Community

This page is dedicated to showcasing various aspects of the growing Leviathans community and all the fun, excitement and ingenuity they bring to a myriad aspects of Leviathans.

Thank you for your passion!

CREATIVE COMMONS

Leviathans is being released under Creative Commons. For more details, click here.

FAN-MADE SCENARIOS

The following scenarios are created by the fans, for the fans (they are posted, with a few small potential tweaks, as we received them). We’d like you guys to vote on what you think are the best of these scenarios; feel free to post your thoughts in the forums’ thread dedicated to this discussion. Thanks!

Scenario 1: Wounded Duck vs Destroyer Wolfpack

Note: This Scenario requires two copies of Leviathan to play.

Captain’s Log

I have received intel that two heavily damaged heavy Frenchies are limping home . They are taking the risk of running the mountain passes we patrol. So of course the bloody Ministry sends us out here, in the clouds, looking for trouble. Four destroyer patrol levs against whatever the French big boys have got left. They tell me at the very least disable them long enough for support to arrive so they can be captured and if not send them to hell. I just bloody hope the bastards are geeing up for some support fast! If the French still have their big turret guns this could be the shortest mission of all time.

SITUATION
Somewhere in the Atlas Mountains, on the Morocco/Algeria Border

23 March 1913
Flexing their muscles and their increasingly large leviathan fleets, the British and French butt heads with greater frequency over North Africa and the Strait Gibraltar.

GAME SETUP
Lay out 4 Leviathans maps so you have created a board 30 hexes by 34 hexes, as indicated. This will actually be 31 by 35 hexes when you put the half hexes at map edges together.

Attacker
The attackers are 4 British Destroyers – undamaged

    Players may choose any 4 British destroyers (Type 1) ships. Multiples of the same ship are possible if the player desires.

    Crew Skill Rating (all): Veteran Gunnery, Veteran Navigation (see p. 61, Commander’s Manual)

Deployment
The attacker enters the playing area during the movement portion of Turn 1, at the joint between the two maps that make the EXIT ZONE side of the map. 3 hexes wide on each map.

Defender
The defender is two Damaged French Battleships.

Paris, Paris-class Battleship (Type 4)
Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

Jean Bart, Paris-class Battleship (Type 4).
Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

Deployment
After the playing area is set up, the defender enters at any corner of the map with the stern of each battle ship at the last complete edge of the corner within 4 hexes of one another.

SPECIAL RULES

Pre-Battle Damage for French
Prior to set up the French player roles 2 slot dice for each section of the ship (Bow, Starboard Forward, Starboard Aft, Port Forward, Port Aft and Stern) For all sections except Stern re-roll any duplicates so that each section has two slots destroyed. For the Stern section treat any engine hits as “miss slots” so that it is possible that the stern sections are undamaged. Any duplicates that are not engines are re-rolled until an undamaged slot (or an engine “miss” for the stern section) is rolled. All other non engine slots rolled are destroyed. Both French Battleships must have full engine power and MP’s to start the game.

French Battleships may start rolling for repairs in Turn 1 as per the normal sequence of play.

Mountain Peaks!
The Battleships are trying to avoid being detected so they are flying in low to the mountains through the clouds. At the point of engagement there are two large peaks that soar above the Leviathan’s operational ceiling that they must avoid in order to escape. Designate two Mountain Peak Areas. Each area must be at least 10 consecutive contiguous adjacent hexes but not more than 40 continuous contingent adjacent hexes. The total can not exceed 50 hexes of mountains. Mountains Block Line of Sight for BOTH TORPEDOS AND GUNS. Unlike standard rules and movement is not allowed over or through them. This literally creates islands in the sky.

Hint: You can use hill scenery from any miniatures game or if you lack this resource photocopy the large cloud template (19 hexes) and place two of them designating them Mountain peaks. (38 hexes total) Color them Brown With a marker or put some gravel or dirt from your yard/garden/driveway to show they are mountains. If 3-D Mountains are used partially covered hexes are considered full mountains for all LOS and movement purposes and are immpassable.

OBJECTIVES
The attacker’s objective is to destroy or immobilize the French, before they get away off the opposite map edge, in the designated EXIT ZONE. To this end, the attacker achieves a Draw if he destroys either ship by the end of Turn 10, a Minor Victory if he destroys one battleship and immobilizes the other for capture by the end of Turn 10, and a Major Victory if he immobilizes both enemy vessels by the end of Turn 10.

