Showing posts with label Necrons. Show all posts
Showing posts with label Necrons. Show all posts

Thursday, November 17, 2011

[Arid's Anomalies] - Necron Command Barge/Annihilation Barge Magnetisation tutorial!!

Hey folks.

Yup, I got bit by the metal- man bug. Those awesome new models and rules finally tore me away from my White Scorpions, and so here I sit, surrounded by half build robots and bits of glowy green plastic.

These new Necron plastic kits have one recurring theme; dual kits. Whether its Immortals/Deathmarks, Praetorians/Lychguard, or Ghost Ark/Doomsday Cannon, GW have decided to combine the two units into one sprue, and whichever unit you decide to build, there will be a lot of bits leftover. While this could mean more bits for our bitsbox (and lets be honest, who doesn't love the "shaka shaka" noise of a full and healthy bitsbox?), for the more... tightfisted of us, having the ability to swap out and change up our units from one to the other is a boon, and in my opinion, none more-so than the Command/Annihilation Barge. So, I therefore present to you my first tutorial!! YAAAY

Bear with me.....

Step 1:
Buy/Grab the necessary kit:

...and my mitts....
  • Necron Command/Annihilation Barge
  • Magnets, I use Neodymium 2x1mm round magnets for all my magnetisations, which I got here, but you can use something else if you think it will do the same job.
  • Pin Vice, obviously with a 2mm bit and a smaller one for paperclips.
  • Paperclips
  • Paint and Brush
  • Greenstuff
  • Scalpel/Modelling knife
  • Super Glue
  • Tea/Coffee/Beer/Tequila/Yaks Milk or whatever you want to drink, you decide I'm not your mother jeez

Step 2:
Assemble the model up until this step here:


Note that I left off the pilot/gunner console for ease of painting.


Step 3:
Get out your pin vice, and drill two holes with your 2mm bit between, and a little behind the two slotta holes made for the command console, as shown below:


Then, with your knife, hollow out the hole a fraction more, just so you can get the magnets in a little easier. Do not go overboard here or else you will have a helluva time getting your magnets to stay in place. You should end up like this:


Now, you will notice three little plugs where the base for the Tesla cannons slot onto (you can see two of them on the left and right on the photo above), the rearmost one, i.e the one you cant see there ^^, cut off and drill your last 2mm hole where it sat previously. You should now have three holes ready to accept your magnets!!

You may be wondering why I didn't decide to just put the magnets where the three plugs sit, the reason being that I wanted as secure a fit as possible, and so the extra sturdiness given by having those two other plugs there was a good choice.

Step 4:
Now, take 6 magnets, and separate them into three sets of two. Grab your paint and paintbrush, and on the sides where the magnets are attached and attracted to each other, put some paint. This way, when gluing them in, you wont forget which way they go and end up with the magnets repelling each other rather than attracting, which would be a bit of a mess!!

Using your scalpel, pick up one of the magnets with the paint side facing the metal of the blade, then glue it into one of the holes. Take one magnet from each of your three pairs and glue them into each of the holes you have drilled but remember to have the paint facing up!! Like so:


I hadn't done the rear plug at this point, because I was working out how to do it as I went.


Step 5:
Now, take the base from the tesla cannons, and add a dot of paint to each of the already glued in magnets. Place the tesla base on top, slotting the plugs into the holes on the sides, and you will now have the exact place where to drill you next holes for your other magnets! Drill them out (be careful, the base isn't very thick and you dont want to drill all the way through) and then glue in your magnets, remembering to glue them paint side up again and you should have something like this:

My paint rubbed off on my fingers. Sorry.
And now, ta-da! You have a removable tesla destructor for when you want to blast your opponents troops into smithereens!!


Step 6:
Now, for the command console. Where the little plastic pins sit on the underside of the console, is where we a re going to put in our paperclip pins so that the console can stand up without falling over, like so:


I would also advise drilling the holes on the barge itself a little deeper, and using a longer paperclip than I have done to make it that much more sturdy. And so:


Ta-da! You now have your very own changeable barge, ready for any occassion!!

Let me know what you think, and remember and follow my blog here for more of my new Necrons and other witterings!!

