I feel it for sure) but it's worth the time, effort, and money one would have to spend otherwise to get that different loadout.
Jay, notably sponsored by a certain magnetized base retailer: “stop buying magnets!”
Not gonna lie, I was pretty confused for a few seconds what the video was gonna be about
Magnet on the base is different because it’s for securing the model to a storage solution for transit.
Dreadnoughts get magnets at the waist and weapons, missiles on top are magnetized. For me I like them to swivel to face the enemy in game and modelling is a big part of the hobby for me. Plus weapon options are fun. Vehicle weapons are magnetized, mainly for weapon destroyed in game. I just did 20 Cataphractii and did hidden magnets for fulmentarus missiles on top as it allows me to do Command squad/terminator squad/fulmentarus, but none of the weapons are magnetized. Smaller troops I very very rarely magnetize. My Warhound is also magnetized at the waist for the same reason as dreadnoughts - for posing it. I also magnetized the carapace Covers as I have a red LED set up for the eyes(pew pew). I actually used large bolts for the weapon arms instead as I liked the look of them. P. S. Ceramic tweezers really help.
Ave. My tip is pinning! Just pin the wapons and hands an dont clue the holding hand to the weapon but to the model. (spacemarines are good for that) that way you can chains there weapons super easy. 😁
Do like I did in bloodbowl with skills.
Paint a coloured band on the black base... You can pretty much do this 5min before you play and its very quick and you can scrape off the paint after.
I spent ages magnetizing 20 skitarii for all options (Yes, both arms, the head and even backpack). After 3 years over half of the magnets turned to dust, as their were tiny 2mm x 1mm ones.
Lesson learned. Next time I won't forget to pray to the Omnissiah, surely that was my only mistake.
Something I think this conversation may have missed is just magnets are a great option if you cant afford to have enough models to represent every weapon combination you could have (the only going to pick ten guys vs having 40 on your shelf).
I'm getting in to tau and my god I couldn't afford to have enough crisis suits to represent every potential combination of suit loadout's I may want to run and magnets are going to be my solution to not break the bank on this.
I magnetize vehicles as that makes sense- changing loadout on them is worthwhile (rather than buying extra models) and magnetizing vehicle section makes for easier painting..
For me the only thing really worth magnetizing has been Crisis suits. These days it's getting to the point with infantry you just make a few more models so you can swap out the entire figure, rather than try to swap out weapons. With a 3D printer, just print out a few extra guys.
I was actually searching for "how to magnetize space marines" when this showed up. As a total noob, I appreciate the insight. I'll only bother for the more unique units that I can't decide which look l like best.
I mainly play HH and i love magnet !
Of course there are great for vehicules and Dread but i also use them for little guys,
I don't want to paint 50 support marines when i'll ever only play 15 maximum for exemple.
Also they are great for safely transporting banners.
I take your point, but I love building minis and magnets means I get to build them over and over again. I love magnetising for that reason.
Broadly speaking there are 3 categories of people in this hobby (and you can be in any number of the categories): people who like building, people who like painting and people who like playing. For 2 of the 3 of those categories magnets are useful - building and playing.
I agree with you about not bothering with grunts though. If it’s a troops choice I’d just buy another kit.
I've personally gone down the route of "moar". so none of my killteams are magnetised. I just have each option modeled in my roster. Sure the shortcomings are you have to buy more models, but the benefit is I get to buy more models.
Blood bowl uses skill rings, maybe could be a new EOB Patreon idea, different weapon rings to put over minis for a quick visual reference to what your squad is bringing.
This is a soft agree for me; while magnetizing vehicles makes perfect sense, and magnetizing rank and file troops makes very little sense, I have gotten utility out of magnetizing squad leaders and characters. For my Wyrmblade kill team, magnetizing my Sanctus gave me a Sniper and Talon in one and saved me $30.00.
Magnetizing the base to be carried in metal suitcases etc. makes perfect sense. Great hobby hack. But 100% agree it’s just not worth the time when you can just have more models (3d printed or official depending your budget and skills).
I feel you can get the best of both worlds. I magnetize the model and the option I want at the time, paint it up, the rest of the kit gets the put into boxes in an orderly fashion. If the "best" option changes, and I'm about to go to a tourney, I pull the option out of the box, paint it up, done. No "frontloading" all the painting till it's necessary.
For placing magnets, place the magnets on an already magnetized piece like the torso of a marine, "slice" one off off the stack using an exacto blade, and press the magnet into the drillhole of the to-be-magnetized arm. Helps with the orientation as well.
I don't magnetize troop options. Nowadays I just 3d print extra bodies so I can use the left over bits. I save the magnets for vehicles and large models so I can add articulation to static models.
I actually really enjoy using magnets in my minis. The time it takes me to install the magnets ( now that I have it figured out) is far, far less than the time it would take me to by another set of minis, clean and assembly them, build alternate load outs, and paint them to match my current team.
Exactly this. To me it's not so much as having options, it's that if I need to swap my loadout in the future because of a change, I don't have to built and repaint an entire new model, just an arm or two at most.
I will engineer and install the magnets, and then I will only paint the one that I use, for me the painting is the part I'd rather skip unless I need to swap that part, then I will see a need to paint it.
I did this for all my Ghunstrock Thunderers and endrinrigger, It's really not that useful because no one exept KO player will know a Rivet gun from an aethermatic pistol. But it's just so fun, I like painting them because they look cool. And I like changing the equipment of my dude, it's so cool. Also I don't have to paint the shoulder multiples times, the weapons juste have a little piece of arm. I don't even play ! I don't think i'm gonna do this for the other ones though.
The models, especially for large groups on units like necron warriors, should just be build in a way that it's easy to just push fit/pull out the weapon to change it out without breaking anything, and the guns can go on any of them, not where the arms are connect to the gun so that one arm will only fit on two of the twenty warriors, so even if you keep those arms you're not likely to store them in a way you can match the arms to the warriors even if you keep the extra weapons around.
I definitely don’t magnetize EVERYTHING. Only maybe heavy weapons, or the main guns on vehicles. But I’ve never magnetized everything mainly because of what Jay said. The number of arms, weapons etc laying around would be plain silly.
Starting an Aeldari army, I am most likely only going to magnetize certain units such as wraithknights, wraithlords and most likely vehicles but that's it.