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Flipit Paper Combat part III
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Bump limit reached

So until I hear that Lotus has an official ruleset somewhere, my friend and I are going to make our own. He's got the list we're working on for what we want it to be, so I'll just be posting what I can remember. Would very much appreciate any ideas or criticism you guys could offer... Here goes(In no particular order).
(Again, we're still just in the brainstorming phase, none of this is concrete)
We were thinking the army would be similat to red's from an infantry-heavy standpoint. Rather than a lot of weak infantry, however, have few strong infantry.
Basic infantry are 15pts each
Squad sizes 3-6.
Equipped with cavalry sword and pistol.
(Which means in addition to infantry always moving double-time regardless if they attacked, they also deal more melee damage than other armies' basic inf)
We haven't really figured out what we want to do with the lotus bomber, we were thinking just give it another bomb, so it will run with 3 bombs instead of 2. We don't know what to do with it, but we figure it'll be somewhere near the front lines with the infantry, and because they're a bit faster, they could do bombing before the infantry arrive, to weaken the front lines a bit.
For the dragon tank, we were thinking of giving it the ability to turn into a long range artillery. (Basically a mortar team, but able to re-position as needed) It's base stats as a tank would be only slightly modified from Black X's tank. It wouldn't be very much better than Black's(even though it's so much larger) because it would have the ability to deploy as an artillery. As an artillery, we thought it was more fair(on account of it being able to move) to have a minimum firing range in addition to a shorter maximum range than a regular mortar. The minimum range would be 6-8" and max would be 24". In order to fire as the artillery, the tank would have to have not moved on the previous turn(for aiming or whatever).
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>>513218
In the movement phase of the same turn it fired in, the tank would be able to move. So if the tank does move after firing, that means it won't be able to fire as artillery in the next shooting phase.
We were contemplating adding ammo for artillery mode, much like bombs and missiles on planes.
Haven't seen anything on powers for White either, so we started that too...
Faction power would be related to the infantry. Since they're made to rush towards the enemy and get within melee range, we were thinking the faction power could be that once per squad per game, you have the option to replenish squads to their original size. So, if you had a squad of 4, and 3 of them died, you could use that power to get 3 basic infantry in their place. This would work well with the infantry considering in the initial assault, there will surely be casualties. The power can not be activated until the end of resolution on the shooting phase, or at the beginning of player's turn on movement. After resolution means after casualties have already been removed. So that you won't be able to have a squad that will die in resolution, only to be completely regenerated before damage goes through.
We were thinking General Tzun(Battlefield Tactician) would also help infantry. So if he's in the army, all infantry get minor stat boosts, and larger boosts when firing from cover.

That's all I can remember, I think there were a few other things too, but let me know what you guys think.
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Maybe General Tzun could have a static ability where all squads start with a command token... I dunno.
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Bumping to save jb related stuff
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We must bump all the legitimate threads to page 1.
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fa/tg/uy here, I remember seeing this on the board once. Great fun.
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>>513593
Make sure to check Jb's other stuff. You'd love it.
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Anyone got some lists for every army? I'm going to reprint everything to get back in the game, but last time i played weapons were switchable on the model and the models were as big as a thumb.
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>>513611
You can find JBs new templates (and more stuf) here
https://archive.foolz.us/po/thread/497470/
https://archive.foolz.us/po/thread/501801/
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when I saw the end of the shitstorm I thought about bumping with my Spinish Explorador but as on vacation had to look for it rather long.
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>>513618
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>>513619
>>513618
Built pics? Looks good! How long until tanks and other veichles?
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So, i've been working on the Farfallians.
It will have cheap and cannon fodderish infantry, supported by cheap and cannon fodderish armor, supported by cheap and cannon fodderish aviation, supported by some artillery superheavy. To make it special, i'm thinking of a cheap truck (full of pasta) and special building (pasta storage) that has to be fielded. This special veichle will have an aoe effect that will boost the stats of the units from cannon fodder to average, but will have to get back to the building to replenish this power.

Elite will be Aldentis, wich are meele and grenade experts.

Lorewise i'm thinking of some sort of Duce that will be in good terms with echsvaria.

Pasta power.
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>>513624
other vehicles yes probably no tanks for the Spinish but a story line.

more templates here
https://drive.google.com/folderview?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&usp=sharing
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>>513626
well the story line has some Farfallian support with their tankette for the Spinish.
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>>513628
Well, if we go historically, Italians did help spanish fascists with volunteers, we could sort of "merge" the two army toghether, and make them the Echswarian's Auxiliary troops.

As for the tankette, right now it's heavily inspired by the m14/41, and i plan on making it an all purpose unit, with a radio turret, an mg turret, a tank turret and a scout turret. I'll post some pics when i'm done projecting.
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>>513629
Very, very bad and quick design of the tankette. I will work on the model in the next days. Still thinking of a good color palette.
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>>513634
And of fucking course i forgot the picture
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>>513634
>>513635
Good to hear it, keep it up!
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>>513634
I think Capitano Corelli and his men will rely on a CV 33/35 design with a two color camouflage #CCA966/#C8A2C8 and #6600CC for the insignia.
(but maybe this is only good for the Spinish campaign)
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>>513638
Instead of the CV 33/35 i'd rather stick to the m14 inspired tankette with a scout/radio turret+tow with the HQ personnel/bodyguards.

The camo is fucking sweet, thanks!
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Thoughts on the uniform?
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>>513629
Nice update guys, The use of Echsvarian'sm Auxiliary troops is a great idea.
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>>513658
I've been thinking that all the fan made factions could fall in the auxiliary troop area. I see it organized like an imperial guard army, that can mix and match regiments depending on what needs to be done.

>>513639
>>513634

Built the prototype, i fucked up a track, making it slightly shorter than the first one. Wich brings up the question: Wich one is better?

