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Sea Lords On The Mekong Delta box art
2007 Ranked #14,690

Sea Lords On The Mekong Delta

Players command opposing forces in a riverine wargame, with one side infiltrating supplies and the other trying to stop them. Each operation spends command points, creating a tense alternating sequence of movement and combat.

Wargames Vietnam War Wargame Hexagon Grid Magazine: Strategy & Tactics

Players

2

Play time

Not listed

Age

12+

Complexity

2.73/5

Rating

6.99

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 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Strategy & Tactics magazine #243. SEALORDS: The Vietnam War in the Mekong Delta.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Strategy & Tactics magazine #243. SEALORDS: The Vietnam War in the Mekong Delta. (SL) is a low-to-intermediate complexity, two-player, operational simulation (with important tactical undertones) of riverine combat the Mekong Delta during the Vietnam War. There are two players: the Free World, including US, South Vietnamese and other allies; and the Communists, including Viet Cong and North Vietnamese Army forces. The objective of the Communist player is to infiltrate men and supplies via the Mekong Delta's many waterways, while also attacking critical Free World bases and towns across the region. The Free World player is attempting to prevent that infiltration while also conducting an offensive against Communist formations and bases. Each player has available several types of riverine and ground units, as well as air units for the Free World player. The Communist player can make use of special rules representing that side's advantage in intelligence and local guerrillas. The system uses an 'operational impulse' system. That is, a player moves and fights with one of his forces, followed by his opponent doing the same with a force of the other side. Every operation requires the expenditure of command points. SL has several different scenarios, each covering a critical period of operations: Game Warden (the early years), Tet (the Communist general offensive of 1968), and SEALORDS (the Free World counteroffensive of 1969-70). Each map grid square equals 6.21 miles (10 km) across, and each full game turn represents a month. Units of maneuver are mostly battalions and battalion equivalents.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
180 min
Age
12+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Joseph Miranda

Publishers

1
Decision Games (I)

Linked items

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