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

An open plAy test for the leviAthAns community


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open alpha test


the following open alpha test taps the leviathans community to ensure the best possible point system for balancing game play. this open alpha test will end on May 30th. a lieutenants Manual: Determining points Value alpha test thread has been started at the www.monstersinthesky.com forums, under Game Rules Discussion. Well be watching the thread to see what the community discovers. enjoy and thanks for your help making the game the best it can be!

the following guidelines generate a Point Value based upon the rules found in the Lieutenants Manual (as well as any released PDFs to date) for each ship that can be used to balance forces in a scenario. In all instances, after each step is completed, the newly determined Point Value will either be added to or subtracted from (as indicated in the parenthesis of the header) the running total. As with any point system, it is important to remember that it assumes the players are maximizing the strengths of each ship and minimizing its weaknesses. If a player maximizes a vessels weaknesses and minimizes its strengths the Point Value of that ship will not be accurate (and hence the game will not be balanced).

lieutenants manual: determining point values

The HML Evesham Defender-class Armoured Cruiser (Type 3) has a Structural Integrity is 24, multiplied by 5 for a Type 3 Ship and so its Point Value for SI is 120 [24 (Structural Integrity) x 5 (Type 3) = 120].

starting mp (add)

multiply the Starting mP by 10. Add this value to the ongoing total. The HML Beagle has a Starting MP of 10, so its Point Value for that MP is 100 [10 (Starting MP) x 10 = 100]. Its current running total is 262.

Ship Type BaSe Value TaBle


Ship Type Type 1 Type 2 Type 3 Type 4 Base Value 9 7 5 3

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. The HML Beagle 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].

structural integrity (add)

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 Eveshams Starting MP is 7 and so its Point Value for MPs is 70 [7 (Starting MP) x 10 = 70]. Its current running total is 190.

The Pontbriand Liberteclass 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].

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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. Subtract this value from the ongoing total. The HML Beagle has an Enter Hexes Before Turn of 1, so its negative Point Value (since theres no Steering Gear to reduce this value) is 10 [10 x 1 (Enter Hexes Before Turn) = 10]. Its running total is 252.

enter hexes Before turn (suBtract)

The HML Evesham has a total Breach Number value of 342 [80 (Bow) +12 (Bow Armor) + 81 (Starboard) + 6 (Starboard Armor) + 76 (Stern) + 81 (Port) + 6 (Port Armor) = 342]. Its running total is 490.

moVed locaTion die ValueS TaBle


Weapon Dice DGreen DBlue DYellow DRed DBlack Base Value 2 5 7 10 14

The Pontbriand has a Enter Hexes Before Turn of 2, so its negative Point Value (since theres no Steering Gear to reduce this value) is 20 [10 x 2 (Enter Hexes Before Turn) = 20]. Its running total is 240.

The HML Eveshams has a Enter Hexes Before Turn of 3, so its negative Point Value (since theres no Steering Gear to reduce this value) is 30 [10 x 3 (Enter Hexes Before Turn) = 30]. Its running total is 160.

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 Beagle has a total Location Dice value of 24 [5 (DBlue, Bow) + 7 (DYellow, Starboard) + 5 (DBlue, Bow) + 7 (DYellow, Starboard) = 24]. Its running total is 503.

location dice (suBtract)

Add together all Breach Numbers to create a final value and add to the running total. miss slots: Do not add the Breach Number value for any missed Slots. armor: Each Armor Slot(s) 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 HML Beagle has a total Breach Number value of 275 [49 (Bow) + 10 (Bow Armor) + 64 (Starboard) + 12 (Starboard Armor) + 58 (Stern) + 6 (Stern Armor) + 64 (Port) + 12 (Port Armor) = 275]. Its running total is 527.

Breach numBers (add)

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 HML Evesham 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 458.

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.

miss slots

Add 12 for each missed Slot to the running total. The HML Beagle has one Missed Slot, so adds 12 to its running total. Its running Total is 515.

