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tm

p o i n t s y s t em
o p en a lp h a t e s t

An open play test for the leviathans community


open alpha test
The following open alpha test taps the Leviathans’ community to ensure the best
possible point system for balancing game play. This Open Alpha Test will end on May
30th. A “Lieutenant’s Manual: Determining Points Value Alpha Test” thread has been
started at the www.monstersinthesky.com forums, under Game Rules Discussion. We’ll
be watching the thread to see what the community discovers.
Enjoy and thanks for your help making the game the best it can be!

Lieutenant’s Manual:
determining point values The HML Evesham
The following guidelines generate a Point Value based upon the rules
Defender-class Armoured
found in the Lieutenant’s Manual (as well as any released PDFs to date) for
each ship that can be used to balance forces in a scenario. In all instances, Cruiser (Type 3) has a
after each step is completed, the newly determined Point Value will either Structural Integrity is 24,
be added to or subtracted from (as indicated in the parenthesis of the multiplied by 5 for a Type 3
header) the running total. Ship and so its Point Value for SI is 120 [24 (Structural
As with any point system, it is important to remember that it assumes Integrity) x 5 (Type 3) = 120].
the players are maximizing the strengths of each ship and minimizing its
weaknesses. If a player maximizes a vessel’s weaknesses and minimizes its
strengths the Point Value of that ship will not be accurate (and hence the
game will not be balanced). Starting MP (Add)
Multiply the Starting MP by 10. Add this value to the ongoing total.

Ship Type Base Value table The HML Beagle has a


Starting MP of 10, so its
Ship Type Base Value Point Value for that MP is
Type 1 9
100 [10 (Starting MP) x 10
Type 2 7
= 100]. Its current running total is 262.
Type 3 5
Type 4 3

The Pontbriand has a


Starting MP of 12, so its
Structural Integrity (Add) Point Value for that MP is
Multiply the Structural Integrity of the ship by the Base Value as shown
120 [12 (Starting MP) x 10
on the Ship Type Base Value Table above. This is the first value of the
= 120]. Its current running
running total.
total is 260.
The HML Beagle D-class
Destroyer (Type 1) has a
The HML Evesham’s
Structural Integrity of 18.
Starting MP is 7 and so its
Consulting the Ship Type
Point Value for MPs is 70 [7
Base Value Table, that value is multiplied by 9 so it’s
(Starting MP) x 10 = 70]. Its
Point Value for SI is 162 [18 (Structural Integrity) x 9
current running total is 190.
(Type 1) = 162].

The Pontbriand Liberte-


class Light Cruiser (Type
2) has a Structural
Integrity of 20. Consulting
the Ship Type Base Value
Table, that is multiplied by 3 so its Point Value for SI
is 140 [20 (Structural Integrity) x 7 (Type 2) = 140].

2
Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2010.
Enter Hexes Before Turn (Subtract)
Multiply the Enter Hexes Before Turn by 10 and subtract that from the The HML Evesham has a
running Point Value Total. Before making that multiplication, however, total Breach Number value
subtract 2 from the 10 for each pair of Steering Gear Slots. Subtract this of 342 [80 (Bow) +12 (Bow
value from the ongoing total. Armor) + 81 (Starboard) +
6 (Starboard Armor) + 76
The HML Beagle has an (Stern) + 81 (Port) + 6 (Port Armor) = 342]. Its running
Enter Hexes Before Turn of total is 490.
1, so its negative Point Value
(since there’s no Steering
Gear to reduce this value) is 10 [10 x 1 (Enter Hexes moved location die values table
Before Turn) = 10]. Its running total is 252.
Weapon Dice Base Value
DGreen 2
DBlue 5
The Pontbriand has a DYellow 7
Enter Hexes Before Turn DRed 10
of 2, so its negative Point DBlack 14
Value (since there’s no
Steering Gear to reduce this
value) is 20 [10 x 2 (Enter Hexes Before Turn) = 20]. Its
running total is 240.
Location Dice (Subtract)
Only the “Moved” Location Dice (those against the “Green Arrow” on
the Ship Card) are used at this stage. Using the Moved Location Die
Values Table, add up all the Location Dice on a Ship Card and subtract
The HML Evesham’s has that total value from the running total.
a Enter Hexes Before Turn
of 3, so its negative Point The HML Beagle has a
Value (since there’s no total Location Dice value
Steering Gear to reduce this of 24 [5 (DBlue, Bow) + 7
value) is 30 [10 x 3 (Enter Hexes Before Turn) = 30]. Its (DYellow, Starboard) + 5
running total is 160. (DBlue, Bow) + 7 (DYellow,
Starboard) = 24]. Its running total is 503.

