Tuesday, 11 February 2014

A Galaxy in Flames Tutorial: How to Magnetise Models

Gday Guys,

This post will be the first in our "How To" series discussing various techniques we use for our hobby. We will be getting into magnetising this week - a very useful skill that not only lets you have multiple weapons options for one model, but also saves you having to paint 3 or 4 models just to get the right weapons options available to remain competitive during gaming.

Magnetising is something that is really easy to do but is seldom used by the majority of gamers mainly from a lack of knowledge or skill, but as we will discuss this can be really easy to do and once you do it a few times you can master this really quickly, particularly with resin.



Tools and items you will need are:

  • A sharp hobby knife;
  • 3mm x 1.5mm rare earth magnets (or best size for your job);
  • 3mm, 2.5mm, 2mm and .75mm drill bits (or equivalent);
  • Super glue; and
  • Your model


To start, identify what parts you wish to magnetise and mark the centre of where you want your hole with the tip of the hobby knife. Not only does this give you a reference point for drilling, but it also guides the tip of the drill bit and stops it from slipping out of position. Then drill out your hole to a rough depth (not really critical at this stage) like so:





This serves as a pilot hole to guide the larger drill bits through. On resin, you can go straight to your needed size for magnets - plastic on the other hand is not as brittle and will grip and tear the model. Use your drill bits in ascending size to slowly drill out the hole bigger and bigger.






Once this has been done, grab your model's arms and gently remove any knobs or posts that may be there. Then use the same technique as above to drill out the hole for your magnet.



This is where you will have to check depth on both your holes. If you stick your magnet in now, odds are it will get stuck and you will have to damage parts of the model to get it out. You can do a quick depth gauge check by either putting the magnets next to the whole and estimating the depth, or you can get your drill bit and mark how deep it is with a fine tip permanent marker.

Don't forget to allow for the tip of the drill as that will sink deeper than the magnet will go. If your doing alot of magnets you can mark out your final drill bit with the appropriate depth so you don't have to check every time.






Give both the holes a quick clean up to remove excess flash with your hobby knife to allow a smooth fit of the magnet.





Holes drilled: Check!

Place the magnet on the end of your largest drill bit. Run a small bead of super glue around the rim of the magnet and a small dab on the top. Then slowly press the magnet into the first hole. Once you have gone part of the way in, offset your drill bit slightly so if the hole is too deep, the magnet will not go miles into the model - it will stop at the drill bit.





One magnet done!




This is where we check the polarity of the opposing magnet to make sure it will attract to the model instead of repel. Take your next magnet and place it on top of your largest drill bit just like before. Make sure it REPELS. You read right, repels. If it attracts then flip it over on the drill bit and try it again. Once you have it repelling, leave it on the drill bit and run a thin bead of glue around the edge of the magnet, and place it into the arm using the same method as before.










The reason why you make sure the magnets oppose is because the opposite side will attract, and that is the side that is on your drill bit. The drill bit mounts the magnet repelling side down, leaving the attracting side exposed.

You should now have a fully magnetised side to your model. Go ahead, try it!


Once you have done one side, you can do the other. If you are like me, keep the polarity the same for both arms on the model. You can now mount the shoulder pads of the model once you have the pose and position of the arm right. This will be particularly import with Cataphractii Terminator armour.




You can then go onto the rest of your models you want multiple weapons options for. Make sure you use the same polarity for all the models, that way you can use arms for any model you want, not just the one they were made for. This will have some limitations with Cataphractii armour due to the shoulder pad placements, but it is always nice to leave yourself multiple weapons options for all your minis.





Well I hope you enjoyed this first post in the "How To" series. Did you find it useful? Or was it confusing and I have now trashed your army? Please let me know in the comments!

Cheers

Keepy



Sunday, 9 February 2014

White Scars Objective Markers

G'day all!

Macca here with a little side project. I have been very busy with work lately, so haven't been updating this blog. That said, here are my objective markers for my White Scars. This fantastic little set was built by John over at The Painting Bunker, utilizing parts from several Primarch bases! I sold my soul and acquired some, so here they are, all ready for the game board.









Well, that's all for now, hope you visit again soon~ Macca

Wednesday, 5 February 2014

Army List - Mechanicum 1000pts



Image credit: http://www.deviantart.com/art/Imperial-and-mechanicum-174388092
Gday guys,

Some of you have probably guessed what is in the 1000pt Mechanicum list I am currently building from looking at the photos from yesterday's post. We also have not had a gaming related article yet and this fits the bill nicely. So rather than be all secret squirrel about it I thought I would share it with you and get your thoughts on it. Yeah, some people don't like sharing their lists until the absolute last minute to gain every advantage possible, but if your opponent is good enough they will mitigate that on the day anyways. If anything it is more of a challenge if the opponent comes prepared!


So without further ado here is the army list:

HQ
100pts Magos Dominus w/ Mechanicum Protectiva, Machinator Array

Troops
255pts Thallax Cohort (x6)
285pts Castellax Battle-Automata Maniple (x3) w/ Flamers, Frag Grenades
360pts Castellax Battle-Automata Maniple (x3) w/ Darkfire Cannons, Enhanced Targeting Arrays

Total 1000pts.


