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TM

By Robert DeHoff and Randall Bills

1
INTRODUCTION
GRAB A BERTH... has been proven to work, in actual play, with Second, this is not a guide about
...and welcome to Leviathans! If you’re actual people. choosing fleet lists or developing a doctrine
here, you want to know how to be a This guide isn’t the be-all and end-all for yourself. This guide exists to make you
of tactical thought in Leviathans, however. a better ship captain who knows the actual,
better player, and that means studying
Weapon systems will change, new ships and in-game, nuts and bolts of driving your
tactics. It’s very easy to quote a bunch
new capabilities will be unveiled, and maybe ship. However, such knowledge will lend
of ancient dead generals/admirals and
a few things covered here will be turned on itself to the task of developing the skills for
say, “Now you know about tactics,” and
their heads (players are encouraged to let us fleet building later on.
leave how to actually apply such pearls
know if they’ve developed superior tactics Finally, none of this takes scenario play
of wisdom as “All war is deception”
not covered here). Napoleon himself, after into consideration. Forced Withdrawal,
and “To advance or not to advance is a all, once said, “One must change one’s as well as scenario-specific rules (as
matter for grave consideration; but once tactics every ten years if one wishes to detailed in the Commander’s Manual),
the offensive has been assumed, it must maintain one’s superiority.” This guide is a can heavily modify the tactics covered in
be sustained to the last extremity,” to the starting point. A place to build a foundation these pages. Instead, these rules provide
player to puzzle out. of solid, game-proven concepts that you can the “straight up” ways in which to outfox
That’s why this guide exists; to help the expound upon to fit your playing style as your appointment, annoy him into making
player in translating concepts and theories you master these ideas. a mistake, and ultimately let you fly away
to the tabletop. This is to make you a better from any battlefield the victor. As with
player of the game, knowing that on this What This Guide Is NOT fleet building above, however, these rules
turn, you want to swing your battleship to First, this guide assumes you have read the will lay a foundation you can modify, as
face that way, and why. The maxims here Commander’s Manual found in the Core Box appropriate, to take into account scenario-
have been gleaned through three years of Set; many of the terms used here are defined specific situations.
playtesting and running Leviathans games in that rulebook and players may be confused
at major gaming conventions. This is what if they’ve not first digested that material.

“Bravery and courage will see us through, lads! Full speed fore!”
– Capt. T.F. ‘Archie’ Gumby

2
TACTICS
A PLAN turns of movement and shifting of ships to
bait the British into forming a line pointing INITIATIVE
a certain direction, and then another turn or
As important as any specific advice is There’s no real way to control your
two of movement to take advantage of that
making sure you have a plan before you roll Initiative results. You’re going to have to roll it
commitment. So don’t panic if your plan
the first Initiative dice. The plan doesn’t every turn and learn to live with the results. It’s
doesn’t materialize right away.
need to be complex. A general idea is often knowing how to keep your fleet together and
Eventually, you’re almost certainly going
sufficient: “I’m going to move forward slowly, resisting the urge to panic when you do lose
to have to abandon your plan. The enemy
and when the British commit to their turn to Initiative eight turns in a row (it’ll happen)
doesn’t usually make a habit of doing things
present their broadsides I’m going to try and that will go a long way toward determining
exactly the way you want them to, after all.
slide my fast and hard-hitting ships around your ability to win—or lose—the game.
Your pre-game ideas are simply going to
to their stern.” This leaves room to modify
break down under the cumulative impact of
or even abandon your plan as the actual
random chance, if for no other reason, and
losing the initiative
circumstances of the battle may demand. The primary thing to remember upon
the insight to know when to abandon your
The other thing to keep in mind when losing the Initiative is not to get frustrated
previous plan is one of the skills that makes
making your plan is to ensure you have the (which can lead to mistakes). Very often,
a good player. It’s also something that
patience to carry it out. Ships in Leviathans the best thing to do when you’re forced
comes with experience; every situation and
tend to be slow to maneuver, so be careful to move first is to move defensively. Don’t
opposing player combination is different.
when committing because it can take quite launch your ships out on their own (not
Just be aware that it will happen—if your
some time to recover your position on that you should usually do that anyway);
opponent panics because he has to abandon
the board. The example plan above isn’t doing so opens you up to your opponent
his plan, and you don’t panic when you have
something that would take shape in a turn jumping your individual ship with several
to abandon yours, you’re quite likely to win.
or two. More likely, it would require several of his own that move after yours.

“Evasive maneuvers? We shall maneuver our guns toward the enemy!”


– Capt. T.F. ‘Archie’ Gumby

3
The temptation to go for a decisive
maneuver that leaves a ship stranded on
when you’ve won the Initiative, to lead the
charge with those multi-thousand ton steel- MOVEMENT
its own is particularly strong in Leviathans, and-steam juggernauts. That triumphant
The following covers the tactics
because of the way movement is staggered feeling is almost always followed by a
surrounding movement in Leviathans.
between Types of ships. You may see your swift slap in the face from the cold wet
opponent leave the stern of his battleship fish of reality when your opponent swarms
sitting out there just waiting to have its T around behind your battleship with a trio of
concentration
crossed by your fast cruiser...but if you move destroyers, or even cruisers, and latches on
of movement
As a general rule, ships should not operate
that cruiser out there to take advantage of to your stern, reducing your now-impotent
on their own. The more ships you have in a
the opening, the three destroyers he has battlewagon to immobility at best, or, more
single area, the greater the concentration
escorting that battleship—all of whom move likely, a crashing demise.
of firepower you can bring against a single
after you—will swarm you and potentially With this temperance in mind, you do
enemy vessel, by virtue of the phrase, “If
take your lone ship down. Sure, you may get want to move offensively and decisively
that ship is in range, these other ships are
your shot off and damage the battleship, but when you’ve won the Initiative, but do so
in range as well.” Thus, it behooves the wise
you’ve likely lost a cruiser to do it. with the full knowledge that your opponent
admiral to move his ships in groups.
is going to get to move more of his ships as
An admonition here is that you will
winning the initiative well, and may well be trying to bait you into
generally want to keep your ships close
Winning the Initiative always beats the rashly exposing a large ship so a group of
together, but not too close. Keep 1-2 hexes
alternative, but it’s hardly a guarantee of smaller ones can cut it off.
between each of your vessels to allow
victory. Make sure you know how to take
them room to maneuver. There are few
advantage of it. initiative (expanded)
things as frustrating as having a battleship
The truly huge advantage in winning Found on page 61 of the Commander’s
condemned to move forward directly into
the Initiative is that you get to move after Manual, Initiative (Expanded) offers a
a spread of torpedoes because you’ve boxed
your opponent. Seeing what he’s doing reprieve from the all or nothing nature
it in so tightly with your own ships that it
and moving to take advantage of that is of Initiative in the base game that helps
cannot turn without overlapping one of
very difficult to overvalue. Nonetheless, to speed turns along. Despite the tactics
those escorts at the end of its movement.
temper your expectations. It doesn’t matter above, if players feel that Initiative is too
Just as frustrating is lining up your own
whether you win or lose the Initiative, restrictive for their games, be sure to try out
ships in a way that stops the largest ships
when it comes to your opponent getting this expanded rule.
from being able to move on a subsequent
to move his cruisers after your battleships.
turn; Steering Gear Slots help this situation,
This is perhaps the single biggest trap in
but not all ships have that luxury (this often
Leviathans; the overwhelming temptation
occurs when Screening; see p. 11).
to move forward decisively and offensively

