TM P O I N T S Y S T EM O P EN B E TA T E S T AN OPEN PLAY TEST FOR THE LEVIATHANS COMMUNITY COMMANDER’S MANUAL: DETERMINIGN POINT VALUES OPEN BETA TEST STRUCTURAL INTEGRITY ADD Multiply the Structural Integrity of the ship by the Base Value as shown on the Ship Type Base Value Table above. This is the first value of the running total. Have you ever played a game and wondered how the designers generated the point value of a given unit? Or if the system was revealed, felt it didn’t reflect your style of gaming? You might have done X or Y differently? Here’s your chance to participate in creating a point system for balancing fleets in Leviathans that mirrors what you want to see on your gaming table. Last year Catalyst Game Labs ran an online Open Alpha Test of the Leviathans Point System. Now, you can leap into the action and participate in this Open Beta Test. Build some games based on the pre-existing point values found on the last page of this PDF and get those dice rolling and ships blowing up. If you feel the point system as currently shown doesn’t accurately convey the various strengths and weaknesses of each ship, visit the forums at www. monstersinthesky.com. A “Determining Points Value Beta Test” thread has been created and will be active for six months from the Leviathans Core Box Set street date (when it’s available on store shelves). Post your feedback, comments and especially your suggestions for tweaks to the system that you feel will improve it. We’ll be watching the thread and will use it to build a final point system, based on the community’s feedback. The more players participate, the more chances the point system will reflect exactly the style of system the community wants. In future, Catalyst will publish the Engineer’s Box, which will include rules for customizing ships, as well as a final point system, as play-tested and tweaked by the community. Everyone that posts a comment to the thread concerning the point system will have their online handles included in the credits section as a contributor to the Engineer’s Box. Enjoy and thanks for your help making the game the best it can be! The HML Anfield D-class Destroyer (Type 1) has a Structural Integrity of 18. Consulting the Ship Type Base Value Table, that value is multiplied by 9, so its Point Value for SI is 162 [18 (Structural Integrity) x 9 (Type 1) = 162]. The Pontbriand Libertéclass 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]. The Philip II Augustus Conquérant-class Armoured Cruiser (Type 3) has a Structural Integrity of 26, multiplied by 5 for a Type 3 Ship, and so its Point Value for SI is 130 [26 (Structural Integrity) x 5 (Type 3) = 130]. The following guidelines generate a Point Value based on the rules found in the Commander’s Manual of the Core Box Set for each extant ship that can be used to balance forces in a scenario. In all instances, after each step is completed, the newly determined Point Value will either be added to or subtracted from the running total (as indicated in the header, in parentheses. As with any point system, remember that it assumes 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). The HML Leviathan has a Structural Integrity of 30. Consulting the Ship Type Base Value Table, that is multiplied by 3, so its Point Value for SI is 90 [30 (Structural Integrity) x 3 (Type 4) = 90]. STARTING MP ADD Multiply the Starting MP by 10. Add this value to the running total. SHIP TYPE BASE VALUE TABLE Ship Type Type 1 Type 2 Type 3 Type 4 The HML Anfield has a Starting MP of 8, so its Point Value for that MP is 80 [8 (Starting MP) x 10 = 80]. Its current running total is 242. Base Value 9 7 5 3 2 Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2012. BREACH NUMBERS ADD Add together all Breach Numbers to create a final value and add that to the running total. Missed Slots: Do not add the Breach Number value for any Missed Slots. Armor: Each Armor Slot increases all Breach Numbers in that 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 of 3 to every Breach Number in that Location. The Pontbriand has a Starting MP of 12, so its Point Value for that MP is 120 [12 (Starting MP) x 10 = 120]. Its current running total is 260. The HML