The defender’s objective is simple. Survive and escape before reinforcements arrive. The EXIT ZONE for the French is the opposite corner of the map from where they started. The french must exit the map. The exit zone is any map edge 10 hexes from the corner of the map opposite of where they entered. If the French Escape they receive a Major Victory.

OPTIONAL RULES
In addition to all to all the standard Commanders Rules, the following enhanced rules from the Captain’s Manual Excerpt section (see p. 61, Commander’s Manual) are in effect for this scenario.

Clouds!
Saturate the map-board with cloud templates! As many as you can photocopy. Cloud Rules are in effect (see Captain’s Manual Excerpt: Clouds PDF)

VARIATIONS
As usual, players can easily replay this scenario and trade out various enhanced rules. Or try different destroyer choices. The randomness of damage and repairs by the Battleships makes this a tense engagement. The main guns of the battleships can break a destroyer in one shot. However the long range of the Destroyers torpedoes and increased speed make this a red knuckle run for the French as well. Destroyer commanders must get past the long range of the big guns by “sprinting forward” in order to get high saturation fire shots on the Battleships in order to have a good shot to break the keel of the heavier already damaged Levs.

Scenario 2: The Fog of War

Note: This Scenario requires two copies of Leviathan to play.

Captain’s Log

We’ve come across another arrogant French incursion, sneaking through the mist. This time we have a nasty surprise for them. With the cruisers less than a league away, the French will never know what hit them!

SITUATION
Over the English Channel
28 June 1909

On a foggy morning late in June, two opposing destroyer flotillas encountered each other in the haze. Both sides, believing themselves to have superior reinforcements, immediately committed to battle. The skirmish that followed would be bloody and confusing.

GAME SETUP
Place three maps side by side with the long sides touching. Both sides select 4 clouds and alternate placing the clouds on the map. Each side must place at least 2 clouds on the center map and a maximum of 1 cloud on each of the other sheets (see Captain’s Manual Excerpt: Clouds PDF). Once the clouds have been placed, roll to determine each side’s home edge.

Attacker
The attacker is a French cruiser squadron headed by Philip II Augustus, seeking to harass and intimidate a smaller British patrol. Two other cruisers and a handful of destroyers make up the rest of the squadron.

    Philip II Augustus, Conquerant-class Armored Cruiser (Type 3)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    Ardent, Faucon-class Light Cruiser (Type 2)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    Pontbriand, Liberté-class Light Cruiser (Type 2)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    La Gloire, Grenouille-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    Pelletier, Grenouille-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    Montpellier, Grenouille-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

Deployment
The attacker places their Type 2s and 3s with the rear hex of the ship against the attacker’s home edge. The Type 1s are placed anywhere on the central map sheet.

Defender
The defender is a British squadron on patrol with the goal of establishing British superiority over the Channel and sweeping it of the French. The Defender-class armored cruiser Evesham heads up this formation.

    HML Evesham, Defender-class Armored Cruiser (Type 3)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    HML Courser, Destrier-class Light Cruiser (Type 2)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    HML New Zealand, County-class Light Cruiser (Type 2)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    HML Anfield, D-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    HML Raven, D-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

    HML Crow, D-class Destroyer (Type 1)
    Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 62, Commander’s Manual)

Deployment
The defender places their Type 2s and 3s with the rear hex of the ship against the defender’s home edge. The Type 1s are placed anywhere on the central map sheet.

OBJECTIVES
Both sides must attempt to force their opponents to withdraw. However, neither side is willing to lose ships or cause a severe diplomatic incident by destroying the opposing Type 3. To determine the winner, each side scores points according to the following:

Slot destroyed on opposing vessel which survives the battle:

  • 1 point per ship type (i.e. 1 destroyed slot on the opposing Type 3 is worth 3 points)
  • Opposing ship forced to retreat: 5 points per ship type
  • Own ship lost: -15 points per ship type
  • Opposing Type 3 destroyed by hostile action: -30 points
  • Subtract the attacker’s point total from the defender’s and compare the value to the following chart:

    26 or more: Decisive Attacker Victory

    16 to 25: Major Attacker Victory
    
6 to 15: Minor Attacker Victory

    5 to -5: Inconclusive
    
-6 to -15: Minor Defender Victory
    
-16 to -25: Major Defender Victory
    
-26 or less: Decisive Defender Victory

    SPECIAL RULES

    Misty Morning
    Clouds are in effect for this scenario. The air is still, so there is no drift (see Captain’s Manual Excerpt: Clouds PDF).