4
Stacking (Expanded) Sailing Abreast
As with Initiative (Expanded), Stacking
(Expanded) is found on page 61 of the
Commander’s Manual and helps to alleviate
this type of logjam. However, movement is
messier and more difficult to track on the
play area using this rule, and hence can
potentially increase the time a game takes.
As with all Captain’s Manual rules, players
should all agree to its use before play begins.

the Line of Battle


A fundamental disconnect exists in
Leviathans between the method by which
ships close with the enemy, and the method
by which they best engage the enemy. To
close into range, you’re required to put your
bow to the foe and steam ahead. However, it may have difficulty turning to starboard, Ideally, the Line of Battle consists of several
your best concentration of firepower is since the cruiser on the port side is so close. ships tailing one another approximately
almost always to the sides of your ship. The Type 4 ship would likely have to move bow to stern. This allows all the ships to
Therefore, when you’re in range, you want at least 3 hexes forward before it can turn, point their entire complement of broadside
your bows to be roughly perpendicular to and then spend 1 MP to make the turn. If weapons (side gun batteries, as well as Bow
the direction in which you were moving. it has only 4 MP available, its furthest aft and Stern turrets) in the same general
Shifting the direction of your vessels hex would overlap the furthest forward hex direction.
in this manner, from “directly towards” of the cruiser to port, and thus be an illegal Another important reason to turn into
to “perpendicular to,” gives rise to the move. Seeing something like this on the the Line of Battle is that the bow Locations
formation of the Line of Battle. tabletop can give the wary admiral clues of most ships are the second weakest, with
The diagram at top right shows a sample as to which direction the enemy may plan only the stern taking the top spot. Even
Line Abreast formation, with several Type 2 to move (i.e., the ships illustrated here will battleships need to be wary of too quickly
and 3 ships surrounding a single Type 4 ship most likely turn to port), and allow that losing their largest gun batteries to a few
in the center, all with bows pointed in the admiral to plan accordingly. quick destroyed Slots because they kept
direction of travel. Note the space between The reason to sail in a Line Abreast is to their bows pointed towards the enemy,
each vessel. If the Type 4 ship wishes to turn, ease the transition into the Line of Battle. while that enemy had either very large gun

5
The Line of Battle
batteries or a slew of small gun batteries
ready to take advantage. The British in
particular run into this conundrum: does
the HML Leviathan plow forward through
gun battery fire or, more likely, a slew of
torpedoes, to bring its big gun batteries to
bear as quickly as possible? Or does it turn
to present its more armored flanks, at the
cost of slowing the ship’s advance for several
turns as it has to re-orient again on a future
turn? Every game, a player must make that
decision based on the enemy forces and
how they’re arrayed against his own.
In the case of the ships in the previous
diagram, the transition to the Line of Battle
should look something like the diagram at
right.
Note that the ships aren’t perfectly
nose-to-tail. If they were, that Type 4
in the center of the formation would be
completely unable to move during the next
turn, as it would overlap another ship no as they’d be taking fire from several enemy Countering a Line of Battle can be
matter where it went. Also note that the ships, all of whom can bring their complete difficult, particularly if the opposing player
Type 4’s movement is fairly constrained broadside to bear. plays on or near the board edge. Once the
in future turns here as well. While it has Slow, gun battery-armed fleets lend enemy has established the direction his
room to move forward, it will be difficult themselves best to Line of Battle tactics. In Line of Battle is going to go (once he’s
to make any non-Broach turn with a the Core Box Set, this tactic is the bread and turned from Line Abreast to the Line of
typical battleship’s Enter Hexes Before butter of the British navy. The line helps to Battle), a good tactic is to start dropping
Turn statistic (again, due to overlapping preserve their slower ships from the faster large numbers of torpedoes in the direction
friendly ships). In return for this lack of vessels of the French. A French cruiser that he now needs to move. If he chooses not
maneuverability, though, any enemy ships wanted to take a run at the stern of the Type to move, try sneaking into gun battery
in the top-right corner of the diagram 4 in the above diagram would have to deal range and taking advantage of his larger
would find themselves in very deep trouble, with the two cruisers to the Type 4’s stern. Location Dice to give you an advantage. If

6
Wolfpacks
he moves, of course, he exposes himself to
your torpedo fire.

wolfpacks
Wolfpacks are a way for ships with
greater speed and maneuverability to
engage the enemy from a position of
numerical superiority. The concept is
fairly simple: pick a target that’s slower
than you (usually a higher Type ship, just
to guarantee you’ll move after your target
does), put three or four of your ships in
close proximity to his ship, and blast the
hapless vessel into spare parts.
The popular image of a wolfpack consists
of several ships circling a larger one. Do not
be tempted by this; if you have one ship
in each of your opponent’s firing arcs, all
of his firing arcs can shoot back at you.
Instead, try to get all of your ships into
just one of his firing arcs. This gives you
two major benefits. First, it ensures that
all of your firepower concentrates in the
same Location, meaning you’re much more
likely to destroy all six Slots and/or cause
Breaking the Keel Rolls. It also means
your opponent can only shoot back at you
with one Location’s worth of gun batteries
(turrets notwithstanding), which means
he’s likely to damage only one of your ships.
If you’re damaging his one ship with three
of yours, and he’s only damaging one of
your ships in return, you’ll come out ahead.
Ideally, a wolfpack in Leviathans looks a
lot like the diagram at right. 7
Crossing the “T”
Here, two French destroyers and a
light cruiser maneuver to stay in the
Stern Damage Arc of a British battleship.
Because the battleship must move before
the French vessels, they are guaranteed to
know where the Stern Damage Arc will be
pointing by the time they move, and they
can use their superior speed to ensure that
they stay there.
The difficult part of attempting wolfpack
tactics is convincing the enemy to separate
his ships from one another. While the
British battleship in the above diagram
may never be able to shake the pursuing
cruisers, if it had a few cruisers or destroyers
as escorts it could use them to defend its
Stern Damage Arc and “scrape off ” the
French vessels, or Screen (see p. 11).
A good tactic to try as the French player crossing the “t” for usually the biggest guns on a ship and the
is to wait until the enemy has formed a Line “Crossing the T” was the signature tactic all-important Engine Slots.
of Battle against you, and then fire a large of gun battery-armed ships prior to the This concept can be expanded to be the
number of torpedoes just ahead of the last proliferation of the aircraft carrier, and it is no primary tactic of an entire fleet. If a line of
ship in the line. With luck, the enemy will different in Leviathans. The concept is fairly three or four ships crosses in front of a single-
decline to move his ship into that firestorm, simple: a warship crosses in front of an enemy file line of three or four ships, the crossing
and will break off from the line (either ship, allowing the crossing vessel to bring all of ships can all bring their gun batteries to bear
by moving away, or by staying stationary her gun batteries to bear (due to the fact that on just the forward ship, causing crippling
while the rest of the line moves away). This the bow- and stern-turreted gun batteries can damage or even felling the target in a single
is when you send in several fast vessels to slew to port or starboard to combine fire with pass. Once that happens, even if the battle
pounce on that lone ship. By the time the the side-mounted gun batteries) while only then degrades into a free-for-all, the ships
enemy has turned his line around to help, receiving fire from the forward gun batteries that crossed the enemy’s T will have a decided
it should be all over for that ship, and your of the enemy. Additionally, attacks back at a advantage due to their superior numbers.
fast vessels should be well out of range, all ship crossing the T can’t strike into the bow Destroyers—either in a wolfpack or as
set to turn around and do it all over again. or stern Locations, which means protection a lone wolf—are also excellent for this as

