Turning turrets

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ochoin
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Turning turrets

Post by ochoin »

On the Rapid Re-forcement resin armoured vehicles, the turrets come separately but are not attached to the hull. Bit of a nuisance however, thanks to a tip off from my son, who uses rare earth magnets on his 40K collection, there is a solution.

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An appropriately sized hole is drilled into hull & turret & magnet is superglued in. Be careful to get the polarity right!

The result is the turret does not easily come off and is able to "rotate" with ease to face enemies.

I hope this is a useful tip.

donald
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RMD
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Re: Turning turrets

Post by RMD »

Yes, they're bloody useful things.

Another to tip is to keep one magnet glued to your painting desk or paint box, so you can always quickly check the polarity when doing more models at a later date. There's nothing more annoying than finding your aircraft don't match the polarity of their flight stands!
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BaronVonWreckedoften
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Re: Turning turrets

Post by BaronVonWreckedoften »

A slightly cheaper way of doing it, and one which saves you having to separate the magnets by force when a new turret or a different aircraft is needed, is to use one magnet and a small piece of ferro sheet (the sort of stuff one might employ in the bottom of a "useful box" to prevent metal-based figures from moving around whilst travelling to a game/show).
Kein Plan überlebt den ersten Kontakt mit den Würfeln. (No plan survives the first contact with the dice.)
Baron Mannshed von Wreckedoften, First Sea Lord of the Bavarian Admiralty.
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