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7th Fleet: Modern Naval Combat in the Far East
7th Fleet: Modern Naval Combat in the Far East
by Victory Games (I), Hobby Japan (1987)
Player Count
1 to 2

Player Ages
12+

Playing Time
1 hour to 20 hours
Categories
  • Nautical
  • Wargame
  • Modern Warfare
  • Designers
  • Joseph M. Balkoski
  • Mechanisms
  • Hex-and-Counter
  • Simulation
  • Dice Rolling
  • Artists
  • James Talbot
  • Ted Koller
  • Family
  • Fleet Series
  • Country: USA
  • Player Count: Two Player Only Games
  • Players: Two Players Only Wargames
  • Digital Implementations: VASSAL
  • Rating: 0/10 from 0 users

    Description

    Players maneuver task forces of ships and submarines along with air wings to attack the opposing force. All ships, subs, and aircraft have various ratings for surface-to-surface missile, anti-air, area anti-air, anti-sub, close defense, air-to-air, and torpedo combat as well as defense, movement, and detection ratings (subs only).

    Units include numerous aircraft, ships, and sub types from mainly the US, Japan, Soviet Union, and China as well as miscellaneous units from Canada, Vietnam, North and South Korea, and Australia—everything from F-15s to Romeo subs to Nimitz carriers.

    Each 8-hour game turn is broken into 3 distinct phases (sub, surface, and air) and each player takes turns choosing which phase they wish to conduct. Ex. if the US player chooses "Air", they conduct all bombing, shipping strikes, anti-sub, and interception actions for all their aircraft.

    Players also use their units to attempt to "detect" enemy forces so that an attack can be made. Ships and aircraft are always detected once a unit moves close enough to them, but players have to roll to try to detect subs.

    Optional rules include nuclear weapons and logistics.

    About 15 scenarios are included which range from about 90 minutes to 3 or 4 hours. Several campaigns are included which can take days to play out.

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