Breach Numbers (Add)


Add together all Breach Numbers to create a final value and add to the The Pontbriand has a
running total. total Location Dice value
Miss Slots: Do not add the Breach Number value for any Missed of 48 [10 (DRed, Bow) + 14
Slots.
(DBlack, Starboard) + 10
Armor: Each Armor Slot(s) increases all Breach Numbers in that
(DRed, Stern) + 14 (DBlack,
Location by the appropriate value when generating this total. For example
a Location that has both Armor +1 and Armor +2 Slots would add a total Port) = 48]. Its running total is 476.
of 3 to every Breach Number in that Location.

The HML Beagle has a The HML Evesham has a


total Breach Number value total Location Dice value of
of 275 [49 (Bow) + 10 (Bow 44 [10 (2DBlue, Bow) + 12
Armor) + 64 (Starboard) + (DBlue/DYellow, Starboard)
12 (Starboard Armor) + 58 (Stern) + 6 (Stern Armor) + 10 (2DBlue, Stern) + 12
+ 64 (Port) + 12 (Port Armor) = 275]. Its running total (DBlue/DYellow, Port) = 44]. Its running total is 458.
is 527.

Miss Slots
The Pontbriand has a Add 12 for each Missed Slot to the running total.
total Breach Number value
of 284 [62 (Bow) + 10 (Bow The HML Beagle has one
Armor) + 78 (Starboard) Missed Slot, so adds 12 to its
+ 56 (Stern) + 78 (Port) = running total. Its running
284]. Its running total is 524. Total is 515.