    The Fog of War
    Poor visibility and the hectic, confused nature of the engagement has made friendly fire a very real possibility. If any LoS for an attack is traced through a ship to another target, check to see if the attack strikes the intervening ship instead by rolling 1d6. On 1-4, the attack is resolved as normal. On a 5-6, resolve the attack against the intervening ship, using the appropriate hit locations. If the LoS is traced through multiple ships to the target, roll the check against the ship closest to the attacker. If the attack does not strike this ship, check against the next one until only the target is left.

    Scenario 3: Duty and Dishonor

    Captain’s Log, HML Kraken

    There’s something about India – first the Sepoys, then “Black Jack” Christian flattening Calcutta, and now this. Just got off the wireless with Bombay – seems Evesham’s new Sky Captain isn’t half the man Terrence Lancsman was, and all it took was a little late pay for him to take his crew and his ship on a runner. Even took a couple destroyers with him, the bastard. Maybe it’s the bad water, it drives men mad.

    This is a job that “Black Jack” would love, but Philopoemen is off keeping the Russians honest near Afghanistan, so it falls to us to be the hatchet. Duty is duty, and I’ll do mine, but I don’t relish the idea of firing on our own boys…

    SITUATION
    Near Rangoon, Burma
    25 October 1910

    Supply can often be a problem in the colonies, but when the supply you’re short on is a soldier’s pay, it means trouble. In this particular case, the trouble is the captain of HML Evesham, who led his men in a mutiny, joined by two older destroyers with crews that also didn’t receive their pay. They decided to make a break for Australia, in the hopes that even their older ships will allow them to name the price for their services.

    On its way back from showing the flag in Malaya, Sky Captain Gerald Fincher aboard HML Kraken, along with its accompanying squadron were dispatched to intercept. Their mission was to prevent the Evesham and its escorts from reaching the skies over Indonesia – by any means necessary.

    GAME SETUP
    Lay out both Leviathans maps with their long sides together, as indicated.

    Attacker
    The attacker is the fleeing armoured cruiser HML Evesham and its two escorts.

      HML Evesham, Defender-class Armoured Cruiser (Type 3)

      HML Rook, D-class Destroyer (Type 1)

      (Use the HML Crow ship card to represent HML Rook.)

      HML Wolverhampton, D-class Destroyer (Type 1)

      (Use the HML Anfield ship card to represent HML Wolverhampton.)

    Deployment
    The Deployment Zone opposite that selected by the Defender is the Attacker’s. All of the Attacker’s ships must be adjacent to the row of half-hexes comprising the map edge.

    Defender
    The defender consists of elements of the Second Indian Squadron, centered around HML Kraken, a Leviathan-class battleship.

      HML Kraken, Leviathan-class Battleship (Type 4)

      (Use the HML Leviathan ship card to represent HML Kraken.)

      HML Hampshire, County-class Light Cruiser (Type 2)

      (Use the HML Hertfordshire ship card to represent HML Shire.)

      HML Durham, County-class Light Cruiser (Type 2)

      (Use the HML Essex ship card to represent HML Durham.)

      HML Carlisle, D-class Destroyer (Type 1)

      (Use the HML Trafford ship card to represent HML Carlisle.)

    Deployment
    After the playing area is set up, the Defender chooses one of the two short edges of the playing area and places his fleet there; this is the Defender’s Deployment Zone. All of the Defender’s ships must be adjacent to the row of half-hexes comprising the map edge.

