Leviathans: Point System Open Beta Test

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