Anfield has a total Breach Number value of 275 [40 (Bow) + 4 (Bow Armor) + 57 (Starboard) + 5 (Starboard Armor) + 50 (Stern) + 57 (Port) + 5 (Port Armor) = 218]. Its running total is 450. The Philip II Augustus’ Starting MP is 8 and so its Point Value for MP is 80 [8 (Starting MP) x 10 = 80]. Its current running total is 210. The Pontbriand has a total Breach Number value of 284 [62 (Bow) + 10 (Bow Armor) + 78 (Starboard) + 56 (Stern) + 78 (Port) = 284]. Its running total is 524. The HML Leviathan has a Starting MP of 4, so its Point Value for that MP is 40 [4 (Starting MP) x 10 = 40]. Its current running total is 130. ENTER HEXES BEFORE TURN SUBTRACT The Philip II Augustus has a total Breach Number value of 336 [62 (Bow) + 10 (Bow Armor) + 88 (Starboard) + 6 (Starboard Armor) + 76 (Stern) + 88 (Port) + 6 (Port Armor) = 336]. Its running total is 522. Multiply the Enter Hexes Before Turn by 10 and subtract that from the running Point Value total. Before making that multiplication, however, subtract 2 from the 10 for each pair of Steering Gear Slots. Then subtract the resulting value from the ongoing total. The HML Anfield has an Enter Hexes Before Turn value of 1 and has no Steering Gear to reduce this value, so its negative Point Value is 10 [10 x 1 (Enter Hexes Before Turn) = 10]. Its running total is 232. The HML Leviathan has a total Breach Number value of 559 [91 (Bow) + 96 (Fore-Starboard) + 96 (AftStarboard) + 84 (Stern) + 96 (Aft-Port) + 96 (Fore-Port) = 559]. Its running total is 659. The Pontbriand has a Enter Hexes Before Turn of 2, and also no Steering Gear to reduce this value, so its negative Point Value is 20 [10 x 2 (Enter Hexes Before Turn) = 20]. Its running total is 240. MOVED LOCATION DIE VALUES TABLE Weapon Dice DGreen DBlue DYellow DRed DBlack The Philip II Augustus has an Enter Hexes Before Turn of 3. It also has a pair of Steering Gear Slots, and so the 3 is multiplied by 8 (10 – 2 = 8), making its negative Point Value 24 [8 x 3 (Enter Hexes Before Turn) = 24]. Its running total is 186. The HML Leviathan has a Enter Hexes Before Turn of 3 and no Steering Gear, so its negative Point Value is 30 [10 x 3 (Enter Hexes Before Turn) = 30]. Its running total is 100. 3 Base Value 2 5 7 10 14 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 that total value from the running total. The HML Leviathan does not have any Missed Slots. Its running total remains 561. The HML Anfield has a total Location Dice value of 24 [5 (DBlue, Bow) + 7 (DYellow, Starboard) + 5 (DBlue, Stern) + 7 (DYellow, Port) = 24]. Its running total is 426. TORPEDOES ADD Add 75 for each Torpedo Slot to the running total. The HML Anfield mounts two torpedoes and so adds 150 to its running total. Its running total is 606. The Pontbriand has a total Location Dice value of 48 [10 (DRed, Bow) + 14 (DBlack, Starboard) + 10 (DRed, Stern) + 14 (DBlack, Port) = 48]. Its running total is 476. The Pontbriand does not mount any torpedoes, so its running total is still 488. The Philip II Augustus does not mount any torpedoes, so its running total is still 484. The Philip II Augustus has a total Location Dice value of 44 [10 (2DBlue, Bow) + 12 (DBlue/DYellow, Starboard) + 10 (2DBlue, Stern) + 12 (DBlue/DYellow, Port) = 44]. Its running total is 478. The HML Leviathan does not mount any torpedoes, so its running total is still 561. The HML Leviathan has a total Location Dice value of 98 [15 (Bow) + 17 (Fore-Starboard) + 17 (AftStarboard) + 15 (Stern) + 17 (Aft-Port) + 17 (Fore-Port) = 98]. Its running total is 561. CREW DIE REPAIR VALUES TABLE Weapon Dice DGreen DBlue MISSED SLOTS ADD CREW DICE Add 6 for each Missed Slot to the running total. Base Value 10 15 Using the Crew Die Repair Values Table, add up all the Crew Slots on a Ship Card and then add that total value to the running total. (Note this does not represent what a Crew Slot does for a Gun Battery, which is covered below, but instead represents a Crew Slot’s Repair ability). The HML Anfield has five Missed Slots, and so adds 30 to its running total. Its running total is 456. The HML Anfield mounts 4 DGreen Crew Slots and so adds 40 points to its running total. Its running Total is 646. The Pontbriand has two Missed Slots, and so adds 12 to its running total. Its running total is 488. The Pontbriand mounts 3 DBlue Crew Slots and so adds 45 points to its running total. Its running total is 533. The Philip II Augustus has one Missed Slot, and so adds 6 to its running total. Its running total is 484. 