8
For example, in the diagram at right, three Crossing the “T”
they can usually close quickly, but very few British ships have lined up to cross the T of
destroyers carry knockout-punch firepower. the Jean Bart, angling for its Stern Location.
However, the Jean Bart has six 138mm gun
Additionally, destroyers are rather weak
batteries on turrets along its flanks, all of
in the Breach Numbers and Structural which can be turned to hammer into all but
Integrity departments, meaning that while one hex row of the Stern Firing Arc against
they may be somewhat difficult to hit, they those ships.
can go down quickly. This is especially true To ward against this as best he can, the
British player tucks the HML Raven destroyer
when bigger ships bring Bracketing Fire- into running exactly along the same hex row
and Saturation Fire-capable gun batteries as the Jean Bart. While the HML Raven will
to bear. Since a destroyer zooming close by only get its Bow-mounted 3 IN gun battery
a battleship proudly displays its intentions into firing position—as opposed to the two gun
batteries along its side—the Jean Bart can’t fire
like giant semaphore flags waving madly in
at the destroyer at all.
the wind, players need to be a little more For the next ship back, the HML New
circumspect. They can either use offensive Zealand, the British player carefully
screening to protect the destroyer, offering maneuvered the light cruiser so its Bow hex
a more tempting target so the opponent is lined up with the hex row occupied by the
Jean Bart, bringing its full Port Firing Arc into
can’t resist it and ignores the destroyer, or play for the attack, giving it a four gun battery
they can simply move the destroyer well out broadside into the Stern, while only the Jean
of range and swoop in a large arc around Bart’s three 138mm gun batteries in the Fore-
gun battery range and into a Stern Firing port and Aft-port can return fire; a better
trade for the British player.
Arc. However, this latter move, even with
Unfortunately, the British player was not
the fastest destroyers, can consume many as careful with the last ship in his wolfpack,
turns. Often it’s better to use the previous the HML Hertfordshire, which is “hanging
two options and get that destroyer in fast to out” on both sides of the hex row occupied
do its job on a stern. by the Jean Bart. This means while the light
cruiser still has a great broadside of its own
Another angle to consider: being careful into the Stern Damage Arc of the Jean Bart,
of target ships that mount extensive and/ the battleship in return can choose to attack
or powerful gun batteries on turrets in the it with all six 138mm gun batteries from the
side firing arcs. In such instances, the player Fore-port, Aft-port, Fore-starboard and Aft-
starboard Locations; the British player’s only
should carefully consider how he lines up
saving grace is they’re all at long range...but
to cross the T to ensure he’s not giving the that simply means some Bracketing Fire is
target ship a chance to fire gun batteries likely to occur, and the HML Hertfordshire is
that otherwise he wouldn’t be able to fire. going to lose some Slots for its trouble.

9
While crossing the T is a wonderfully effective Crossing the “T”
tactic, there are several problems with it in game play.
First, it’s such a wonderfully effective tactic that it
tends to be the first thing on everyone’s minds. Given
that, it can be very difficult to cross the enemy’s T with
more than a single ship at a time because everyone
knows what you’re trying to do; with the speed at
which leviathans move, it can be extremely difficult
in practice to move multiple ships into position
without the enemy seeing exactly what you’re doing
and maneuvering to foil your effort. Thus, unlike in
real life where a procession of slow, stately battleships
attempts to steam past a foe’s bow, the best ships to
attempt this tactic are fast ships mounting large gun
batteries, of a Type less than that of the ship they wish
to target. If you wish to cross the Jean Bart’s T, for
example, an excellent British ship choice is the HML
Courser from the James’ Fighting Leviathans: Excerpt
from the 1910 Edition PDF, which has good firepower
and good speed for its size. Of course, a Courser would
be advised to cross the T to Jean Bart’s Stern, as there
are far fewer gun batteries mounted there to shoot
back at the British ship.
The second major problem with crossing the T as a
tactic in Leviathans is simply the unavoidable fact that
it is physically impossible to cross the bow of an enemy
ship at a right angle, due to the hex grid upon which
the game is played. Because of this, ships must always
approach at an angle to their target. This makes it far
easier for enemy ships to attempt to cross your T to your
stern because you cannot hold the range open between
your ships and theirs as efficiently. The angle forces you
to either close the distance between the fleets, or give
the enemy the chance to turn inside your angle and
10 cross your T to the stern.
The diagrams on pages 8 and 10 show how There’s a cold-blooded calculus to be done Offensive Screening
this may look during actual gameplay, and also here. Don’t be afraid to screen a ship with a Offensive screening primarily serves as a
serves to illustrate an important point to keep in less valuable one. Having a battleship get its way to reduce incoming fire at your ship by
mind while employing this tactic.  While both Saturation Fire gun batteries back on-line is hiding behind another, larger ship. If you’re
diagrams show a crossing of the T on a hexgrid, almost always going to be more valuable to you using an enemy vessel to screen your ship
the diagram on page 10 is a “better” crossing of than having one more destroyer on the board. from an even larger one, don’t forget that the
the T because all of the incoming fire is hitting What you don’t want to do is screening just for ship you’re hiding behind can still shoot you.
the Bow Location of the target ship.  The the sake of screening. Make sure there’s always Offensive screening reduces firepower against
incoming fire shown on page 8 is split between a good reason why you’re throwing away a ship you, but rarely eliminates it.
the Bow Location and a side Location, which to protect another one. As long as you can Offensive screening can be quite useful,
will, in most cases (see If Firing At Multiple answer that confidently in your own head, it’s however. Torpedo-armed ships on the far
Locations During a Turn, What Order?, on page probably the right decision. side of a Line of Battle from the enemy can
17), dilute the effectiveness of the attack. Screening vessels block Line of Sight both fire their torpedoes through their own line,
ways, so be okay with losing your fire from that have the Line of Battle move forward out of
firing arc while being screened (or if there are the way, and then dart forward to catch up
SCREENING no gun batteries left and you’re just buying time with the larger vessels and declare offensive
for repair crews to do their thing, that’s okay screening on their own ships (thus hiding
Screening is, essentially, how you generate too). This is why you don’t want to screen your behind their own Line of Battle).
terrain on the table, only unlike a mountain or large ships without good reason. It’s entirely It’s also possible to use offensive screening
stand of trees, it’s terrain you can place where possible to use a cruiser to screen a battleship, to escort a valuable vessel in close to the enemy.
and when you desire. and then watch helplessly as an enemy destroyer A particularly effective French tactic is the
scoots across the firing arc you’ve blocked with technique of “sandwiching” a powerful, short-
Defensive Screening your screening cruiser. range vessel that attracts a lot of firepower
Most people consider defensive screening Also be aware that screening will impact your (such as the Pontbriand) between two Type 3
to be moving a ship to block Line of Sight movement in future turns. A battleship being vessels with good long-range weaponry. The
to their damaged vessel. However, the player screened on the bow by a destroyer may have its three ships fly in tight formation with the
is really making a choice to sacrifice a ship to movement options limited severely in the next center ship declaring offensive screening in the
protect another, more valuable ship. While turn, because it may not be able to generate direction of the greater concentration of enemy
your screening vessel blocks Line of Sight enough MP to get around the screening ship firepower. The outboard ships fire their forward
through its own base, there’s nothing at all and still turn. This means you are likely to gun batteries and throw around their out-
stopping the enemy from blowing the heck attract torpedoes (since your opponent will facing torpedoes as they close. Once close in,
out of the ship actually doing the screening. have a firm idea where you’ll be in the next the outboard ships split away and the hitherto-
And by definition, if the ship you’re protecting turn), with the resultant headaches those bring. undamaged center ship goes sailing into the
is in range to be hit by the enemy, the ship middle of the enemy formation, gun batteries
doing the screening is in range too. firing in all directions at point-blank range. 11
prepared with an alternate plan when—not an opponent fires torpedoes and declines to
Ramming if—the ram attempt fails. Further, recall move his ship off of the Torpedo Launch
that the roll doesn’t actually occur until markers. As long as he remains on top of the
Unlike in actual history, ramming can be the ramming ship is adjacent to the target; counters, the torpedoes will not strike him,
an effective tool on the tabletop, as the ranges if you fail the roll, you’re almost certainly but by ramming the launching vessel in the
are sharply truncated for ease of play. Players going to be within short range of a ship Location opposite the Location from where
should remember two important things that will not be particularly happy to have the torpedoes were fired, he will be displaced
regarding rams, however, both of which you in close proximity, and will likely make into his own torpedoes’ Line of Sight and
sharply limit the tactic’s utility. its displeasure known via the delivery of struck in roughly the same Location to which
Most importantly, rams are subject to several tons of high-velocity ordnance. you just dealt damage from the ram (simply
Initiative order. No matter what you do, a No destroyer wants to be within range of be careful to place your ram in such a way that
battleship without significant Initiative- a battleship’s Saturation Fire gun batteries, you don’t end up entering the hex containing
modifying effects will never be able to ram a and at point-blank range, it’s even worse. the Launch markers; you’d be struck by the
mobile destroyer. As long as the destroyer is And then there’s the presence of escorts... torpedoes yourself!). Finally, if your opponent
capable of movement, it will always be able So why ram? It’s a way to get a last gasp out forgets all the movement rules for creating the
to avoid the ram. Because of this, your most of a ship that has no effective firepower, for Line Abreast and Line of Battle and instead
effective ships at ramming tactics are always one. Less obviously, the displacement effect of has several ships adjacent, a single successful
your smaller craft. It doesn’t matter whether a ram can be far more devastating than the ram can cause a cascade of subsequent rams
you’ve won or lost Initiative; by the time actual damage. Imagine the effect of ramming and damage across all such ships.
your destroyer’s movement comes up, the a destroyer into a battleship safely ensconced Remember, ramming is unlikely to outright
battleship you’d like to ram has already moved behind a screening destroyer, and pushing kill any craft. It’s only a few Slots’ worth of
and is thus a legitimate target. that battleship away from its protector. damage, and while you’re likely to lose a few
Second, rams are subject to the morale Once weapons fire begins, you’ve just made a Slots (especially if there’s a big size difference
roll to see if the captain of the vessel has potential trade of a few Slots’ worth of damage between the ships), you’re unlikely to actually
the nerve to follow through with the choice to your destroyer for the ability to target the cause a Breaking the Keel Roll for yourself
to actually run his vessel into another ship. openings that the screening destroyer was unless you’ve taken quite a bit of damage
Your odds of passing the morale check so desperate to protect. Another interesting already.
are only about 1 in 5, so you need to be effect of ramming displacement occurs when

