Here are the Dreadknight boys doing a jig.

I constructed this guy first, and did a little reposing of a leg to add some element of motion (since the kit doesn't really afford you any). I also magnetized the fists and the Incinerator barrel so I can swap out some of the weapons. Looking at the way the Heavy Psycannon attaches to the arm, I decided to not bother with the whole weapon and just do barrel swaps if I want to run something other than the incinerator. I've fallen prey to over magnetizing in the past and don't want to end up having a model fall to pieces every time in need to move it.

I did this Dreadknight over the last few days and I found it difficult to get a good pose that didn't look exactly like the first one. In the end I trimmed the toes on his left foot so that the heel is rising off the ground. Once he's on the the base I'm going to turn him so he looks like he's winding up to throw a punch.

Despite all the sass that people have given this kit since it's release, I really like it. I hated it at first but it grew on me quickly, and while it lacks some of the possibility that would make it look unbelievably dynamic, a little bit of TLC gets it looking a lot more interesting than GW's sample build.
No comments:
Post a Comment