Friday, November 11, 2011

[Lantz's Corner] Necron Codex Review:
Part VIII - Final Thoughts

So after everything we've covered I'd like to go over my final thoughts on the new Necron codex. First, let's get a list of what we've gone over so far:
5) Elites

For my final thoughts I want to go over some things that need to be FAQed, the great/good/bad units in this dex, playstyle and tactics and finally the new fluff. We're going in-depth into the mind of Lantz, so strap yourselves in. It's going to be a bumpy ride full of an abundance of commas.

Thursday, November 10, 2011

[Lantz's Corner] Necron Codex Review:
Part VII - Heavy Support

Here we are, the heavy hitters. Last time we looked at the Fast Attack choices available, and while you may think that the Heavy Support is full of slow-crawling powerhouses, the Necrons are significantly faster than they once were. The options available in the Heavy Support FOC slots are extremely diverse so you can create a list to your playstyle with the big shooters, which is something this codex does well. So let's move into it.

Wednesday, November 9, 2011

[Lantz's Corner] Necron Codex Review:
Part VI - Fast Attack

Welcome back for Part VI where we'll be looking at the Fast Attack choices available to the Tomb Kings in Spaaaaace! Out of all of the FOC slots, Fast Attack is the smallest aside from Troops, but carries with it what I consider to be one of the most important units in the Necron arsenal. While the Fast Attack choices aren't as powerful as some of the Elite choices, they still fill a pivotal role for the army. Without further rambling; Fast Attack:

Tuesday, November 8, 2011

[Lantz's Corner] Necron Codex Review:
Part V - Elites

Keeping pace with the Necron's FOC section, we'll be going through the Elites next. Last time we took a look at all of the Troops and Transports available to the robot zombies, and this time we'll look at some fairly more powerful selections to protect those Troops and Transports. Of the Elites we have a wide range of unit types from Monstrous Creatures to Walkers. This is one of the larger sections of the Necron FOC, so let's break it down.

Monday, November 7, 2011

[Lantz's Corner] Necron Codex Review:
Part IV - Troops and Transports

The posts just keep on comin'. Last time we looked at all those spiffy special characters the Necrons have access to. In Part IV we'll be taking a peek at the two Troop options and the three transportation options for the Necron army. While the Troops section is pretty underwhelming, the transports the Necrons have access to are very interesting. More after the jump.

Sunday, November 6, 2011

[Lantz's Corner] Necron Codex Review:
Part III - Named Characters

Welcome back. In Part II we took a look at the generic options for HQs and Retinues which will help segue into Part III; special characters. The previous faceless Necrons didn't have any options for an inexpensive special character, but not anymore! The Necrons, along with their new fluff, now have a personality all their own. Like it or not, with the new personality comes numerous named characters to select from. All of the following characters have the EL, RP and Independent Character rules, so keep that in mind as I won't be mentioning it 7 times. We have a lot to cover in Part III, so let's get to it!

Saturday, November 5, 2011

[Lantz's Corner] Necron Codex Review:
Part II - Generic HQs and Retinue

Hopefully by now you all have your own codex and can follow along. If not, no worries! We're going to keep trucking along. In Part I we covered Army-wide Rules and Wargear that will help dissect the rest of this codex. With Part II, we'll go over the unnamed ICs and the Retinue options they have. There's some key changes from the previous generic HQ options as far as wargear and rules go, but the Retinue options are what will really get you 'cron players drooling. So let's dig in!

Friday, November 4, 2011

[Lantz's Corner] Necron Codex Review:
Part I - Army Rules and Wargear

Welcome to Part 1 of an undetermined amount of parts reviewing the Necron Codex and the units within. First what you need to know; My name is Lantz and I'm a 'cron-o-holic. I've been playing Necrons for almost three years and I know the Necron 3rd Edition codex in and out. Consequently I also cut myself from depression...but no more! The Necron's 5th Edition codex is out and I'll be your guide through its entirety. Throughout this codex review I will go over the important pieces of each unit, what has changed from the last dex, how it will affect game play and in green, my personal opinion on well, everything. Fear not; I haven't been wrong about anything since 1992. So let's begin with the information we'll need to know for the rest of this series: Army Rules and Wargear.

Friday, October 14, 2011

Contest Winner and Necrons Leaked!

First, I'd like to apologize on the behalf of MWC for the delay on announcing the contest winner and starting up the contest for October (which looks like it will probably be delayed at least to November.) Things happening behind the scenes and whatnot. Anywho, before I get to the real important issue at hand (see diagram above,) here's the winner for September's MWCMCC!