“A leviathan is a bloody weapon! In a battle you use a weapon! Ramming speed!”


– Capt. T.F. ‘Archie’ Gumby

12
TORPEDOES Herding movement
Herding consists essentially of putting
footprint on the game board, and so it
is relatively easy to predict where that
torpedoes blatantly in areas where you don’t battleship is going to be.
Torpedoes can be one of the more
want the other guy to go. Most people will If you depend on direct torpedo fire as
difficult aspects of the game to master,
avoid moving into an area where they know a strategy, you need a LOT of torpedoes,
being both far harder to use than gun
torpedoes will be, because they don’t want to not just 2 or 3 launchers across your whole
battery fire, more limited in their utility,
take damage. Herding is a way to force the force. The more torpedoes are on the board
and at least partially dependent upon your
enemy to go roughly where you want him to. (see Torpedoes and Sportsmanship, p. 15),
opponent moving to where he gets hit
The occasional enemy will say something the scarier they get for two important
with them. Once mastered, though, they
pithy (usually some variant on “Damn the reasons. First, it becomes geometrically
can be incredibly fun and very effective.
torpedoes, full speed ahead!”) and essentially more difficult to track where each torpedo
Note that unless you’ve got a very good
ignore your attempts to herd his forces is headed, so it’s far easier for your opponent
excuse, it’s always best to place Torpedo
in a general direction. This is perfectly to make an errant move and get hit. Second,
Target markers at their maximum possible
acceptable, as he is choosing to cause himself torpedo effectiveness varies wildly due
range. The more of the game board their
damage. Since damaging your opponent’s to their 3DRed Breach Roll, which has a
line of travel covers, the more likely they
ships is your erstwhile goal, thank him for much larger variance in its results than
are to hit something, even if by accident.
the assistance. gun battery fire. While the average result
Finally, the best possible word to use with a
may technically be an 16 or so, it is not
torpedo-heavy fleet: patience. As described
Direct Fire statistically unlikely to get long strings
under the Lave (see p. 24), ships with good
The popular vision of torpedo fire, this of lower or higher numbers and thus not
speed and torpedoes can actually surge
tactic consists of firing directly at enemy make successful Breach Rolls. Therefore,
forward to lay down the initial volley of
ships with the intention of causing damage. the more torpedoes you throw down on the
torpedoes, but then fall back towards the
However, there’s a lot of room to maneuver board, the greater the chance that something
edge of the playing area, using every hex
up in the sky, and this is usually a waste will prove effective.
row to maximum advantage to ensure the
against anything of more than about 6 MP, Finally, when laying down a lot of
torpedoes have all the time in the world
unless you’re devoting a lot of torpedoes torpedoes against a target, try to ensure
to do damage while your opponent doesn’t
to the task and can box your opponent in. that you’re overlapping the Lines of Sight
have a single gun battery yet in range.
Remember to fire where you think he’ll as much as possible, so whether a ship tries
need to be, not where he actually is. This to move forward or sideslide right or left
method of torpedo usage tends to be the (if it mounts Steering Gear), at least some
big equalizer when it comes to destroyers of the torpedoes will strike the target no
versus battleships. Many battleships have matter what occurs, even if the ship simply
serious problems clearing their own hex doesn’t move.

