I designed a Strategic campaign for Leviathan each player will be an admiral commanding a Battle Fleet (8 full Battle Squadrons - 1-BB, 2-CAs, 1-FF, 4-DDs, 2-Cvts). Each strategic turn he is given 8 objectives (which he must assign Leviathans too, what the are... who cares they are just 'missions') these correspond to 8 objectives his opponent/s are assigned. each battle is worth progressively more VP (in the form of dice 1D4 for the first battle, 1D6 for the second etc... the 8th is worth 2D8) whoever wins rolls the VP dice and collects that many points. players can choose to withdraw (concede) or flee off the map (fighting withdrawal) when/if they choose (ships/fighters not capable of FTL/Recovery are lost/scuttled - that's what the Fighting withdrawal does - it allows those who have lost their FTL/carrier to remain on the board and fight it out where a plain concede ends the game right then and all FTL capable ships/fighters with carriers just go - no parting shots but non-FTLs are lost) Note: only the player who concedes looses his non-FTL units, if you loose your carrier/hangers but win the battle you keep your extra fighters that have no hangers to land on (picked up, gathered and transported by freighter etc...).
After all battles, there is a repair phase (as in the Kraken) then they reassign their ships/fighters for the next 8 battles as they choose, within limits;
Each Squadron (battle) can have:
1-BB, 2-CAs, 1-FF, 4-DDs, 4-Cvts. A CA can sub for a BB, FFs can sub for CAs and a DD can sub for the FF (only - Cvts are not Leviathans and cannot sub) all fighters must have working bays to participate (if you have more fighters that bays then the extras must stay with the 9th)
After the 1st round players may assign ships to a "9th" squadron (in the yards) for double the next round of repairs. these ships can take no action during the current round of battles.
Each individual battle has 3 phases:
Initial contact; each player declares visible ships by type (BB,CA,FF,DD, fighters/Cvts that will start the game in-play) any ship not launched (fighters, Cvts still in the bays) are not declared but will have to launch after play starts. Players may chose to concede (in order of who has the most current VP, only after the 1st Strategic round.) If a player concedes, no battle is fought but he receives a bonus to repair times for those ships (ran back to the yard early - haven't decided on bonus yet - less than 9th squadron)
LR Sensors; Each player declares specific classes (Shiva, Bantha, Lexington etc...) that are visible (not in bays). Again players may chose to concede (in order of who has the most current VP, only after the 1st Strategic round.) If a player concedes, no battle is fought but he receives a bonus to repair times for those ships (again - haven't decided on bonus yet - less than if they conceded on IC).
Engagement; Normal Leviathan game with the declared units (plus any that are concealed/launched after starting) until one side: concedes, leaves the board completely, or is destroyed.
I still have a few kinks to work out but have a preset TO&E for each TOG and RL/CW fleet. I am working on possibly allowing 'raiding/Patrolling' and/or reinforcement squadrons (after the 1st round) I think reinforcements will have a set force limit (1 CA, 2 FFs, 3 DDs, 4 Cvts + fighters carried - but cannot pre-launch as they are dropping out of T-Space into the battle). if called (in any round including IC or LR) they roll the same dice that the VP for the battle provide and have to wait that many game turns (not including IC/LR) for the reinforcements to arrive. if your current force is destroyed/flees before they show up on-board then they never arrived. So; you send in a force of 1-FF and 2-DDs into the 2nd battle (worth 1D6VP) on IC you find out that your opponent has sent in 1-CA and 3-DDs but you wait on LR you find out that his CA is one you haven't attacked (undamaged) yet but your 1st RF has a good CA and 2 more FFs so you declare your calling for your 1st RF. You roll 1D6 (the VP dice value - Note: this is not the VP for the game just your RF turn arrival and if the game is already started it that many more turns from when you rolled Your opponent can call for their own RF with their own roll as-well) and get a 5 (crap) your FF and 2 DDs have to dance around the map for 5 turns before your CA shows up. if they are all blown up before that then 1st RF never showed (and is still available for other battles - maybe that's where it was and why it didn't show, or just didn't get there in time?) for each additional attempt to call it, there is a +1 penalty to your dice (representing added confusion on the part of the squadron commander from various requests).