Also, yes mommy, i'll clean up the table eventually [spoiler] NEVER [/spoiler]
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>>513690
Comparison pic with a miniature. My priter is out of ink, so building and designing prototypes will take a while.
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>>513691
Front view because why the fuck not.

IS THAT GRAPH PAPER???
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>>513642
the rifle going with it should be the Carcano 1891 Model 38 and the Moschetto Automatico 1938 A for special forces
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>>513704
>>513691
I like the prototype
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>>513704
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>>513704
>>513705
>>513706
Thanks for the feedback. I think i'll keep the vanilla guns not to overcomplicate a game that is supposed to be simple, and because i don't have the friggin' skills drawing. I'm fighting with the digital version of the tankette pattern...
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woops sorry for not being here for so long guys. can you give me a post of all spinish stuff wich is ready? i will include it in my gdrive folder save and sound for you all
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here is the link to the gdrive folder for u again
https://drive.google.com/open?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&authuser=0
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my homemade mapleonian! red hammer body, dogs of war head and hoe made toque (Yes, thats supposed to be a toque
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>>514479
Nice tuque eh?
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>>514513
Also, if you're making Canadian themed soldiers, you should totally try and throw some Bob & Doug lookalikes in there
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>>514603
Crossover
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>>514955
Good scale, just worried at the level of detail in it... Too much for this game methinks
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>>514479
Wonderfull, that will be the official maplonian hat ^^
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>Tfw Jim will never finish the rules
>Tfw we will never have all the updated templates
>Tfw no updated models for the heroes and commanders
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>>516379
Lots of challenges for you.

(parts of movement trays - city)
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>>516380
movement trays city
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Thought I'd put this up, show I'm still alive. If Jim ever comes back and starts the grind again, I'm still wholeheartedly behind this, but without an official ruleset, I'm afraid I don't think this is going places right now.
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>>516452
That's a real cool one!
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I can write a ruleset.
Contact me at squidman129 @gmail.com. let me know what key features I need to include and I can probably get it put together before the end of the month
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Beta test cards for Green Stars.
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>>516841
Beta test cards for Red Hammers
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>>516842
Beta test cards for Blue Falcons.
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>>516843
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>>516846
Gonna have to finish up with Black X and Mercs later. No more time today. I'm also going over the new rules to make sure they're clear and not riddled with spelling and grammatical errors.
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>>516848
Yes! That's what I'm talking about- really cool to see something concrete. Especially good now that I've got a gaming group
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This is great! Keep up the good work, Jim!
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>>516848
Awesome! Thanks Jim, this is a huge help!
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>>516846
The flamethrower will be missed. Will you be wanting me to crack on with those illustrations then, Jim?
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So I finally got around to making this thing.
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Here are the stat cards for Black X
>>516997
The flame thrower, shotgun, sub-machine gun, grenades and rocket launchers will all be weapon tag upgrades. The figure will still be holding a rifle, but the tag on its base peg will list the item it is using.

The Mortar, Cannon, HMG and sniper teams will all be round bases with pegs for two soldiers and a constructed weapon mounted between them. They will be universal, so the only difference between a Red hammer mortar team and a Blue Falcon mortar team will be the soldiers mounted on it.
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I'd post the merc cards tonight, but I'm still working on them and its two in the morning and I need sleep. In the meantine, here's all four mercenary group logos and their color schemes. BTW, I'm going to need a lot more faces to make the extra two factions worth of dudes, so if you'd like to have your mug immortalized as a tiny paper soldier, post your war face and i'll see what I can do.
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>>517112
Sweet; Looking forward to seeing how the mercs work, and also characters and heavy weapons in time. I reckon I can get a few more war-faces for you. does the fortitude value relate to a kind of armour save?
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>>517145
Yep. The fortitude stat is the number you need to roll to negate a hit. Anti-Infantry hits raise the number by 1. Anti-vehicle hits raise the number by 2. Wrecker hits each count as critical damage and cannot be negated. If the number needed for a fortitude save is 7 or higher, then there is no way to negate the hit.
As for the accuracy modifier, thatis the number needed to hit. Having a low accuracy modifier means you have a higher chance of hitting. The target being in light cover increases the modifier by 1 and heavy cover by 2. If you would need 7 or higher, then the target is not possible to hit.

All vehicles are considered to have a fortitude stat of 2, which is raised by anti-infantry and anti-vehicle and is negated by wrecker hits.

All buildings are considered to have a fortitude stat of 1, which means small arms can't take out buildings anymore.

Aircraft are always considered in heavy cover unless a weapon has the anti-aircraft designation.

Flamethrowers have an 8" range and automatically score 3 anti-infantry hits against an enemy target when used, effectively negating cover.
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>>517146
so anti-infantry now affects everything (including buildings), not just infantry? Very interesting. Couple of points for your BF beta rules; the BF jet's missile rules look like there's more to it; can it use the missile as well as it's normal attack?
Jetpacks too; I presume they ignore obstacles when moving? Finally for the BF's; no more paratroopers (or special rules)?
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>>517147
Having anti-infantry affect everything helps streamline the rules a bit and is needed to help balance vehicles having a 2+ fort save otherwise.
-yeah, missiles and bombs (and grenades) can be used in conjunction with a normal attack provided they both target the same unit.
Yeah, I need to clear up the issue with jet packs in the movement phase.
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reporting for face duty!
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>>517110
Here is a photo of the finished Kami Anti-Aircraft tank
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Just wanted to say I really enjoy your work, Jim
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another movember model
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>>517111

Good to see you back in action, Jim! :-)
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Hello i am new at this forum:
can someone post the most update template os the infatries
PS: am ano brasilian sorry for my bad english
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OH! i forgot something to ask
and can some one post all the veicles toghether in only one post because is to dificust to search on the web
SORRY for the inconvenience
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>514275
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Is face duty still a thing?
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>>517796
yeah, I'm just trying to survive a 60 hour work week before I can get back into doing anything. People at work sold the press out from under us with several weeks worth of work left to do in less than 1 before it heads out the door.
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encuanto I was printing the uberpanzer
My printer ink has run out

and now how the battle is going Black X ? without tanks ?

am sad
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Here are the bikes for the Green Stars.
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Hory Shet, Jim is back, this is gonna be AWESOME
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added all the new stuff into shared my gdrive folder
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>>517876
Thanks Jim, these new stuff is awesome.
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Sorry for the delay. I have a local playtesting group that wants to play, but doesn't want to build, so I'm building six whole armies (several of each thing available to that army) and a ton of terrain. After having already made doubles of all my 2.0 models this is driving me a little nutty. I give the old 1.0 scale models to small children to play with and people wonder why I don't care when they get destroyed.