13
Torpedo Example

14
In the example diagram at left, Torpedoes and FIRING
the French player has just laid
down five torpedoes from his fleet
Sportsmanship The entire purpose of movement is
of the Lave light cruiser, La Gloire Torpedoes can heavily slow to let you place your gun batteries in an
destroyer, Jean Bart battleship and down the game as players try advantageous position and range compared
Montcalm destroyer against the to your enemy. The Sky Captain who can
to pick a safe path through
British HML Medusa battleship.
them, and it only gets worse consistently ensure that his gun batteries are in
Instead of stopping with the
Torpedo Target tokens placed
the more torpedoes are on the short range and targeting previously damaged
directly on the battleship, the board. In your home group, sections of an enemy vessel will find far more
player has pushed them past the either come up with a way to success than the Sky Captain who lets his fire
battleship from both directions, ensure that players don’t take a be spread evenly over the entire enemy ship.
creating a skein of overlapping Line huge amount of time to do this, Pick a damage arc and keep hammering it
of Sight that works to guarantee or play with the optional Fog of (depending upon the size of the ship, you may
the best possible outcome. Even War Torpedoes rule (see p. 61, need to damage two or even three Locations
moving forward 4 hexes, several Commander’s Manual). During heavily before you can fell a ship).
torpedoes still strike the battleship convention play at Origins
(not to mention it would put its Bow Game Fair and Gen Con,
unless stated otherwise by the Shooting in General
into a potential lethal crossing the
T scenario), but the less it moves specific rules of a tournament, Pick a target and kill it. A ship that survives
forward, the more damage it takes. “official” Leviathans play will a turn or two of fire can often be fixed, albeit
Even if the ship somehow mounted use the Fog of War Torpedoes usually at a slower rate than it can be killed
Steering Gear (which it doesn’t) rule for this reason. if you concentrate on it. Destroying a target
and tried to sideslip left or right, completely removes its counter-fire from
several torpedoes are going to find the battle, meaning you take less return fire
the ship. and now have fewer targets upon which to
In this instance, likely the best concentrate fire, which accelerates the rate
move of the British player will at which you damage the enemy. Dropping
either be to throw some ships in
a ship also ensures the opposing player can’t
the way to take the torpedoes, or
to turn and allow the bulk of the use it in a last ditch ram, or to protect a far
torpedoes to hit the ship, but to do more important ship through Defensive
so along its most heavily armored screening (see p. 11).
Locations. What ship should you target first? In
general, the first targeting priority should be
the ship you know you can kill this turn. If
15
an undamaged ship is flying at close range to all of them hitting in the same Location, As mentioned before, patience is a
you, and a heavily damaged ship is flying away you should expect to destroy most—if watchword as you set your plan in motion…
at long range, kill the damaged ship. The odds not all—of the Slots within that Location yet don’t be so patient that you miss your
of you actually destroying the closer vessel are during that turn. Likewise, the odds are window when you needed to surge forward
low, and since all fire is simultaneous, you’re good that one of those Slots hit will already and decisively end the game in your favor.
not going to be able to stop it from shooting have been destroyed that turn, which means
anyway. The damaged ship will sail away and a Breaking the Keel Roll. Two turns of 3-to- When to USE
make repairs, and can come back and deal 1 fire almost guarantees wiping the enemy Bracketing Fire
yet more damage later in the game unless it’s ship from the sky. This is harder than it Bracketing Fire is a method of attack
been completely destroyed. sounds, since under most scenarios you and where you trade the ability to hit multiple
There are, of course, exceptions to that the enemy will have a roughly equal number Slots in exchange for a near-guarantee
rule. A good one is when you’re preventing of ships (achieving this ratio is where skilled of destroying a single Slot. Once you
larger gun batteries from reaching you. If maneuvering of your ships really pays off ), link together 3 or 4 gun batteries, even
you have a battleship closing in on you and and the enemy will be trying to do the same battleship-grade armor tends to be
showing its bow (and the Saturation Fire thing right back to you. insufficient to defend against such an
gun batteries mounted there), and your Finally, always know the range of your attack. Therefore, Bracketing Fire is most
choice is to finish off a damaged destroyer gun batteries and the enemy’s gun batteries. useful early on in a fight when ships are
or fire at the battleship’s bow before those If you have 12-hex range gun batteries, and in good shape and still have Armor Slots
Saturation Fire gun batteries get within the enemy only has a 10-hex range, he is available to them. Bracketing Fire helps
range, it’s better to shoot at the battleship so compelled to come to you. Through careful minimize the effect of those Armor Slots,
as to try to remove the threat. The converse maneuver, you can dance around the range by generating Breach Rolls results much
is also true: if you’re driving a battleship, differential and score hits on him when higher than even the Slot-modified values.
make sure you don’t needlessly expose your he is out of range to hit you. Be sure you Always make sure you pair up Bracketing
bow, lest you lose your biggest gun batteries. know how far the enemy can fire; there Fire gun batteries from multiple Locations
Another general rule regards are few things worse than having a 10-hex to maximize the number of Crew Dice
concentration of fire. Always try to engage maximum gun battery range facing a 12- that can be added to the Breach Roll. For
the enemy at roughly 3-to-1 odds, with hex maximum range vessel, and ending your example, if I wanted to Bracket Fire two
equivalent ship Types, to have a good move 11 hexes away with your bow facing 75mm gun batteries off the Pelletier, I
chance of downing the enemy ship in a the enemy broadside. In such a case, it’s wouldn’t choose the two in the bow, as that
single turn. On average, you should expect always better to err on the side of being out would only get me one DGreen Crew Slot.
a given ship to destroy 1-2 Slots of an of range. You can always charge in the next Instead, I’d fire one from the bow and one
equivalent enemy ship (that is, Type 2 firing turn and, while you’d be in range of your from the appropriate side so that I could
at a Type 2) per turn. Therefore, if you have opponent’s gun batteries, at least you’re in a roll two DGreen Crew Slots, keeping the
three ships firing at one enemy ship, with position to shoot back. best one.
16
Something else players should remember of dice being rolled means there are very Saturation Fire gun batteries attack, you
is the effectiveness of Bracketing Fire few Slots in the game with a sufficient may generate anywhere from zero to four
against Type 1 ships. Their defense Breach Number to withstand three to four Breaking the Keel Rolls; each Slot die
(Location) dice are often quite small, and gun batteries hitting them at once. The may hit that previously destroyed Slot.
with their Miss Slots they can be extremely downside is that they only hit one Slot per By attacking with Saturation Fire gun
frustrating to hit. Bracketing Fire neatly attack (and there’s no extra benefit if you batteries after a Bracketing Fire attack,
overloads the benefit they gain from their beat the Breach Number by 1 or by 20). you’ve given yourself a chance of causing
small defense dice through the sheer Because of this, when possible, you want far worse damage than if you had reversed
number of dice being rolled, and Bracketing to hit a ship with Bracketing Fire first in the order of firing. The odds of actually
Fire completely ignores a target’s Miss a turn to destroy some Slots. Since the causing four Breaking the Keel Rolls are
Slots. If you can’t hit a destroyer any other Breaking the Keel Roll depends on whether low, but the possibility still exists, and at
way, bracket them down. or not a Slot is destroyed, it is in your best worst, even if you cause no Breaking the
Late in the game, however, Bracketing interest to destroy as many Slots as possible Keel Rolls, you still have the same chance of
Fire may not be the optimal fire mode. before rolling those 2 Slot-dice Saturation destroying enemy Slots as when you made
Once the enemy has taken enough damage Fire gun batteries. the Saturation Fire attacks first.
that you no longer need to depend on For example, the HML Leviathan
Bracketing Fire to defeat his Breach targets an undamaged enemy ship with its If firing at multiple
Numbers (say, because he’s lost several 12-inch gun batteries, and then fires a 4.7- locations in a turn,
Armor Slots), it’s often better to fire inch gun battery Bracketing Fire attack. what order?
weapons individually, especially when at Each Saturation Fire Slot die hits different If you’re firing at a target ship and
close range. If an individual gun battery Slots, and depending on the target’s Breach your attacks this turn will strike different
stands a reasonable chance of beating the Numbers, has a chance of being wasted Locations, what order should the attacks
target’s Breach Numbers, then it’s better to (since Saturation Fire attacks are much less follow? This consideration is particularly
shoot gun batteries one at a time so as to effective than Bracketing Fore attacks at relevant well into a battle when ships can be
destroy more Slots and/or generate more actually destroying Slots). In this example, fully surrounded, with incoming fire hitting
Breaking the Keel Rolls. the shot destroys two Slots in that turn. almost every Location.
Then the Bracketing Fire attack occurs Always fire at the least damaged
Bracketing, THEN and has a 33 percent chance of hitting a Location first, working your way to the
Saturation Fire destroyed Slot, giving a final tally of zero or most-damaged Location. A lightly (or
when possible one Breaking the Keel Roll. not at all) damaged Location rarely cares
As mentioned above, the advantage If the Bracketing Fire attack was fired if other Locations are damaged…only the
of Bracketing Fire is that it hits single first, only a single Slot is destroyed on lucky Breaking the Keel Roll situation will
Slots very, very hard. The sheer number the enemy ship. At this point, when the make a difference. However, with a heavily