4 RANGE MODIFICATION First, start with the short range. Multiply the highest hex range value of the shorter range by the Maximum Weapon Die Modified Value, as determined in the previous step, for the Weapon Die corresponding to 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. Finally, add both values together for a Final Value for each Gun Battery. The Philip II Augustus mounts 3 DBlue Crew Slots and so adds 45 points to its running total. Its running total is 529. TOTAL ALL GUN BATTERIES The HML Leviathan mounts 5 DGreen Crew Slots and so adds 50 points to its running total. Its running Total is 611. Once each individual Gun Battery value has been determined, add all values together for a final value. Add this value to the running total. The HML Anfield mounts various Gun Batteries. Let’s start with the 3-inch Gun Battery in the Bow. The short hex range of 4 is multiplied by the Base Value of the DBlue Weapon Die. Normally that would be 2, but the slot has a Turret and a Bracketing Fire icon, and is in a Location with a DGreen Crew Slot. This means the Base Value of 2 is increased to a Modified Value of 5, generating a total value of 20 [5 (short hex range Weapon Die Modified Value) x 4 (short hex range) = 20]. For the long hex range of 8, after modifying the DGreen Base Value of 1 to a value of 4 for the Turret and Bracketing Fire icons and the DGreen Crew Slot, a final value of 32 is generated [4 (long hex range Weapon Die Modified Value) x 8 (long hex range) = 32]. Adding the two values together generates a final value of 52 for the 3-inch Gun Battery in the Bow. Another 3-inch Gun Battery in the Stern has the exact same icons on the slot and so will also have a final value of 52. Finally, there are two 3-inch Gun Batteries in the two side Locations. While each slot only has the Bracketing Fire icon (as opposed to the Bracketing Fire and Turret icons found in the Bow and Turret 3-inch Gun Battery Slots), reviewing the table above we see that the player adds +1 for being mounted in the side Location of a Type 1 Ship. This means that both side-mounted Gun Batteries have exactly the same values as those originally determined for the Bow: 52 for each 3-inch Gun Battery. The total value for all Gun Batteries on the HML Anfield is 208. The running total is 854. GUN BATTERIES ADD Use the following rules to determine the value of each Gun Battery. Maximum Weapon Die On the Maximum Weapon Die Values Table, every Weapon Die has a Base Value. Starting with that Base Value, modify it as indicated on the Maximum Weapon Die Values Table to determine the Maximum Weapon Die Modified Value. MAXIMUM WEAPON DICE VALUES TABLE Weapon Dice DGreen DBlue DYellow DRed DBlack Base Value 1 2 3 4 5 Add +1 to the Base Value for any of the following (all values are cumulative): • DGreen Crew Die in the same Location as the Gun Battery Slot* • Bracketing Fire on the Gun Battery Slot • Turret on the Gun Battery Slot Add +2 to the Base Value for any of the following (all values are still cumulative): • Saturation Fire on the Gun Battery Slot Add the following values based upon Ship Type and Location (all values are still cumulative): • +1 if the Gun Battery Slot is located in any Type 1 or Type 4 side Location • +2 if the Gun Battery Slot is located in any Type 2 or Type 3 side Location The Pontbriand mounts two 138mm Gun Batteries, one each in the Bow and Stern. Starting in the Bow, the short hex range is 6 for the 138mm Gun Battery. Multiply that value by the Base Value of the DYellow Weapon Die. Normally that value would be 3, but that slot has both Turret and Bracketing Fire icons, as well as a DBlue Crew Die, so the Base Value of 3 is increased to a modified value of 7, generating *For larger Crew Dice, simply increase the value added by 1 each time (i.e. 2 for a DBlue Crew Die). No matter the number of Crew Slots in a Location, only apply the highest Crew Die value to any Gun Batteries. 