The upside to this is that I am revising the templates as I go to make building even easier. All the transports now have the same square peg seats as the Hammertruck. All tanks have a square tube to make fitting the driver far easier. Wheels have been simplified on the transports to have fewer tabs and get the same effect.
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Most of the tank treads have also been tweaked a bit. The Hammercopter is still a pain to build but totally worth it. Planes and chopers are hard to transport unless they have their own box. I suggest getting some small cheap magnets to build into the model and flight stand so they separate. Velcro tabs work too as a cheaper option. The key benefit of magnets is DOGFIGHT ON THE FRIDGE!
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>>518225
>>518226
The vehicles look pretty rad! I'm looking forward to building them myself.
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>>518226
For those of us that don't have access to firstworld stuff like velcro and magnets, maybe a folded tab and slot routine for attachment?
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Jim, mind if I make a public Dropbox folder for all the templates so people can easily access them?
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>>518633
These are the files I have as of right now:
>Black X
-Aircraft
-Anti-Aircraft
-Stat Cards (Beta)
-Infantry
-Tank
-Transport
>Blue Falcon
-Aircraft
-Anti-Aircraft
-Stat Cards (Beta)
-Infantry
-Tank
>Green Star
-Aircraft
-Anti-Aircraft
-Bikes
-Stat Cards (Beta)
-Infantry
-Tank
-Transport
>Red Hammer
-Aircraft
-Stat Cards (Beta)
-Infantry
-Tank
-Transport (Infantry)
-Transport (Rockets)
>White Lotus
-Aircraft
-Anti-Aircraft
-Stat Cards (Beta)
-Infantry
-Tank
>Dogs of War
-Infantry
-Chopper V1
-Tank
-Tank (Fixed)
>V.I.P.E.R.
-Chopper
-Infantry
-Tank
>Old Files
Many files, see pic
>Various
-Map of Flipit world
-Movement trays V1.0
-Movement trays V1.2
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Is the beta testing going well? I'm looking forward to playing with the small collection of figures I've built!
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Is there any where with all the models??? I can only find bits and peices... i know of the main site but it hasnt been updated in forever...
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>>519083
https://drive.google.com/folderview?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&usp=sharing
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Archive of Flipit models by Jim, old and new (no fan content in this one):
https://www.dropbox.com/sh/r63sd2nr0zqxuqu/AAAhaeRlF4B_jOr2NPbAylSqa?dl=0
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updated gewehr when

he is my favorite flipit character
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>>519151
I'm so hype to play Flipit 3.0 with Khargovrume

>racing around the battlefield with five soldiers holding on for dear life
>lobbing molotov cocktails at the other heroes
>ramming fucking tanks
When I played with my friends we used to have a house rule that if a plane within march range of building debris he could attempt to ram the plane by driving over the mountain of debris and shooting into the air, Dukes of Hazard style, at the cost of an armor save and another if the plane actually blew up. Good times. Wish I still had my old models.
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I'm still working on redoing the Usagi transport as well as the weapons team bases, but they should be done by tonight to finish the entirety of the White Lotus faction. In the meantime, here is a multi-page PDF with all three heroes, specialists, shadows and motorcycles.

Playtesting has hit an odd snag with the Red Hammers as they have tons of shots for their squads due to larger formations and cheaper dudes yet they need high numbers to hit. This means that they can either be awesome or suck depending on the luck of the dice. That would be fine, but cover influences the odds way more than normal. If the enemy hides behind some tall grass it goes from 1/3rd to 1/6th of the shots hitting. Hard cover becomes impossible to hit with basic Hammermen. One tactic is for one unit to shoot whatever the enemy is hiding behind out of the way and then go back to murder as usual. It's like watching a swarm of ants try to eat the board with the way they end up destroying everything as they go.
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Fuck yeah! Can't wait to build my white lotus army.
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Here is the finished White Lotus transport.
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Wow!
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How do White Lotus play, in general?
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>>519355
They seem pretty dependent on your army build so far. Han Zo in a squad of shadows with some Assassin's roaming the board involves lots of keeping track of suspicion tokens and popping up from cover to cover in an attempt to get into close range and murder some infantry. If Monki can get close enough, she can GTA an enemy vehicle. Their basic guys are average in terms of accuracy, but you can use the officer to re-roll all misses if he does not fire, which is great when the squad is at full strength, but kind of meh when you start taking casualties. The Dragon tank effectively makes a 12" bubble where the enemy won't go near it due to the potential for wrecker hits.
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I enlarged the wings and tail boom on the Starfighter to make it look less out of place next to the other aircraft in the game. It seemed too small before.
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The Thurman now also has a square turret, which is both easier to build and far easier to insert and remove figures.
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Hammertank with the older logo most people prefer. Some minor tweaks have been made to the track construction.
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>>519740
Same thing with the Hammercopter.
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Looking great, Jim!
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The revised Folkwagen
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I've added everything new to the dropbox, here's what's in it so far:
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>>519745
Here's the Osprey. I'll start working on uploading all the missing models
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>>519747
Alright, cool! When you're done posting I'll get everything up to date.
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>>519748
White Lotus is here.
>>519235
This is a multi-page document that includes heroes, specialists, commandos and bikes.
>>519298
The Usagi transport
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Thinking about starting my own faction, any advice?
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rip no more wh40k or mda
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>>520419
Stop bumping when this goes back to page 2. This is a slow board. If you can still see a thread in pages 1-9, it's probably still active.
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Here are the bases for the weapons teams. I'm going to have to make even more alternate infantry for each faction to have a guy with binoculars and a sniper rifle wielding dude to go on the tiny sniper team bases. I had to make them fit on a 1" base so they could still utilize some of the existing terrain without too much trouble.
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>>520462
The dropbox has been updated as always!
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When the White Lotus infantry set out for an exercise they had to cross a creek. The leading element advanced with the support of their new light tank while the Kami was giving AA-cover from the far side of the bridge.
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>>520462
What do you do with the part with the letter "D" on it?
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>>520538
It looks like the D part gets folded in half lengthwise and glued together, so both sides are identical(except one side says "D" on it).
Looks like it's the support legs. Hopefully that makes sense.
Super busy lately, but if I get a chance, I'll build it and post a pic so you can see what I mean.

