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7th Fleet: Modern Naval Combat In The Far East box art
1987 Ranked #4,603

7th Fleet: Modern Naval Combat In The Far East

This modern naval wargame has commanders contest the western Pacific in a near-future conflict. Vast sea distances turn fleet positioning into the central challenge.

Wargames Modern Warfare Nautical Hexagon Grid Simulation

Players

1-2

Play time

60-1200 min

Age

12+

Complexity

3.62/5

Rating

7.25

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

The third in the Fleet Series of 1980's era naval warfare, 7th Fleet's focus is the Pacific ocean from the Sea of Okhotsk to the northern Philippines and from the coast of China to Guam. Hexes are approx.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The third in the Fleet Series of 1980's era naval warfare, 7th Fleet's focus is the Pacific ocean from the Sea of Okhotsk to the northern Philippines and from the coast of China to Guam. Hexes are approx. 45 nautical miles across. 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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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
60–1200 min
Age
12+
Complexity
3.6/5
Credits and catalog connections

Credits

Designers

1
Joseph M. Balkoski

Artists

2
Ted Koller James Talbot

Publishers

2
Hobby Japan Victory Games (I)

Linked items

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