5 a final value of 42 [7 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 42]. For the long hex range of 11, modifying the DBlue Weapon Die Base Value of 2 to a 6 for the Turret/ Bracketing Fire icons and DBlue Crew Dice gives a total value of 66 [6 (long hex range Weapon Die Modified Value) x 11 (long hex range) = 66]. Adding the two values together generates a final value of 108 for the Bow 138mm Gun Battery. The values for the Stern-mounted 138mm Gun Battery are almost identical, but there’s no Crew Slot, so the values are as follows: For the short range of 6, the Base Value of 3 is increased to a modified value of 5, generating a total value of 30 [5 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 30]. For the long hex range of 11, increasing the DBlue Weapon Die Base Value of 2 to a modified value of 4 for the Turret/Bracketing Fire icons gives a total value of 44 [4 (long hex range Weapon Die Modified Value) x 11 (long hex range) = 44]. Adding the two values together generates a final value of 74 for the Stern 138mm Gun Battery. Luckily, the remaining eight 65mm Gun Batteries are all identical. The short hex range of 4 for the 65mm Gun Battery is multiplied by the Base Value of the DBlue Weapon Die. Normally that would be 2, but those weapons include a Bracketing Fire icon and are mounted in a side Location of a Type 2 Ship, as well as mounted in a Location containing a DBlue Crew Dice Slot. This means the Base Value of 2 is increased to a modified value of 7, generating a total value of 28 [7 (short hex range Weapon Die Modified Value) x 4 (short hex range) = 28]. For the long hex range of 6, increasing the DGreen Base Value of 1 to a modified value of 6 for the Bracketing Fire icon, Type 2 side Location and DBlue Crew Die gives a total value of 36 [6 (long hex range Weapon Die Modified Value) x 6 (long hex range) = 36]. Adding the two values together generates a final value of 64 for one of the 65mm Gun Batteries, which becomes 512 for all eight gun batteries. The total value for all Gun Batteries on the Pontbriand is then 694. The running total is 1,227. gives a total value of 91 [7 (long hex range Weapon Die Modified Value) x 13 (long hex range) = 91]. Adding the two values together generates a final value of 139 for the 164mm Gun Battery in the Bow. Next is a 164mm Gun Battery in the Stern. It’s got the same short hex range as the Bow, multiplied by the Base Value of the DYellow Weapon Die (which is 3). Modifying for the Bracketing Fire and Turret icons increases that value to 5, generating a total value of 30 [5 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 30]. For the long hex range of 13, increasing the DBlue Weapon Die Base Value of 2 to a modified value of 4 for the turret/Saturation Fire icons gives a total value of 52 [4 (long hex range Weapon Die Modified Value) x 13 (long hex range) = 52]. Adding the two values together generates a final value of 82 for the 164mm Gun Battery in the Stern. Finally, the four 164mm Gun Batteries in the sides are determined. As usual, the short hex range is multiplied by the Base Value of the DYellow Weapon Dice. While usually a 3, the slots have a Bracketing Fire icon, as well as DBlue Crew Dice, and are in a side Location of a Type 3 Ship. This means the Base Value of 3 is increased to a modified value of 8, generating a total value of 42 [8 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 48]. For the long hex range of 13, increasing the DBlue Weapon Die Base Value of 2 to a modified value of 7 for the Type 3 side Location, Bracketing Fire icon and DBlue Crew Die gives a value of 91 [7 (long hex range Weapon Die Modified Value) x 13 (long hex range) = 91]. Adding the two values together generates a final value of 139 for one 164mm Gun Battery in a side Location, times 4 generates a final value of 556. The total value for all Gun Batteries on the Philip II Augustus is then 777. The running total is 1,306. The HML Leviathan mounts a huge variety of Gun Batteries. Luckily the Leviathan is very symmetrical, so all Gun Batteries of the same type have the same Crew Dice and firing options. We can take each Gun Battery type separately to determine the value and then simply multiply