Thanks Jim, excellent work, as always.
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Here's the multi-page PDF for all things Dogs of War. I may have gone too far with the reference throwing a cyborg ninja in there. The other Merc factions will have different characters with the same basic stats.
>>520538
I'll post photos in a moment, but >>520545 is correct.
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I think you forgot the part the "seats" attach to on the blue falcon transport
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>>520551
Thanks, I must have accidentally deleted it when I created the cross-section views for the front page.
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I don't want to be picky but the drivers panel of the Usagi should be flipped as the example is a right-hand driven car.

Thanks Jim for all the fine models.
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Assembly is half the battle.

>>520555
I'll fix it before the final release.
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Has there been any custom sets based off of TF2? That might be an interesting concept.
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>>520559
There's a couple copypasta errors in the Viper sheets where it labels them as Dogs of War. Minor issue, after they're cut out and put together it won't matter because the models themselves are right.
Thanks Jim
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>>520600
After looking it over, there were more than a few. I've fixed them since but I need to upload it when I get back to my personal computer tonight since the gunship variation page for the Dewey is missing. Some of the dark skinned heads have light skinned bodies and of course the descriptive stuff still refers to DOW
Here's a pic showing how the weapons team bases go together as well as the new VIPERS merc characters
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And here's the Dogs of War special characters.

Between this and >>520657 I may have to go back and make a lot of changes to avoid being too close to the characters I'm referencing. It's not so much "Hey, that looks sort of like Big Boss and Cobra Commander" as "that IS Big Boss and Cobra Commander".
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>>520686
BASED JIM
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>>520686
I apologize for the typos. I've been piecing this together from various notes and I need an editor.
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>>520658
Change it as much as you see fit, Jim. But I'll have you know before I read your post I looked at the picture and IMMEDIATELY sent my friend a text telling him I might be changing my main army to dogs of war because I was so excited to have Big Boss. Any chance we could get the current templates for the DOW specials? Even if they don't end up being the official final models. That might even be cooler, to have the "limited edition" models, or something like that.

I've gotta say, I'm loving that you're back on Flipit again, just finished my dungeon adventures board, but I'm seeing tiny little zombies in my sleep now. It's nice to take a break from it. Flipit is honestly my favorite papercraft to do. Even when I'm not playing I keep my units out on my shelf because I love the way they look.

Keep up the great work!
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>>520657
Hi Jim, some remarks/suggestions:
- the hole in the tanks hull is too big for part I/2 (except DOW tank)
- Viper/DOW logo on the side of the bikes, color of bikes rear wheel
- Vipers logo flipped on bikers head and both tanks
- remove parachute backpack on DOW mechanics
- page 8 & 9 of Vipers are identical, but no chopper guns
- those who operate two pistols might have two holsters
+ from the picture I can tell you already changed the black medics arms, chest of black biker (Vipers) and white bikers (DOW)

Thanks
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>Hello. I hope you've got better New Year's party than me.
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>>513218
continuing from the /tg/ thread, if you want flipit to succeed as a game in the long term and get your KS funded you need:

>good rules
>improved art style
>pre-cut, glue-free, tape-free, staple-free

once those things are sorted this could be a great game that is loved by many and brings new people into the papercraft genre
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>>520763
fuck off
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>>520763
>no cutting
>no gluing
>printed in fancy ('improvised'?) style
So basically - take all 'craft' from papercraft, make all the units look different and change the whole rules so it's no more the same game. Oh, and forget the paper - use plastic and start selling them for 50 bucks/3 figurines.
>>520764
>rude but well said.
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>>520764
>>520766
nah, jim himself posted viking horde as a good and successful papercraft KS which would serve as an example of how to make a flipit KS work, and those ideas come from there: https://www.kickstarter.com/projects/2065772092/viking-horde-a-paper-craft-game

also flipit 3 is already different from flipit 2, so this would be the right moment to polish the game up and improve it, exploring more interesting concepts
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>>520744
>samefag
My tonight's creation. This fucker took 6 hours of my life. Still worth it.
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>>520772
The outside wingtips are on the opposite sides from what I intended, but it adds an interesting look to it to see the flared out like that. Is this printed from a laser printer? One thing that might give your future models a cleaner look would be to utilize an edging marker. Sharpies have a bit too much bleed to be trusted (at least new ones), but a black Crayola does a fine job of masking cut edges. The final effect of using dark edging markers is that it gives the model a more cell-shaded look that helps with a model in this art style versus the white edges which detract from it. Then again, they're your models, so as long as you're enjoying it you're doing it right.
>>520763
>>520771
While I appreciate any critiques and suggestions and will give them proper consideration, I do not believe in making papercraft models that use slots and tabs instead of glue. Go to a Barnes and Noble's bookseller and get one of the papercraft kits they usually have lying around in the clearance section and try one or look at the tutorial video for Viking Horde and then build a proper kit that requires glue and you can see how much more work you have to do to get the tabs to hold the model's structure together and not fall apart with any movement of the model. Gluing surfaces to tabs will always make a more structurally sound connection as it has a broader bond.
As for revamping the new rules, please understand that this is an early beta and my playtesters have tons of suggestions I'm trying to figure out how to implement. If you can see any room for improvement and have some idea of how that could be done I would greatly appreciate any input you have.
>>520764
Be civil please. A well stated counter-argument always provides more to the discussion than swearing.
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test
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>>520775
>If you can see any room for improvement and have some idea of how that could be done I would greatly appreciate any input you have.