    OBJECTIVES
    The Attacker’s objective is to push past HML Kraken and her escorts and escape through the Defender’s Deployment Zone (and, ultimately, to open water and on to Australia.) To do so, the Attacker’s vessels must be able to move at least one portion of their vessels into the row of half-hexes along the Defender’s home map edge. As a secondary objective, it behooves the mutineers to cripple the Attacker’s vessels so as to discourage pursuit. If, after escaping, the Attacker’s escaping leviathans all possess more MP than all of the Defender’s surviving leviathans, the Attacker receives a bonus. (Crippled vessels that surrender at the scenario’s end do not count against this bonus.) The Attacker may also destroy the Defender’s vessels for the same purpose, but it is not an objective and yields only a small bonus – the mutineers would rather be forgotten than give their former comrades extra reason to hunt them down.

    The Defender’s objective is to prevent the Attacker’s vessels from escaping by any means necessary. The Defender therefore receives points for each of the Attacker’s vessels destroyed. The Admiralty would love to recapture their vessels, however, as well as make the mutineers stand trial. Thus, as a secondary objective, the Defender receives bonus points if they cripple (i.e. reduce to 0 MP) any of the Attacker’s vessels. Such vessels will surrender when all of the Attacker’s other vessels have escaped, been crippled, or been destroyed. Until that point, however, they may continue operating normally – firing weapons, making repairs, and so on.

    At the end of the battle, consult the following chart to determine the victor:

    The Attacker gets points for:

  • +5 if HML Evesham escapes
  • +3 each if HML Rook or HML Wolverhampton escape
  • +2 if all escaping vessels possess more MP than all of Defender’s surviving vessels
  • +1 for each of Defender’s vessels destroyed
  • The Defender gets points for:

  • -3 each if HML Rook or HML Wolverhampton are destroyed
  • -5 each if HML Rook or HML Wolverhampton are crippled
  • -5 if HML Evesham is destroyed
  • -8 if HML Evesham is crippled
  • 9 or more: Attacker Major Victory
    5 to 8: Attacker Minor Victory
    1 to 4: Attacker Marginal Victory
    0: Draw
    -1 to -4: Defender Marginal Victory
    -5 to -8: Defender Minor Victory
    -9 or less: Defender Major Victory

    OPTIONAL RULES
    In addition to all the standard Commander’s Manual rules, the following rule is in effect for this scenario.

    My Country(men), Right or Wrong.
    Many of the crewmen aboard HML Kraken and her escorts sympathize with the flight of the Evesham’s group – many of them are friends or colleagues of the mutineers, and more than a few have suffered lack of pay themselves, given their distant duty station. While no good sky sailor would dream of refusing the King’s orders, lack of motivation among enough crewmen aboard a vessel as sophisticated as a modern leviathan can significantly impact operations.

    To represent this, each time one of the Defender’s vessels attempts to either fire or repair, roll a DGreen. On a roll of 1, delays by the crew prohibit the shot or the repair attempt. If attempting a bracket fire attack, roll for each gun individually; if some guns pass this roll and others fail, those that pass may participate in the bracket fire attack, without those that fail. The Attacker is not inhibited by this rule and may fire all weapons, and make repairs, normally.

    VARIATIONS
    As usual, players can easily replay this scenario and trade out various enhanced rules. A few examples:

    If the Attacker finds the scenario too difficult, utilize the Clouds rules from the Captain’s Manual (see Captain’s Manual Excerpt: Clouds PDF). The Attacker may place two of the round, seven-hex cloud tiles, but only on the map sheet containing the Attacker’s Deployment Zone.

    Alternatively, to give the Attacker an extra challenge, the easiest solution is to eliminate the Optional Rule. If available, players can also place an additional Leviathans map next to the two standard maps, thus forcing the Attacker to cross three maps to escape. (This also allows for a little more room to maneuver, given the big guns aboard Kraken and Evesham.)

    ORIGINS GAME FAIR 2012 EXPERIENCES

    As mentioned in the Calling On Origins Leviathans Community! blog post, this section will show case the communities’ experiences, in their own words.



    Me and my sons were one of the lucky ones to get our copy of the game. Actually we were the very first in line! Let me tell you and everyone it was well worth the wait. The ships and game components are fantastic visually as well as the quality. We quickly went from the exhibit hall and went to the hall where the King of the Skies was being held by the Catalyst team. They were excited also to see it out for sell. We spent most of the day then battling it out on the table for air ship superiority of the skies. Upon getting home we immediately opened it up and began again. In the photo are my sons Brenton and Slater with me as we sit down again for another of many battles. Thank-you for such a great game!

    Sincerely,

    Dave Childs