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Second World War At Sea: Eastern Fleet box art
2001 Ranked #10,043

Second World War At Sea: Eastern Fleet

A World War II naval wargame has Japanese and British commanders contest campaigns across the Indian Ocean. Britain must compensate for inferior air power with guile, while Japan presses its carrier-led advantage through multiple scenarios.

Wargames Nautical Wargame Hexagon Grid Players: Two-Player Only Games

Players

2

Play time

Not listed

Age

12+

Complexity

2.73/5

Rating

7.13

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 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Following their victory at Pearl Harbor, the Imperial Japanese Navy's First Air Fleet moved through the American, Dutch and British colonies of South and East Asia.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Following their victory at Pearl Harbor, the Imperial Japanese Navy's First Air Fleet moved through the American, Dutch and British colonies of South and East Asia. Having taken the mighty British naval base at Singapore, the next move was to enter the Indian Ocean and challenge the Royal Navy there. Eastern Fleet' is a complete game in the Second World War at Sea series covering these campaigns. Scenarios range from the Japanese invasions of Burma and the Andaman Islands through the massive carrier raids to the planned but never executed invasion of Ceylon. The Japanese often have overwhelming superiority in the air, which the British must counter with guile while trying to lure the enemy into range of his slow but powerful battleships. Pieces represent the ships and aircraft that took part in the campaign. The Japanese fleet is built around its five powerful fleet carriers with their deckloads of Zero fighters, Val dive bombers and Kate torpedo bombers, all wielded by expert pilots and crews. They are supported by four fast battle cruisers, fast but lightly protected heavy cruisers and big destroyers armed with the awesome Long Lance torpedo. The Royal Navy is outnumbered and outgunned in the air, with three fleet carriers — all of them smaller than their Japanese counterparts — and one nearly useless light carrier. The British do have four old and painfully slow R-class battleships and the much more useful Warspite, newly rebuilt in an American shipyard. British cruisers are vastly inferior to those of the Japanese in both numbers and capability, as is the case with the British, Australian and Dutch destroyers. But this is the Royal Navy, with a tradition of victory and a secret base on which it can fall back in the middle of the supposedly empty Indian Ocean. The British cannot be counted out until their last warship is sunk. Contents: Strategic Map Tactical Map 210 counters 2 Airbase Cards 2 Task Force Cards 2 Player Aid Cards 24 page Series Rulebook 20 page Scenario/rulebook with 11 Scenarios (from publisher's website and user's decription)

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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
120 min
Age
12+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Michael Bennighof

Artists

2
Peggy Gordon Brien J. Miller

Publishers

1
Avalanche Press Ltd.

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