the thing needs a general overhaul. using movement trays is really unnecessary as it just adds more stuff to build at no real advantage. it seems to me that you want a more dynamic game with action/reaction, but this shooting->defense->reacting->resolution->movement sequence is just overly complicated for what you are trying to achieve. same thing for the whole defense system, the way things are handled is really backwards and requires more tracking than necessary. also the way things are structured and written makes the whole thing difficult to go through.

again i would suggest finding someone who has successfully written rulesets in the community such as the 1-page people or the guys behind mfz:r
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>>520785
These are beta test rules pieced together from my notes and have not been edited (bad spelling, punctuation and sentence structure). The movement trays were a player suggestion and have really sped up the movement phase in our test games and they're dirt simple to build. It is easier to move one tray and have a whole squad re-positioned than it is to move 3-9 individual figures and keep track of coherency. It also enables the tag system to easily distinguish which squads have what upgrades. A third plus for the trays is that it makes the figures far less likely to fall over in a game as the base they are secured to is heavier than the lightweight figures. Another player has been using a turn diagram chart with a tracking square to move the game's coin through to mark which phase of the turn you are on that he made and I'm trying to implement it into the main game now.
I have talked with the MF0 crew when I did an interview and a write up for their game, but the publication was cancelled before it hit print. While I find the original designers are agreeable, the current owner/distributor of the game system is difficult to deal with. They also built MF0 from Mechaton over the course of nine years. The One Page team has previously contacted me over collaborating and will be utilized once I have all the kinks worked out in the local beta.
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Here's a quick phone photo I took on my lunch break of all of the different vehicles and weapons team bases together in one shot. I should have thrown the bikes in too but I haven't built any yet for red and blue as their bikes differ greatly from the rest.
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>>520794
Sick!
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>>520794
I'm so excited.
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>>520794
is there any chance that you will be making vehicles that are simpler to build? ive put together a few of the infantry dudes together for fun, but i have no patience for the vehicles
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>>520775
Thanks for your comment. I really appreciate it, as this chopper was my 2nd paper vechicle ever-made. Yes, I printed this on laser printer but it appears to have something messed up with colors, I probably need to clean it up and calibrate, but didn't have time recently. I'm sure that type of paper matters A LOT, but as I'm a newbie I just used standard shitty printer one, just to practice.
As for marker - I found one at home, so next vech (today I glue teal tank) is going to have white lines covered. Still it will probably look a lot worse than your magnificent >>520794 because of messed colors and paper.
Talking about paper - how thick do you use for your creations? I've got a few 220 and 250 sheets and I wonder if it's not too much. Also I'm not sure if my laser printer will "swallow" it. ;)
K, back to work.
>folding, folding, folding
>glueing, glueing, glueing
>...
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>>520799
Most people seem to use fairly light card for flipit. I personally use 80-110lb, I really like the rigidity it provides.Using that paper does affect the build quality of smaller details. With flipit, it all looks pretty good, except for the flag poles on the dragon tank.

JIM! That picture with the full set looks awesome.
Couple questions: Will Superheavies be returning in this version? If so, any ideas on WL's superheavy?
Do factions still get powers, or will powers be dictated by the general(s) on the field?
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>>520808
The superheavies will eventually come back. White Lotus' superheavy is a battleship on tank treads. Mercenaries will have either another big mech like the People's Hammer or a C-130 looking gunship. The previous superheavies will mostly stay the same size as the old versions with some details scaled down to accommodate the new figure scale. This will make them appear even more massive next to the new models. I may change the Green Star superheavy to an amphibious vehicle as the hovercraft seemed out of place on most boards.
I plan on replacing the rounded tubes for the flag poles on the Dragon tank with squared tubes just because they're easier to build at that size.
Factions may or may not get the old faction powers back depending on how the test group works out.
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Pretty long post. Too long for only one reply actually, lol