So lets look at the list in detail:

HQ - Magos Dominus. The Magos can be kitted out with a vast array of gear if you want to spend the points on him. If you want them to be a heavy weapon toting relentless killing machine you need to cough up the points and upgrade him to a Archmagos for 35pts giving him  Relentless and a boosted profile, and either a Photon Thruster or Conversion Beamer for some long range boom.

I have gone the cheap option because 1000pts isn't a lot for Heresy and all it takes is a stray krak missile to ruin your day. The Mechanicum Protectiva gives a 4+ invun - he already has a Refractor Field for a 5+ invun which can be upgraded to a 4++ with a 15pt Cyberfamiliar, but the Proctiva is cheaper at 10pts. The Machinator Array is a good by in my opinion, it boosts his toughness from 4 to 5, gives him a flamer and an Inferno pistol plus two additional "powerfist" attacks at initiative 1. The upgrades make him a bit more survivable as to me his soul purpose in life is boosting the Battle Automata with the Cybertheurgy.


Troops - Thallax Cohort. Hit and run troops, also last minute objective grabbers. Being Jetpack troops they can move and shoot their heavy Lightning guns, and also get a free move in the assault phase. No upgrades here, this is mainly due to no Photon Thruster model being released.

Troops - Castellax Battle Automata Maniple #1. The first of the two heavy hitting units. These things are off tap. At a measly 85pts base, these MCs have an phenomenal stat line and excellent weaponry to match. AP3 boltcannons make a mess of marines, and flamers are great as a counter assault unit as well. Frag grenades to retain that initiative when charging into cover makes sure those AP2 attacks go in before most Powerfists / Axes. One of these bad boys is trouble enough but 3? Have fun with that.

Troops - Castellax Battle Automata Maniple #2. If one maniple of these things is hard enough then why have two? Because I am a jerk. The first lot are CC orientated, these ones are more suited to sit back and remove the opponent's models all day. Darkfire cannons give S7 AP2 lance shots, and the Enchanced Targeters give +1 BS to the Maniple, as well as -1 from the enemy model's cover save. These can even glance away at a Spartan Assault tank, and if shooting doesn't work then Smash attacks in CC will.


So there you have it - what are your thoughts? Solid list or doomed to fail?

Cheers

Keepy

Links:

1. Mechanicum 1000pts List
2. Mechanicum WIP 1
3. Mechanicum WIP 2
4. Mechanicum WIP 3 - Basing
5. Mechanicum WIP 4
6. Mechanicum 1000pts Completed!


Tuesday, 4 February 2014

Mechanicum WIP 1

Gday Guys,

Keepy here with the first instalment of my 1000pt Mechanicum Army. As I was saying in my previous post, this army is going to be used in "The Emperor's Legions" tournament held in Brisbane in mid March this year. Its an event I am really looking forward to and word on the street is there are a few VERY accomplished painters (read: Slayer Sword / Armies on Parade winners) so I am really going to have to raise the bar if I want to stand a chance with paint scores on this one.


I decided to build this army in one hit, sort of like a factory approach. All the parts are cleaned of flash and mould lines then a small hole is drilled to allow a toothpick to be glued to make spraying easier. These are then stuck into foam blocks. Nothing like pointing your airbrush / spray can at some parts to have them launched into orbit and spend the next 20 mins searching around the place for them.



Early shot of progress, 1x Castellax down

This process can be a bit tedious but makes it easier in the end. If you can push thru and get the bulk of what you want done it makes for great painting sessions.

  
Thallax Cohort, Magos and lots of Castellax bits and bases

I fixed the feet to the bases for ease of posing. I didn't want to get a heap of well painted parts then have to damage them fitting to bases just to get the right pose. Once again I am using a combination of Secret Weapon Urban Rubble and Urban Streets 60/40mm bases. This proved difficult with the Castellax's large feet, as they would not sit flat. Quick fix: Mount the feet on some sheet brass and rubble! The brass is twisted to look like it has buckled under the weight of a large robot. I will fill in bits of the base with extras like I did with my Justaerin bases, that will come later.

Brass plate fixed to foot







Brass plate shaped to looked squashed by foot

With the feet in place, the rest of the model could be posed and sub-assemblies were made, mainly of the weapons systems, arms and legs. This will make painting easier. I magnetised the Castellax's Flamers and Boltguns so quick changes could be made, you are also not stuck with one option of weapons. I used 2mm x 1mm rare earth magnets, the smallest size I could without compromising the strength of the magnet or the resin of the model.


Magnetised Flamers

I wanted to use Darkfire Cannons, and since there is no model for that yet I have to proxy one. It is just an IG Lascannon and an Imperial Targeter with a bit of modification. This also has a 3mm x 2mm Rare earth magnet so it can be swapped out with the Bolt Cannon.