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The Pontbriand has two Missed Slots, so adds 24 to its running total. Its running Total is 500. The HML Evesham does not have any Missed Slots. Its running total remains 458.

gun Batteries (add)

Use the following rules to determine the value of each Gun Battery.

On the maximum Weapon Die Values table, every Weapon Dice has a Base Value. Starting with that maximum Weapon Die Base Value, modify as also indicated on the maximum Weapon Die Values table to determine the maximum Weapon Die modified Value.

maximum Weapon die

maximum weapon die 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*; turret on the Gun Battery Slot; Add the following values based upon Ship type and Location (all values are 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 *For larger Crew Die, 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. First, start with the short range. multiple 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. Once each individual Gun Battery value has been determined, add all values together for a final value. Add this value to the ongoing total.

range modification

The HML Beagle mounts various Gun Batteries. Lets start with the twin 3 IN Gun Batteries in the Bow. The short hex range of 4 is multiplied by the Base Value of the DBlue Weapon Dice. Normally that would be 2, but both Slots have a turret icon and are in a Location with a DGreen Crew Slot, so the Base Value of 2 is increased to a Modified Value of 4, generating a value of 16 [4 (Short Hex Range Weapon Die Modified Value) x 4 (short hex range) = 16]. For the long hex range of 8, after modifying the DGreen Base Value of 1 to a Modified Value of 3 for the turret icon and DGreen Crew Slot, a value of 24 is generated [3 (Long Hex Range Weapon Die Modified Value) x 8 (long hex range) = 24]. Adding the two values together generates a Final Value of 40 for both 3 IN Gun Batteries in the Bow. There are two 3 IN Gun Batteries in the sides (one each in the Port and Starboard Locations). Once again, the short hex range of 4 is multiplied by the Base Value of the DBlue Weapon Dice. Normally that would be 2, but both Slots are in a side Location of a Type 1 ship, so the Base Value of 2 is increased to a Modified Value of 3, generating a value of 12 [3 (Short Hex Range Weapon Die Modified Value) x 4 (short hex range) = 12]. For the long hex range of 8, after modifying the DGreen Base Value of 1 to a Modified Value of 2 for the side Location on a Type 1 ship, a value of 16 is generated [3 (Long Hex Range Weapon Die Modified Value) x 8 (long hex range) = 16]. Adding the two values together generates a Final Value of 28 for both 3 IN Gun Batteries in the side Locations. Finally we move on to the four 4 IN Gun Batteries. The short hex range of 5 is multiplied by the Base Value of the DBlue Weapon Dice. Normally that would be 2, but all gun batteries are located in the side Location of a Type 1 ship, so the Base Value of 2 is increased to a Modified Value of 3, generating a value of 15 [3 (Short Hex Range Weapon Die Modified Value) x 5 (short hex range) = 15]. For the long hex range of 10, after modifying the DGreen Base Value of 1 to a Modified Value of 2 for the side Location on a Type 1 ship, a value of 20 is generated [2 (Long Hex Range Weapon Die Modified Value) x 10 (long hex range) = 20]. Adding the two values together generates a Final Value of 35 for each of the four 4 IN Gun Batteries in the side Locations. The total value for all Gun Batteries on the HML Beagle is then 276. The running total is 791. The Pontbriand mounts two 138mm Gun Batteries, one each in the Bow and Stern. Starting in the Bow, the short hex range of 6 for the 138mm Gun Battery, then multiply that value by the Base Value of the DYellow