3
The HML Beagle mounts
The Pontbriand has two various Gun Batteries.
Missed Slots, so adds 24 to Let’s start with the twin 3
its running total. Its running IN Gun Batteries in the Bow.
Total is 500. The short hex range of 4 is
multiplied by the Base Value of the DBlue Weapon Dice.
Normally that would be 2, but both Slots have a turret
The HML Evesham does icon and are in a Location with a DGreen Crew Slot, so
not have any Missed Slots. the Base Value of 2 is increased to a Modified Value of 4,
It’s running total remains generating a value of 16 [4 (Short Hex Range Weapon
458. Die Modified Value) x 4 (short hex range) = 16].
For the long hex range of 8, after modifying the
DGreen Base Value of 1 to a Modified Value of 3 for
Gun Batteries (add)
the turret icon and DGreen Crew Slot, a value of 24 is
Use the following rules to determine the value of each Gun Battery.
generated [3 (Long Hex Range Weapon Die Modified
Value) x 8 (long hex range) = 24].
Maximum Weapon Die Adding the two values together generates a Final
On the Maximum Weapon Die Values Table, every Weapon Dice has a Value of 40 for both 3 IN Gun Batteries in the Bow.
Base Value. Starting with that Maximum Weapon Die Base Value, modify There are two 3 IN Gun Batteries in the sides (one
as also indicated on the Maximum Weapon Die Values Table to determine each in the Port and Starboard Locations). Once again,
the Maximum Weapon Die Modified Value.
the short hex range of 4 is multiplied by the Base Value
of the DBlue Weapon Dice. Normally that would be 2,
maximum weapon die values table but both Slots are in a side Location of a Type 1 ship, so
the Base Value of 2 is increased to a Modified Value of 3,
Weapon Dice Base Value generating a value of 12 [3 (Short Hex Range Weapon
DGreen 1 Die Modified Value) x 4 (short hex range) = 12].
DBlue 2 For the long hex range of 8, after modifying the
DYellow 3 DGreen Base Value of 1 to a Modified Value of 2 for the
DRed 4 side Location on a Type 1 ship, a value of 16 is generated
DBlack 5 [3 (Long Hex Range Weapon Die Modified Value) x 8
(long hex range) = 16].
Adding the two values together generates a Final
Add 1 to the Base Value for any of the following (all values are Value of 28 for both 3 IN Gun Batteries in the side
cumulative): Locations.
• DGreen Crew Die in the same Location as the Gun Battery Slot*; Finally we move on to the four 4 IN Gun Batteries.
• Turret on the Gun Battery Slot; The short hex range of 5 is multiplied by the Base Value
of the DBlue Weapon Dice. Normally that would be 2,
Add the following values based upon Ship Type and Location (all but all gun batteries are located in the side Location of
values are cumulative): a Type 1 ship, so the Base Value of 2 is increased to a
• +1 if the Gun Battery Slot is located in any Type 1 or Type 4 side Modified Value of 3, generating a value of 15 [3 (Short
Location; Hex Range Weapon Die Modified Value) x 5 (short hex
• +2 if the Gun Battery Slot is located in any Type 2 or Type 3 side range) = 15].
Location
For the long hex range of 10, after modifying the
DGreen Base Value of 1 to a Modified Value of 2 for the
*For larger Crew Die, simply increase the value added by 1 each time
side Location on a Type 1 ship, a value of 20 is generated
(i.e. 2 for a DBlue Crew Die); no matter the number of Crew Slots in a
[2 (Long Hex Range Weapon Die Modified Value) x 10
Location, only apply the highest Crew Die value to any Gun Batteries.
(long hex range) = 20].
Adding the two values together generates a Final
Range Modification Value of 35 for each of the four 4 IN Gun Batteries in the
First, start with the short range. Multiple the highest hex range value side Locations.
of the shorter range by the Maximum Weapon Die Modified Value, as
The total value for all Gun Batteries on the HML
determined in the previous step, for the Weapon Die corresponding to
Beagle is then 276. The running total is 791.
that range.
Next, move to the long range and repeat the process, multiplying the
highest hex range value at the longer range by the Maximum Weapon Die
Modified Value, for the Weapon die corresponding to that range. The Pontbriand mounts
Finally, add both values together for a Final Value for each Gun two 138mm Gun Batteries,
Battery. one each in the Bow and
Stern.
Starting in the Bow, the
Total All Gun Batteries
Once each individual Gun Battery value has been determined, add all short hex range of 6 for the 138mm Gun Battery, then
values together for a final value. Add this value to the ongoing total. multiply that value by the Base Value of the DYellow