>>520810
All of this sounds awesome, Jim. My friend and I just finished a match with the new rules and stat cards. There's a few issues/questions we jotted down.
1. On the Blue Falcon's Peregrine stat card, it doesn't complete the rule for Rule the Skies. Does the missile have the same range as the regular attack?
2. Can you shoot out of transports? All transports except the Red, are either open top or open-doored copters. Is it possible for infantry to fire from the safety of a transport, with some kind of modification to their accuracy?
3. If a cannon or HMG team is killed, does the gun stay behind so other units may use it? We just counted the gun as destroyed, but seeing as how you can take enemy transports, we figured you might be able to take their weapons as well.
4. Also regarding the cannons and HMG(And probably mortars and snipers as well), do they get any cover bonus? Mortar teams probably wouldn't, but snipers would be hunkered down, providing maybe soft cover. The HMG and cannon teams would most likely be behind some kind of soft cover due to their weapons.
4a. If they do get a cover bonus, will it be dealt with as actual cover(meaning you can actually destroy their weapon), or would it just be part of the fortitude?
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>>520916
5. When we were playing, I got 3 hits on his squad of 4 infantry. One died right away, because of critical damage, and then one more after everything resolved. It seems like infantry are much sturdier than they should be, because when that first soldier died, we removed the hits like it said in the rules, which only meant one other unit in the squad died. That means to kill a squad of only 4 infantry in one combat phase, you need at least 7 hits on them, because the first 6 will all get soaked up by only 3.
Have you tried making it so instead of removing all the damage tokens from the unit critically injured, you made it so only one needed to be removed? This would make it so in order to kill a 4-man squad in one combat phase, you would only need 4 hits, and two units would die immediately. If you've already tried that way and it didn't work, that's fine. I just felt way cheated out of my attack.
6. When should we expect a set of weapon rules for the current version? I'd like to make a Red army, but have been holding off because I don't want just a bunch of default infantry with it, and we don't want to use the old ones in case anything has changed.
7. Are the stat cards and superheavies for mercenaries going to be identical, with the exception of the generals? Is there a tentative stat breakdown for at the moment? Even if it isn't on the fancy pages like the main armies have right now. Just something so I can base my extras on. Seems every campaign against my friend, I'm having to use some mercs to get our point totals to match(He's running white where 3 tanks end up being 165 points, whereas 3 of my blue tanks use up 120). Because we don't have concrete figures yet, we've just been proxying the tank and chicken walker as a tank or AA of blue's without the tanks ability to benefit from soft cover, and the transport/gunner copter as the Red copter. Even if they aren't on fancy stat cards, some concrete(or even not concrete at all) stats would help a bunch.
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>>520917
8. If someone wants a merc army as their primary, can they use units from one of the main armies to round out theirs, just like regular armies can with mercs? If not, for example, what's to stop someone from using a dragon tank or two, have another 200 points of just mercs, and call themselves White Lotus with merc backup? And if the merc's units do end up being different from one another(which doesn't seem likely), can you use mercs from multiple factions?
9. Not really a question, just a statement.... Mercenaries should get a metal gear as their superheavy.

Thanks again for all the work you're putting into this, Jim. As my next army or two gets finished, I would like to take my friend with his army(or armies) and head to a tabletop store that's like right down the block, and run some test games with people new to the game. We'll definitely be running campaigns at home with other friends as well. Because we'll be making it clear that it's still all beta, it's all good if there are missing features. But getting most, if not all of the issues above cleared up, would go a long way towards making it more enjoyable for new people to learn it.

That's it for now, lol
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I cannot get any of the PDFs off this thread. Does anyone have them backed up somewhere? I need most of of the white lotus stuff, and the special weapons bases.
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>>521096
Here's the link to the Flipit Drive
https://drive.google.com/folderview?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&usp=sharing
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>>521101
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>>521100
Its Updated to the latest...

the PDF for the Mortar/MG/SNIPER/CANNON is in the main Folder.

I Will update my own faction specific canon version to match with the one from Jim
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>>521170
Awesome! Thanks for keeping up to date with everything! I keep it all on my PC, but when I'm not home and I need something, it's nice being able to just go to the drive
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>>521170
Updated The Greenstar Canon. Its M3-Hill now and goes by the normal Greenstar cannon stats.
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How's everything going, Jim?
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>>521550
60 hour work weeks plus freelance work plus life = not much time to do hobbies. I'm still working on it, but at a much much slower pace than I'd like
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>>521557
Take your time dude, I'd rather have a bitchin game that took forever to make, than a half-assed game tomorrow
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>>521625
This. I've been in these threads since flipit started and I'm just happy to see how far the game has come. I know we'll see the full release eventually, and I know it'll be worth every day I've spent waiting for it. Keep up the good work, Jim!
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>>521626
In the words of a successful games designer, "a delayed game is eventually good, but a rushed game is forever bad".
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ded thred
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>>524196
Not dead, just delayed.
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>>517182
>>517110
I don't know how to assemble the upper chassis for this and there's a black box thing that I don't know where to put, can someone help me?
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>>524255
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>>524255
as for the chassis, it's pretty simple once you get going. Not sure if this will actually be any use, but worth a shot
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>>524276
That's the lower chassis, I didn't have a problem assembling that. The piece I have for the upper chassis seems to have a double up side or something.
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>>524276
>>524280
Also there seems to be some weird method of attaching the barrels that I can't figure out
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>>524281
>>524280
This is my current progress.
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>>524281
roll the gun pivot and wrap the barrelextension around it along the lightgrey area for each barrel.
side view
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>>524285
So, I have everything assembled but the upper chassis now, I just don't understand what this part does, since it seems like it's a complete component without it.
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>>524288
>>524285
Well, I'm not sure if what I did was correct but it came out looking and functioning correctly so I'm gonna call this one a win.

Now to make more because fuck this is so fun
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>>524289
Maybe you like to build one with a different turret?
In fact two completer turrets come with this one.
>>520703 'Kabuki'
The one with the single gun also has a different solution for bringing the gun in position.
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>>524280
ah sorry, i think of it as a turret, my mistake>>524288
looks like a mistake tbh, no point to it, i'd cut the outlined section into a tab. 7 sides is toooo many sides. JB must be allerted.
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>>524301
Actually, I folded it up into the interior around the piece that holds both barrels, this locks it in it's most extended position while still allowing the aiming.

So 7 might be perfect.
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>>524302
ahah! very good. I must admit I've yet to make it, so this is very useful
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>>524303
Here's what I've finished so far.

I think I need a transport vehicle, more soldiers, and a tank.
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>>524288

This >>524302
Those two extra rectangles fold into itself. Basically turns the panel for the cannons into the hypotenuse of a triangle made with the two sections highlighted here. It just secures the cannons in place.
>>524285
The light gray reverse "L" shape, that's those two extra pieces. I didn't make it, but my friend did, and it seems to work pretty well.
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>>524382
Ayyyy, so I used it properly.
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Bumping this thread in the hopes of hearing some updates from Jim. I assume he's been crazy busy actually having a life, and this doesn't pay the bills, so it's gonna take time. I was hoping we could get the bikes that are left soonish? I need them for both of my armies, lol. I've just been using mercs right now, but it'd be nice to use regular bikes.
>>
Guys it be nice if tgere were more flip it stuff on youtube. All ive seen where just some tutorials on 1.0 models from waaay back. I think wed get more attention if flip it was covered more on other sites. Hell i had to look up and down to findbthis. I thought this game was dead a long time ago because the flip it forums are a ghost town.
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>>513218
This board used to have the oldest boast on 4chan, now it's gone.