17
damaged Location and numerous attacks
incoming, the majority of the shots will Repairs If none of your big gun batteries are hit,
look next at your torpedo, Steering Gear,
likely create Breaking the Keel Rolls. If it’s and smaller gun battery Slots. All of these
All other things being equal, always
a battleship and all you’ve done is destroyed have a roughly equal level of importance.
repair your engines first if possible. Engine
the stern, then the chance of splashing the Ultimately, the specific order of repairs
damage is absolutely critical; if you can’t
ship is nil. However, if that same battleship will be determined by the role of the ship
move, you’re a sitting target for every
is struck in every Location outside of the and the ebb and flow of the battle. For
enemy gun battery and torpedo on the
stern this turn and every attack results in example, dedicated torpedo ships can
board. Tesla Coil Trim Tanks tend to have
one destroyed Slot, when the ship striking usually afford to swap the repair priorities
the next highest priority, as their damage
the stern fires, it’ll have an additional +5 of Tesla Tanks and Torpedo Slots, while
effect hurts every gun battery on your ship.
modifier added to any Breaking the Keel if the Jean Bart is already in range and is
If you have a damaged Location and it has
Rolls made against the stern. deciding between an Engine Slot and the
no damaged Engine or Tesla Coil Trim
powerful 274mm Saturation Fire-capable
Tank Slots, then your biggest gun battery
gun battery, there’s a good chance the
destroyed in that Location should be your
274mm Slot is more important.
priority. The purpose of a ship is to shoot
other ships, after all.

Stern, starboard and bow views of a British Leviathan-class battleship.

18
fleet orders of battle
Ships are built to do a job. While all Captain’s Manual rules—Crew Abilities, challenging, it’s also by far the most
ships are theoretically built to destroy the and so on—in mind, and may be limited in enjoyable: learn to use those ships. There’s
enemy, they are in reality built to fulfill an their capabilities otherwise. fantastic satisfaction in watching your
Admiralty’s particular idea (or doctrine) What can the discerning player opponent switch from mocking you at
of specifically how that enemy should be concerned only with maximizing his win- the start of the battle as you field a less-
destroyed. As such, each ship fulfills a role loss ratio do about such a development? powerful ship to frustration as you drive
in that doctrine, with the idea foremost that First, ships will be given a point cost. him from the sky. There may be times,
when each ship in a given fleet is doing its The Leviathans Points Value System given a particular scenario or tournament
specific job, the fleet as a whole will operate attempts (imperfectly, as all things are) rule set, when you are simply forced to
as one well-oiled machine and will destroy to quantify the effectiveness of a given include sub-optimal units in your fleet
the enemy through its combined efforts. vessel. The Open Beta is running right list. This mirrors real life rather nicely;
Some Admiralties, and some fleets, are now…download the free PDF, check Wilhelm von Tegetthoff would certainly
better at this than others. it out and join in the fun! A ship that is have preferred a stronger Austrian fleet
Let’s get this out of the way right up flat-out worse than another ship will have when he engaged the superior forces of
front: all ships are NOT created equal. Some a lesser point cost. This is an extremely the Italian navy at the Battle of Lissa
ships, competing with other ships in the common balancing practice found across during the Austro-Prussian war. Instead of
same fleet, are quantitatively worse at their the gaming industry. bemoaning his fate and lesser ships, he took
job than their competitors. This is done Second, when building your own fleet what he had available and, through the use
to enhance the world of Leviathans and list, simply leave out the offending unit(s). of clever and aggressive tactics, managed to
reflect the accurate-to-reality missteps and Unless otherwise written in the scenario lead his inferior and outnumbered ships to
straight-up mistakes that navies invariably rules, nothing forces anyone to take any a decisive victory.
make when designing ships. Moreover, ship they don’t want to field. It is for this last purpose that we created
some ships are explicitly designed with Finally, while it can be the most the second part of this guide.

“A ship is a ship is a ship is a ship! Line ‘em up!”


– Capt. T.F. ‘Archie’ Gumby

19
CORE BOX set: BRITISH FLEET

“Her Majesty’s Ironworks”


different calibres together (in which case she vessel and causing fits for those fast destroyers
becomes a potent gun battery platform capable that want to zoom up and behind that same ship
of taking down the mighty Pontbriand), she is to tear at its engine. Only close to gun battery
merely, “a ship designed by an idiot…full of range if you have absolutely no choice, or are in
sound and fury, signifying nothing.” the final stages of an engagement where a trio
of 3 IN gun batteries on a platform barely 16
percent faster than a French battleship might
just turn the tide.