that value by the number of Gun Batteries of that type. 3-inch Gun Battery: This weapon has a short hex range of 4, which is multiplied by the Base Value of the DBlue Weapon Die. Normally that would be 2, but that slot has a Bracketing Fire icon, is in a Location with a DGreen Crew Die and is in a Type 4 Ship side Location, which increases that value to 5, generating a total value of 20 [5 (short hex range Weapon Die Modified Value) x 4 (short hex range) = 20]. For the long hex range of 8, increasing the DGreen Weapon Die Base Value of 1 to a modified value of 4 for the DGreen Crew Die, Bracketing Fire icon and Type The Philip II Augustus mounts a 164mm Gun Battery in the Bow. The short hex range is multiplied by the Base Value of the DYellow Weapon Die. Normally that would be 3, but that slot has both a Turret and Saturation Fire icons, as well as a DBlue Crew Die, so the Base Value of 3 is increased to a modified value of 8, generating a total value of 48 [8 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 48]. For the long hex range of 13, increasing the DBlue Weapon Die Base Value of 2 to a modified value of 7 for the Turret/Saturation Fire icons and DBlue Crew Die 6 4 Ship side Location gives a total value of 32 [4 (long hex range Weapon Die Modified Value) x 8 (long hex range) = 32]. Adding the two values together generates a final value of 52 for the 3-inch Gun Battery. The Leviathan mounts eight 3-inch Gun Batteries, all of which match the criteria noted above, and so the total value here is 416. 6-inch Gun Battery: This weapon has a short hex range of 6. Its Base Value for the DYellow Weapon Die is 3, modified to 6 for the Bracketing Fire Icon, DGreen Crew Die and side Location on a Type 4 Ship. That generates a total value of 36 [6 (short hex range Weapon Die Modified Value) x 6 (short hex range) = 36]. For the long hex range of 12, increasing the DBlue Weapon Die Base Value of 2 to a modified value of 5 for the Bracketing Fire icon, DGreen Crew Die and Type 4 Ship side Location gives a total value of 60 [5 (long hex range Weapon Die Modified Value) x 12 (long hex range) = 60]. Adding the two values together generates a final value of 96 for the 6-inch Gun Battery. The ship mounts four 6-inch Gun Batteries that all fit the criteria above, and so the total value here is 384. 9.2-inch Gun Battery: This weapon has a short hex range of 7. Its Base Value for the Dred Weapon Die is 4, modified to 6 for the Saturation Fire Icon. That generates a total value of 42 [6 (short hex range Weapon Die Modified Value) x 7 (short hex range) = 42]. For the long hex range of 14, increasing the DYellow Weapon Die Base Value of 3 to a modified value of 5 for the Saturation Fire icon gives a total value of 70 [5 (long hex range Weapon Die Modified Value) x 14 (long hex range) = 70]. Adding the two values together generates a final value of 112 for the 9.2-inch Gun Battery. 12-inch Gun Battery: This weapon has a short hex range of 8. Its Base Value for the DBlack Weapon Die is 5, modified to 9 for the Saturation Fire and Turret icons, as well as the DGreen Crew Die in that Location. That generates a total value of 72 [9 (short hex range Weapon Die Modified Value) x 8 (short hex range) = 72]. For the long hex range of 16, increasing the DRed Weapon Die Base Value of 4 to a modified value of 8 for the Saturation Fire and Turret icons and the DGreen Crew Die gives a total value of 128 [8 (long hex range Weapon Die Modified Value) x 16 (long hex range) = 128]. Adding the two values together generates a final value of 200 for the 12-inch Gun Battery. The ship mounts two 12-inch Gun Batteries and so the total value here is 400. All Gun Batteries: The total for all Gun Batteries is 1,312. This brings the running total to 1,923. DETERMINE FINAL POINT VALUE To make the numbers easier to use when building a fleet, divide the running total by 10, rounding down normally (.5 rounds up). Anfield’s The HML running total of 854 generates a Final Point Value of 85 [854 / 10 = 85.4, rounded to 85]. The Pontbriand’s running total of 1,227 generates a Final Point Value of 123 [1,227 / 10 = 122.7, rounded to 123]. The Philip II Augustus’ running total of 1,306 generates a