Good job.
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>>520686
pdf link not active
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>>520686
Could you please repost reloaded, ive been a long time builder of your models but recently started playing, only got the 2012 rules
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>>525730
>>525731
This is the public drive that everything has been getting loaded to.
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>>525733
https://drive.google.com/folderview?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&usp=sharing

(coming soon)
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>>525734
lol, I thought I posted the link. Thanks
Also, the tower looks awesome
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>>513218
So if I went ahead and wrote my own set of rules that you can use to play with flipit models and components, would you play it?
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>>525794
supposably Jim's been working the rules for a while, and has spent much time playtesting them. Personally, I'd prefer his, given that he has a lot of experience both playing and creating tabletop games.
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>>525795
>Personally, I'd prefer his, given that he has a lot of experience both playing and creating tabletop games.

So I guess you never heard of the OPR project: https://onepagerules.wordpress.com/
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>>525794
I would at least try it out, of course. There's so much homebrew for this game already that it would be silly to discount a ruling without first giving it a shot. Since the time of this posting, stat cards have been released for White Lotus, so the post that started the thread is no longer entirely accurate. Main thing I'm waiting for now are the templates and rules for other weapons, and the templates for the Red and Blue bikes.
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>>525734
Cool tower, chuffed to see the alt officer template used also; I will have to redesign the two-handed sword variant however, I see now that it wouldn't work as is.
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>>525733
Cheers, i had know about the drive before, I guess flipit 3 is still in beta, i wait with baited breath
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>>525734
Grats on the tower really cool build, currently working on aigle 2, this would make a great tower for an airfield
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>>525975
I play the falcons and I made the Aigle 2, it's awesome. I didn't scale it down at all to match the current scale though, lol. Down side is the pilot is now MASSIVE compared to my other troops, but the bomber is huge. Haven't gotten a chance to play it yet. All my friends see the stat card for it and immediately decide that they don't wanna play against it, lol. My jets and fast tanks already destroy in 1v1. We usually try to play 3 or 4 player matches. Requires some tweaking to the rules for it to work, mainly just figuring out correct resolution from fights, but it's really fun. We're starting to try out different sized battles as well(instead of the default 4'x4'). I think we're going to try a rectangular for the next 1v1, like a 6'x3' or something. Main army I play against is the White Lotus though, and even though on paper it seems balanced because my stuff's super weak but fast, and his is crazy strong but slow, it's usually a pretty one-sided fight in my favor. Not due to any skill of my own, or lack of skill on his part, it's just really easy for Blue to do hit and run stuff. I hit him with my long range stuff, right at the edge of his range, so everything he shoots at me with is either super weak(relative to the wrecker hits his tank can do in close range), or very inaccurate (I have a lot of jets, and nonAA is tough to get wounds with), and then I get out of his range, then repeat
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>>525796
I'd encourage you to go on with it, the one page things looks really cool and I'll try some of the ones already made.

Awesome stuff those opr's.
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>>525976
As I understand it, the superheavies aren't changing in size, so now they are bigger in relation to the other figures. They need redesigning though, to use smaller models to go in them.
>>
So is there still somewhere I can get the beta rules for version 3? The pdf link in this thread is inactive and the only thing I'm seeing in the drive folder is a .png file of part of one page.
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>>526157
I tried to upload to the thread, but it won't let me since it has already been uploaded once, even though it's 404'd. Can't upload to the drive because we don't have permissions. Not talking crap to Jack(I think that's who made it, sorry if I'm wrong), I wouldn't give 4chan access to a folder in my drive either, even the Anon /po/, lol
>>
>>526171
Eh, no worries. Not like I'll have a chance to actually play it for quite a while yet.
>>
you can upload it to mega (or any filesharing) and share a link, makes it easy for all of the newer guys to get them. I need them too, lost them somehow.

Or we could make a new thread and let this one die.
>>
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>>513218
Was bored today so I wrote down a first pass of the rules. I tried to keep the game in the spirit of the original rules, so you have alternating phases with resolution after shooting, which actually makes combat feel more "simultaneous". Another thing I was toying with is that there are not rules as to what types of units you can take in your army, instead there is a simple rock/paper/scissors system in place to keep things balanced. The way it goes is Infantry < Vehicles < Aircraft < Infantry.

This is very rough so it only serves as a general idea of the direction I am taking this, any feedback is appreciated!
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Started back on converting the old figures to the new style.
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>>526906
Nice!
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>>526906
>>526909
Hell yeah! Glad to have you back Jim!
>>
Good work on 3rd ed minis Jim,

I like the idea of x bets y, y bets z etc after playing a little on the week end the guys and I recon each unit should get a target matrix to show what there strong medium and week aganst, eg

Uberpanzer Inf 2+ Tnk 4+ Fly 6+

Flakwagon Inf 4+ Tnk 6+ Fly 2+

then have various ranges and number of shots per weapon etc
>>
Side note

any chance you could link me the Unlimit3d models
>>
We will now summon Jim to get some news
JIMJIMJIMJIMJIMJIM
>>
>>526941
I habe them all in my gdrive. Will make them available for you
>>
>>526171
Sorry for long time mit doing anything....
If you can post The rules here again, i will put them in the gdrive.
>>
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this thread was crafted 321 days ago. get the fuck out you've been here all year
>>
>ask a question
>multiple days waiting for any sort of reply
how do you survive here
>>
>>527524
I e-mailed the rules to you. Wouldn't let me post on here, duplicate....
>>
>>527593
>>527594