HML Raven
The prototypical gun battery destroyer
(compared to the more common torpedo
destroyers in the Core Box Set), HML Raven
has the misfortune of being 2 Slots away
from true greatness. While she can bring a
relatively useful and accurate double 3 IN HML Trafford
Bracketing Fire attack to either side, her 4 IN Lightly armored and slow, the Trafford has
no business anywhere near the gun battery HML Anfield
gun batteries languish on her broadsides with
range of an enemy ship. Its sole purpose in A much more complete vessel than HML
no crew to assist them. Their longer range
life is to be an inexpensive torpedo-delivery Trafford, the Anfield manages to achieve a
doesn’t especially help them when they cannot
platform for the British fleet. Use this vessel good balance of firepower, durability, and
hit their target. The extra Armor Slot in the
to support your fleet from afar, keeping the speed for a ship of its size. The Anfield’s gun
side Locations helps keep the ship alive, as
enemy on the far side of your Line of Battle batteries are more accurate with the addition
does the excellent Structural Integrity score,
and putting torpedoes where you can. Hanging of a DGreen Crew in the side arcs (and it can
and the ship’s relatively speedy movement
repair its torpedo launchers!), and while it loses
rating helps it be in the right place at the right a half-dozen hexes back and to the side (in the
2 points of Structural Integrity and a Armor
time. The trouble is that the Raven has a hard 5 o’clock position) of the tail ship in your Line
Slot off the sides, in practice the difference
time actually doing much when she gets there. of Battle can be profitable, as you can lob your
is not really noticeable. What it gains from
Unless the Raven, through other rules, is given torpedoes behind your rear-most ship with
this reduction in durability is an extra 2 MP.
the ability to Bracket Fire gun batteries of no worry about accidentally hitting a friendly
20
That doesn’t sound like a lot, but it greatly among the British fleet, and gives her the
increases the flexibility of the ship. With 8 useful ability to turn her side toward the
MP, the Anfield can keep up with the HML oncoming foe to use her torpedoes, and then
Leviathan’s top movement speed and make a use her Steering Gear’s sideslipping ability
facing change, and still have 3 MP left over to to help keep the range open and keep her
perform screening as appropriate. This makes torpedoes and turrets on-target.
it far more useful than one might otherwise
expect. The Anfield isn’t a show-stopper, but
it’s definitely the top of the supporting cast.
HML Leviathan
Don’t spread it around, but the Leviathan
has a terrible, terrible weakness. The complete
lack of crew in her stern makes her incredibly
vulnerable to attack from that direction. Her
weak Stern Breach Numbers and lack of
HML Hertfordshire repair ability there means even a single turn of
The Hertie is one of those unfortunate ships fire can reduce her to barely making headway
that terribly misses the presence of advanced or even immobility (usually followed by
rules. If given the ability to Bracket Fire gun every enemy torpedo on the board smacking
HML Essex batteries of different calibres together, she can her around next turn). The Leviathan’s
The signature British torpedo cruiser, actually muster up a pretty good punch. As gun batteries are terrifying, and can swat a
HML Essex is essentially identical to HML she is, she suffers from “calibre schizophrenia” destroyer out of the sky in a single salvo, but
Hertfordshire, but swaps out the useful 4.7 IN and is really best used as a mobile screening you need to guard her well. Consider devoting
gun batteries for torpedoes. While this is a and anti-destroyer platform, sticking close a slow light cruiser to screening duties by her
rather irritating choice (ripping out the 3 IN to a more valuable ship and using her bulk stern rather than a destroyer; parking a 3-hex
popguns, if structurally feasible, would have to screen her compatriot (which at least lets long cruiser across her stern can block Line
meant Essex lost nothing of value while still her get the most use out of her relatively high of Sight to her engines from every possible
giving the British Fleet some durable torpedo side Breach Numbers). She pairs well with direction, and give the benefit of delivering
projection), this decision at least means that the HML Leviathan for this purpose. Don’t that light cruiser’s broadside into whichever
the Essex adds a torpedo platform to the forget that she has fairly long-range gun French ship manages to sneak back there.
fleet. Unlike British destroyers, this torpedo batteries; she can hit with every gun battery in
platform can actually mount a reasonable her broadside out to 8 hexes, and loses almost
defense with her bow and stern 6 IN gun nothing of consequence in the range shift
batteries. Her Steering Gear is also a rarity from 8 to 10 hexes.
21
HML Crow change, the New Zealand gains the ability to put
BRITISH FLEET BOX HML Crow is primarily a vessel intended
for screening other ships. She has a perfect
Bracketing Fire in two groupings of calibres out
to 10 hexes. She gives up a touch of Structural
movement profile to keep up with HML Integrity and drops a few Breach Numbers by
Leviathan, make a turn if necessary, and still 1, but if slightly decreased protection is the price
spend the 3 MP to screen. Her heavier Breach to pay for being able to project useful firepower,
Numbers and Structural Integrity work in her then so be it. A great general-purpose cruiser.
favor as well for this task, and the (rare for the
British) ability to sideslip lets her maintain
separation from the ship she’s meant to protect
so that ship has room to turn, and she can easily
“tuck in” adjacent to the vessel when needed.
HML Beagle With crew in all Locations, her gun batteries
A British destroyer that can fight her French tend toward good accuracy when using a full
counterparts on their own terms, the Beagle broadside’s Bracketing Fire, but it’s still only a
matches up quite well against the Pelletier. trio of 3 IN gun batteries. Be happy when the
She has good speed and a vicious broadside, Crow destroys one enemy Slot per turn. HML Medusa
with a bit of advantage in practical protection. If the Leviathan wasn’t all that scary,
The French ship is a hair faster, but the Beagle the Medusa is. This ship trades out the
has longer-range gun batteries, making for an mismatched small-calibre side gun batteries
extremely interesting fight. The Beagle also of her Leviathan­-class sister and mounts a
works well as an escort for larger ships in a matched armament of 4.7 IN gun batteries
Line of Battle, being just tough enough to down both sides of the ship, plus she loads
spend a turn defensively screening a ship and a pair of torpedo launchers on the forward
have a chance of living through the attempt, quarter-arcs. Nothing else is changed; she
while also having a long enough range and gains range, gun power, and the ability to
enough useful throw-weight from her gun be extremely flexible about Bracketing Fire
batteries to contribute against cruisers. HML New Zealand from her side arcs. This makes getting behind
The New Zealand is overall superior to her to attack her still-vulnerable stern much
the Hertfordshire. With the exception of dicier than getting behind HML Leviathan,
pumping out a large volume of (inaccurate) fire, though the stern remains a weak spot. Finally,
everything the Hertie does, the New Zealand those glorious 12 IN bow gun batteries are
does better. She’s faster, with (for practical unchanged. Drive the Medusa straight down
purposes) the same Breach Numbers layout the center of the board, with somebody to
and maneuverability, and gains a matched pair screen your stern, and you’ll absolutely force
22 of 4.7 IN gun batteries on her flanks. With that your opponent to deal with you.
CORE BOX set: FRENCH FLEET

“LA BRUIT, LA FUREUR, LA VICTORIE.”


Also be aware that while her sides are tough,
she has a severe glass jaw; her Bow and Stern
Breach Numbers (like all the Grenouille-class
destroyers in the Core Box Set) are very low
and unaugmented by armor. Have your T
crossed at your own peril.