Makeshift Darkfire Cannons

The Bolt Cannon ammo hopper and belt were also magnetised allowing a full change of weapon load outs. This was only done on one squad of Castellax Battle-Automata.


Magnetised Bolt Cannon hopper
Once all the parts were cleaned up, I gave the whole lot a bath in hot soapy water then rinsed them thoroughly to get rid of any mould release. This happened before the toothpicks were added to prevent the timber from swelling and keeping moisture on the model.

Getting there, 3x Castellax down


Done! Well almost

Well there you have it, all bar one robot done. I didn't like the base for the 6th Castellax so I will have to order another one. I was trying out the Secret Weapon Trenches bases and it just didn't feel right next to the others. All the parts are cleaned up and on sticks, just need to pose the legs and arms and it is done.

I numbered off the foam trays and the bottom of the bases so no mix ups occur during the painting. Main reason for this is I intend on going all out with the bases again and individual poses will only fit on their own customised base.

So there you go, a Mechanicum army built and prepped in a couple of days.

That's all for now, stay tuned for more soon!

Keepy


Links:

1. Mechanicum 1000pts List
2. Mechanicum WIP 1
3. Mechanicum WIP 2
4. Mechanicum WIP 3 - Basing
5. Mechanicum WIP 4
6. Mechanicum 1000pts Completed!



Thursday, 30 January 2014

Justaerin WIP / The Emperor's Legions


Gday all!

I was supposed to be giving you an update on my Justaerin Terminators but a couple things have come up and they are going on the shelf for a little while. I will explain myself in a minute, but a quick look at where we are at with the Justaerin.



Not too much more progress, I have airbrushed in the red on the shoulder pads (they are supposed to have only their left shoulder red, but after Abaddon both red looks really good) and done a base coat of the Eyes of Horus with the airbrush as well, which was tedious work. The one on the right was a test model for colours and needs some touching up, and I have 4x sets of lighting claws that swap out with the power weapon, a powerfist guy and the two TH/SS. They are up to the battle damage and detail stage and that is where they will sit until the next project is done.

So what is this next project you ask? Well my good friend John at The Painting Bunker is running his first tournament in Brisbane in mid March, called "The Emperor's Legions". It is a 1000pt tournament with only 10 positions available, 5 Loyalist and 5 Traitor. Tickets were pricey but the prize pool is enormous (with things like Spartan Assault Tanks and Legion Fellblades as prizes) so well worth it, and John has some amazing terrain so this event is all about looking good and running smooth. Naturally I bought a Traitor ticket to cleanse a few loyalist scum.

John even made some special objective markers for his event, and those participating get a set each, I got mine in the mail today! He even included a personalised note giving it a nice touch. You can find out more about the objective marker here and the tournament here.



 
 
 
I was planning on using the Justaerin led by Abaddon in the tournament, but both units are very overcosted in my opinion. The Justaerin are a whopping 225pts for three models in stock equipment and don't bring a lot to the table apart from looking cool. Abaddon is a bit of a beast in combat but when you compare him to the likes of Calus Typhon, point for point you really lose out. With such a small army that doesn't have a lot of punch I would be lucky to survive turn two. I had a back up plan, and it arrived in the mail earlier this week in the form of a small Mechanicum army. They have some great units (especially in book two) and love to spoil a loyalist Astarte's day out.
 
 
So that's the plan in a nutshell. I am really looking forward to this tournament, win or lose it looks like it is going to be heaps of fun. Did I mention it was being held in a pub? Oh yeah! Knowing a couple of the players going, I reckon they will be hard pressed standing up by the afternoon. Stand by for Mechanicum WIPs!
 
 
Cheers
 
Keepy

Wednesday, 29 January 2014

White Scars Apothecary Part 2

Well, here he is.

After allowing 24 hours for the oil wash to dry, I quickly blasted a little ashy dust onto his robe and the edges of his boots. I built the base with just a bit of sand flock and the small step that comes with the model. I simply drybrushed it, and applied a small amount of soot and rust powder around the 'step'.






This model is nothing special, in fact, I know it's not the level I am aiming for with the army. However, as a test piece for the colour palette and the theme, I think it's a great start.

Catch you next time, Macca.

Tuesday, 28 January 2014

White Scars Apothecary

G'day all, Macca here with a quick one.

I decided to paint up an Apothecary I had sitting around for my White Scars. I am still awaiting the MK II power armour for the Legion, so, with this guy being the only MK II chap around, (and the fact I need him to escort a Tac squad) he straight away popped up.

I decided to place his pack onto a toothpick for the initial undercoating, as I decided it would be all red and I didn't want to miss any areas by rushing to assemble the model.



This is what I ended up with after about a half an hour of painting. It's pretty clean, and very glossy, the paint isn't ultra crisp, but that's because I know that certain areas will be filled in by the oil wash at a later stage, which will dilute the white and blend the red. The decal has been applied, and the next stage is weathering/battle damage and the oil wash.


 

Now this is the model with gentle weathering and a reasonably heavy oil wash applied.



 So, that's all for now, tune in tomorrow for the complete chap.