4
Weapon Dice. Normally that would be 3, but that Slot turret and DBlue Crew Dice, a value of 55 is generated [6
has both a turret icon as well as a DBlue Crew Dice, so (Long Hex Range Weapon Die Modified Value) x 14 (long
the Base Value of 3 is increased to a Modified Value of 6, hex range) = 84].
generating a value of 36 [6 (Short Hex Range Weapon Adding the two values together generates a Final Value
Die Modified Value) x 6 (short hex range) = 36]. of 133 for the 9.2 IN Gun Battery, which translate to 399
For the long hex range of 11, after modifying the DBlue for all 3 Gun Batteries.
Base Value of 2 to a Modified Value of 5 for the turret Next are the two 6 IN Gun Batteries. The short hex
and DBlue Crew Dice, a value of 55 is generated [5 (Long range of 6 is multiplied by the Base Value of the DYellow
Hex Range Weapon Die Modified Value) x 11 (long hex Weapon Dice. Normally that would be 3, but that Slot is
range) = 55]. mounted in the side Location of a Type 3 ship, as well as a
Adding the two values together generates a Final Value DGreen Crew Dice, so the Base Value of 3 is increased to
of 91 for the Bow 138mm Gun Battery. a Modified Value of 6, generating a value of 36 [6 (Short
The values for the Stern-mounted 138mm Gun Hex Range Weapon Die Modified Value) x 6 (short hex
Battery are almost identical, but there’s no Crew Slot, so range) = 36].
the values are as follows: For the short range of 6, the For the long hex range of 12, after modifying the DBlue
Base Value of 3 is increased to a Modified Value of 4, Base Value of 2 to a Modified Value of 5 for the Type 3
generating a value of 24 [4 (Short Hex Range Weapon side Location, and DGreen Crew Dice, a value of 60 is
Die Modified Value) x 6 (short hex range) = 24]; For the generated [5 (Long Hex Range Weapon Die Modified
long hex range of 11, after modifying the DBlue Base Value) x 12 (long hex range) = 60].
Value of 2 to a Modified Value of 3 for the turret icon, Adding the two values together generates a Final Value
a value of 33 is generated [3 (Long Hex Range Weapon of 96 for the 6 IN Gun Battery.
Die Modified Value) x 11 (long hex range) = 33]; adding Finally the four 3 IN Gun Batteries are determined.
the two values together generates a Final Value of 57 for The short hex range of 4 is multiplied by the Base Value
Stern 138mm Gun Battery. of the DBlue Weapon Dice. Normally that would be 2,
Luckily the remaining eight 65mm Gun Batteries are but both Slots are in a side Location of a Type 2 ship,
all identical. The short hex range of 4 for the 65mm Gun as well as a DGreen Crew Dice, so the Base Value of 2 is
Battery is multiplied by the Base Value of the DBlue increased to a Modified Value of 5, generating a value of
Weapon Dice. Normally that would be 2, but that weapons 20 [5 (Short Hex Range Weapon Die Modified Value) x 4
are mounted in a side Location of a Type 2 ship, as well as (short hex range) = 20].
mounted in a Location containing a DBlue Crew Dice Slot, For the long hex range of 8, after modifying the
so the Base Value of 2 is increased to a Modified Value of DGreen Base Value of 1 to a Modified Value of 4 for the
6, generating a value of 24 [6 (Short Hex Range Weapon side Location on a Type 2 ship and DGreen Crew Dice, a
Die Modified Value) x 4 (short hex range) = 24]. value of 32 is generated [4 (Long Hex Range Weapon Die
For the long hex range of 6, after modifying the Modified Value) x 8 (long hex range) = 32].
DGreen Base Value of 1 to a Modified Value of 5 for the Adding the two values together generates a Final Value
Type 2 side Location and DBlue Crew Dice, a value of 30 of 52 for the 3 IN Gun Batteries.
is generated [5 (Long Hex Range Weapon Die Modified The total value for all Gun Batteries on the HML
Value) x 6 (long hex range) = 30]. Evesham is then 799. The running total is 1,257.
Adding the two values together generates a Final Value
of 54 for one of the 65mm Gun Batteries, which becomes determine final point value
432 for all eight gun batteries. To make the numbers easier to use when building a fleet, divide the
The total value for all Gun Batteries on the Pontbriand running total by 10, rounding down normally (.5 rounds up).
is then 580. The running total is 1,080.
The HML Beagle’s running
total of 791 generates a Final
The HML Evesham Point Value of 79 [791 / 10 =
mounts a variety of weapons 79.1, rounded to 79].
as well, including three very
powerful guns in the 9.2 IN
Gun Batteries. Since all three The Pontbriand’s running
are identical in the types of total of 1,080 generates a
icons and Crew Slots, they can be figured out together.
Final Point Value of 108
The short hex range of 7 for the 9.2 IN Gun Battery is
[1,080 / 10 = 108].
multiplied by the Base Value of the DRed Weapon Dice.
Normally that would be 4, but that Slot has both a turret
icon as well as a DBlue Crew Dice, so the Base Value of 4
is increased to a Modified Value of 7, generating a value
The HML Evesham’s
of 49 [7 (Short Hex Range Weapon Die Modified Value) x running total of 1,257
7 (short hex range) = 49]. generates a Final Point Value
For the long hex range of 14, after modifying the of 126 [1,257 / 10 = 125.7,
DYellow Base Value of 3 to a Modified Value of 6 for the rounded to 126].

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