grade 138mm gun battery strapped on the


Pelletier bow in place of one of the 75mm cannons.
The Pelletier is notable among the ships In order to mount that monster gun battery,
in the Core Box Set for her dual Crew Slots the Montcalm is relatively slow as French
in the side arcs. While those crew won’t destroyers go, but still usually fast enough
help you shoot any more accurately than to have an edge on British D-class ships.
a ship with a single crew, they do provide a Importantly, the 138mm gun battery is fixed
series of entertaining options under Captain’s forward; it cannot fire to either side, and so
Manual rules. They also provide a great deal La Gloire
This destroyer is purely a torpedo-delivery the skipper of the Montcalm must make the
of redundancy; by the time the Pelletier stops choice whether to turn to bring his torpedoes
fixing itself in combat, it will have been so system. She is extremely fast, lightly armored,
extremely maneuverable, and aside from her and 75mms to bear (the latter for Bracketing
blown apart that there’s no point. Aside from Fire), or to fly the ship like an air-superiority
the extra crew, the Pelletier is a well-designed bow arc has no gun battery armament to
speak of. As a general rule, La Gloire has no fighter and have the 138mm trained on the
gun battery destroyer that can basically always foe at all times. In play, the Montcalm makes
bring a pair of the famous French 75’s to bear. business being within a dozen hexes of an
enemy ship as long as her torpedo launchers an excellent “second-shell” unit: throw her into
It should be noted, however, that only one of a melee after the initial volley when bigger
the fore-mounted 75mm gun batteries is on are functional.
ships have bigger targets to worry about,
a turret. The Pelletier is fast and with tough and she’ll tend to rack up large amounts of
defenses on the sides, but her actual broadside Montcalm
An interesting Grenouille variant design, damage relatively unnoticed.
throw-weight is lower than you might think.
the Montcalm’s claim to fame is the cruiser-
23
Lave Pontbriand is most at home while zooming battleship. The problem is getting there. The
The Lave is a dedicated torpedo ship. around to attach itself limpet-like to a larger Jean Bart’s gun batteries actually function
While she mounts the same 138mm-turreted ship’s stern, blowing the ever-loving Teddy best when the ship is lined up nose-to-side
gun batteries in her bow and stern as the Roosevelt out of it, and moving on once against a large enemy ship; the side-mounted
Pontbriand, her best use is to deliver paired the target is immobile and easy prey for the 138mm gun batteries can be brought to bear
torpedoes to a single target—a capability Lave’s torpedoes. The limited range of her gun from both sides of the ship and supplement
possessed by no other ship in the Core Box batteries is her primary handicap (and it’s not the Saturation Fire-capable 274mm gun
Set. Use her Steering Gear liberally to make much of one, given her speed); she has to close batteries in the bow. The problem comes
very fast turns and keep those torpedo in to be effective. As a rule, the Pontbriand has when the enemy shoots back; the Jean Bart
launchers trained on the foe. More than to spend one turn being shot at by bow and does not have particularly good Bow Breach
most ships, the Lave can attempt retrograde side-mounted weapons before she reaches Numbers, and given that the sort of target
tactics by facing perpendicular to the enemy, her target’s stern. Make that single turn of you want to use your full firepower against is
firing her torpedoes, turning and racing away, fire count, because if the Pontbriand crosses a battleship, you’re likely to have Saturation
and turning back to perpendicular at the end your stern T, she can immobilize a battleship Fire-capable gun batteries coming right
of her movement. Done correctly, she can in a single salvo. As described in the Tactics back at you. Which means you’re likely to
generate 6 hexes of additional range; since section, this is the prototypical wolfpack ship. lose several Slots, and losing the 274s is bad
most British cruisers have only 6-8 MP to news. A better tactic is to hang back with the
their names, the Lave can do this for a long Jean Bart Jean Bart, keeping your forward quarter-arcs
time. Moreover, this retrograde tactic allows Faster and more maneuverable than the facing the enemy and using your Steering
you to bring the bow and stern turrets into HML Leviathan, the Jean Bart gives up a lot Gear to alternate between them as necessary
play once the enemy does catch up with you. to attain those qualities. Her gun batteries (which has the benefit of bringing your oddly
are shorter-ranged and hit much less hard positioned torpedo launchers into play and
Pontbriand than the British 12-inch gun batteries, and gives you time to make repairs). Once your
This is a very scary ship that can do she gives up a few points of average Breach vicious little destroyers and cruisers have
damage all out of proportion to its size. Numbers and a bit of Structural Integrity. immobilized an enemy vessel, then move up
Moderately armored and with a blistering The temptation is to take the Jean Bart into a and pound it with the Jean Bart while your
short-rang broadside weapons array, the mid-range duel with a corresponding British fast ships go swarm another target.
24
french FLEET BOX

Dupuy de Lome
Montpellier
Probably the most general-purpose French
The Monty is another French destroyer
cruiser, the Dupie has a gun battery for every
that fights best by putting its nose at
occasion. In a single turn, she can drop
Grenadier the enemy. By mounting the port and
torpedoes, engage in Bracketing Fire from
The Grenadier is very similar to the starboard 138mm gun batteries on turrets
her well-crewed side-mounted 65mm gun
Montcalm, mounting a large forward-fixed and attacking an enemy that is turned away
batteries, and drop Saturation Fire from her
gun battery along with port and starboard from you, you can usually bring both 138s
bow and stern 100mm turrets. It’s extremely
torpedo launchers. The primary difference to bear on the target (so long as the target
uncommon to find Saturation Fire-capable
is the additional Armor Slot mounted on is Type 2 or larger), plus add in the 65mm
gun batteries on a platform this small, and the
the Grenadier’s bow, giving it extra resistance bow-mounted popguns. The Monty’s crack
small calibre of the gun batteries means they
against Bracketing Fire and Saturation Fire Crew Slots also make her highly accurate;
won’t hit as often as one might like (a short-
while it bores in on its target. In return, it solo, she is a highly effective hunter/killer
range attack is only rolling 2DBlue plus the
loses a touch of speed. Use it exactly as you of British D-class ships. Squadroning her
target’s Location die), but the gun batteries
would the Montcalm; in fact, pairing the two with the Montcalm and the Grenadier is
do provide useful critical hit seeking once
ships up with the Montpellier into a three- recommended, since all three ships have
some holes are opened in the enemy ship and
ship squadron is a good idea. near-identical speed profiles; don’t be afraid
you’re trying to generate as many Breaking
to split the Monty off of the squadron once
things get to close range, though. She doesn’t the Keel Rolls as possible. The Dupie pairs
mount Steering Gear and those large side well with the Ardent from the James’ Fighting
gun batteries make her less maneuverable Leviathans: Excerpt from the 1910 Edition
than the other two vessels. PDF; the ships have matching movement
profiles. Keep them side by side and pass an
enemy with the Ardent at 3 hexes range and
the Dupie at 4. This gives them the optimal
ranges to bring all of their guns to bear on the
same target at short range. 25
Paris
The temptation of the Jean Bart is to
fight her broadside-to-broadside against the
British battleships. The Paris has a chance at
doing it Slower and less maneuverable than
the Jean Bart (because she lacks Steering
Gear), the Paris adds an additional stern-
mounted, turreted 274mm gun battery,
which gives the vessel the best broadside
throw-weight in the French fleet. With
moderate luck, she can blow every Slot off
a Location in a single salvo of her main gun
batteries, and still have seven more Slot Dice
worth of attacks (and seven more Breaking
the Keel Rolls!) to roll. Her side-mounted,
turreted 138mms are unchanged from the
Jean Bart, but work perfectly well when firing
from a broadside, and have the added bonus
of being able to attack British ships trying
to cross her T. Perhaps most interesting
are the additions of aft-quarter mounted
75mm gun batteries that are Saturation
Fire-capable. Intended as anti-destroyer
weapons, they don’t pack a lot of punch, but
like all Saturation Fire gun batteries they
completely ignore the Miss Slots that make
26 firing at destroyers so frustrating.
TM

Before tackling the Core Box Set, jump into the epic Leviathans universe and game system by downloading the free Lieutenant’s Manual:
Quick Start Rules PDF. You can also grab more Ship Cards for your games with the two James’ Fighting Leviathans PDFs from
www.battlecorps.com/battleshop or www.drivethrurpg.com.

TM TM TM

The Lieutenant’s Manual is a 32-page James’ Fighting Leviathans: Excerpt James’ Fighting Leviathans: Excerpt
PDF offering a complete introduction to From 1910 Edition is an 8-page From 1910 Edition Part Two is an
the new, innovative Leviathan’s game PDF that includes four more ships 13-page PDF that includes four more
system, including playing maps, ready-to- ready-to-play with the Lieutenant’s ships (two each for the British and
cut-out-and-use Ship Cards and counters. Manual. The PDF includes full-color French fleets) ready-to-play with the
illustrations and histories of all 4 Lieutenant’s Manual, including unveiling
All a player needs to bring to the table are
ships, Ship Cards and cut-outs for Type 3 Ships. The PDF includes full-color
a few sets of polyhedral gaming dice (D4,
putting these leviathans into play on illustrations and histories of all 4 ships,
D6, D8, D10 and D12s) and in minutes your gaming table. The HML Beagle Ship Cards and cut-outs for putting these
they’ll be scouring the skies at the helm and Montpellier are variations on the leviathans into play on your gaming
of several thousand tons of war-forged D-class and Grenouille-class vessels table. Also included are two ready-to-play
metal looking for the tail-tale sign of found in the Lieutenant’s Manual. The scenarios for instantly fielding these
enemy smoke on the horizon. HML Courser and Ardent, however, ships (and others), including rules for
are two new Light Cruiser classes. Steering Gear and turrets! 27
TM

Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2012-2013.

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