>Oh look, it's those peasants again
>>
>>527596
Uploaded it to The mainfolder. Thanx
>>
File: AigleII.pdf (1 B, 486x500) Image search: [Google]
AigleII.pdf
1 B, 486x500
Bombs away
>>
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Here's the Blue Falcon Science team
>>
>>527648
>>527649
Hell yeah! My Falcons are getting some upgrades!
>>
>>527648
Only thing, there's no stat card with it. I have the card for the old one, so I can just use that. But for anyone without it, they won't know how bitchin it is
>>
>>527649
And one last thing, top row, middle guy, has a green rectangle on him, not sure if it was intentional or not
>>
>>527653
It was intentional, but not in the way I thought. They were all supposed to have green rectangles on their backs to correlate with the ones on the jetpacks to show people where they go. Seems it shifted when I moved the part onto the page and didn't copy.
>>
>>527659
Could you check your mail and see for a mail about a mda forum, if you have time ;) that' be super great.

Can't wait to build those jetpack falcons though.
>>
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Finished my Red Hammer army build, i've been taking some pictures, hope you enjoy!

"A Red Hammer convoy moves through the steppe to get to the front"
>>
>>527648
>>527649
FUCK.
YESSSSSSS!!!!!!!!
>>
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>>527677
"A tank column moves towards the main front's staging area"
>>
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>>527679

"After the arrival to the staging area, an occupied plaza, the conscripts disembark and are briefed by the group commander on how to sacrifice for the motherland, while the tank platoon's pilots mantain the tanks. "
>>
lets make a tank to kill the FARC
>>
>>527523
great can you post link please
>>
>>527889
https://drive.google.com/folderview?id=0B-yvzUeOHkXha3BLRDI1SU9ndHc&usp=sharing
>>
coolio
>>
>>527900
though i ment to the Unlimit3d models
>>
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>>513218
>348 days and 10 hours ago
>>
>>528455
>These faggots again
>>
>>528341
https://drive.google.com/folder/d/0B-yvzUeOHkXhNmxuRUFxdzRRRjg/edit

There you go
>>
>>528503
>https://drive.google.com/folder/d/0B-yvzUeOHkXhNmxuRUFxdzRRRjg/edit

You legend, thanks a ton
>>
>>528503
But i habe to damit that the unlimited3d stuff is alla bit messy...

Mail me for info n stuff
>>
Pls Jim gibe red hammer heavy, weapon tags and red hammer special units. Pls jim pls.
>>
>>528640
bit of anoob when it comes to PMing but did this work
>>
Any updates on this tread?
like, superheavies for the nations?
>>
Where are the Super Hevies?
>>
>>529145
>>529146


>>527648
This is the only superheavy Jim's posted so far that is current with the new version, as far as I know. If you want a superheavy for your faction, you can just make the older ones for now(With the exception of white lotus).
Jim, if it's at all possible, could the next super heavy you release be the white lotus one? That way we'll have a superheavy for all the armies but mercs.
The previous superheavies, the one's you'd want to google if you wanted a temp one:
Black - Landkreuzer
Blue - Aigle II(Again, current version is located above)
Green - Orca
Red - People's Hammer
>>
THANKS. now just need to create the people's hammer.
>>
What kind of scaling down would work for the old models, I have pretty much all of them and prefer the new size except building the Stork, half way through Pik8s dessert coloured one and its tougher than i expected it to be. i discovered that even these small models could be helped with stiffening with popsicle sticks on the inside
>>
>>529277
I find that gluing to index card is best, easy to cut and score.
>>
>>529277
I can't remember off the top of my head. I think I heard the new models are 2/3 the size of the old ones? Not sure, could be 3/4.
If you just get a page from the old models, you could scale it down to 66% and then test it out. Get a page with an infantry on it, and after you cut it out, just lay the pieces over a printed out infantry from the current armies to figure out if more tweaking is necessary. The old infantry are a little different, but you should still be able to tell if they're the right size that way...

>>529282
I print these on thick paper, about 11lb paper. Same effect as the index cards i guess, lol.
>>
ded game
>>
>>529972
>tabletop
>ded

But how
>>
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Some small changes on the bunker with optional front. (didn't test build it)
>>
>>530118
Neat, I will try to build it.

Surfing the web I found this blog, with pretty interesting stuff including Flipit.

https://sirrob01.wordpress.com/tag/flipit/
>>
>>530180
the site says it's going to dissapear, I hope an anon saves everything before they are gone forever.

I might archive a lot if I get time for it.
>>
>>530188
I wanted to save somestuff but ii didnt found The templates
>>
>website finally down
>jim didn't show up this summer
>tfw flipit is dead
>>
>>531478
Do you understand what tfw means?
>>
>>520686
Dont give up on this Jim
>>
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>>531750
Just because Flipit is dead doesn't mean I'm done with it.
>>
>>531920
What's this, some kind of flipit remake?
>>
>>531961
The name bothered me for a while now. Originally the game used coin flip mechanics. Once that went away, the name Flipit didn't make much sense.
>>
>>531920
I can dig it. I like the name flipit, but you're right, it doesn't really mean anything to the game as it is now. Glad you're still thinking about this game
>>
File: Echsvariantank.pdf (1 B, 486x500) Image search: [Google]
Echsvariantank.pdf
1 B, 486x500
The Uberpanzer. Now with 25% more Uber.
>>
>>532101
Let both designs but with different stats might be a good idea, as you have the Tiger I and Tiger II alike. The only issue might be to balance all armies with multiple choices of tank...
>>
>>532101
OH GOD ITS SO PRETTY
>>
>>532101
the tiger 1 came out in 1942 and the tiger 2 came out in late 1944. the tiger 1 was slower and carried an L 56 88 a lower powered gun. the tiger 2 carried the L 71 88 one of the dedleast weapons in a tank. the tiger 2 also had the most armor.
Thread replies: 255
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