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7th Fleet: Modern Naval Combat In The Far East box art
Rich game profile

7th Fleet: Modern Naval Combat In The Far East

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 submari...

Players

1-2

Time

60-1200

Age

12+

Weight

3.62

Rating

7.25

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 4.1

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, it has a strong replayability score of 8.15.

Luck profile

The final luck score for 7th fleet: modern naval combat in the far east is 7.67 out of 10. This indicates that the game has minimal reliance on luck and is primarily determined by player strategy and decisions. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning.

Overview

What ABG knows about this game

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

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Credits

People and publishers

Designers

1
Joseph M. Balkoski

Artists

2
Ted Koller James Talbot

Publishers

2
Hobby Japan Victory Games (I)

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