A few parts of my secondhand Space Crusade set are rather damaged, unfortunately, the Ultramarine Commander is one of them. The powerglove + sword broke off in slot which is meant to hold the various weapons he can choose. I have decided to simply superglue one combination of weapons to his body once I am done painting him.
My question, however, is which combination of weapons should I choose? This will be his only option from that point, the model is so damaged that I cannot keep removing / swapping weapons. I was thinking of perhaps giving him the poweraxe + bolter combo, because Ultramarines equipment cards seem to have a balance between shooting and hand-to-hand power. The Digital Weapons boost both his ranged and his hand-to-hand attacks, so if I would give him theGlove + Sword, half of that card would go to waste. On the other hand, I feel Glove + Sword is probably one of the strongest options for a Commander, but that's only my noob opinion, since I've yet to play my first game of SC. So I'm interested to hear your opinions. |
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To answer your question; I think the Bolt Pistol and Power Axe is the best choice, as long as you are using the Digital Weapon Equipment Card
However - have you considered keeping your options more open by using magnets to attach your weapons? It's something I've considered doing to at least one of my Space Crusade sets, but I've never gotten round to it, a broken weapon peg would be a good 'excuse' to start
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Yes, that's an idea. I just never took the time to figure out where I can get such small magnets.. I'll look into it.
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you could always buy a standard SM model with the weapons ops and proxy it
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In reply to this post by Classics
The turtle guy had a good idea. You could just paint the helmet red, as is customary for Ultramarine sargeants.
As for the magnets, I bough several batches from http://supermagnete.de Their catalogue is easy to view and they are quite competent with the orders. If you don´t live in Europe, just google "neodymium magnets" |
I actually have a spare Ultramarines Commander that came in a pack of spares I bought on eBay a while ago. However I don't have a blue power sword/fist combo but I do have a red one...
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In reply to this post by Enfermero Torero
Hi all,
I've been on that page but there's a wide variety of Neodymium magnets. Could you please tell me which size of magnets does exactly fit on Space Crusade miniatures? What size did you bought? King regards. |
I think you should buy 2 magnetes by figurine and 2 magnetes by weapon otherwise the weapon could turn on itself.
Weigh weapons and refer to this page to choose magnete which can support the weapon load. I think you should choose the smaller one which is this one and seems strong enough. Drill 2 little holes in both figurine and weapon. Then glue the magnete inside both of them. I think that I will do that for my eldars who have the same issue... |
In reply to this post by ferxis
Sorry but, to be honest, I bought several sizes and I don´t remember. But they give measures in inches and mm, and they show you pictures with a coin for scale. Besides, you don´t need it to fit exactly, you can fill the gaps or drill the hole wider. I´d put a small one in the figure and another one in each weapon, paying attention to the polarities. The magnet-magnet bond is strong enough, and plastic is light, so it should sit tight unless you move it on purpose. |
Enfermero Torero, did you use 1 or 2 magnetes by weapon ?
I sized the Eldar arm and it is too small to place the smaller magnete inside it. So I think use only 1 magnete by weapon but I am afraid that the weapon could turn on itself |
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In reply to this post by MortiS-the-Lost
I quite like twin power fists.
Mankinds first mistake; Questioning why those around him, are dying.
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In reply to this post by Haste
The magnet to magnet attraction is strong enough for the weapon to remain still unless you twist it. If it was a metal weapon you´d have to think about its weight so it doesn´t turn, but the plastic ones are light and stay in the position you prefer. I used magnets with this Dark Reaper Exarch so I could choose its weapons, even though the missile launcher is metallic, it stays nicely. |
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In reply to this post by Mezillious
I have used magnets on my old terminators. They work very well and are a good buy. I was wondering if you could mold your own by using the broken bits or the bits of the other seargent.
M
-- Mark RG (Game on)
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I need to try molding at some point. However, I don´t think it´d work here. The plastic from the original figures is hard enough and still it´d often break becouse of the pin-in-hole system. It causes a lot of stress in the pin and it ends up snapping or getting stuck. I don´t think a molded weapon would resist better.
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In reply to this post by Classics
As you said that you are painting your figures, could you not just drill out the broken tab, then you could use the other Commanders' weapons if needed. If the weapons are painted it shouldn't make a difference as long as you are not painting them to match the legion. I don't think I've ever played a game where all three commanders have the same weapon.
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I always go for the power glove weapon.
Incidentally if the weapons or power packs do snap in the marines simply heat up the tip of a pin, with a gas fire clicky starter up thingy. Push the pin into the broken plastic, then pull it out, then use squeeze a tip of a dart (as in a dart you throw at a board in a pub) into the hole the pin made, and pull the plastic out. I but quite a lot of cheap broken marines off Ebay and do this to repair them. I actually got this entire set for £6 including p+p the other day, which includes 2 Blue commanders. http://www.ebay.co.uk/itm/262090949797 As you can see several of them have snapped weapon plastic in the hole at the front of the marine and were pulled wth no problems at all. |
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