total all gun Batteries

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Weapon Dice. Normally that would be 3, but that Slot has both a turret icon as well as a DBlue Crew Dice, so the Base Value of 3 is increased to a Modified Value of 6, generating a value of 36 [6 (Short Hex Range Weapon Die Modified Value) x 6 (short hex range) = 36]. For the long hex range of 11, after modifying the DBlue Base Value of 2 to a Modified Value of 5 for the turret and DBlue Crew Dice, a value of 55 is generated [5 (Long Hex Range Weapon Die Modified Value) x 11 (long hex range) = 55]. Adding the two values together generates a Final Value of 91 for the Bow 138mm Gun Battery. The values for the Stern-mounted 138mm Gun Battery are almost identical, but theres 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 4, generating a value of 24 [4 (Short Hex Range Weapon Die Modified Value) x 6 (short hex range) = 24]; For the long hex range of 11, after modifying the DBlue Base Value of 2 to a Modified Value of 3 for the turret icon, a value of 33 is generated [3 (Long Hex Range Weapon Die Modified Value) x 11 (long hex range) = 33]; adding the two values together generates a Final Value of 57 for 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 Dice. Normally that would be 2, but that weapons are mounted in a side Location of a Type 2 ship, as well as mounted in a Location containing a DBlue Crew Dice Slot, so the Base Value of 2 is increased to a Modified Value of 6, generating a value of 24 [6 (Short Hex Range Weapon Die Modified Value) x 4 (short hex range) = 24]. For the long hex range of 6, after modifying the DGreen Base Value of 1 to a Modified Value of 5 for the Type 2 side Location and DBlue Crew Dice, a value of 30 is generated [5 (Long Hex Range Weapon Die Modified Value) x 6 (long hex range) = 30]. Adding the two values together generates a Final Value of 54 for one of the 65mm Gun Batteries, which becomes 432 for all eight gun batteries. The total value for all Gun Batteries on the Pontbriand is then 580. The running total is 1,080. The HML Evesham mounts a variety of weapons as well, including three very powerful guns in the 9.2 IN Gun Batteries. Since all three are identical in the types of icons and Crew Slots, they can be figured out together. The short hex range of 7 for the 9.2 IN Gun Battery is multiplied by the Base Value of the DRed Weapon Dice. Normally that would be 4, but that Slot has both a turret icon as well as a DBlue Crew Dice, so the Base Value of 4 is increased to a Modified Value of 7, generating a value of 49 [7 (Short Hex Range Weapon Die Modified Value) x 7 (short hex range) = 49]. For the long hex range of 14, after modifying the DYellow Base Value of 3 to a Modified Value of 6 for the

turret and DBlue Crew Dice, a value of 55 is generated [6 (Long Hex Range Weapon Die Modified Value) x 14 (long hex range) = 84]. Adding the two values together generates a Final Value of 133 for the 9.2 IN Gun Battery, which translate to 399 for all 3 Gun Batteries. Next are the two 6 IN Gun Batteries. The short hex range of 6 is multiplied by the Base Value of the DYellow Weapon Dice. Normally that would be 3, but that Slot is mounted in the side Location of a Type 3 ship, as well as a DGreen Crew Dice, so the Base Value of 3 is increased to a Modified Value of 6, generating a value of 36 [6 (Short Hex Range Weapon Die Modified Value) x 6 (short hex range) = 36]. For the long hex range of 12, after modifying the DBlue Base Value of 2 to a Modified Value of 5 for the Type 3 side Location, and DGreen Crew Dice, a value of 60 is generated [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 IN Gun Battery. Finally the four 3 IN Gun Batteries are determined. The short hex range of 4 is multiplied by the Base Value of the DBlue Weapon Dice. Normally that would be 2, but both Slots are in a side Location of a Type 2 ship, as well as a DGreen Crew Dice, so the Base Value of 2 is increased to a Modified Value of 5, generating a 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 Modified Value of 4 for the side Location on a Type 2 ship and DGreen Crew Dice, a 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 IN Gun Batteries. The total value for all Gun Batteries on the HML Evesham is then 799. The running total is 1,257.

to make the numbers easier to use when building a fleet, divide the running total by 10, rounding down normally (.5 rounds up). The HML Beagles running total of 791 generates a Final Point Value of 79 [791 / 10 = 79.1, rounded to 79].

determine final point value

The Pontbriands running total of 1,080 generates a Final Point Value of 108 [1,080 / 10 = 108].

The HML Eveshams running total of 1,257 generates a Final Point Value of 126 [1,257 / 10 = 125.7, rounded to 126].

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