Final Point Value of 131 [1,306 / 10 = 130.6, rounded to 131]. The HML Leviathan’s running total of 1,923 generates a Final Point Value of 192 [1,923 / 10 = 192.3, rounded to 192]. BUILDING A FLEET The system above generates a Point Value for each individual ship, yet Leviathans is a game of fleet action, with multiple ships deployed to a side. The following rules provide adjustments for Point Values both for rules found in the Captain’s Manual Excerpt of the Commander’s Manual and for when ships are fielded as part of a fleet. Any time adjustments are made to an entire side, the Fleet Point Value is noted (i.e., the total of all ships’ Point Values on a side). In all cases, adjust Point Values in the following order: Crew Skill Ratings, then Force Size. Fleet Composition: It’s important to reiterate the caution under Types of Scenarios (see p. 51, Commander’s Manual). Even when using the Point Values system, and these rules, for building fleets, players should be aware of the ratio of Ship Types. For example, when adjusting the Force Size (see below), if Side A is fielding a Type 4 Ship and a Type 2 Ship and Side 2 is fielding two Type 2 Ships and a Type 1 Ship, by the Force Size rules Side A should get a boost to its Fleet Point Value. In reality, however, the two sides may actually be balanced, depending upon the exact ships in use. Even with all these tools at hand, players may still need to simply play out a scenario to ultimately determine how balanced (or not) it is. CREW SKILL RATINGS If the Crew Skill Ratings rules are in effect (see p. 61, Commander’s Manual), adjust Point Values as follows: Green Skill Rating: For a Green Skill Rating Crew, multiply that ship’s Point Value by .95 (round down) to generate a Final Point Value. Regular Skill Rating: Do not adjust any Point Value. Veteran Skill Rating: For a Veteran Skill Rating Crew, multiply that ship’s Point Value by 1.05 (round down) to generate a Final Point Value. Elite Skill Rating: For an Elite Skill Rating Crew, multiply that ship’s Point Value by 1.10 (round down) to generate a Final Point Value. 7 FORCE SIZE OPTIONAL The Force Size rules are independent of the rest of the Point System. While players are free to use the Force Size rules, they should realize this is a separate playtest from the Point System itself. Adjust the Fleet Point Value of opposing fleets by adding up the number of ships in each force. Divide the total number of ships in the smaller force by the total number in the larger force. Next, divide the total number of ships in the larger force by the total number in the smaller force. Add these two results and subtract 1 to get the Fleet Modifier. Multiply the Fleet Point Value of the larger force by the Fleet Modifier to get the Final Fleet Point Value. Fleet Modifier = (S / L) + L / S) – 1 SHIP POINT VALUES BRITISH SHIPS SHIP NAME RELEASE CLASS TYPE SI STARTING MP ENTER HEXES BEFORE TURN POINT VALUE HML ANFIELD Core Box D 1 18 8 1 85 HML TRAFFORD Core Box D 1 20 6 1 82 HML RAVEN Core Box/QSR PDF D 1 20 9 1 75 HML BEAGLE James’ I PDF/ Fleet Box D 1 18 10 1 91 HML CROW Fleet Box D 1 20 8 2 73 HML ESSEX Core Box County 2 22 6 2 97 HML HERTFORDSHIRE Core Box/QSR PDF County 2 22 6 2 102 HML NEW ZEALAND Fleet Box County 2 20 8 2 108 HML COURSER James’ I PDF Destrier 2 18 9 3 122 HML CHARGER James’ II PDF Destrier 2 20 10 3 135 HML EVESHAM James’ II PDF Defender 3 24 7 3 152 HML LEVIATHAN Core Box Leviathan 4 30 4 3 192 HML MEDUSA Fleet Box Leviathan 4 30 4 3 209 POINT VALUE FRENCH SHIPS SHIP NAME RELEASE CLASS TYPE SI STARTING MP ENTER HEXES BEFORE TURN LA GLOIRE Core Box Grenouille 1 18 12 1 80 MONTCALM Core Box Grenouille 1 18 9 2 80 PELLETIER Core Box/QSR PDF Grenouille 1 18 12 1 80 MONTPELLIER James’ I PDF/ Fleet Box Grenouille 1 18 8 2 85 GRENADIER Fleet Box Grenouille 1 18 8 2 77 LAVE Core Box Liberté 2 22 9 2 98 PONTBRIAND Core Box/QSR PDF Liberté 2 20 12 2 123 DUPUY DE LOME Fleet Box Liberté 2 20 8 2 106 ARDENT James’ I PDF Faucon 2 20 8 2 113 AIGLE James’ II PDF Faucon 2 19 9 2 100 PHLIP II AUGUSTUS James’ II PDF Conquent 3 26 8 3 131 JEAN BART Core Box Paris 4 30 5 3 185 PARIS Fleet Box Paris 4 30 4 3 213 8
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