Warhammer 40k - Adeptus Mechanicus Welcome to Mars Chapter 2 Knights of House Taranis

Warhammer 40k - Adeptus Mechanicus - Welcome to Mars

Chapter 2 Knights of House Taranis
Welcome to Mars!



Chapter 2: The Knights of House Taranis


   So I'm now collecting an Adeptus Mechanicus army which initially consists of the units in the Forgebane box set. I had also ordered a copy of the Codex and, having received this wondrous tome, proceeded to digest it's contents.

 Wow, they have Knights and the Renegade box set had just been released - how "fortunate"... two knights and at a discounted price via Element Games - I'm in!


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  On arrival of said box set, I opened it up and was pleased that the assembly and painting of a Knight appeared to be compatible with how I had approached the same tasks with the Armiger Warglaives. (See 'Welcome to Mars, Part 1' for assembly and painting tips)
Welcome to Mars Chapter 1



 However, as we are going to magnetise the main weapons, we need to keep the arms and the main weapons separate.



Assembly

 The only problem I could see was which variants of Knight I should assemble. In the end I decided to  assemble them so that their weapons were interchangeable using magnets.




 Materials Required: Based on the building of 1 Knight.
6 x (3mm x 1.5mm) magnets, 2 x (5mm x 1mm) magnets,
7 x (10mm x 1mm) magnets, some green-stuff.



1. Carapace Weapons:

  There are 3 of these. The autocannon, rocket pod and missile pod. For each Knight there are only parts for either the rocket or the missile pod not both. (If you buy the Renegade box set then you get two Knights so can build both variants).
This is pretty straightforward. The mounting point for the carapace weapons is ideal for placing a magnet in it. You will have to either drill or file the hole to allow a 3mm x 1.5mm magnet to be glued in. Once you've built your weapons (in this case, the autogun and the missile pod) simply glue a 3mm x 1.5mm magnet to attachment points on their bases.

NOTE: It sounds silly but, it is important that you glue magnets on the right way round - make sure you have checked that they attract.



2. Heavy Stubber and Meltagun:

  A choice of two weapons that are mounted under the carapace near the left armpit.
Again, pretty easily done. Insert and glue a 3mm x 1.5mm magnet in the weapon mounting (will need to be drilled or filed out to fit). Next cut off the top part of the 'upside down catapult' shaped bracket on the stubber and meltagun that would have originally gone through the bracket and simply glue on another 3mm x 1.5mm magnet. (Checking they attract before gluing!).




3. Main Weapons:

  There are 5 main weapons, Avenger Gatling Gun, Thermal Cannon, Rapid-fire Battle Cannon, Reaper Chainsword and Thunderstrike Gauntlet. There are only parts for two of the ranged weapons but, as before, if you purchased Renegade you can build the third variant. In terms of options, the Rapid-fire battle cannon and the Thermal Cannon use the same parts...so if you only have 1 Knight then you'd have to choose one or the other as magnets wont help here. I have built one with just the Thermal Cannon and the other with the options of the other four weapon options.

 OK, so a bit more work required here. I was a bit worried that the weight of the main weapons would be too much for a single pair of magnets and so I decide to insert two 5mm x 1mm into the top of each weapon at the point where they join the arms.

 Assemble the weapons and push some green-stuff into the opening then push the magnet into the green stuff so its flush then carefully remove the magnet leaving the green-stuff to set - apply a little superglue to glue the magnets in place. Then glue a 10mm x 1mm magnet on top of each 5mm magnet.




Assemble the arms and cut off the ends that would have gone into the top of the weapons. Glue a 10mm x 1mm magnet on the end of each arm ensuring you have them the right way round. Wait until all the glue is set before attaching the weapons to the arms which will now be where the two 10mm magnets join.

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(we tend to buy our magnets from Element Games on the Link above, they have a great selection at a good price).




That gives you three magnets working together for each main weapon and although the two 10mm magnets are visible they do not look out of place and the weapons can actually swivel just as the arm would have if assembled as per the manual.

You could also paint the edges of the magnets with Leadbelcher and wash with Nuln Oil to blend them into the rest of the model.




The painting of the Knight is as per the First Article in the series, check it out here:
Welcome to Mars Chapter 1

Be at Peace,
With the Grace of the Asur.
Gildoren
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Comments

Ricardo said…
Yo Dude i Loves Dem Magnets

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